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This article or section is in need of attention from an expert on the subject.Please help recruit one or improve this article yourself. See the talk page for details. This page has been marked as being in need of links (Item/Monster/Map) to a Database. For a pre-Renewal version of this article, click here. Job Base(s) Archer Job Type 2-2 Changes At Comodo× Number of Skills 18 Total Skill Points 91 Total Quest Skills 1 Job Bonuses STR AGI VIT INT DEX LUK +2 +7 +3 +5 +5 +8 +← クリックで目次を開く Overview Job Change Guide BuildsPvM WoE Tactics EquipmentUpper Headgear Middle Headgear Lower Headgear Armor Garment Footgear Accessory Shield Weapon Arrows Class DataSkillsSolo Skills Ensemble Skills Quest Skills Soul Link Unimplemented Skills Job Bonuses ASPD External Links Overview Rhythm and balance are qualities cultivated by all Archers, however, only the truly talented are allowed to learn the secret steps of the Dancers. These scantily clad seductresses gain the power to influence the minds of allies and enemies alike. It is said that time slows down× when a Dancer starts to move her hips to the sound of some mysterious tune; that those watching may lose control× of their bodies and find their magic reserves either greatly improved× or gone altogether×. Where their male counterparts, the Bards, are more bent on support, Dancers specialize at disruptive maneuvers, which make them an invaluable asset in the War of Emperium. Supporting with a Bard or Dancer requires a different approach than other classes. Music-based buffs are mostly percentual values, as opposed to the absolute values of Priest buffs, and require careful strategy and positioning, but playing as an Archer should already provide some experience in this respect. Despite their supportive role, one should not forget that Dancers are also capable of dealing good quantities of damage, one of their main advantages over Huntresses is their immense SP pool which allows them to continually use Double Strafe× instead of normal attacks, ensuring decent damage output. To understand how to build a Bard or Dancer, knowledge of all their skills is needed. Dancer and Bard skills are, in comparison to other classes, very stat dependent. In general, there are 2 types of skills for both a Dancer and a Bard; skills which can be sung or danced without a partner of the opposite gender and those where the player needs another Bard or Dancer respectively. As a Dancer, only whips, daggers and bows are available for weapons, whereas Bards can use instruments instead of whips. When armed with a Whip× Bow× skills (Double Strafe, Arrow Shower×, Arrow Repel×) cannot be used Performance Skills×, as well as Amp× and Encore× are available Whip skills (Slinging Arrow×, Arrow Vulcan×) can be used Whip damage depends on the Dancer s dex, NOT str. Just like it does for bows Unbarring Octave×, Dazzler×, Pang Voice× and Charming Wink× are usable regardless of weapons. Job Change Guide See Dancer Job Change Guide for detailed information. Changing into a Dancer from an Archer requires the player to complete a number of tasks Item Collection Written Test Dance Test After completing these tests, the player will be transformed into a Dancer. This takes place in Comodo×. Builds PvM STR× 1 AGI× 80-99 VIT× 1 INT× 9-53 DEX× 99 LUK× 1 PvM× builds of a Dancer echo the DEX/AGI Hunter build. However, decreasing Agi in order to increase INT will allow you to Double Strafe more often as well as regenerate SP faster than a Hunter with the same stat build. WoE WoE× Builds don t need high DEX, but you may want to speed up your path to Gypsy with having the ability to gain levels on your own. The other 2 stats that are needed are INT and VIT. INT allows the skill Dazzler to be used more due to increased total SP× of the dancer, while VIT gives more HP× allowing the dancer to survive longer as well as less chance to get stunned plus a higher pot efficiency. Both are needed, and should be planned according to a specific skill build selected. This means if you plan to be the main Dancer for Classical Pluck× then get high VIT. If you will use Dazzler and Slow Grace× quite often then get more INT or even DEX to increase Slow Grace s effect. Tactics Hotkey a dagger and whip or 2 of same whip to stop and change songs fast instead of waiting for Amp. Equipment -冗長過ぎる This is no where close to a complete list of equipment that is required or suggested. This list is not based around any mini boss or MvP drops. Upper Headgear Besides the "kawaii" headgear you have taking up almost all of your storage, these are some of the basics that are suggested to have for a Dancer. Ramen Hat (+4 Dex) (Kafra Shop item) - Suggested for PvM but not WoE/PvP. Apple of Archer (+3 Dex) - Suggested for PvM but not WoE/PvP. Wise Headgear [1] (+80 SP) (Willow Card) - More SP to use skills and increase overall SP regeneration. Erudite Headgear [1] (+2 Int) - More Int for SP regeneration or to increase effect of Gypsy s Kiss×. Peerless Headgear [1] (Immune to Silence×) - An option to prevent people from silencing you if you don t want to carry Green Potions, but involves giving up better headgear options. Poo Poo Hat (10% decrease from demi-human attacks) - Use for WoE. Beret (10% decrease from demi-human attacks) - Use for WoE/PvP. Feather Beret (+1 MDEF× and 10% decrease from demi-human attacks) - Use for WoE/PvP. Middle Headgear Some of these headgear take up both the middle and lower slots. Opera Masque (+1 Def×) - If you re not using a Binocular, you might as well use some DEF to decrease the physical damage you recieve. Binoculars (+1 Dex) - A headgear that can be used to replace tights if applicable. Robo Eyes (+1 Dex, +2% damage) - The Kafra Shop replacement for Binoculars. Masquerade (3% more damage against demi-humans) Evolved Ribbons (+5 Flee) - Extra flee to help Agi/Dex Dancers flee monsters. Alarm Mask (+2 Def) - If you re not using a Binocular, you might as well use some DEF to decrease the physical damage you recieve. Red Glasses (+5 MDEF) - Great to use to add to your MDEF if you re about to rush a precast in WoE. Lower Headgear Evolved Pipe (+1 Vit and reduces damage from Brute class monsters by 5%) - More vit to try and gain stun and silence immunity and less damage from Brute class monsters when leveling. Gangster Mask (15% resistance to Silence) - Helpful if you re not immune to silence using a Marduk Card or having 100 total vit. Armor The primary armor for Dancers is Tights [1], but they can also wear general purpose armors such as Mantle [1], Coat [1], or Formal Suit [1]. Tights are suggested because of their +1 Dex, but can be replaced with other armors that Dancers can wear if needed. A Pantie can also be used as a cheap armor that can be used in combination with the Undershirt garment as a PvM gear, but serves little purpose in PvP/WoE asides from gaining extra ASPD×. Panties can be slotted using the Socket Enchant System. Useful armor cards for a Dancer include Pupa Card - +700 HP, an ideal card for Agi/Dex Dancers who need the extra HP to survive longer. Peco Peco Card - +10% HP, a more effective card then the Pupa for characters with over 7,000 HP. Marc Card - Grants immunity to the Frozen× status, making it a staple card in PvP/WoE. There are other specific armor cards out there that are beneficial (or sometimes not beneficial depending on the situation) such as those that change the element of the player (Swordfish Card, Dokebi Card, Pasana Card, etc) and those that cause status effects to your enemies under certain conditions (Dark Frame Card, Demon Fungus Card, Brilight Card, etc.) Garment Mufflers are suggested because they are easily obtainable. Other options include Heavenly Maiden s Robe [1] - 1 more DEF than Mufflers. Undershirt - Combined with the Pantie armor, this makes a cheap alternative to expensive +Flee garments for PvM. Undershirts can also be slotted using the Socket Enchant System. Vali s Manteu - A cheaper but slightly less effective alternative to a Raydric Card. Useful garment cards for a Dancer include Whisper Card - This card gives +20 Flee, making it a useful leveling card for Agi/Dex Dancers. Dragon Tail Card - This card gives +10 Flee and +5% damage with Double Strafe and Arrow Shower. This card can be useful for trying to reach the amount of damage needed to one or two-shot monsters using Double Strafe. Raydric Card - The 20% neutral property resistance makes this card a great general purpose card for non-Flee characters, especially in PvM. It can also be useful in PvP/WoE, but not without its pros and cons. Noxious Card - A specialized PvP/WoE card that gives 10% neutral property resistance and 10% long range damage resistance, though it may be worth considering holding off on this card until becoming a Gypsy and using a Valkyrian Manteau for it. Noxious is strong because it can help against attacks that aren t neutral element, including magic. There are other specific garments out there that are beneficial such as those that give resistance to certain elements (Jakk Card, Marse Card, etc). Footgear Boots are suggested because they re the footgear with the highest defense that Dancers can wear. +9 Superior Footgear [1] (Firelock Soldier Card) (+2 Str and, if upgraded to +9, 10% more HP and SP) - More HP to live longer and more SP to use skills and increase overall SP regeneration. Green Footgear [1] (Martyr Card) (+1 Agi and 10% more HP) - More HP to live longer and +1 Agi for Agi/Dex Dancers. Soul-Enchanted Footgear [1] (Sohee Card) (15% more SP and increase SP recovery by 3%) - More SP to use skills and increase overall SP regeneration. The above three footgear can be substituted for other footgear such as those that gives the player more experience for killing a certain race of monsters (Am Mut Card, Mini Demon Card, etc.) Accessory Nimble Glove [1] (+4 Dex) (90+ base level) or Nimble Clip [1] (+3 Dex) (no level restriction) (both are Zerom Cards) - Suggested to gain more dex for leveling or even for PvP/WoE. Earring (+2 Int) - More Int for SP regeneration. Rosary of Four Leaf Clover - (+3 MDEF, +1 Luk) (5% less damage from long ranged physical attacks) (Alligator Card) - Ideal for WoE/PvP because of the MDEF and the decrease from long ranged physical attacks. Shield Unlike Hunters, Dancers can wear bucklers with one-handed weapons. Guard [1] - A general purpose shield for if you plan to share your shields with Mage-class characters. Buckler [1] - A shield which is slightly better then a Guard, but not as flexible between classes. Valkyrja s Shield [1] - This shield has some of the best stats for an all-class shield and is often preferred for WoE because of its elemental resistances and MDEF. If the player plans to take part in PvP/WoE, they should look into obtaining a Thara Frog Card, as the 30% damage reduction makes a huge difference. There are other specific shield cards that can be beneficial to a Dancer as well, for reducing damage from monters (Penomena Card, Flame Skull Card, Teddy Bear Card, etc.) Weapon Dancers are allowed to use shields with Whips. However they are not allowed to used shields with Bows as bows take up both the right and left hand slots. Rope [4] - The basic 4-slotted whip for Dancers. Double Bloody Double Boned Rope [4] (2x Hydra Card, 2x Skeleton Worker Card) - Can be used for leveling at Bathories or even used to attack players in PvP/WoE. Note that this weapon has been outdated by the newer Battlegrounds× weapons. Solid Triple Vital Rope [4] (Golem Card, 3x Fabre Card) - Suggested for a Dancer dancing Classical Pluck with a Bard in order to avoid from letting players break your whip and to increase your vit and your HP by 300. Quadruple Status Effect× Rope [4] (any status effect card; Marina Card, Savage Bebe Card, Plankton Card, Magnolia Card, etc.) Sling Arrow can still be used during performance skills, so it s possible to try to inflict status effects on enemies while performing using a weapon like this. Composite Bow [4] - The bow which is used for maximum damage with Double Strafe for leveling. Double Double card combinations offer the best damage, but suffer the drawback of working on only a select few monsters. They can also be carded with four status effect cards for inflicting status effects from a distance. Gakkung Bow [2] - Is a cheaper alternative to the Composite Bow that can be good for making more general-purpose bows, as it only requires two cards, but has the drawback of dealing less damage then a specialized Composite Bow. Arbalest [2] and Luna Bow [2] can also be used similar to the Gakkung Bow. Arrows PvM Be prepared for any element that may be present on the map you choose to farm/MvP/level on. PvP/WoE Obtaining status arrows depends on how much zeny you have, how much zeny you are willing to spend if it comes to that point, what items you have access to, and what you plan to do in PvP/WoE. Stun× and Silence× (known in-game as Mute Arrows) Arrows/Bows work well against Casters such as the Wizard Class and the Sage Class (excluding full support build Sages/Scholars) as they do enough VIT to become immune. As a Dancer, these arrows don t serve as much purpose since Dazzler can be used to inflict Stun to more targets at once, and is more reliable then Silence which can be cured with a simple Green Potion. Curse×d Arrows/bows work well against players since it greatly lowers their walking speed. These arrows and bows work well against low-VIT support characters by preventing them from escaping from your allies, and can also hinder mid-VIT characters. Against high-VIT characters, who you re likely to run into a lot of during WoE, Slow Grace is a guaranteed way to slow their speed. Sleep× Arrows/bows work well against low Int and low Luk type characters. These are ideal against full support Scholars, Agi/Dex Hunters, and melee classes such as Assassin Crosses and Knights. Frozen Arrows/bows may work better using Arrow Shower and Arrow Showering a group of players closely packed, but most of the time, players are wearing Unfrozen armor in WoE and PvP. Class Data Skills See Archer Skills for first class skills. Note The iRO Dancer Skill Section is very outdated. Do not be surprised if some of the skill descriptions differ from the website contents (i.e. Acoustic Rhythm×), they have been contrasted with the ingame descriptions and the more up-to-date Korean website . Solo Skills Skill Description Levels Type Amp× Cancels active Performance Skill the caster is performing. 1 Active Dance Lessons× Increases the damage inflicted with Whip class weapons, and enhance the quality of Dance and Ensemble skills. 10 Passive Dazzler× Inflicts Stun effect on monsters and party members within caster s view by chance. 5 Active Encore× Recast the last Performance Skill that was cast at half of the SP cost. 1 Active Focus Ballet× Improves HIT× of all players within the 7x7 area of effect. 10 Active Gypsy s Kiss× Increase max SP× and SP regeneration while reducing the SP consumption of all players within the 7x7 area of effect. 10 Active Hip Shaker× Deplete SP of all targets within the 7x7 area of effect. 5 Active Lady Luck× Improves CRIT rate of all players within the 7x7 area of effect. 10 Active Slinging Arrow× Slings an arrow at an enemy with a whip. 5 Offensive Slow Grace× Decrease attack and movement speed of all enemies within the 7x7 area of effect. 10 Active Ensemble Skills Ensemble skills can only be performed when a Bard and Dancer are in the same party and standing beside each other. When an Ensemble skill is performed by a Bard and Dancer, the lower level of Acoustic Rhythm is performed. (i.e. when a Bard that has learned Acoustic Rhythm Lv.5 performs the skill with a Dancer that has only learned Acoustic Rhythm Lv.3, the Bard and Dancer will perform Acoutic Rhythm Lv.3) Skill Description Levels Type Acoustic Rhythm× Create a 9x9 area that gives Fire, Water, and status effect resistance to Party Members within range. 5 Active Battle Theme× Party members within this skill s 9x9 area will have increased ATK× and DEF for the skill s duration. 5 Active Classical Pluck× Create a 9x9 area where all players and non-boss monsters cannot use skills. 1 Active Down Tempo× Reduces all DEF derived from the VIT stat to 0 for all enemies within the 9x9 area of effect. 1 Active Harmonic Lick× Provides a bonus of DEF-ignoring damage to all players within the 9x9 area of effect, as long as they re wielding level 4 weapons. 5 Supportive Lullaby× Sing a dreamy song to put enemies in a 9x9 area to sleep. 1 Active Mental Sensing× Increases the EXP earned from monsters killed in the affected 9x9 area. 5 Active Power Cord× Cast a 9x9 cell area around the casters that nullifies item costs for most skills. 1 Active Quest Skills Skill Description Levels Type Job Level Requirement Quest Charming Wink× Wink at a specific target, charming them for 10 seconds. 1 Active 40 Charming Wink Quest Soul Link See Bard and Dancer Spirits×. Skill Description Levels Type Impressive Riff× (If level 10 Slow Grace× is learned) Increases ASPD of all players in the 7x7 area of effect. 10 Active Magic Strings× (If level 10 Lady Luck× is learned) Reduces Cast Time× and Cast Delay× of skills used inside the 7x7 area of effect. 10 Active Perfect Tablature× (If level 10 Focus Ballet× is learned) Raises Flee× Rate and Perfect Dodge× of all players in the 7x7 area of effect. 10 Active Song of Lutie× (If level 10 Gypsy s Kiss× is learned) Increases the the Max HP× of all players in the area of effect. 10 Active Unimplemented Skills Skill Description Levels Type Ragnarok× Randomly casts spells in the area of effect for 60 seconds. Unknown Offensive Job Bonuses Stat\Amount +1 +2 +3 +4 +5 +6 +7 +8 STR 3 28 AGI 2 10 11 24 30 35 48 VIT 17 33 43 INT 5 13 21 40 47 DEX 6 9 16 20 41 LUK 1 7 15 19 32 38 46 50 ASPD Weapon Base ASPD Unarmed 160.1 Dagger 145.2 Bow 135.2 Whip 142.7 External Links Skill Simulator General Stat Calculator -Dancer ・ Gypsy ・ Wanderer Dancer ・ Gypsy ・ Wanderer 2nd ClassSkills Solo Skills Amp× ・ Charming Wink× ・ Dance Lessons× ・ Dazzler× ・ Encore× ・ Focus Ballet× (Perfect Tablature×) ・ Gypsy s Kiss× (Song of Lutie×) ・ Hip Shaker× ・ Lady Luck× (Magic Strings×) ・ Slinging Arrow× ・ Slow Grace× (Impressive Riff×) Ensemble Skill×s Acoustic Rhythm× ・ Battle Theme× ・ Classical Pluck× ・ Down Tempo× ・ Harmonic Lick× ・ Lullaby× ・ Mental Sensing× ・ Power Cord× ・ Ragnarok× TranscendentSkills Solo Skills Arrow Vulcan× ・ Marionette Control× ・ Tarot Card of Fate× ・ Longing for Freedom× ・ Hermode s Rod× Ensemble Skills Sheltering Bliss× 3rd ClassSkills Solo Skills Voice Lessons× ・ Deep Sleep Lullaby× ・ Reverberation× ・ Metallic Sound× ・ Dominion Impulse× ・ Lover Symphony× ・ Moonlight Serenade× ・ Swing Dance× ・ Circling Nature× ・ Death Valley× ・ Despair Song× ・ Siren s Voice× ・ Improvised Song× ・ Gloomy Shyness× ・ Severe Rainstorm× Chorus Skill×s Great Echo× ・ Dances with Wargs× ・ Song of Mana× ・ Lerad s Dew× ・ Saturday Night Fever× ・ Warcry from Beyond× ・ Sinking Melody× ・ Destruction Song× ・ Infinite Humming× Quests Dancer Job Change Guide ・ Dancer Skill Quest ・ Rebirth Walkthrough ・ Wanderer Job Change Guide Weapons× Bow× ・ Whip× ・ Dagger× -Classes of Ragnarok Online Classes of Ragnarok Online Novice Class Novice ・ High Novice ・ Super Novice First Class / High First Class Acolyte ・ Archer ・ Mage ・ Merchant ・ Swordman ・ Thief Second Class Priest ・ Monk ・ Hunter ・ Bard ・ Dancer ・ Wizard ・ Sage ・ Blacksmith ・ Alchemist ・ Knight ・ Crusader ・ Assassin ・ Rogue Transcendent Second Class High Priest ・ Champion ・ Sniper ・ Minstrel ・ Gypsy ・ High Wizard ・ Scholar ・ Mastersmith ・ Biochemist ・ Lord Knight ・ Paladin ・ Assassin Cross ・ Stalker Third Class Arch Bishop ・ Sura ・ Ranger ・ Maestro ・ Wanderer ・ Warlock ・ Sorcerer ・ Mechanic ・ Geneticist ・ Rune Knight ・ Royal Guard ・ Guillotine Cross ・ Shadow Chaser Expanded Class Gunslinger ・ Ninja ・ TaeKwon Kid Expanded Second Class TaeKwon Master ・ Soul Linker ・ Kagerou ・ Oboro ・ Rebel× Doram Summoner Categories Pages needing expert attention | Articles Needing DB Links | Dancer | Classes | Archer
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レーダーのヴィンチェンゾのVのマークに行き、マーカーに入るとミッション開始。 [カットシーン] ちょっと前半見失いました、ヴィンチェンゾがトイレで苦しんでいるシーンです。 Toni Vinnie ヴィニー Vincenzo For crying out loud, Toni! Don t I get any peace? 何だ、騒がしいぞ、トニー!ちょっと静かにしてくれよ? I m already all blocked up, last thing I need is you on my case 俺はお前を待ち続けて既にへとへとなんだ、 but as you re still here, you know, I m still not seeing any money だがお前はここにいるけど、あの売人からの coming from that dealer. You know why? 金はまだないぞ。どうしてかわかってるか? Toni Enlighten me 教えてくれ Vincenzo Cause he s dead, Idiot! Some chump whacked him. なぜならヤツは死んでるからだ、この間抜け!どっかのアホ野郎がヤツをぶちのめしたんだよ。 The Sindaccos have started dealing, and on Leone turf too! シンダッコの連中は取引を始めやがった、レオーネの縄張りでもな! You gonna accept that Toni? それを受け入れるのか、トニー? I want you to get over to Chinatown! お前にチャイナタウンに行ってほしい。 Toni Alright Boss , I m on it. わかったよ、 ボス 殿。いまから行く。 Vincenzo Aw God! Why s there never any God-damn paper in here? あぁ!なんで糞トイレットペーパーがいつもここに無いんだ? [カットシーン終了] [ミッション開始] Head over to Chinatown チャイナタウンへ向かえ Take out the dealer 売人を始末しろ 売人を殺すと次のメッセージが出てきて、売人がレーダー上にマーカーとして表示されるので、向かい殺す。 Sindaccos are dealing all over China town. Teach them a lesson they won t forget! シンダッコの連中がチャイナタウン全域で取引している。奴らに忘れられないレッスンを教えてやれ! 全員殺したらミッション終了。報酬は$500。これも特に解説するまでもないでしょう。ミッション終了後に次のメッセージが現れ、Harwoodのキャピトル・オートのサブミッションができるようになる。
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鳥竜種攻略法 ドスギアノス・ランポス・ゲネポス・イーオス攻略 イャンクック攻略 ゲリョス攻略 イャンガルルガ攻略 飛竜種攻略法 リオレイア攻略 リオレウス攻略 フルフル攻略 モノ・ディア攻略 バサル・グラビ攻略 ティガレックス攻略 アカムトルム攻略 魚竜種攻略法 ドスガレオス攻略 ガノトトス攻略 甲殻種攻略法 ダイミョウザザミ攻略 ショウグンギザミ攻略 シェンガオレン攻略 牙獣種攻略法 ドスファンゴ攻略 ババコンガ攻略 ドドブランゴ攻略 ラージャン攻略 古龍種攻略法 ラオシャンロン攻略 キリン攻略 クシャルダオラ攻略 ナナ・テスカトリ、テオ・テスカトル攻略 オオナズチ攻略 ミラボレアス攻略 ミラボレアス亜種(紅)攻略 ミラボレアス亜種(祖龍)攻略 ボス弱点一覧 飛竜戦のコツ ハンターにまず必要なものは「観察力」です。 がむしゃらに攻撃しているだけでは勝てるものも勝てなくなります。このゲームは基本ヒットアンドアウェイ。 飛竜にも必ず隙がありますので、どの隙にどれくらい攻撃するかをしっかり見分けましょう。 「全ての基本、カメラワーク」 全ての飛竜において大事なのはまずカメラワークです。 カメラワークには大きく分けて二つの方法があります。 →Lボタンを押してキャラの視界と同じ方向(正面)を向く。 メリットととしては「押しやすい」、「アイテム使用の時、左手を十字からLへとシフトする必要性がない」等です。 デメリットとしては「正面しか向けない」こと。逃げる時に押すと完全に飛竜から目を離すことになってしまうので、非常に危険です。 また飛竜の周りを回りながら常に押して微調整しなければなりません。 →十字キーで任意の方向へカメラを向ける。 人差し指の第一間接を十字キーの中央において人差し指を左右に動かすことでカメラを移動できると思います。 メリットとしては「全方位任意の方向を向ける」。これだけですがこれが一番重要です。 対複数戦、雑魚に気を払いながら戦う時、周りを確認しながらアイテム使用等使用場面は多々。 デメリットとしては「慣れるまではやりにくい」「アイテム使用の時はLへと指をシフトしなければならない」。 最初の内は痕がついたりして痛いことも。Lになれているならば無理に変更する必要はないです。 アイテムのほうはさほど気にはなりませんが一応明記。 「正面は危険」 基本的に飛竜の真正面にいることは危険。 ほとんどの飛竜に共通な技が「突進」です。 他にもブレスなど正面はとても危険なのです。正面には立たないように心がけましょう。 また敵によっては横や後ろが危険な場合もありますが、それは個々の飛竜の項を参考に。 ガード性能+のスキルがあるランス・ガンランスはあえて正面から攻める例外もある。 「とにかく移動する」 常に飛竜を中心にして周りを移動すると同時に、敵の行動パターンを覚える+様子見が重要。 (レイアレウスのゆっくりと方向転換の後は大体がブレス、など。) 隙あらば攻撃します。(↑なら頭に数発たたきこめます。尻尾を切るのもあり) この時、時計回り、反時計回りかは個人の好みですが、 キリンなどに対しては時計回りのほうがケルビステップがよけやすいなど、個々の飛竜にもよります。 「後手必勝」 相手と自分が正面で向かい合っていざ同時に攻撃したとしても ほとんどが飛竜の攻撃に負けてしまいます。常に相手に先に行動させるよう心がけましょう。(ケースバイケースですが。) 腕に自信があれば大丈夫です 「敵を知る」 敵の弱点部位と弱点属性を把握する。それぞれ苦手な弱点があります。 また毒などの状態異常は有効な場合と全く効果が無い=効かない場合があります。 「武器選び」 攻撃力、斬れ味などを参考にして武器を選ぶ。 はじかれるような武器だと倒すのに苦労します。時間切れになるって人は武器を見直すといいかも。 自分の実力が分かってくれば、ある程度武器選びも自由になります。やはり好みの武器・防具で狩りをできるのが一番いいですから。 「アイテムと知恵」 アイテムを上手く使うことも大事になってきます。 回復アイテムや、スタミナ回復はもとより、 解毒薬、解氷剤、また消臭玉のような状態回復アイテム。 罠(シビレ罠・落とし穴)や閃光玉などの敵の動きを制限するアイテム(例外あり) などなど使うタイミング、個々の飛竜に対して有効なものを把握することが大切です。 「ヒットアンドアウェイ」 すべての飛竜に対しての基本戦法です。(ランスを除く) 一度攻撃したら一旦退いて、敵の攻撃を誘います。 敵が攻撃してきたら近づいて攻撃、そしてまた退きましょう。 この繰り返しがモンスターハンターの基本と言えます。 ただし飛竜の中には隙の少ない攻撃というのがあるので、敵が攻撃してきたら近づいて攻撃するというのは必ずしも有効ではありません。 弓やボウガンに関しては防御力が弱い為、ノーダメージになる様に立ち回るのが基本。 「振り向き」 モンスターは行動と行動の間に、プレイヤーの方に向き直ります。 これが振り向きです。振り向き開始時にプレイヤーがいた方向に、向き直ります。 よって、振り向きが完了する前にその位置から横にズレるだけで、多くの攻撃を回避できます。 更に振り向き時には様々なチャンスが生まれます(どんなチャンスかは各攻略を参照)。 モンスターを振り向かせることを意識して動きましょう。 「閃光玉」 閃光玉は一定時間モンスターの目を晦ませ、ターゲッティング不能 行動制限状態に陥らせるアイテムです。 小さな隙を狙って閃光玉を当てることで、大きな隙を作ることが出来ます。 安全に体勢を立て直すことができるので、HPが減ったからといって無理に回復せず、 確実に回避をして閃光玉を当てるチャンスを伺った方が良い場面も多々あります。 一番基本の当て方は、「振り向きにあわせて自キャラの後ろへ投げる」ですが、 モンスターによって当てやすいタイミングは違います。 調合素材を含め計15発分持ち込むことが出来ます。 閃光玉の素材は行商ばあちゃんからも買うことが出来るので(ただしダウンロード特典「特殊な品揃え」が必要)、 アイテムBOXにある程度常備しておくと、ボス戦がぐっと楽になると思います。 ただし、閃光玉が効かなかったり、クラついていても暴れまくるモンスターもいるので、注意しましょう。 ※上記はあくまで全て個人の見解です。 全体防御率について モンスターには肉質の他に、全体防御率というものが存在しています 全体防御率とは、最終ダメージの算出時に全体防御率によってさらにダメージが軽減するという仕様です これは普通の攻撃であっても肉質無視の攻撃であっても最終的には軽減されてしまいます 全体防御率はモンスターによっても違いますし、上位か下位によっても違います また、モンスターによっては怒り時に補正が掛かるモンスターもいます ミラボレアスやリオレウス希少種などは怒り時に上方修正がかかりますし ガノトトスやゲリョスなどのように怒り時に下方修正がかかるモンスターもいます ティガレックスやアカムトルムのように肉質自体が変動しているのとは混同しないように注意してください 例を挙げるとすると、 全体防御率100%の相手に100ダメージ与えても、100ダメージのままダメージが算出されますが 全体防御率80%の相手に100ダメージ与えたら、80ダメージが最終的なダメージとなります
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CHAPTER XXXIV UP CHAPTER XXXVI CHAPTER XXXV The Winter at Queen s Anne s homesickness wore off, greatly helped in the wearing by her weekend visits home. As long as the open weather lasted the Avonlea students went out to Carmody on the new branch railway every Friday night. Diana and several other Avonlea young folks were generally on hand to meet them and they all walked over to Avonlea in a merry party. Anne thought those Friday evening gypsyings over the autumnal hills in the crisp golden air, with the homelights of Avonlea twinkling beyond, were the best and dearest hours in the whole week. Gilbert Blythe nearly always walked with Ruby Gillis and carried her satchel for her. Ruby was a very handsome young lady, now thinking herself quite as grown up as she really was; she wore her skirts as long as her mother would let her and did her hair up in town, though she had to take it down when she went home. She had large, bright-blue eyes, a brilliant complexion, and a plump showy figure. She laughed a great deal, was cheerful and good-tempered, and enjoyed the pleasant things of life frankly. "But I shouldn t think she was the sort of girl Gilbert would like," whispered Jane to Anne. Anne did not think so either, but she would not have said so for the Avery scholarship. She could not help thinking, too, that it would be very pleasant to have such a friend as Gilbert to jest and chatter with and exchange ideas about books and studies and ambitions. Gilbert had ambitions, she knew, and Ruby Gillis did not seem the sort of person with whom such could be profitably discussed. There was no silly sentiment in Anne s ideas concerning Gilbert. Boys were to her, when she thought about them at all, merely possible good comrades. If she and Gilbert had been friends she would not have cared how many other friends he had nor with whom he walked. She had a genius for friendship; girl friends she had in plenty; but she had a vague consciousness that masculine friendship might also be a good thing to round out one s conceptions of companionship and furnish broader standpoints of judgment and comparison. Not that Anne could have put her feelings on the matter into just such clear definition. But she thought that if Gilbert had ever walked home with her from the train, over the crisp fields and along the ferny byways, they might have had many and merry and interesting conversations about the new world that was opening around them and their hopes and ambitions therein. Gilbert was a clever young fellow, with his own thoughts about things and a determination to get the best out of life and put the best into it. Ruby Gillis told Jane Andrews that she didn t understand half the things Gilbert Blythe said; he talked just like Anne Shirley did when she had a thoughtful fit on and for her part she didn t think it any fun to be bothering about books and that sort of thing when you didn t have to. Frank Stockley had lots more dash and go, but then he wasn t half as good-looking as Gilbert and she really couldn t decide which she liked best! In the Academy Anne gradually drew a little circle of friends about her, thoughtful, imaginative, ambitious students like herself. With the "rose-red" girl, Stella Maynard, and the "dream girl," Priscilla Grant, she soon became intimate, finding the latter pale spiritual-looking maiden to be full to the brim of mischief and pranks and fun, while the vivid, black-eyed Stella had a heartful of wistful dreams and fancies, as aerial and rainbow-like as Anne s own. After the Christmas holidays the Avonlea students gave up going home on Fridays and settled down to hard work. By this time all the Queen s scholars had gravitated into their own places in the ranks and the various classes had assumed distinct and settled shadings of individuality. Certain facts had become generally accepted. It was admitted that the medal contestants had practically narrowed down to three--Gilbert Blythe, Anne Shirley, and Lewis Wilson; the Avery scholarship was more doubtful, any one of a certain six being a possible winner. The bronze medal for mathematics was considered as good as won by a fat, funny little up-country boy with a bumpy forehead and a patched coat. Ruby Gillis was the handsomest girl of the year at the Academy; in the Second Year classes Stella Maynard carried off the palm for beauty, with small but critical minority in favor of Anne Shirley. Ethel Marr was admitted by all competent judges to have the most stylish modes of hair-dressing, and Jane Andrews--plain, plodding, conscientious Jane--carried off the honors in the domestic science course. Even Josie Pye attained a certain preeminence as the sharpest- tongued young lady in attendance at Queen s. So it may be fairly stated that Miss Stacy s old pupil s held their own in the wider arena of the academical course. Anne worked hard and steadily. Her rivalry with Gilbert was as intense as it had ever been in Avonlea school, although it was not known in the class at large, but somehow the bitterness had gone out of it. Anne no longer wished to win for the sake of defeating Gilbert; rather, for the proud consciousness of a well-won victory over a worthy foeman. It would be worth while to win, but she no longer thought life would be insupportable if she did not. In spite of lessons the students found opportunities for pleasant times. Anne spent many of her spare hours at Beechwood and generally ate her Sunday dinners there and went to church with Miss Barry. The latter was, as she admitted, growing old, but her black eyes were not dim nor the vigor of her tongue in the least abated. But she never sharpened the latter on Anne, who continued to be a prime favorite with the critical old lady. "That Anne-girl improves all the time," she said. "I get tired of other girls--there is such a provoking and eternal sameness about them. Anne has as many shades as a rainbow and every shade is the prettiest while it lasts. I don t know that she is as amusing as she was when she was a child, but she makes me love her and I like people who make me love them. It saves me so much trouble in making myself love them." Then, almost before anybody realized it, spring had come; out in Avonlea the Mayflowers were peeping pinkly out on the sere barrens where snow-wreaths lingered; and the "mist of green" was on the woods and in the valleys. But in Charlottetown harassed Queen s students thought and talked only of examinations. "It doesn t seem possible that the term is nearly over," said Anne. "Why, last fall it seemed so long to look forward to--a whole winter of studies and classes. And here we are, with the exams looming up next week. Girls, sometimes I feel as if those exams meant everything, but when I look at the big buds swelling on those chestnut trees and the misty blue air at the end of the streets they don t seem half so important." Jane and Ruby and Josie, who had dropped in, did not take this view of it. To them the coming examinations were constantly very important indeed--far more important than chestnut buds or Maytime hazes. It was all very well for Anne, who was sure of passing at least, to have her moments of belittling them, but when your whole future depended on them--as the girls truly thought theirs did-- you could not regard them philosophically. "I ve lost seven pounds in the last two weeks," sighed Jane. "It s no use to say don t worry. I WILL worry. Worrying helps you some--it seems as if you were doing something when you re worrying. It would be dreadful if I failed to get my license after going to Queen s all winter and spending so much money." "_I_ don t care," said Josie Pye. "If I don t pass this year I m coming back next. My father can afford to send me. Anne, Frank Stockley says that Professor Tremaine said Gilbert Blythe was sure to get the medal and that Emily Clay would likely win the Avery scholarship." "That may make me feel badly tomorrow, Josie," laughed Anne, "but just now I honestly feel that as long as I know the violets are coming out all purple down in the hollow below Green Gables and that little ferns are poking their heads up in Lovers Lane, it s not a great deal of difference whether I win the Avery or not. I ve done my best and I begin to understand what is meant by the `joy of the strife. Next to trying and winning, the best thing is trying and failing. Girls, don t talk about exams! Look at that arch of pale green sky over those houses and picture to yourself what it must look like over the purply-dark beech-woods back of Avonlea." "What are you going to wear for commencement, Jane?" asked Ruby practically. Jane and Josie both answered at once and the chatter drifted into a side eddy of fashions. But Anne, with her elbows on the window sill, her soft cheek laid against her clasped hands, and her eyes filled with visions, looked out unheedingly across city roof and spire to that glorious dome of sunset sky and wove her dreams of a possible future from the golden tissue of youth s own optimism. All the Beyond was hers with its possibilities lurking rosily in the oncoming years--each year a rose of promise to be woven into an immortal chaplet. CHAPTER XXXIV UP CHAPTER XXXVI 今日 - | 昨日 - | Total - since 05 June 2007 last update 2007-06-05 01 16 38 (Tue)
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imageプラグインエラー ご指定のURLはサポートしていません。png, jpg, gif などの画像URLを指定してください。 曲名 アーティスト フォルダ 難易度 BPM NOTES/FREEZE(SHOCK) La libertad Cheryl Horrocks X2 鬼14 170 442/1 譜面 http //eba502.web.fc2.com/fumen/ddr/x2mf/la_liber_4s.html 動画 http //www.youtube.com/watch?v=bMZMPDMPyw4 (x2.0,RAINBOW) 解説 エンジョイレベル26で曲が解禁、レベル82で鬼譜面が解禁。 16分踏みを軸にスキップや16分3連など様々な配置が見られる。 スキップ地帯は交互踏みだと横向きになる箇所がある。前を向いたままが良いならばスイッチを有効利用しよう。 16分踏みのビジステップ配置には要注意。捻るので見た目よりかなり忙しい。 ちなみにCheryl Horrocksの中の人はwacである。 16分の捻りをスライドで処理するのも1つの手 -- 名無しさん (2011-06-18 22 46 16) 名前 コメント コメント(感想など) まさに神曲 -- 名無しさん (2011-03-26 01 19 25) なにげに良譜面なのに不人気なのはなんで -- 名無しさん (2012-04-29 19 36 23) たしかに不人気なイメージが(笑) 個人的によくやってるよ~^^ 伝説激の同方向三連打の練習になっていい -- 名無しさん (2012-04-30 10 01 08) ↑自分は苦手だから、空踏み入れて7連にしてる(笑)ちょいBPM落ちるけど、DROPOUT激の後半にもあるよね。 -- 名無しさん (2012-05-02 15 34 22) 序盤の16分3連の軸足配置は鬼鯖、ゴーフォー鬼にも同様の配置があるので練習にドウゾ。それ以外もBPM170のビジ含む16分譜面なので多くの発狂でタメになる良譜面 -- 名無しさん (2012-11-09 00 57 54) 名前 コメント
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Everybody(Backstreet s Back) Everybody Rock your body Everybody Rock your body right, Backstreet s back alright. Oh my god we re back again Brothers sisters everybody sing Gonna bring the flavour Show you how Gotta a question for you Better answer now Am I original Yeah Am I the only one Yeah Am I sexual Yeah Am I everything you need You better rock your body now Everybody yeah Rock your body yeah Everybody Rock your body right Backstreet s back alright alright Now throw your hands up in the air And wave em around like you just don t care If you wanna party let me hear you yell Cuz we ve got it going on again Am I original Yeah Am I the only one Yeah Am I sexual Yeah Am I everything you need You better rock your body now Everybody yeah Rock your body yeah Everybody Rock your body right Backstreet s back alright alright So everybody everywhere Don t be afraid don t have no fear Gonna tell the world Make you understand As long as there be music We ll be coming back again Everybody yeah Rock your body yeah Everybody Rock your body right Backstreet s back alright alright Everybody yeah Rock your body yeah Everybody Rock your body right Backstreet s back alright alright Backstreet Boys 【 - 】
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※このページは現在編集中です。 E3 Official Commented Gameplay Demo - Assassin s Creed 4 Black Flag Prev◀ー▶Next ▼映像情報を表示 映像情報 本作のディレクター:Ashraf Ismail氏による公式解説付きE3プレイデモ映像 映像内の解説コメント この映像は海賊王として恐れられた人物である「黒ヒゲ」(Blackbeard)が大英帝国の船団に命を狙われるという史実のエピソードに基づいたシーンである。 ジャングルのほか、洞窟、海底、プランテーション、遺跡、椰子の木が生い茂る島といった多様な環境が表現されている。またハバナ、キングストン、ナッソーの街も描かれている。 敵AIはタフで強力になっているのでステルスを使うことが重要。草木の量が多い場所では身を隠しやすいが、護衛のランプに照らされると見つかってしまう。 プレイヤーキャラクターの移動によって揺れる草木、ボリュームが感じられる霧や煙、光に照らされた葉や布が透ける表現まで、細部にわたってディテールにこだわった。 ガンアクションは大きく進化。ストックできる銃器の数や銃器の種類そのものも増量した。二丁拳銃や、ほかの武器とのコンボも可能。 照準操作にこだわるプレイヤーのためにフリーに照準できるオプションを用意。 陸から海(船上)へのシームレスな移動が大きな特徴。 船の大砲などの種類は複数用意。ゲームをしながら新しいものを見つけたり購入したりすることで自分の船をアップグレードすることが可能。 火薬を詰め込んだ樽を流し,追手を攻撃する水雷も利用可能。 ゲーム中に存在するすべての敵船に乗り込み、拿捕することが可能。しかし、アプローチする角度やスピードによってこちらの船を潰してしまうこともある。敵船に乗り込む方法は、スイングさせたロープを使う、マストから飛び移る、いったん海に潜ってのステルスで迫るなど様々。 Assassin s Creed IV Black Flag Gameplay Walkthrough Videos Assassin s Creed IV Black Flag Videos ▲Page Top
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qstr_Next_Page|Next Page qstr_Game_Rules ^|Game Rules ^ qstr_0|0 qstr_Show_game_rules|Show game rules qstr_What_will_be_the_nam|What will be the name of your party? qstr_Continue...|Continue... qstr_What_will_be_the_name|What will be the name of your secret camp? qstr_What_shall_be_the_ne|What shall be the new name of the Order stronghold? qstr_What_shall_be_the_ti|What shall be the title of your male vassals? qstr_What_shall_be_the_tit|What shall be the title of your female vassals? qstr_Use_specified_titles|Use specified titles. qstr_Use_titles_default_f|Use titles default for your kingdom's culture. qstr_What_shall_be_the_na|What shall be the name of your Order? qstr_Order_of_the|Order of the qstr_Knights_of_{s0}|Knights of {s0} qstr_What_shall_be_called|What shall be called your Order Knight (singular and plural)? qstr_What_shall_be_called_|What shall be called your Order Sergeant (singular and plural)? qstr_Candidate_#1 _{s1}|Candidate #1 {s1} qstr_Candidate_#2 _{s1}|Candidate #2 {s1} qstr_{s3}_of_{s4}_wishes_|{s3} of {s4} wishes to select a new marshall and invites his vassals for a counsel. {s1} and {s2} are the likely candidates. qstr_Who_do_you_wish_to_s|Who do you wish to support? qstr_{s1}_gives_his_suppo|{s1} gives his support to {s2}. qstr_Number_of_Supporters|Number of Supporters {reg0} qstr_{s2}_has_heard_his_v|{s2} has heard his vassals' counsel. He selects {s1} as the marshall of {s3}. qstr_Action|Action qstr_Mount|Mount qstr_Attack_Order|Attack Order qstr_Stand_Ground|Stand Ground qstr_Charge|Charge qstr_Follow_Me|Follow Me qstr_Hold_This_Position|Hold This Position qstr_Spread_Out|Spread Out qstr_Stand_Closer|Stand Closer qstr_Fall_Back|Fall Back qstr_Advance|Advance qstr_Dismount|Dismount qstr_Fire_At_Will|Fire At Will qstr_Hold_Your_Fire|Hold Your Fire qstr_Use_Blunt_Weapons|Use Blunt Weapons qstr_Use_Any_Weapon|Use Any Weapon qstr_Ready|Ready qstr_Wounded|Wounded qstr_Dead|Dead qstr_Opponents_knocked_do|Opponents knocked down {reg1} qstr_Opponents_left _{reg|Opponents left {reg1} qstr_Opponents_beaten _{r|Opponents beaten {reg1} qstr_Opponents_remaining |Opponents remaining {reg1} qstr_Remain_in_retirement|Remain in retirement. qstr_Go_back_to_the_adven|Go back to the adventuring. qstr_You_have_retired_at_|You have retired at level {reg4} after {reg5} days of adventuring. qstr_Effect_on_Score|Effect on Score qstr_Settlements_owned_by|Settlements owned by you {reg0} qstr_Friendly_Settlements|Friendly Settlements {reg0} qstr_Hostile_Settlements |Hostile Settlements {reg0} qstr_Friendly_Lords _{reg|Friendly Lords {reg0} qstr_Enemy_Lords _{reg0}|Enemy Lords {reg0} qstr_Victories _{reg0}|Victories {reg0} qstr_Defeats _{reg0}|Defeats {reg0} qstr_Quests_Completed _{r|Quests Completed {reg0} qstr_Companions_Found _{r|Companions Found {reg0} qstr_Companions_Lost/Depa|Companions Lost/Departed {reg0} qstr_Wealth _{reg0}_denar|Wealth {reg0} denars qstr_Inventory _{reg0}_de|Inventory {reg0} denars qstr_Renown _{reg0}|Renown {reg0} qstr_Experience _{reg0}|Experience {reg0} qstr_Days_Passed _{reg0}|Days Passed {reg0} qstr_Difficulty _{reg0}%|Difficulty {reg0}% qstr_TOTAL_SCORE _{reg0}|TOTAL SCORE {reg0} qstr_the_{s15}|the {s15} qstr_the_{s16}_and_{s15}|the {s16} and {s15} qstr_the_{s16}_{s15}|the {s16}, {s15} qstr__conquered_{s15}| conquered {s15}, qstr_self_proclaimed_{reg|self-proclaimed {reg63?king queen} qstr_minor_lord|minor lord qstr_mercenary_captain|mercenary captain qstr_None|None qstr_{s4}_s_achievements_|{s4}'s achievements after {reg5} days of adventuring (checked once a day). qstr_Deathbringer|Deathbringer qstr__killed_{reg0}_enemi|(killed {reg0} enemies in a single battle) qstr_Masterful_Warrior|Masterful Warrior qstr__{reg0}_enemies_kill|({reg0} enemies killed or wounded) qstr_Legendary_Warrior|Legendary Warrior qstr_Battle_Master|Battle Master qstr__won_{reg0}_victorie|(won {reg0} victories) qstr_Great_General|Great General qstr_Defender_of_Pendor|Defender of Pendor qstr__defeated_{reg0}_her|(defeated {reg0} heroes) qstr_Guardian_of_Pendor|Guardian of Pendor qstr_Bane_of_Vejovis|Bane of Vejovis qstr__wiped_out_a_Mystmou|(wiped out a Mystmountain army) qstr_Cult_Banisher|Cult Banisher qstr__wiped_out_a_Snake_C|(wiped out a Snake Cult army) qstr_Scourge_of_Jatu|Scourge of Jatu qstr__wiped_out_a_Jatu_ar|(wiped out a Jatu army) qstr_Purger_of_Heresy|Purger of Heresy qstr__wiped_out_a_Heretic|(wiped out a Heretic army) qstr_Arena_Survivor|Arena Survivor qstr__won_in_{reg0}_tourn|(won in {reg0} tournaments) qstr_Tournament_Champion|Tournament Champion qstr_{reg63?Hero Heroine}|{reg63?Hero Heroine} of Pendor qstr__gained_{reg0}_renow|(gained {reg0} renown) qstr_{reg63?Lion Lioness}|{reg63?Lion Lioness} of Pendor qstr_Chevalier_of_Pendor|Chevalier of Pendor qstr__gained_{reg0}_honor|(gained {reg0} honor) qstr_Rogue_{reg63?King Qu|Rogue {reg63?King Queen} qstr__declared_a_sovereig|(declared a sovereign kingdom) qstr_Great_Persuader|Great Persuader qstr__persuaded_{reg0}_lo|(persuaded {reg0} lords to join kingdom) qstr_Master_Builder|Master Builder qstr__built_{reg0}_improv|(built {reg0} improvements) qstr_Competent_Aide|Competent Aide qstr__completed_{reg0}_qu|(completed {reg0} quests) qstr_Epitome_of_Ineptitud|Epitome of Ineptitude qstr__failed_{reg0}_quest|(failed {reg0} quests) qstr_Slippery_Fellow|Slippery Fellow qstr__captured_{reg0}_tim|(captured {reg0} times) qstr_Caravan_Marauder|Caravan Marauder qstr__raided_{reg0}_carav|(raided {reg0} caravans) qstr_Village_Plunderer|Village Plunderer qstr__raided_{reg0}_villa|(raided {reg0} villages) qstr_Blatant_Deceiver|Blatant Deceiver qstr__cheated_in_battle_|(cheated in battle) qstr_Order_Grandmaster|Order Grandmaster qstr__became_a_leader_of_|(became a leader of a Knighthood Order) qstr_More.|More. qstr_Back.|Back. qstr_You_have_been_awarde|You have been awarded an Achievement! qstr_Continue.|Continue. qstr_A_Knighthood_Order_c|A Knighthood Order chapterhouse is founded qstr_{s11}_of_the_{s12}_h|{s11} of the {s12} has founded a chapterhouse of the Order of the {s13} in {s14}. qstr_Pendor_ __Conquered_|Pendor Conquered by {s11} qstr_The_{s11}_has_defeat|The {s11} has defeated all rivals and stands as the sole kingdom. The Prophecy of Madigan has been fulfilled!^^ An Alternate Probability has been created. qstr_Pendor_ __Conquered_b|Pendor Conquered by One Kingdom qstr_{s11}_has_defeated_a|{s11} has defeated all rivals and stands as the sole kingdom. The Prophecy of Madigan has been fulfilled!^^ An Alternate Probability has been created. qstr_Factions|Factions qstr_Show_towns|Show towns qstr_Show_castles|Show castles qstr_Show_villages|Show villages qstr_Tip _move_the_mouse_|Tip move the mouse onto the black blocks to show their names. qstr_The_World_Map|The World Map qstr_Done|Done qstr_P_o_P___O_p_t_i_o_n_|P o P O p t i o n s qstr_Scroll_down_for_more|Scroll down for more options qstr_Battle_options|Battle options qstr_Battlefield_size_|Battlefield size qstr_840x840m|840x840m qstr_550x550m|550x550m qstr_240x240m|240x240m qstr_Adaptive|Adaptive qstr_Battle_reinforcement|Battle reinforcement waves qstr_Unlimited|Unlimited qstr_18|18 qstr_16|16 qstr_14|14 qstr_12|12 qstr_10|10 qstr_8|8 qstr_6|6 qstr_4|4 qstr_2|2 qstr_Siege_reinforcement_|Siege reinforcement waves qstr_36|36 qstr_32|32 qstr_28|28 qstr_24|24 qstr_20|20 qstr_Enhanced_horse_arche|Enhanced horse archers AI qstr_Disabled|Disabled qstr_NPCs_only|NPCs only qstr_All_units|All units qstr_Garrison_left_by_AI_|Garrison left by AI in taken fief qstr_Large__default_|Large (default) qstr_Medium|Medium qstr_Small|Small qstr_Disable_troop_routin|Disable troop routing qstr_Enable_Formations_|Enable Formations qstr_Battle_interface|Battle interface qstr_Show_personal_kill_c|Show personal kill count qstr_Battle_ratio_bar_|Battle ratio bar qstr_shows_proportion_of_|shows proportion of soldiers alive on each side qstr_Ratio_bar_shows_rese|Ratio bar shows reserve forces too qstr_reports_global_battl|reports global battle forces including reinforcements qstr_Display_a_message_on|Display a message on ally death qstr_best_with__report_ca|best with 'report casualties' ticked off qstr_Display_a_message_on_|Display a message on player kill qstr_Custom_Knighthood_Or|Custom Knighthood Order qstr_Chance_of_stats_upgr|Chance of stats upgrade during 18hr training session qstr_1.5%|1.5% qstr_2%|2% qstr_3%__Default_|3% (Default) qstr_4%|4% qstr_5.5%|5.5% qstr_7.5%|7.5% qstr_10%|10% qstr_13%|13% qstr_17%|17% qstr_25%|25% qstr_50%|50% qstr_Equipment_cost_|Equipment cost qstr_200%|200% qstr_150%|150% qstr_120%|120% qstr_110%|110% qstr_100%__Default_|100% (Default) qstr__90%| 90% qstr__80%| 80% qstr__60%| 60% qstr__40%| 40% qstr__20%| 20% qstr__10%| 10% qstr_Equipping_time_|Equipping time qstr_Miscellaneous|Miscellaneous qstr_Fade_from_black_|Fade from black qstr_when_entering_a_room|when entering a room qstr_Lords_don_t_bring_fi|Lords don't bring fiefs when joining player qstr_No_auto_defections_|No auto-defections qstr_Village_requests_in_|Village requests in notifications only qstr_Village_attacks_in_n|Village attacks in notifications only qstr_Important_news_only_|Important news only qstr_Play_companion_dialo|Play companion dialogs qstr_Reinforcement_waves_|Reinforcement waves for normal battles have been set to {reg0} qstr_Reinforcement_waves_f|Reinforcement waves for siege battles have been set to {reg0} qstr_Others|Others qstr_KOs_Knights|KOs Knights qstr_KOs_Sergeants|KOs Sergeants qstr_Mercenaries|Mercenaries qstr_Adventurers|Adventurers qstr_Kingdom_of_Pendor|Kingdom of Pendor qstr_Close|Close qstr_Click_the_avatars_to|Click the avatars to view details of them qstr_Level _{reg3}^Health|Level {reg3}^Health {reg4} qstr_Attributes|Attributes qstr_STR^AGI^INT^CHA|STR^AGI^INT^CHA qstr_{reg2}|{reg2} qstr_{s1}^{reg2}|{s1}^{reg2} qstr_Skills|Skills qstr_Ironflesh^Power_Stri|Ironflesh^Power Strike^Power Throw^Power Draw^Shield^Athletics^Riding^Horse Archery qstr_Proficiencies|Proficiencies qstr_1H_Weapons^2H_Weapon|1H Weapons^2H Weapons^Polearms^Archery^Crossbows^Throwing^Firearms qstr_Equipment|Equipment qstr_0_kills|0 kills qstr_{reg3}_kill|{reg3} kill qstr_{reg3}_kills|{reg3} kills qstr_{s1}_of_the_{s3}_was|{s1} of the {s3} was defeated in battle but managed to escape. qstr_The_{s2}_have_sacked|The {s2} have sacked {s1}. qstr_{s54}_is_a_claimant_|{s54} is a claimant to the throne of {s56}. qstr_no_holdings|no holdings qstr_{s57}_and_{s58}|{s57} and {s58} qstr_{reg3?She He}|{reg3?She He} qstr_The_town_of_{s50}|The town of {s50} qstr_The_village_of_{s50}|The village of {s50} near {s52} qstr_{s51}_belongs_to_{s1|{s51} belongs to {s1} of {s2}.^ qstr_{s2}There_is_a_chapt|{s2}There is a chapterhouse of the {s1} here.^ qstr_{s2}Garrison_trainin|{s2}Garrison training is enabled.^ qstr_{s2}Garrison_training|{s2}Garrison training is disabled.^ qstr_{s7}_and_{s8}|{s7} and {s8} qstr_{s2}It_has_no_villag|{s2}It has no villages.^ qstr_{s2}{reg0?Its_villag|{s2}{reg0?Its villages are Its village is} {s8}.^ qstr_{s2}Its_prosperity_i|{s2}Its prosperity is {s50} qstr_noone|noone qstr_{s9}_and_{s10}|{s9} and {s10} qstr_{s5}_has_been_defeat|{s5} has been defeated! qstr_{s7}_opened_the_gate|{s7} opened the gate qstr_{s7}_closed_the_gate|{s7} closed the gate qstr_+{reg1}_to_party_mor|+{reg1} to party morale qstr_Requires_{reg1}_inte|Requires {reg1} intelligence to read qstr_Reading_Progress _{r|Reading Progress {reg1}% qstr_Improves_Noldor_rela|Improves Noldor relations qstr_Quest_item|Quest item qstr_wound_treatment|wound treatment qstr_trainer|trainer qstr_surgery|surgery qstr_+2_to_{s1}_while_in_|+2 to {s1} while in inventory qstr_+1_to_{s1}_while_in_|+1 to {s1} while in inventory qstr__interesting_to_Orde|(interesting to Orders) qstr_Missile_speed _{reg3|Missile speed {reg33} qstr_Upgrade_cost _{reg0}|Upgrade cost {reg0} qstr_Time_to_upgrade _{re|Time to upgrade {reg1} days qstr_Move_here|Move here qstr_View_notes|View notes qstr_Unstick_from_River|Unstick from River qstr_Accompany|Accompany qstr_Party_strength _{reg|Party strength {reg0} qstr_Party_no _{reg0}|Party no {reg0} qstr_killed|killed qstr_wounded|wounded qstr_{s0}^TOTAL _{reg3}__|{s0}^TOTAL {reg3} ({s2}) qstr_^None|^None qstr_nothing|nothing qstr_{reg0}_village{reg1?|{reg0} village{reg1?s } qstr_{reg0}_castle{reg1?s|{reg0} castle{reg1?s } qstr_{reg0}_castle{reg1?s |{reg0} castle{reg1?s } and {s0} qstr_{reg0}_town{reg1?s }|{reg0} town{reg1?s } qstr_{reg0}_town{reg1?s }_|{reg0} town{reg1?s } and {s0} qstr_{reg0}_town{reg1?s }_{|{reg0} town{reg1?s }, {s0} qstr_Your_opponents_are_r|Your opponents are ready for the fight. qstr_Try_to_destroy_as_ma|Try to destroy as many targets as you can. You have two and a half minutes to clear the track. qstr_Stay_behind_the_line|Stay behind the line on the ground and shoot the targets. Try not to waste any shots. qstr_Battle_Advantage_=_{|Battle Advantage = {reg0}. qstr_{s9}_wants_you_to_re|{s9} wants you to resume following his army until further notice. qstr_{s0}_fails_to_bring_|{s0} fails to bring over any centers to your faction! qstr_{s4}_is_awarded_to_{|{s4} is awarded to {s5} of the {s6}. qstr_From_now_{s4}_belong|From now {s4} belongs to {s5} of the {s6}. qstr__Word_reaches_you_th| Word reaches you that Meregan Kierlic has brought together the Griffonsword Adventuring Company under the banner of King Ulric! qstr__Word_reaches_you_tha| Word reaches you that Kodan Ironsword has gathered nobles and knights and has joined King Ulric! qstr__Word_reaches_you_that| Word reaches you that King Ulric of Sarleon has employed the Free Company! qstr__Word_reaches_you_that_| Word reaches you that King Ulric of Sarleon has employed a Mettenheim Mercenary Company! qstr__Word_reaches_you_Sy| Word reaches you Syla Uzas, a renowned Immortal warrior of the Empire, has gathered together a small army of veteran Legionnaires and has joined King Ulric! qstr__Word_reaches_you_that_K| Word reaches you that King Ulric of Sarleon has employed a Veccavi Mercenary Company! qstr__Word_reaches_you_that_Ki| Word reaches you that King Ulric of Sarleon has employed the Freybrueder! qstr__Word_reaches_you_that_Kin| Word reaches you that King Ulric of Sarleon has employed the Veccavi Renegades! qstr__Word_reaches_you_that_King| Word reaches you that King Ulric of Sarleon has employed the Primera Guardia Real! qstr__Word_reaches_you_that_King_| Word reaches you that King Ulric of Sarleon has employed the Sarno Expedition! qstr__Word_reaches_you_that_King_U| Word reaches you that King Ulric of Sarleon has employed the 1st Banneret of Marleons! qstr__Word_reaches_you_that_King_Ul| Word reaches you that King Ulric of Sarleon has employed the Snowlion Brigade! qstr__Word_reaches_you_that_King_Ulr| Word reaches you that King Ulric of Sarleon has employed a Unicorn Knight company! qstr__Word_reaches_you_that_King_Ulri| Word reaches you that King Ulric of Sarleon has employed a Mercenary Company! qstr__Word_reaches_you_that_O| Word reaches you that Oswald de Fleur has assembled all of his Adventuring Companies and has joined King Gregory IV! qstr__Word_reaches_you_that_B| Word reaches you that Boris the Raven has gathered a company of Raven Spear Knights and has joined King Gregory IV! qstr__Word_reaches_you_that_Ko| Word reaches you that Kodan Ironsword has gathered nobles and knights and has joined King Gregory IV! qstr__Word_reaches_you_that_King_G| Word reaches you that King Gregory IV of Ravenstern has employed the Free Company! qstr__Word_reaches_you_that_King_Gr| Word reaches you that King Gregory IV of Ravenstern has employed several Vanskerry Jarls as a Mercenary Company! qstr__Word_reaches_you_that_King_Gre| Word reaches you that King Gregory IV of Ravenstern has employed the Freybrueder! qstr__Word_reaches_you_that_King_Greg| Word reaches you that King Gregory IV of Ravenstern has employed the Veccavi Renegades! qstr__Word_reaches_you_that_King_Grego| Word reaches you that King Gregory IV of Ravenstern has employed the Primera Guardia Real! qstr__Word_reaches_you_that_King_Gregor| Word reaches you that King Gregory IV of Ravenstern has employed the Sarno Expedition! qstr__Word_reaches_you_that_King_Gregory| Word reaches you that King Gregory IV of Ravenstern has employed a Unicorn Knight company! qstr__Word_reaches_you_that_King_Gregory_| Word reaches you that King Gregory IV of Ravenstern has employed a Mercenary Company! qstr__Word_reaches_you_that_Bu| Word reaches you that Burilgi the Usurper has gathered an army and now fights for Kadan Bahadur Khan! qstr__Word_reaches_you_that_Ka| Word reaches you that Kadan Bahadur Khan has employed the Free Company! qstr__Word_reaches_you_that_Kad| Word reaches you that Kadan Bahadur Khan has employed a Mettenheim Mercenary Company! qstr__Word_reaches_you_Syl| Word reaches you Syla Uzas, a renowned Immortal warrior of the Empire, has gathered together a small army of veteran Legionnaires and has joined Kadan Bahadur Khan! qstr__Word_reaches_you_that_Kada| Word reaches you that Kadan Bahadur Khan has employed several Vanskerry Jarls as a Mercenary Company! qstr__Word_reaches_you_that_Kadan| Word reaches you that Kadan Bahadur Khan has employed Jatu Warlords as a Mercenary Company! qstr__Word_reaches_you_that_Kadan_| Word reaches you that Kadan Bahadur Khan has employed the Freybrueder! qstr__Word_reaches_you_that_Kadan_B| Word reaches you that Kadan Bahadur Khan has employed the Veccavi Renegades! qstr__Word_reaches_you_that_Kadan_Ba| Word reaches you that Kadan Bahadur Khan has employed the Primera Guardia Real! qstr__Word_reaches_you_that_Kadan_Bah| Word reaches you that Kadan Bahadur Khan has employed the Sarno Expedition! qstr__Word_reaches_you_that_Kadan_Baha| Word reaches you that Kadan Bahadur Khan has employed a Singalian Slaver company! qstr__Word_reaches_you_that_Kadan_Bahad| Word reaches you that Kadan Bahadur Khan has employed the Chosen of Indar! qstr__Word_reaches_you_that_Kadan_Bahadu| Word reaches you that Kadan Bahadur Khan has employed a Singalian Mercenary Company! qstr__Word_reaches_you_that_Bur| Word reaches you that Burilgi the Usurper has gathered an army and now fights for Koningur Valdis! qstr__Word_reaches_you_that_M| Word reaches you that Meregan Kierlic has brought together the Griffonsword Adventuring Company under the banner of Koningur Valdis! qstr__Word_reaches_you_that_Kon| Word reaches you that Koningur Valdis has employed a Mettenheim Mercenary Company! qstr__Word_reaches_you_that_Koni| Word reaches you that Koningur Valdis has employed the Free Company! qstr__Word_reaches_you_that_Konin| Word reaches you that Koningur Valdis has employed a Veccavi Mercenary Company! qstr__Word_reaches_you_that_Koning| Word reaches you that Koningur Valdis has employed Jatu Warlords as a Mercenary Company! qstr__Word_reaches_you_that_Koningu| Word reaches you that Koningur Valdis has employed a company of Barclay Conquistadores qstr__Word_reaches_you_that_Koningur| Word reaches you that Koningur Valdis has employed the Freybrueder! qstr__Word_reaches_you_that_Koningur_| Word reaches you that Koningur Valdis has employed the Veccavi Renegades! qstr__Word_reaches_you_that_Koningur_V| Word reaches you that Koningur Valdis has employed the Primera Guardia Real! qstr__Word_reaches_you_that_Koningur_Va| Word reaches you that Koningur Valdis has employed the Sarno Expedition! qstr__Word_reaches_you_that_Koningur_Val| Word reaches you that Koningur Valdis has employed the Chosen of Indar! qstr__Word_reaches_you_that_Koningur_Vald| Word reaches you that Koningur Valdis has employed several Vanskerry Jarls as a Mercenary Company! qstr__Word_reaches_you_that_Os| Word reaches you that Oswald de Fleur has assembled all of his Adventuring Companies and has joined Marius Imperator! qstr__Word_reaches_you_that_Bo| Word reaches you that Boris the Raven has gathered a company of Raven Spear Knights and has joined Marius Imperator! qstr_Word_reaches_you_tha|Word reaches you that Marius Imperator has employed Barclay Conquistadores as a Mercenary Company! qstr__Word_reaches_you_that_Kod| Word reaches you that Kodan Ironsword has gathered nobles and knights and have joined Marius Imperator! qstr__Word_reaches_you_that_Ma| Word reaches you that Marius Imperator has employed the Free Company! qstr__Word_reaches_you_that_S| Word reaches you that Sheik Shalavan has united the Desert warriors and now fights under the banner of Marius Imperator! qstr_Word_reaches_you_that|Word reaches you that Marius Imperator has employed Jatu Warlords as a Mercenary Company! qstr__Word_reaches_you_that_Mar| Word reaches you that Marius Imperator has employed the Freybrueder! qstr__Word_reaches_you_that_Mari| Word reaches you that Marius Imperator has employed the Veccavi Renegades! qstr__Word_reaches_you_that_Mariu| Word reaches you that Marius Imperator has employed the Primera Guardia Real! qstr__Word_reaches_you_that_Marius| Word reaches you that Marius Imperator has employed the Sarno Expedition! qstr__Word_reaches_you_that_Marius_| Word reaches you that Marius Imperator has employed the Chosen of Indar! qstr_Word_reaches_you_that_|Word reaches you that Marius Imperator has employed a Mercenary Company! qstr_{s1}_Merchant_Carava|{s1} Merchant Caravan qstr__Being_Raided_|(Being Raided) qstr__Looted_|(Looted) qstr__Under_Siege_|(Under Siege) qstr_The_village_of_{s1}_|The village of {s1} has been looted by {s2}. qstr_{s3}_is_no_longer_un|{s3} is no longer under siege. qstr_Small_bands_of_enemi|Small bands of enemies spotted near {s1}. qstr_Enemy_patrols_spotte|Enemy patrols spotted near {s1}. qstr_Medium_sized_group_o|Medium-sized group of enemies spotted near {s1}. qstr_Significant_group_of|Significant group of enemies spotted near {s1}. qstr_Army_of_enemies_spot|Army of enemies spotted near {s1}. qstr_Large_army_of_enemie|Large army of enemies spotted near {s1}. qstr_Great_host_of_enemie|Great host of enemies spotted near {s1}. qstr_{s1}_has_been_besieg|{s1} has been besieged by {s2} of the {s3}. qstr__{s1}__{s11} _{s14}|({s1}) {s11} {s14} qstr_{s14}__{s21}_|{s14} ({s21}) qstr_{s1}_is_the_new_mars|{s1} is the new marshal of the {s2}. qstr_You_gained_{reg12}_r|You gained {reg12} renown. qstr_You_lose_{reg12}_ren|You lose {reg12} renown. qstr_Your_relation_with_{|Your relation with {s1} has improved. qstr_Your_relation_with_{s|Your relation with {s1} has deteriorated. qstr_You_have_broken_the_|You have broken the mercenary contract. qstr_You_gain_honor.|You gain honor. qstr_You_lose_honor.|You lose honor. qstr_The_{s1}_declared_wa|The {s1} declared war against the {s2}. qstr_The_{s1}_and_the_{s2|The {s1} and the {s2} have made peace with each other. qstr_{s2}_{reg3?was is_cu|{s2} {reg3?was is currently} at {s3}. qstr_{s2}_{reg3?was is}_t|{s2} {reg3?was is} travelling to {s3} and {reg4?she he} {reg3?was should be} close to {s4}{reg3? at the moment}. qstr_{s2}_{reg3?was is}_i|{s2} {reg3?was is} in the field and {reg4?she he} {reg3?was should be} close to {s3}{reg3? at the moment}. qstr_{s2}_{reg3?was is}_b|{s2} {reg3?was is} being held captive at {s3}. qstr_{s2}_{reg3?was has_b|{s2} {reg3?was has been} taken captive by {reg4?her his} enemies. qstr_{reg3?{s2}_s_locatio|{reg3?{s2}'s location was unknown I don't know where {s2} is}. qstr_{s6}_has_joined_your|{s6} has joined your party. qstr_You_now_owe_{reg2}_d|You now owe {reg2} denars to {s1}. qstr_Renown_value_for_thi|Renown value for this battle is {reg8}. qstr_You_have_run_into_a_|You have run into a trap! qstr_You_are_attacked_by_|You are attacked by a group of bandits! qstr_Holding|Holding qstr_Following|Following qstr_Charging|Charging qstr_Advancing|Advancing qstr_Falling_Back|Falling Back qstr_Standing_Closer|Standing Closer qstr_Spreading_Out|Spreading Out qstr_Standing|Standing qstr_N/A|N/A qstr_Free|Free qstr_Any_Weapon|Any Weapon qstr_Blunt_Weapons|Blunt Weapons qstr_{s1}_Farmers|{s1} Farmers qstr_{s1}_Rebels|{s1} Rebels qstr_Given_by _{s62}|Given by {s62} qstr_Given_on _{s60}|Given on {s60} qstr_You_have_{reg0}_days|You have {reg0} days to finish this quest. qstr_This_quest_has_been_|This quest has been concluded. Talk to {s59} to finish it. qstr_This_quest_has_been_s|This quest has been successfully completed. Talk to {s59} to claim your reward. qstr_This_quest_has_faile|This quest has failed. Talk to {s59} to explain the situation. qstr_At_the_time_quest_wa|At the time quest was given ^{s1} qstr_{s5}_has_a_strength_|{s5} has a strength of {reg1} men in total. qstr_The_last_time_you_sa|The last time you saw {reg1?her him}, {s1} qstr_The_last_time_you_he|The last time you heard about {reg1?her him}, {s1} qstr_Current_garrison_con|Current garrison consists of {reg5} men.^Has food stock for {reg6} days. qstr_Impoverished|Impoverished qstr_Extremely_Poor|Extremely Poor qstr_Very_Poor|Very Poor qstr_Poor|Poor qstr_Very_Neglected|Very Neglected qstr_Neglected|Neglected qstr_Below_Average|Below Average qstr_Average|Average qstr_Above_Average|Above Average qstr_Prosperous|Prosperous qstr_Wealthy|Wealthy qstr_Rich|Rich qstr_Opulent|Opulent qstr_Loyal|Loyal qstr_Devoted|Devoted qstr_Fond|Fond qstr_Gracious|Gracious qstr_Friendly|Friendly qstr_Supportive|Supportive qstr_Favorable|Favorable qstr_Cooperative|Cooperative qstr_Accepting|Accepting qstr_Indifferent|Indifferent qstr_Wary|Wary qstr_Suspicious|Suspicious qstr_Hostile|Hostile qstr_Resentful|Resentful qstr_Angry|Angry qstr_Hateful|Hateful qstr_Revengeful|Revengeful qstr_Vengeful|Vengeful qstr_{s1}_Militia_Patrol|{s1} Militia Patrol qstr_Red_Brotherhood_from|Red Brotherhood from {s1} qstr_Red_Brotherhood_Thie|Red Brotherhood Thieves qstr_Rogue_Red_Brotherhoo|Rogue Red Brotherhood Outlaws qstr_Red_Brotherhood_Slav|Red Brotherhood Slavers qstr_Singalian_Slavers|Singalian Slavers qstr_Singalian_Raiders|Singalian Raiders qstr_Rogue_Singalian_Slav|Rogue Singalian Slavers qstr_Singalian_Hunters|Singalian Hunters qstr_Snake_Cult_Patrol|Snake Cult Patrol qstr_Snake_Worshipers|Snake Worshipers qstr_Serpent_Coven|Serpent Coven qstr_Snake_Cult_Killers|Snake Cult Killers qstr_Snake_Cult_Virgin_Hu|Snake Cult Virgin Hunters qstr_Snake_Cult_Kidnapper|Snake Cult Kidnappers qstr_Snake_Cult_Warband|Snake Cult Warband qstr_Snake_Cult_Doomrider|Snake Cult Doomriders qstr_Serpent_High_Prieste|Serpent High Priestess Guards qstr_Snake_Cult_Raiders|Snake Cult Raiders qstr__A_wandering_travele| A wandering traveler tells you that Maltise and her Dread Legion have landed near Cez and are invading Pendor! qstr__A_wandering_traveler| A wandering traveler tells you that the worshipers of the snake goddess have landed an army near Cez and are invading Pendor! qstr_Heretic_Coven|Heretic Coven qstr_Demon_Worshippers|Demon Worshippers qstr_Black_Coven|Black Coven qstr_Death_Cult|Death Cult qstr_Heretic_Virgin_Hunte|Heretic Virgin Hunters qstr_Heretic_Sacrifice_Ki|Heretic Sacrifice Kidnappers qstr__You_come_across_a_m| You come across a monk on a pilgrimage who tells you that a powerful demonic warrior called Eyegrim the Devourer is invading Pendor with an army of undead! qstr__Word_reaches_you_that_a| Word reaches you that a mysterious trio of witches roams the countryside with an army of followers! qstr__You_receive_word_fr| You receive word from a traveler that Heretics have managed to summon demonic warriors and have raised an army! qstr_Inquisition_Patrol|Inquisition Patrol qstr_Interrogation_Band|Interrogation Band qstr_Inquisition_Missiona|Inquisition Missionaries qstr_Inquisition_Devoted|Inquisition Devoted qstr_Inquisition_Heathen_|Inquisition Heathen Hunters qstr_Inquisition_Crusader|Inquisition Crusaders qstr_Zealot_Purgers|Zealot Purgers qstr_Inquisition_Holy_Gua|Inquisition Holy Guard qstr_Heresy_Hunters|Heresy Hunters qstr_Inquisition_Heretic_|Inquisition Heretic Hunters qstr__Word_reaches_you_that_H| Word reaches you that Holy Inquisitor Rasmus Devatica has assembled an army to hunt heretic and spread his religious might to the uncivilized D'Shar tribes. qstr__A_wandering_traveler_| A wandering traveler tells you that The Holy Inquisition has assembled an army and started a crusade against the D'Shar tribes. qstr__Word_reaches_you_that_Buri| Word reaches you that Burilgi the Usurper has gathered an army near Torbah! qstr__Word_reaches_you_that_Osw| Word reaches you that Oswald de Fleur has assembled all of his Adventuring Companies to form a single army! qstr__Word_reaches_you_that_Bor| Word reaches you that Boris the Raven has gathered a company of Raven Spear Knights! qstr__Word_reaches_you_Me| Word reaches you Meregan Kierlic has brought together the Griffonsword Adventuring Company! qstr__Word_reaches_you_that_t| Word reaches you that there is free ale, fine entertainment and a troublemaker called Alaric Von Brouhaha marching a small army of deserters in a state of drunken revelry around Sarleon! qstr__Word_reaches_you_that_Koda| Word reaches you that Kodan Ironsword has gathered nobles and knights to challenge any who cross his path! qstr__Word_reaches_you_that_Sh| Word reaches you that Sheik Shalavan has united the Desert warriors to challenge the city dwellers in the D'Shar Steppes. qstr__Word_reaches_you_Syla| Word reaches you Syla Uzas, a renowned Immortal warrior of the Empire, has gathered together a small army of veteran Legionnaires and are inciting rebellion near Janos. qstr__You_come_across_a_mo| You come across a monk on a pilgrimage who tells you that a Champion Jarl of Vanskerry has landed an army on the Western coast! qstr__You_overhear_two_yo| You overhear two young farmers talking about a Heroic Adventurer who is leading a peasant revolt! qstr__You_have_the_feelin| You have the feeling that someone or something is watching you. Your spotting skill has increased by 1. qstr__You_suddenly_realiz| You suddenly realize that there is utter silence surrounding you. The lack of sound seems deafening. Your leadership skill has been increased by 1. qstr__Suddenly_you_feel_u| Suddenly you feel unusually alert and the hairs on the back of your neck stand on end! Your training skill has been increased by 1. qstr__As_if_in_a_daze_you| As if in a daze, you look around you with a sense of deja-vu, recalling a dream you once had of conversing with a woman who had long dark hair and almond eyes. The conversation was important, but try as you will, you cannot remember what was said. Your tactics skill has been increased by 1. qstr__There_is_a_strangel| There is a strangely hypnotic melody playing in your mind. You cannot put your finger on where or when you heard it before, but it keeps playing over and over again and you can't get it out of your head. You have a feeling that if you could recall who had played it, the significance of the tune would be important. Your Engineering skill has been increased by 1. qstr__You_were_idly_watch| You were idly watching cloud formations in the sky as you did when you were a child, seeing shapes and faces within the clouds. One form seemed to be that of a fleet horse archer racing across the sky. Suddenly, an arrow drives into the ground before you, seemingly shot from the archer in the sky. Your horse archery skill has been increased by 1. qstr__In_the_sound_of_a_g| In the sound of a gusting wind you hear voices but cannot make out what they are saying. You strain to listen, but the voices fade away. You know they were trying to tell you something, but could not make out the message. Your prisoner management skill has been increased by 1. qstr__As_you_travel_you_s| As you travel, you strain your eyes towards the distant horizon. Something is there; you can just make out far off movement but cannot see clearly. A misty form flashes briefly in front of the trees and is gone. Your weapons master skill has been increased by 1. qstr__Last_night_you_drea| Last night you dreamed that you were riding a horse swifter than the wind, which never tired, though you rode for an eternity. You bent over his neck and his mane blew against your face. You recall the dream perfectly and wonder what it might portend. Your riding skill has been increased by 1. qstr__Carried_by_the_wind| Carried by the wind, the sound of a cheerful tune played upon a Noldor flute reaches your ears, but there is no one visible. You know that if you could just find the musician, you would be enthralled utterly by the music. As you look about, the music ends. Your first aid skill has been increased by 1. qstr__A_chill_runs_down_y| A chill runs down your spine and you shiver. Someone must be walking over your future grave. Your athletics skill has been increasd by 1. qstr__You_have_the_oddest| You have the oddest feeling that something ghostly is behind you and keep looking over your shoulder. All you see is the men who follow you. A chill hand brushes your cheek. Your inventory management skill has been increased by 1. qstr__As_you_travel_somet| As you travel, something flashes in the grass. You pick it up and see it is a curiously curved dagger of obviously ancient provenance. Your surgery skill has been increased by 1. qstr_You_overhear_talk_of|You overhear talk of death cult marauders ravaging the land in the name of Azi Dahaka! qstr_Questing_Lords|Questing Lords qstr_Errant_Knights|Errant Knights qstr_Patrolling_Knights|Patrolling Knights qstr_Errant_Lords|Errant Lords qstr_Secular_Knights|Secular Knights qstr_Knight_Company|Knight Company qstr_Order_Knights|Order Knights qstr_Knight_Adventurers|Knight Adventurers qstr_Questing_Honour_Knig|Questing Honour Knights qstr_Loyal_Knights|Loyal Knights qstr_Questing_Knights|Questing Knights qstr_Lost_Knight_Patrol|Lost Knight Patrol qstr_Clandestine_Patrol|Clandestine Patrol qstr_Jatu_Black_Hand_Trib|Jatu Black Hand Tribesmen qstr_Jatu_Thunder_Tribe_W|Jatu Thunder Tribe Warriors qstr_Jatu_Horsemen|Jatu Horsemen qstr_Jatu_Raiding_Party|Jatu Raiding Party qstr__A_traveling_peddler| A traveling peddler hails you and tells you the news that the Jatu tribes have united and formed a mighty army! qstr__A_traveling_peddler_| A traveling peddler hails you and tells you the news that the Jatu tribes have united under K'Juda the Ravager! qstr__A_traveling_peddler_h| A traveling peddler hails you and tells you the news that the Jatu tribes have united under Warlord Zulkar! qstr_Mystmountain_Raiders|Mystmountain Raiders qstr_Blackroot_Clan_Warri|Blackroot Clan Warriors qstr_Blood_Valley_Clan_Ra|Blood Valley Clan Raiders qstr_Snow_Wolf_Clan_Warri|Snow Wolf Clan Warriors qstr_Bear_Tooth_Clan_Raid|Bear Tooth Clan Raiders qstr_A_farmer_hails_you_a|A farmer hails you and tells you the news that the Mystmountain tribes have united under a mighty hero and are invading Pendor! qstr_A_farmer_hails_you_an|A farmer hails you and tells you the news that the Mystmountain tribes have united under Wolfbode the Slayer and are invading Pendor! qstr_Jarl_Haggar_Three_Fi|Jarl Haggar Three Finger's Vanskerry Raiders qstr_Jarl_Hrolf_Ironbreek|Jarl Hrolf Ironbreeks Raiders qstr_Jarl_Ivan_the_Bersar|Jarl Ivan the Bersark's Blood Raiders qstr_Jarl_Thon_Redsword_s|Jarl Thon Redsword's Vanskerry Raiders qstr_Jarl_Ragnar_the_Drag|Jarl Ragnar the Dragon's Berserkers qstr_Jarl_Gunder_Goldtoot|Jarl Gunder Goldtooth's Grim Raiders qstr_Queen_Agnus_One_eye_|Queen Agnus One-eye's She Devil Freebooters qstr_Vanskerry_Raiders|Vanskerry Raiders qstr_Noldor_House_of_Aeld|Noldor House of Aeldarian Rangers qstr_Noldor_House_of_Ithi|Noldor House of Ithilrandir Scouts qstr_Noldor_House_of_Cael|Noldor House of Caelvanir Rangers qstr_Noldor_House_of_Faer|Noldor House of Faergwethanir Warriors qstr_Noldor_Rangers|Noldor Rangers qstr_Noldor_Patrol|Noldor Patrol qstr__You_receive_word_fro| You receive word from a traveler that the Noldor lord Aeldarian has gathered a large army and is attacking any humans who dare to enter the Woods of Laria! qstr__You_receive_word_from| You receive word from a traveler that the Noldor lord Ithilrandir has gathered a large army and is driving the Jatu back into their steppes! qstr_Sarleon|Sarleon qstr_Eastern|Eastern qstr_Ravenstern|Ravenstern qstr_Northern|Northern qstr_D_Shar|D'Shar qstr_Foreign|Foreign qstr_Fierdsvain|Fierdsvain qstr_Western|Western qstr_Baccus|Baccus qstr_Southern|Southern qstr_Red_Fletcher_Hunting|Red Fletcher Hunting Party qstr_Order_of_the_Boar_Ou|Order of the Boar Outlaws qstr_Outlaw_Order_of_the_|Outlaw Order of the Owl Knights qstr_House_of_Morgan_Rene|House of Morgan Renegades qstr_Outlaw_Merchant_Hous|Outlaw Merchant House of Felin qstr_Outlaw_Melitine_Adve|Outlaw Melitine Adventurers qstr_Deathwind_Renegades|Deathwind Renegades qstr_Renegade_Omen_Seeker|Renegade Omen Seekers qstr_Outlaw_Skyblade_Assa|Outlaw Skyblade Assassins qstr_Disgraced_Zelshai_Re|Disgraced Zelshai Renegade Tribesmen qstr_Outlaw_Barclay_Noble|Outlaw Barclay Nobles qstr_Veccavian_Slavers|Veccavian Slavers qstr_First_Blood_Hunting_|First Blood Hunting Party qstr_Outlaw_Heretic_Svarg|Outlaw Heretic Svargeon Nobles qstr_Outlaw_Iceguard_Rang|Outlaw Iceguard Rangers qstr_Renegade_Ravenstern_|Renegade Ravenstern Halfbreed Knights qstr_Outlaw_Knights_of_th|Outlaw Knights of the Falcon qstr_Outlaw_Snow_Lion_Kni|Outlaw Snow Lion Knights qstr_Renegades_of_House_B|Renegades of House Breathnach qstr_Ebony_Knights_Huntin|Ebony Knights Hunting Cadre qstr_House_Gnaeus_Outlaw_|House Gnaeus Outlaw Knights qstr_Renegade_Centurions_|Renegade Centurions of the Iron Circle qstr_Outlaw_Merchant_House|Outlaw Merchant House of Manius (depraved dog torturers) qstr_Escaped_Gladiators|Escaped Gladiators qstr_Red_Brotherhood_Elve|Red Brotherhood Elven Slave Caravan qstr_Ebony_Gauntlet_Priso|Ebony Gauntlet Prisoner Train qstr_Grave_Robber_Corpse_|Grave Robber Corpse Caravan qstr_Outlawed_Adventure_C|Outlawed Adventure Company qstr_Renegade_Adventure_C|Renegade Adventure Company qstr_Treasure_Seekers|Treasure Seekers qstr_Treasure_Hunters|Treasure Hunters qstr_Adventure_Company|Adventure Company qstr_Bounty_Hunter_Advent|Bounty Hunter Adventure Company qstr__Word_reaches_you_a_| Word reaches you a large Outlaw warband has arrived from Barclay, laying waste to the countryside. qstr__Word_reaches_you_Ob| Word reaches you Obrist Heynrich, a former Barclay Empire general from Mettenheim, has landed in Pendor at the head of a large army. qstr__Word_reaches_you_Th| Word reaches you The Renegade Witch Hunt has arrived from Veccavia, hunting for a royal fugitive. qstr__Word_reaches_you_Se| Word reaches you Sebastokrator Kaspax of the Melitine Empire have unexpectedly landed in Pendor at the head of a large army. qstr_Singalian_Warband|Singalian Warband qstr_Singalian_Temptress_|Singalian Temptress Patrol qstr_Mountain_Outlaws|Mountain Outlaws qstr_Mystmountain_Outcast|Mystmountain Outcasts qstr_Renegade_Mountain_Me|Renegade Mountain Men qstr_Mountain_Hermits|Mountain Hermits qstr_Forest_Outlaws|Forest Outlaws qstr_Brigands|Brigands qstr_Robbers|Robbers qstr_Desperate_Highwaymen|Desperate Highwaymen qstr_Highwaymen|Highwaymen qstr_Forest_Bandits|Forest Bandits qstr_Forest_Robbers|Forest Robbers qstr_Thieves|Thieves qstr_D_Shar_Yusafzai_Raid|D'Shar Yusafzai Raiders qstr_D_Shar_Afridi_Warrio|D'Shar Afridi Warriors qstr_D_Shar_Turkmani_Ride|D'Shar Turkmani Riders qstr_D_Shar_Pathani_Tribe|D'Shar Pathani Tribesmen Raiders qstr_D_Shar_Pansjiri_Warr|D'Shar Pansjiri Warriors qstr__Yusafzai_Omen_Seeke| Yusafzai Omen Seekers qstr_Death_Seekers|Death Seekers qstr_D_Shar_Pansjiri_Omen|D'Shar Pansjiri Omen Seekers qstr_D_Shar_Raiders|D'Shar Raiders qstr_Desperate_Outcasts|Desperate Outcasts qstr_Foraging_Looters|Foraging Looters qstr_Hungry_Bandits|Hungry Bandits qstr_Desperate_Dirt_Bandi|Desperate Dirt Bandits qstr_Angry_Outcasts|Angry Outcasts qstr_Desperate_Refugees|Desperate Refugees qstr_Rabble|Rabble qstr_Hungry_Refugees|Hungry Refugees qstr_Angry_Peasants|Angry Peasants qstr_Red_Brotherhood_Hunt|Red Brotherhood Hunters qstr_Barclay_Assassins|Barclay Assassins qstr_Murdering_Outlaw|Murdering Outlaw qstr_Murdering_Arsonist|Murdering Arsonist qstr_Murdering_Barclay_No|Murdering Barclay Nobleman qstr_Hired_Hunters|Hired Hunters qstr_Hired_Sky_Blade_Assa|Hired Sky Blade Assassins qstr_Hired_Assassins|Hired Assassins qstr_Red_Brotherhood_Kill|Red Brotherhood Killers qstr_Mine|Mine qstr_A_mine_creates_direc|A mine creates direct income based upon the mineral value found during prospecting and increases prosperity by 5. qstr_Prospecting|Prospecting qstr_Hires_and_sends_out_|Hires and sends out a group of prospectors to find minerals and stone around the location. qstr_Herbalist|Herbalist qstr_A_herbalist_helps_th|A herbalist helps the health of your community, increasing the prosperity by 10 and relations by 5. qstr_Market|Market qstr_A_market_increases_b|A market increases base income by 50 and prosperity by 50. qstr_Skilled_Craftsmen|Skilled Craftsmen qstr_Skilled_Craftsmen_in|Skilled Craftsmen increases village prosperity by 20 and increases base income by 100. They also allow for independent weekly building repairs. qstr_Manor|Manor qstr_A_manor_lets_you_res|A manor lets you rest at the village, increases prosperity by 10 and increases base income by 10. qstr_Fish_Pond|Fish Pond qstr_A_fish_pond_increase|A fish pond increases base income by 10 and village prosperity by 10. qstr_School|School qstr_A_school_increases_t|A school increases the loyalty of the villagers to you by +1 every week. qstr_Watch_Tower|Watch Tower qstr_A_watch_tower_lets_t|A watch tower lets the villagers raise the alarm earlier. The time it takes for enemies to loot the village increases by 25. It also improves relations by 5. qstr_Messenger_Post|Messenger Post qstr_A_messenger_post_let|A messenger post lets the inhabitants send you a message whenever enemies are nearby, even if you are far away. It also improves relations by 5. qstr_Prison_Tower|Prison Tower qstr_A_prison_tower_reduc|A prison tower reduces the chance of held captives successfully escaping. qstr_Winery|Winery qstr_A_Winery_increases_b|A Winery increases base income by 50, prosperity by 10 and relations by 3. qstr_Hunting_Lodge|Hunting Lodge qstr_A_Hunting_Lodge_send|A Hunting Lodge sends out hunting parties that increase income by 5 and prosperity by 10. qstr_Foresters|Foresters qstr_Foresters_organize_t|Foresters organize the gathering of resources and lumber that increase income by 5 and prosperity by 5. qstr_Sheriff|Sheriff qstr_This_keeper_of_order|This keeper of order and the law improves prosperity by 10, relations by 5, influences bandit spawns in the area and sends out militia patrols. qstr_Shrine|Shrine qstr_A_shrine_increases_t|A shrine increases the prosperity of the location by 5 and relations by 5. It will also attract pious nobles to your cause. qstr_Blacksmith|Blacksmith qstr_A_blacksmith_increas|A blacksmith increases income by 5 and the prosperity by 5. qstr_Hospital|Hospital qstr_A_hospital_increases|A hospital increases income by 5, prosperity by 10 and relations by 5. qstr_University|University qstr_A_University_increas|A University increases income by 10, prosperity by 10 and relations by 5. qstr_Thieves_Guild|Thieves Guild qstr_The_Thieves_Guild_br|The Thieves Guild brings the Red Brotherhood into your town, increasing direct income by 20 and prosperity by 15. It also reduces town relations by 10. qstr_Training_Grounds|Training Grounds qstr_Training_grounds_inc|Training grounds increase the direct income of a location by 3, allows additional training of garrison troops and hiring noble recruits. qstr_Church|Church qstr_A_Church_increases_i|A Church increases income by 5, prosperity by 10 and relations by 5. It will also attract pious nobles to your cause. qstr_Cathedral|Cathedral qstr_A_Cathedral_increase|A Cathedral increases income by 20, prosperity by 20 and relations by 10. qstr_Monastery|Monastery qstr_A_Monastery_increase|A Monastery increases income by 5, prosperity by 5 and relations by 5. qstr_Chapel|Chapel qstr_A_Chapel_increases_i|A Chapel increases income by 5. qstr_Crop_Rotation|Crop Rotation qstr_Crop_Rotation_increa|Crop Rotation increases income by 20 and prosperity by 5. qstr_Court_System|Court System qstr_A_court_system_incre|A court system increases income by 5, prosperity by 10% and relations by 5. qstr_Warehouse|Warehouse qstr_A_warehouse_increase|A warehouse increases income by 5 and prosperity by 5. qstr_Organized_Guilds|Organized Guilds qstr_Organized_Guilds_inc|Organized Guilds increase base income by 50 and prosperity by 25. qstr_Lamplighters|Lamplighters qstr_Lamplighters_increas|Lamplighters increase prosperity by 2 and relations by 2. qstr_Well_Cleaners|Well Cleaners qstr_Well_Cleaners_increa|Well Cleaners increase income by 2, prosperity by 2 and relations by 2. qstr_Street_Sweepers|Street Sweepers qstr_Street_sweepers_incr|Street sweepers increase prosperity by 3 and relations by 3. qstr_Building_Inspectors|Building Inspectors qstr_Building_Inspectors_|Building Inspectors increase base income by 2, prosperity by 3 and relations by 1. qstr_Renderers|Renderers qstr_Renderers_increase_d|Renderers increase direct income by 4 and prosperity by 4. qstr_Tax_collector_office|Tax collector office qstr_A_Tax_collector_offi|A Tax collector office increases base income at a location by 10, lowers prosperity by 10 and lowers relations by 2. qstr_Fire_Brigade|Fire Brigade qstr_A_Fire_Brigade_incre|A Fire Brigade increases prosperity by 5 and relations by 3. qstr_Town_Crier|Town Crier qstr_The_Town_Crier_incre|The Town Crier increases base income by 1, prosperity by 2 and relations by 1. qstr_Civic_Patrols|Civic Patrols qstr_Civic_Patrols_increa|Civic Patrols increase base income by 1%, prosperity by 2 and relations by 5. qstr_Improved_Roads|Improved Roads qstr_Improved_roads_incre|Improved roads increase base income by 5, prosperity by 20, and relations by 2. qstr_Sanitation_Standards|Sanitation Standards qstr_Sanitation_Standards_|Sanitation Standards increase base income by 2, prosperity by 2 and relations by 5. qstr_Prosperity_of_{s2}_h|Prosperity of {s2} has {reg0?increased decreased} from {s3} to {s4}. qstr_ERROR _Companion_str|ERROR Companion strings actual/needed {reg1}/{reg2} qstr_{s4}_looks_upset.|{s4} looks upset. qstr_{s11}_and_{s12}_are_|{s11} and {s12} are upset at each other. qstr_{s11}_likes_{s12}.|{s11} likes {s12}. qstr_your_party|your party qstr_{reg0?One_of_your_pr|{reg0?One of your prisoners, }{s1} of {s3} has escaped from captivity! qstr_You_brought_{reg3}_h|You brought {reg3} heads of cattle to {s1}. qstr_I_heard_that_there_w|I heard that there will be a tournament in {s62} soon. qstr_I_heard_that_one_can|I heard that one can buy {s62} very cheap at {s63}. qstr_I_heard_that_they_pa|I heard that they pay a very high price for {s62} at {s63}. qstr_two_days_ago|two days ago qstr_DEBUG _{s3}_doesn_t_|DEBUG {s3} doesn't have a guardian. (checking on behalf of {s4}) qstr_Best_threat_of_{s4}_|Best threat of {s4} has value level of {reg1} qstr_No_center_found_to_d|No center found to defend qstr_You_gain_right_to_ru|You gain right to rule. qstr_You_lose_right_to_ru|You lose right to rule. qstr_{s9}_{reg4?She He}_s|{s9} {reg4?She He}'s calling {reg4?herself himself} now {s7}. qstr_{s13}_Snake_Cult_Arm|{s13} Snake Cult Army^ qstr_{s13}_{reg0}_Snake_C|{s13} {reg0} Snake Cult Armies^ qstr_{s13}_Mystmountain_A|{s13} Mystmountain Army^ qstr_{s13}_{reg0}_Mystmou|{s13} {reg0} Mystmountain Armies^ qstr_{s13}_Vanskerry_Army|{s13} Vanskerry Army^ qstr_{s13}_{reg0}_Vansker|{s13} {reg0} Vanskerry Armies^ qstr_{s13}_Heretic_Army^|{s13} Heretic Army^ qstr_{s13}_{reg0}_Heretic|{s13} {reg0} Heretic Armies^ qstr_{s13}_Jatu_Army^|{s13} Jatu Army^ qstr_{s13}_{reg0}_Jatu_Ar|{s13} {reg0} Jatu Armies^ qstr_{s13}_Inquisition_Ar|{s13} Inquisition Army*^ qstr_{s13}_{reg0}_Inquisi|{s13} {reg0} Inquisition Armies*^ qstr_{s13}_Wolfbode_the_S|{s13} Wolfbode the Slayer^ qstr_{s13}_Dread_Legion^|{s13} Dread Legion^ qstr_{s13}_K_Juda_the_Rav|{s13} K'Juda the Ravager^ qstr_{s13}_Alaric_von_Bro|{s13} Alaric von Brouhaha^ qstr_{s13}_Warlord_Zulkar|{s13} Warlord Zulkar^ qstr_{s13}_Eyegrim_the_De|{s13} Eyegrim the Devourer^ qstr_{s13}_Burilgi_the_Us|{s13} Burilgi the Usurper^ qstr_{s13}_Oswald_de_Fleu|{s13} Oswald de Fleur Adventure Company^ qstr_{s13}_Griffonsword_A|{s13} Griffonsword Adventure Company^ qstr_{s13}_Kodan_Ironswor|{s13} Kodan Ironsword's Adventure Company^ qstr_{s13}_Sheik_Shalavan|{s13} Sheik Shalavan's Adventure Company^ qstr_{s13}_Sir_Boris_the_|{s13} Sir Boris the Raven^ qstr_{s13}_The_Three_Seer|{s13} The Three Seers^ qstr_{s13}_Aeldarian_Nold|{s13} Aeldarian Noldor Lord*^ qstr_{s13}_Ithilrandir_No|{s13} Ithilrandir Noldor Lord*^ qstr_{s13}_Syla_Uzas^|{s13} Syla Uzas^ qstr_{s13}_Obrist_Heynric|{s13} Obrist Heynrich^ qstr_{s13}_The_Renegade_W|{s13} The Renegade Witch Hunt*^ qstr_{s13}_Tercio_Villavi|{s13} Tercio Villaviciosia^ qstr_{s13}_Melitine_Invas|{s13} Melitine Invasion Force^ qstr_{s13}_Holy_Inquisito|{s13} Holy Inquisitor Rasmus Devatica*^ qstr_{s13}_No_standing_ar|{s13} No standing armies to dispute your rule!^ qstr_{s13}^_parties_marke|{s13}^(parties marked with * are not a victory condition)^ qstr__{s7}| {s7} qstr_Mettenhiem_Captain|Mettenhiem Captain qstr_Mettenheim_Soldiers|Mettenheim Soldiers qstr_Veccavian_Huntress|Veccavian Huntress qstr_Veccavian_Warriors|Veccavian Warriors qstr_Jatu_War_Leader|Jatu War-Leader qstr_Jatu_Riders|Jatu Riders qstr_Powerful_Mercenary_C|Powerful Mercenary Captain qstr_Sellswords|Sellswords qstr_Barclay_Noble_Advent|Barclay Noble Adventurer qstr_Barclay_Adventurers|Barclay Adventurers qstr_Melitine_Adventurer|Melitine Adventurer qstr_Melitine_Adventurers|Melitine Adventurers qstr_Singalian_War_Leader|Singalian War Leader qstr__The_villagers_and_y| The villagers and your troops find and kill the rats! qstr__The_villagers_kill_| The villagers kill many rats, but no matter what they do, there are still more vermin! qstr__The_villagers_manag| The villagers manage to poison the rats and clear out the infestation! qstr__The_villagers_manage| The villagers manage to poison some rats, many cats, and a few dogs. Luckily they did not poison the well. qstr__The_Rat_Catcher_and| The Rat Catcher and the villagers manage to trap most of the rats. qstr__The_Rat_Catcher_fai| The Rat Catcher failed terribly and the villagers ran him out of town and blame you. qstr__The_Village_Elder_s| The Village Elder somehow managed to rid the village of rats and gave you credit for his solution. qstr__The_Village_Elder_f| The Village Elder fails to rid the village of rats! The villagers lose faith in you. qstr__{s64}_somehow_manag| {s64} somehow manages to make everything work and gives you credit. qstr__{s64}_fails_to_find| {s64} fails to find a solution for the damage! The villagers lose faith in you. qstr__{s64}_somehow_manage| {s64} somehow manages to make everything work with only 100 Dinars. qstr__{s64}_somehow_fails| {s64} somehow fails to help everyone with the 100 dinars and the villagers are uhappy. qstr__{s64}_succeeds_in_h| {s64} succeeds in helping everyone hurt by the waters. qstr__{s64}_somehow_squan| {s64} somehow squanders the 1000 dinars and there are villagers who are still hot helped. qstr__{s64}_succeeds_in_he| {s64} succeeds in helping everyone hurt by the waters and manages to build a low dirt levy for future occurances. qstr__{s64}_is_not_the_wi| {s64} is not the wisest of spenders, however the villagers do acknowledge your generosity and blame him and not you. qstr__{s64}_somehow_manages| {s64} somehow manages to pull the village together with the help of the village vicar to sooth raw nerves. qstr__{s64}_fails_to_conv| {s64} fails to convince the superstitious villagers of your viewpoints. qstr__{s64}_somehow_manages_| {s64} somehow manages to pull the village together and they find a way with well water to give nourishment to the dying crops. qstr__Even_with_100_Dinar| Even with 100 Dinars, {s64} fails to convince the superstitious villagers of your viewpoints. qstr__{s64}_hires_the_Wit| {s64} hires the Witch and within 24 hours it starts to rain. How did she do that? qstr__The_{s64}_hires_the| The {s64} hires the Witch, but she fails to bring much needed relief. qstr__The_Witch_blesses_t| The Witch blesses the crops and the villagers are much more productive. qstr__The_Village_Elder_h| The Village Elder hires the Witch, but she disappears with the 1000 Dinars! qstr__The_Village_Elder_su| The Village Elder succeeds in calming down the situation. qstr__The_Village_Elder_i| The Village Elder is unable to calm the two clans and there is bloodshed that affects the prosperity of the village. qstr__The_Village_Elder_a| The Village Elder and the local milita keep the peace. qstr__The_Village_Elder_ac| The Village Elder accepts the 300 Dinars and this difuses the situation. qstr__The_Village_Elder_t| The Village Elder takes the 300 Dinars, but is not enough to stop the bloodshed of other villagers. qstr__The_Village_Elder_ta| The Village Elder takes the 500 Dinars and with the arrest and subsequent hanging of the clan leaders, manages to avoid bloodshed, but there are some very angry villagers. qstr__The_Village_Elder_is| The Village Elder is unable to arrest the leaders and the attempt incites additional violence. qstr_Angry_mob_of_Village|Angry mob of Villagers qstr__An_angry_mob_of_vil| An angry mob of villagers rampages around the village! qstr__The_Village_Elder_is_| The Village Elder is unable to calm the villagers. qstr__{s64}_manages_to_ca| {s64} manages to capture and hang the thieves. The Horses were recovered. qstr__The_Village_Elder_is_u| The Village Elder is unable to find the thieves or recover the horses. qstr__{s64}_manages_to_bu| {s64} manages to buy several plow horses and resolves the situation. qstr__{s64}_squanders_the| {s64} squanders the money and is unable to purchase worthwhile plow horses. qstr__{s64}_organizes_a_p| {s64} organizes a posse and manages to capture and hang the thieves. The Horses were recovered. qstr__{s64}_is_unable_to_| {s64} is unable to find the thieves or recover the horses. qstr_Horse_Thieves|Horse Thieves qstr__The_Horse_Thieves_h| The Horse Thieves have been sighted! qstr__{s64}_succeeds_in_f| {s64} succeeds in finding a way to eliminate the wolf threat. qstr__Without_help_the_wo| Without help, the wolves are too much for {s64} to deal with! qstr__Even_with_100_Dinars| Even with 100 Dinars, the wolves are too much for {s64} to deal with! qstr__{s64}_hires_the_Witc| {s64} hires the Witch and soon thereafter, the wolves have left the area. How did she do that? qstr__The_{s64}_hires_the_| The {s64} hires the Witch, but she fails in her attempt to deal with the wolves. qstr__{s64}_succeeds_in_t| {s64} succeeds in turning away the refugees. qstr__{s64}_is_unable_to_g| {s64} is unable to get the refugees to leave. qstr__{s64}_gives_the_ref| {s64} gives the refuges some food and they leave peacefully. qstr__The_refugees_take_t| The refugees take the food, but {s64} is unable to get them to leave. qstr__{s64}_manages_to_su| {s64} manages to succesfully integrate the refugees into {s54}. qstr__The_refugees_do_not| The refugees do not assimilate well into {s54}, causing some issues with the location population that {s64} is unable to smooth over. qstr__{s64}_has_the_local| {s64} has the local carpenters build houses and manages to succesfully integrate the refugees into {s54}. qstr__The_citizens_of_{s5| The citizens of {s54} are not happy that these refugees get preferential treatment, and the assimilation of these people into {s54} is not smooth. {s64} was unsuccessful. qstr_Angry_Refugees|Angry Refugees qstr__The_refugees_get_an| The refugees get angry and take up arms against you! qstr__{s64}_has_the_local_| {s64} has the local carpenters repair the damage from the fire. qstr__{s64}_fails_to_enac| {s64} fails to enact the repairs and the citizens of {s54} are not happy. qstr__{s64}_succeeds_in_d| {s64} succeeds in dealing with the fire damage. qstr__{s64}_is_unable_to_d| {s64} is unable to deal with the fire damage and the general population is unhappy. qstr__{s64}_finds_the_cit| {s64} finds the citizens who appear to have set the fire and hangs them in the marketplace square. qstr__{s64}_is_unable_to_f| {s64} is unable to find anyone that looks like they set the fires. The citizens are upset over the strong-arm attitude. qstr__{s64}_has_managed_t| {s64} has managed to clean the well and the locals are happy with your actions. qstr__{s64}_fails_to_clea| {s64} fails to clean up the well, and the citizens of {s54} are not happy. qstr__{s64}_has_summoned_| {s64} has summoned the physicians and they have dealt with the well issue. qstr__The_medicine_men_th| The medicine men that {s64} summons fail to clean up the well, and the citizens of {s54} are not happy. qstr__{s64}_found_the_cul| {s64} found the culprit and tortured a confession out of him. The confession points to {s51} as the person who was behind this evil deed! The well eventually is usable again after many dozens of people fall ill. qstr__{s64}_fails_to_find_| {s64} fails to find the culprit. The well eventually washes out the poison, but not before more people fall ill. The citizens of {s54} are not happy. qstr__{s64}_found_the_culp| {s64} found the culprit and hanged him in the marketplace. The well eventually is usable again after many dozens of people fall ill. qstr__{s64}_turns_the_Her| {s64} turns the Heretic over to the Knights of the Dawn. qstr__{s64}_has_the_priso| {s64} has the prisoner tortured and in the end he confesses to being a Heretic and having commited murder. qstr__{s64}_reports_that_| {s64} reports that the Heretic prisoner escaped! qstr__{s64}_determines_th| {s64} determines that the prisoner is a Heretic and is executed forthwith. qstr__After_extensive_inv| After extensive investigation, {s64} determines that the prisoner is not a heretic and is let go. qstr_Heretic_Hunters|Heretic Hunters qstr__{s64}_finds_ways_to| {s64} finds ways to protect the local orphans and organizes a search that eventually turns up the spy. Unfortunately the spy did not survive the experience. qstr__{s64}_leads_the_for| {s64} leads the forces who eventually find the spy. Unfortunately the spy did not survive the experience. qstr__{s64}_conducts_a_ho| {s64} conducts a house to house search but fails to find the spy. The citizens are unsettled by the commotion. qstr__{s64}_has_the_capta| {s64} has the captain of the guard flogged. Unfortunately the citizens and your troops do not approve. qstr_Snake_Cult_Spies|Snake Cult Spies qstr__{s64}_takes_the_new| {s64} takes the news well and manages to convey your decision to the farmers so that they do not riot. qstr__{s64}_orders_that_t| {s64} orders that the shrine not be replaced! qstr__{s64}_successfully_| {s64} successfully conveys to the citizens that the shrine is not to be built! qstr__{s64}_orders_that_th| {s64} orders that the shrine not be replaced! The Knights of the Dawn withdraw peacefully. qstr__{s64}_takes_the_news| {s64} takes the news well, but your citizens revolt.. qstr__{s64}_orders_that_the| {s64} orders that the shrine not be replaced. The local citizens are upset. qstr__{s64}_tries_to_calm| {s64} tries to calm down the citizens, but to no avail. Some of them riot in the streets causing economic upheaval! qstr__{s64}_tells_the_Kni| {s64} tells the Knights of the Dawn of your orders and they are not at all pleased! qstr_Astraea_Zealots!|Astraea Zealots! qstr_Zealots!|Zealots! qstr__{s64}_rejoices_at_y| {s64} rejoices at your decision and the local farmers praise your name. qstr__{s64}_happily_order| {s64} happily orders the small shrine built! qstr__{s64}_orders_that_the_| {s64} orders that the Eunomia Stabilitis shrine be errected! qstr__The_Knights_of_the_| The Knights of the Dawn are overjoyed. Not only do they build their shrine to Astraea, they tear down other small shrines in the area! qstr__The_shrine_is_built| The shrine is built, but it apparently has very few followers. qstr__{s64}_oversees_the_| {s64} oversees the shrine, but soon after it is built, it is raided and defaced. People are afraid to visit it. qstr__{s64}_tries_to_calm_| {s64} tries to calm down the citizens, but to no avail. Some of them riot in the streets causing economic upheaval. ! qstr__{s64}_infoms_the_Kn| {s64} infoms the Knights of the Dawn and they start to build their shrine. There is widespread resistance when they attempt to destroy other shrines! qstr__Zealots_take_arms_a| Zealots take arms against you! qstr__{s64}_succeeds_in_s| {s64} succeeds in sending the pilgrims away. qstr__{s64}_is_unable_to_de| {s64} is unable to deal with the pilgrims and there are hard feelings which make the general population unhappy. qstr__{s64}_sends_for_the| {s64} sends for the Physicians of the Radiant Cross, who come with all haste to treat whose with Malady. The locals are happy with your actions. qstr__{s64}_is_unable_to_e| {s64} is unable to enlist the aid of the Radiant Cross Knights and the citizens of {s54} are not happy. qstr__{s64}_manages_to_fi| {s64} manages to find healers, who come with all haste to treat whose with Malady. The locals are happy with your actions. qstr__{s64}_is_unable_to_en| {s64} is unable to enlist the aid any healers and the citizens of {s54} are not happy. qstr__{s64}_repents_and_m| {s64} repents and manages to find herbalists, and other healers, who treat those with Malady. The locals are happy with your actions. qstr__{s64}_prays_for_rep| {s64} prays for repentance and, ultimately, more people are afflicted with disease. The citizens of {s54} are not happy. qstr__{s64}_somehow_manages_t| {s64} somehow manages to find herbalists and other healers, who treat those with Malady. qstr__{s64}_has_no_idea_w| {s64} has no idea what to do and ultimately, more people are afflicted with disease. The citizens of {s54} are not happy. qstr_Mettenheim_Plunderer|Mettenheim Plunderers qstr_Veccavi_Hunters|Veccavi Hunters qstr_Jatu_Mercenary_Raide|Jatu Mercenary Raiders qstr_Mercenary_War_Band|Mercenary War Band qstr_Barclay_Mercenary_Ad|Barclay Mercenary Adventurers qstr_Melitine_Mercenary_A|Melitine Mercenary Adventurers qstr_Singalian_Mercenary_|Singalian Mercenary Slavers qstr__{s64}_informs_the_M| {s64} informs the Mercenary company to move along. qstr__{s64}_informs_the_Me| {s64} informs the Mercenary company to leave immediately. qstr__Your_generosity_att| Your generosity attracts additional Mercenaries to your cause. qstr_{s14}|{s14} qstr__The_{s20}_is_offend| The {s20} is offended! qstr__The_Mercenary_compa| The Mercenary company joins your forces in {s54}. qstr__{s64}_found_the_thi| {s64} found the thief and he most certainly was not stealing from true need. The citizens think you are soft towards crime. qstr__{s64}_fails_to_find_t| {s64} fails to find the culprit. The citizens mutter about the failure to find the thief. qstr__{s64}_improves_the_| {s64} improves the patrols and the citizens feel safer with no additional events of this nature. qstr__{s64}_manages_to_se| {s64} manages to search many houses and finds the thief. There was a brief but fair trial. The citizens are relieved. qstr__{s64}_fails_to_find_th| {s64} fails to find the culprit and upsets many citizens in the search. qstr__{s64}_puts_out_the_| {s64} puts out the reward, and the thief is found and executed promptly. The citizens are thankful. qstr__Even_with_the_200_d| Even with the 200 denar reward, the thief is nowhere to be found. {s64} fails to find the culprit. The citizens mutter about the failure to find the thief. qstr__{s64}_is_able_to_en| {s64} is able to enact the repairs with the help of {reg3} denars. qstr__{s64}_obtains_the_s| {s64} obtains the services of two engineering students who manage to die when a wall they were constructing falls on them qstr__{s64}_is_somehow_ab| {s64} is somehow able to enact the repairs using his own engineering skills. qstr__{s64}_understands_y| {s64} understands your position and the repairs are not done. qstr__{s64}_spreads_the_d| {s64} spreads the denars around to your troops, and you have no desertions. qstr__{s64}_somehow_manages_to| {s64} somehow manages to get tongue tied and garbles your message to the troops. This has some unfortunate consequences. qstr__{s64}_spreads_the_w| {s64} spreads the word and all Deserters flee the area. The good news is you do not have to pay a single Denar! qstr__{s64}_passes_along_| {s64} passes along your information and fate takes care of the rest. qstr__{s64}_informs_you_t| {s64} informs you that the Deserters are outside the gates! qstr_Brigand_Deserters!|Brigand Deserters! qstr__{s64}_somehow_manages_to_| {s64} somehow manages to convince the trade delegation to part with 2000 Dinars. The trade route has been set up and a significant bonus to prosperity has been achieved. qstr__{s64}_reports_that_t| {s64} reports that the trade delgation laughed at your suggestion and left immediately. qstr__{s64}_sets_up_the_n| {s64} sets up the necessary forms and contacts and arranges the trade route to be set up which gives a significant bonus to the prosperity of {s54}. qstr__Somehow_{s64}_has_m| Somehow {s64} has managed to insult the trade delegation and they leave in a huff. The trade route has not been set up. qstr__The_trade_delegatio| The trade delegation leaves immediately. qstr_Obliterated|Obliterated qstr_Destroyed|Destroyed qstr_Crushed|Crushed qstr_Fading|Fading qstr_Weakened|Weakened qstr_Healthy|Healthy qstr_Strong|Strong qstr_Overwhelming|Overwhelming qstr_Invincible|Invincible qstr_Nothing_as_there_is_|Nothing as there is no Knighthood Order present. qstr_{s8}_from_{s7}.|{s8} from {s7}. qstr_{s6}_from_{s8}.|{s6} from {s8}. qstr__I_promise_that_your| I promise that your defeat will be glorious! qstr__Then_let_us_test_ou| Then let us test our battle prowess! qstr__To_Arms!| To Arms! qstr___Very_well _Let_us_| Very well Let us do battle! qstr__You_don_t_look_all_| You don't look all that tough to me! qstr__If_we_must_let_us_d| If we must, let us die gloriously! qstr__You_will_join_your_| You will join your ancestors soon! qstr__You_don_t_look_part| You don't look particularly formidable to me. qstr__Better_to_die_in_ba| Better to die in battle than live as maggots like you. qstr__I_ve_seen_more_frig| I've seen more frightening sights than you in a brothel. qstr__If_I_were_afraid_of| If I were afraid of the likes of you, I'd fall on my sword in disgust. qstr__Make_peace_with_you| Make peace with your Gods while you still can. qstr__Do_you_really_think| Do you really think you're all that terrifying? Hah! qstr__I_hope_Hell_has_eno| I hope Hell has enough room for you and all your ancestors. qstr__If_you_think_you_ca| If you think you can win this fight, you're missing a few arrows in your quiver. qstr__You_intend_to_fight| You intend to fight me? Which are you, drunk or just plain stupid? qstr__You!__Stand_aside_m| You! Stand aside mendicant and show your betters proper respect! qstr__I_challenge_you_war| I challenge you warrior! Prove your honor in a feat of arms, or die trying! qstr__Hail_and_well_met!_| Hail and well met! Prepare yourself for a long journey.. into your next life! qstr__Ah_good!__Just_in_t| Ah good! Just in time to test my steel! qstr__Have_at_thee_knave!| Have at thee, knave! qstr__It_s_been_a_boring_| It's been a boring day so I suppose a fight with you will relieve my boredom. qstr__Challenge_me_will_y| Challenge me, will you? I'll cut you into ribbons, fool, before I eat your liver. qstr__You_look_a_bit_lost| You look a bit lost. Care for a bit of help finding your Maker? Have at 'em, boys! qstr__More_Blood!| More Blood! qstr_no_tidbits_of_value|no tidbits of value qstr_no_information_of_in|no information of interest qstr_no_interesting_news|no interesting news qstr_no_new_rumors_to_rep|no new rumors to report qstr_no_new_information|no new information qstr_very_little_worth_re|very little worth repeating qstr_nothing_but_worthles|nothing but worthless gossip and fishwives tales qstr_nothing_but_innuendo|nothing but innuendo and worthless boasts qstr_no_news_worth_repeat|no news worth repeating qstr__My_{reg63?Captain L| My {reg63?Captain Lady}, qstr__Business_has_been_b| Business has been brisk and qstr__Well_in_truth_{play| Well in truth, {playername}, qstr__Hmmm_{playername}._| Hmmm, {playername}. My sources have dried up, and qstr__My_good_{playername| My good {playername}, I have been very busy and qstr__I_am_sorry_{playern| I am sorry, {playername}, qstr_._Try_next_week.|. Try next week. qstr_._Perhaps_you_should|. Perhaps you should go ask someone else. qstr_._You_might_have_bet|. You might have better luck elsewhere. qstr_._Ask_me_later_say_i|. Ask me later, say in about a week. qstr_._I_am_sure_there_ar|. I am sure there are others that have the information you are looking for. qstr_._Perhaps_later_I_wi|. Perhaps later I will overhear something of interest. qstr_._Come_back_another_|. Come back another time. qstr_.|. qstr__{s2}_I_have_heard_{| {s2} I have heard {s5}{s6} qstr__{s2}_there_have_bee| {s2} there have been {s5}{s6} qstr__{s2}_I_have_to_say_| {s2} I have to say there is {s5}{s6} qstr__{s2}_few_people_hav| {s2} few people have been talking and I have heard {s5}{s6} qstr__{s2}_I_have_been_il| {s2} I have been ill, so I have heard {s5}{s6} qstr__{s2}_I_have_been_bu| {s2} I have been busy with this shipment so I have {s5} for you{s6} qstr__{s2}_I_haven_t_had_| {s2} I haven't had the time yet to listen for such, so unfortunately I have {s5} for you{s6} qstr__{s2}_I_have_been_bus| {s2} I have been busy with my apprentices, so I have {s5} to tell you{s6} qstr__Ah!_It_is_unfortuna| Ah! It is unfortunate My {reg63?Lord Lady}, as qstr__More_is_the_pity_go| More is the pity good {reg63?sir madame}, as qstr__I_have_been_idle_to| I have been idle too long, and qstr__I_have_been_busy_wi| I have been busy with personal matters of late, and qstr__My_ears_and_eyes_ha| My ears and eyes have been open, but, qstr__I_am_sorry| I am sorry, qstr_no_information_of_va|no information of value qstr_very_little_interest|very little interesting news qstr_no_valuable_news|no valuable news qstr_only_worthless_whisp|only worthless whispers qstr_nothing_but_the_chan|nothing but the change of weather and drunken songs qstr_only_unconfirmed_whi|only unconfirmed whispers of no value qstr_only_unsubstantiated|only unsubstantiated gossip for qstr_._I_am_sorry_my_frie|. I am sorry my friend, there are times when I'm just not privy to the happenings of the land. qstr_._These_things_happe|. These things happen. In a day or two I will have some more tantalizing gossip for you. qstr_._That_will_change_h|. That will change however, as it always does. Then I will hear something of great value. qstr_.__If_you_are_in_a_h|. If you are in a hurry, try speaking to the merchants or stewards, sometimes they hear nuggets of information. qstr_._Never_fear_my_ear_|. Never fear, my ear is to the ground and I am bound to hear something soon.. it is, after all, my profession! qstr_._Let_me_snoop_about|. Let me snoop about and ask some questions. In a day or two come back and I should know more. qstr_._Perhaps_you_should_|. Perhaps you should come back tomorrow. A few drinks here, a lover's whisper there, and information flows like water. qstr__{s2}_I_have_to_admi| {s2} I have to admit there is {s5}{s6} qstr__{s2}_so_few_people_| {s2} so few people have been gossiping. I have heard {s5}{s6} qstr__{s2}_I_have_encount| {s2} I have encountered so few people of late, so I have heard {s5}{s6} qstr__{s2}_I_have_been_en| {s2} I have been engaged on a secret mission, so I have {s5}{s6} qstr__{s2}_I_wish_I_had_b| {s2} I wish I had better news for you, but as the fates would have it, I have {s5} for you{s6} qstr__{s2}_I_have_been_oc| {s2} I have been occupied with business of a paying nature, so I have {s5} to tell you{s6} qstr__Ah!_It_is_an_unluck| Ah! It is an unlucky turn of events, good {reg63?Sir Lady}, as qstr__Sad_tales_good_{reg| Sad tales, good {reg63?sir madame}, as qstr__I_have_been_too_bus| I have been too busy with the flesh trade, and qstr__My_ears_are_open_bu| My ears are open, but, qstr_so_little_coherent_i|so little coherent information of value qstr_no_gossip_of_interes|no gossip of interest qstr_very_little_interesti|very little interesting news to share qstr_only_worthless_slave|only worthless slave talk qstr_nothing_but_the_crie|nothing but the cries of women and moans of bench slaves qstr_only_the_wild_tales_|only the wild tales of the soon to be shackled qstr_only_minor_gossip_an|only minor gossip and talk of endless wars qstr_._I_am_sorry_my_prof|. I am sorry, my profession is to enslave the unwilling, not listen to their tales of woe. qstr_._Information_like_w|. Information like what you seek comes to me every week or so. Check back then. qstr_._Pity_too_as_I_coul|. Pity too, as I could use some juicy gossip to lift my spirits. qstr_._If_you_are_in_a_hu|. If you are in a hurry, try speaking to the other patrons in the taverns and maybe even the merchants. qstr_._If_you_want_to_kno|. If you want to know the real juicy stories, then seek out those wandering spies in the taverns. They know a thing or two. qstr_._Those_guild_rats_n|. Those guild-rats never tell me anything. Just buy the flesh, pay the coin and staff the galleys! qstr_._Hell_I_am_bound_to|. Hell, I am bound to hear something worth passing on at some point during this next week. I always do. qstr_._Perhaps_you_should_c|. Perhaps you should come back next week. I am expecting a delivery soon and that source always spins a good yarn. qstr__{s2}_I_must_tell_yo| {s2} I must tell you I have heard {s5}{s6} qstr__{s2}_so_few_people_h| {s2} so few people have been willing to speak. I have heard {s5}{s6} qstr__{s2}_I_have_encounte| {s2} I have encountered only slaves of late, so I have heard {s5}{s6} qstr__{s2}_I_have_been_sp| {s2} I have been speaking to the guild masters, so I have {s5} for you{s6} qstr__{s2}_I_wish_that_my| {s2} I wish that my tidings were better. As the fates would have it I have heard {s5}{s6} qstr__{s2}_I_have_been_ov| {s2} I have been overtaxed with some escaped slaves, so I have {s5} to tell you{s6} qstr_no_news|no news qstr_only_worthless_infor|only worthless information qstr_nothing_but_soldiers|nothing but soldiers' tales and cooks' gossip qstr_unsubstantiated_goss|unsubstantiated gossip qstr__My_{reg63?Lord Lady| My {reg63?Lord Lady}, qstr__Castle_business_is_| Castle business is taxing and qstr__Of_course_good_{reg| Of course good {reg63?Lord Lady}, qstr__My_sources_are_mute| My sources are muted, qstr_._I_am_sorry_{reg63?|. I am sorry {reg63?Lord Lady}, I will try harder to listen in the future. qstr_._Perhaps_you_should_a|. Perhaps you should ask someone else. A spy perhaps? qstr_._Have_you_tried_see|. Have you tried seeking information in the Taverns? qstr_._Have_you_thought_o|. Have you thought of asking Merchants, they are in contact with many sorts of travelers and hear many rumors and newsworthy tidbits. qstr_._I_am_sure_that_the|. I am sure that there are others that have the information you seek. qstr_._I_am_not_a_rumor_m|. I am not a rumor monger my {reg63?Lord Lady}, so I do not have a tendency to seek out gossip. qstr_._Perhaps_you_should_co|. Perhaps you should come back another time. One never knows what one will overhear in these halls. qstr__{s2}_few_people_have| {s2} few people have been gossiping. I have heard {s5}{s6} qstr__{s2}_I_have_been_busy| {s2} I have been busy in the castle, so I have heard {s5}{s6} qstr__{s2}_I_have_not_had| {s2} I have not had the time to listen to idle gossip, so I have {s5} for you{s6} qstr__{s2}_I_wish_I_had_be| {s2} I wish I had better news for you, but unfortunately I have {s5} for you{s6} qstr__{s2}_I_have_been_busy_| {s2} I have been busy with the pages, cooks, and chambermaids, so I have {s5} to tell you{s6} qstr__a_little_something| a little something qstr__a_rumor| a rumor qstr__an_interesting_tale| an interesting tale qstr__something_of_intere| something of interest qstr__some_dark_whispers| some dark whispers qstr__a_piece_of_informat| a piece of information qstr__a_newsworthy_story| a newsworthy story qstr__some_troubling_news| some troubling news qstr__some_worthwhile_inf| some worthwhile information qstr__a_story| a story qstr__Ah_yes!__I_do_know{| Ah yes! I do know{s9} which would interest you. qstr__I_m_glad_you_asked_| I'm glad you asked {reg63?Lord Lady} {playername}. qstr__As_a_matter_of_fact| As a matter of fact,{s9} did pass my way. qstr__Funny_you_should_as| Funny you should ask that. qstr__Hmm.._yes!__I_did_h| Hmm.. yes! I did hear{s9} recently. qstr__Ha!__Yes_I_did_run_| Ha! Yes, I did run across{s9} which you may find of value. qstr__Well_yes_I_have_bee| Well, yes I have been told{s9}. qstr__{s2}_I_have_been_so| {s2} I have been so busy with these shipments I almost forgot about it! qstr__{s2}_Almost_slipped| {s2} Almost slipped my mind! qstr__{s2}_Terrible_it_is| {s2} Terrible it is, terrible I tell you! Makes one lose sleep at night it does! qstr__{s2}_A_sad_state_of| {s2} A sad state of affairs it is too. qstr__{s2}_Gives_me_the_c| {s2} Gives me the chills it does! Right up my spine! qstr__{s2}_Nasty_bit_of_b| {s2} Nasty bit of business it is too. qstr__{s2}_Makes_me_wonde| {s2} Makes me wonder what our land is coming to ya know. qstr__{s2}_It_makes_me_gl| {s2} It makes me glad that I am safe behind these walls let me tell you! qstr__{s2}_May_the_fates_| {s2} May the fates protect us, my {reg63?Lord Lady}. qstr__Ah!_Well_met.| Ah! Well met. qstr__Well_met_Captain.| Well met, Captain. qstr__Ah!_I_am_glad_you_a| Ah! I am glad you asked. qstr__Well_my_{reg63?Lord| Well, my {reg63?Lord Lady}, I believe fortune smiles upon you. qstr__Please_keep_your_vo| Please keep your voice down, my friend. qstr__Please_sit_down_wit| Please sit down with me, good {reg63?Lord lady}. qstr__My_{reg63?lord Lady| My {reg63?lord Lady}, lower your voice, information is power and ears are everywhere. qstr__Well_met_my_{reg63?| Well met, my {reg63?lord Lady} {playername}. qstr__{reg63?Lord Lady}_{| {reg63?Lord Lady} {playername}, you have come just at the right time. qstr__Ah_yes.__You_have_c| Ah yes. You have come to the right person. qstr__{s10}__I_have{s9}_f| {s10} I have{s9} for you. qstr__{s10}__I_was_told{s| {s10} I was told{s9} as a matter of personal trust. qstr__{s10}__I_trust_you_| {s10} I trust you will keep this between us. I was given{s9} in confidence. qstr__{s10}_I_do_indeed_h| {s10} I do indeed have{s9} for you. qstr__{s10}__I_was_privy_| {s10} I was privy to{s9}. qstr__{s10}__I_did_run_ac| {s10} I did run across{s9} that you may find of value. qstr__{s10}__Well{s9}_was| {s10} Well,{s9} was relayed to me. qstr__{s2}_It_is_a_good_t| {s2} It is a good thing that I have keen ears and watch for such things! qstr__{s2}_Very_interesti| {s2} Very interesting news, I must say! qstr__{s2}_I_hope_you_use| {s2} I hope you use this information well! qstr__{s2}_Important_info| {s2} Important information, like wine, does not flow freely. qstr__{s2}_Come_sit_down_| {s2} Come, sit down and let me share the details with you. qstr__{s2}_It_never_cease| {s2} It never ceases to amaze me what people know and are willing to share. qstr__{s2}_I_know_you_wil| {s2} I know you will find this at least mildly useful. qstr__{s2}_Perhaps_I_will| {s2} Perhaps I will stay here a bit longer, as traveling has become more dangerous. qstr__{s2}_Please_use_wha| {s2} Please use what I am about to tell you well. qstr__a_little_morsel| a little morsel qstr__a_nasty_little_rumo| a nasty little rumor qstr__an_interesting_yarn| an interesting yarn qstr__a_tidbit_of_interes| a tidbit of interest qstr__a_whisper_of_inform| a whisper of information qstr__a_second_hand_story| a second-hand story qstr__some_secret_gossip| some secret gossip qstr__Ah!_Hello_Captain.| Ah! Hello, Captain. qstr__Aye.._that_I_have.| Aye.. that I have. qstr__You_are_in_luck.| You are in luck. qstr__Yes_my_{reg63?Lord | Yes, my {reg63?Lord Lady}, I do. qstr__Please_keep_your_voi| Please keep your voice to a whisper, my friend. qstr__Aye_I_have_an_ear_a| Aye, I have an ear and a tale to tell. qstr__My_{reg63?lord Lady}| My {reg63?lord Lady}, keep your voice to a whisper if you value both of our lives. qstr__Well_met_my_{reg63?l| Well met, my {reg63?lord Lady} {playername}. If the Brotherhood found out I was selling information, then we would both be in danger. qstr__{reg63?Lord Lady}_{p| {reg63?Lord Lady} {playername} you are in luck. qstr__Preserve_me_from_sh| Preserve me from shackles, and bless me, I have what you want. qstr__{s10}__I_was_told{s9| {s10} I was told{s9}. Treat this as a matter of personal trust between us. qstr__{s10}__Yes_this_mus| {s10} Yes, this must be kept just between us. I came across{s9}. qstr__{s10}__I_was_fortun| {s10} I was fortunate to have heard{s9}. qstr__{s10}__I_was_in_the| {s10} I was in the right place at the right time to hear{s9}. qstr__{s10}__I_did_come_a| {s10} I did come across{s9} that you may find of value. qstr__{s10}__Well{s9}_was_| {s10} Well,{s9} was told to me. qstr__{s2}_I_meet_all_sor| {s2} I meet all sorts in my line of work and most are eager to spill their secrets if it keeps them out of shackles. qstr__{s2}_I_hope_that_th| {s2} I hope that this information is worth it to you. qstr__{s2}_This_is_someth| {s2} This is something that my associates would want to hear as well, just so you know. qstr__{s2}_I_am_glad_that| {s2} I am glad that you are wary of who you talk to, not all are who they seem. qstr__{s2}_I_put_myself_i| {s2} I put myself in danger by speaking to you, but I need the coin. qstr__{s2}_Let_us_keep_th| {s2} Let us keep this discussion to ourselves, shall we? qstr__{s2}_By_the_way_be_| {s2} By the way, be careful. The Brotherhood has had some inquires about your activities. qstr__{s2}_I_must_make_a_| {s2} I must make a report of this information to Brotherhood as well, but you are hearing it first. qstr__{s2}_Please_tell_no| {s2} Please tell no one, the Brotherhood frowns upon us making coin on the side. qstr__a_little_rumor| a little rumor qstr__a_tale| a tale qstr__a_sliver_of_informa| a sliver of information qstr__some_gossip| some gossip qstr__Ah!_Well_met_{reg63| Ah! Well met, {reg63?Lord Lady} {playername}. qstr__Yes_indeed_I_have_h| Yes, indeed I have heard something. qstr__Greetings_my_{reg63| Greetings, my {reg63?Lord Lady}. qstr__Yes_my_{reg63?Lord L| Yes, my {reg63?Lord Lady}, I do have something for you. qstr__Favor_smiles_upon_y| Favor smiles upon you, my {reg63?Lord Lady}. qstr__Aye_my_{reg63?Lord | Aye, my {reg63?Lord Lady}, there is something I have heard. qstr__My_{reg63?lord Lady}_| My {reg63?lord Lady}, I do have something worthwhile for you. qstr__Well_met_my_{reg63?lo| Well met, my {reg63?lord Lady} {playername}, you are in luck. qstr__{reg63?Lord Lady}_{pl| {reg63?Lord Lady} {playername}, fate smiles upon you. qstr__Not_that_I_indulge_| Not that I indulge in such rumor-mongering, my {reg63?Lord Lady}, but I have heard something. qstr__{s10}__I_was_told{s9}| {s10} I was told{s9} that made me think of you. qstr__{s10}__Yes{s9}_was_| {s10} Yes,{s9} was told to me and I made it a point to remember it. qstr__{s10}__I_overheard{| {s10} I overheard{s9} and was fortunate enough to make a note of it. qstr__{s10}__I_was_inform| {s10} I was informed of{s9} that may pique your interest. qstr__{s2}_Usually_I_am_t| {s2} Usually I am too busy to pay attention to such gossip. qstr__{s2}_I_hope_that_yo| {s2} I hope that you will find this useful. qstr__{s2}_I_do_hope_that| {s2} I do hope that this will be of some use to you. qstr__{s2}_Makes_me_wonder| {s2} Makes me wonder what dangers lurk outside these walls. qstr__{s2}_I_have_gained_| {s2} I have gained a new appreciation for the dangers which you face. qstr__{s2}_It_is_my_duty_| {s2} It is my duty and honor to serve you, {reg63?Lord Lady}. I hope this is the sort of information you were looking for. qstr__{s2}_By_the_way_my_| {s2} By the way, my {reg63?Lord Lady}, be careful in your journeys. qstr__{s2}_The_castle_is_| {s2} The castle is bustling with activity, my {reg63?Lord Lady}, and usually I cannot spare the time to engage in this type of information gathering. qstr__{s2}_Even_I_found_t| {s2} Even I found this of interest, my {reg63?Lord Lady}. qstr_{s2}_It_s_regarding_|{s2} It's regarding {s14}. {s4} qstr_{s2}_{s4}_about_{s14|{s2} {s4} about {s14}. qstr_{s2}_{s4}_regarding_|{s2} {s4} regarding {s14}. qstr_{s2}_{s4}_concerning|{s2} {s4} concerning {s14}. qstr_{s2}_My_informant_{s|{s2} My informant, {s11} told me {s9} about {s14}. qstr_{s2}_It_s_{s9}_from_|{s2} It's {s9} from {s11} about {s14}. qstr_{s3}_{s4}_{s34}|{s3} {s4} {s34} qstr_a_story|a story qstr_a_tale|a tale qstr_a_rumor|a rumor qstr_a_piece_of_gossip|a piece of gossip qstr_an_intriguing_story|an intriguing story qstr_a_piece_of_informati|a piece of information qstr_a_fascinating_tale|a fascinating tale qstr_a_yarn|a yarn qstr_an_interesting_story|an interesting story qstr_an_interesting_rumor|an interesting rumor qstr_a_sordid_tale|a sordid tale qstr_{s50}|{s50} qstr_a_nameless_acquainta|a nameless acquaintance, qstr_conducting_business_|conducting business which we will not discuss qstr_waiting_to_meet_some|waiting to meet someone qstr_waiting_for_someone|waiting for someone qstr_someone_who_shall_no|someone who shall not be named, qstr_hurrying_to_meet_som|hurrying to meet someone important qstr_was_collecting_somet|was collecting something owed to him qstr_avoiding_the_militia|avoiding the militia patrol qstr_a_person_best_not_na|a person best not named, qstr_hurrying_to_meet_a_f|hurrying to meet a friend qstr_waiting_to_meet_an_a|waiting to meet an associate qstr_hiding_to_avoid_bein|hiding to avoid being followed qstr_a_person_who_is_best|a person who is best left in shadows, qstr_waiting_to_receive_a|waiting to receive a report from an underling qstr_on_the_way_to_meet_a|on the way to meet an associate qstr_waiting_to_meet_one_|waiting to meet one of his men qstr_an_acquaintance|an acquaintance, qstr_minding_his_own_busi|minding his own business qstr_not_paying_much_atte|not paying much attention qstr_an_acquaintance_name|an acquaintance named {s12}, qstr_doing_some_chores|doing some chores qstr_going_to_meet_someon|going to meet someone qstr_{s12}_an_acquaintanc|{s12}, an acquaintance of mine, qstr_a_mercenary_calling_|a mercenary calling himself {s12}, qstr_waiting_for_his_capt|waiting for his captain qstr_looking_for_some_ent|looking for some entertainment qstr_looking_for_his_swor|looking for his sword mates qstr_heading_to_town_to_s|heading to town to seek work qstr_on_a_scouting_missio|on a scouting mission for his captain qstr_looking_for_his_capt|looking for his captain qstr_a_strange_traveler|a strange traveler, qstr_looking_for_somewher|looking for somewhere to eat qstr_wandering_the_town|wandering the town qstr_resting_on_the_side_|resting on the side of the road qstr_cooking_some_hens_ov|cooking some hens over a small campfire qstr_walking_along_the_ro|walking along the road qstr_a_traveler_named_{s1|a traveler named {s12}, qstr_looking_for_somethin|looking for something to eat qstr_exploring|exploring qstr_making_camp_along_th|making camp along the side of the road qstr_breaking_camp|breaking camp qstr_walking_with_a_group|walking with a group of refugees qstr_a_refugee|a refugee, qstr_looking_for_shelter|looking for shelter qstr_heading_to_the_next_|heading to the next town qstr_a_young_hunter_named|a young hunter named {s12}, qstr_waiting_for_another_|waiting for another hunter qstr_preparing_to_go_on_a|preparing to go on a hunting trip qstr_heading_out_of_the_t|heading out of the town qstr_looking_for_game|looking for game qstr_a_traveling_merchant|a traveling merchant, qstr_waiting_for_his_appr|waiting for his apprentice qstr_moving_inventory_ont|moving inventory onto his wagon qstr_looking_for_his_cara|looking for his caravan guards qstr_heading_to_town_to_se|heading to town to sell his goods qstr_riding_along_the_roa|riding along the road qstr_a_merchant_named_{s1|a merchant named {s12}, qstr_looking_for_his_appr|looking for his apprentice qstr_meeting_a_money_lend|meeting a money lender qstr_waiting_for_a_custom|waiting for a customer qstr_making_camp|making camp qstr_a_wandering_Knight_o|a wandering Knight of the Dawn, qstr_looking_for_his_squi|looking for his squire qstr_tending_to_his_horse|tending to his horse qstr_patrolling_the_stree|patrolling the street qstr_helping_some_refugee|helping some refugees qstr_patrolling_the_road|patrolling the road qstr_an_adventurer_callin|an adventurer calling himself {s12}, qstr_looking_for_his_frie|looking for his friend qstr_resting_under_a_tree|resting under a tree alongside the road qstr_an_abbot_called_{s12|an abbot called {s12}, qstr_rushing_to_the_aid_o|rushing to the aid of a sick friend qstr_helping_refugees|helping refugees qstr_strolling_the_street|strolling the streets qstr_on_a_pilgrimage|on a pilgrimage qstr_a_member_of_the_loca|a member of the local militia, qstr_on_patrol|on patrol qstr_patrolling_the_town|patrolling the town qstr_investigating_suspic|investigating suspicious activity qstr_a_local_militiaman|a local militiaman qstr_hunting_for_his_lord|hunting for his lord qstr_a_soldier_from_the_c|a soldier from the castle, qstr_on_guard_duty|on guard duty qstr_a_soldier_who_would_|a soldier who would not give his name qstr_scouting_the_area|scouting the area qstr_a_young_noble_lad|a young noble lad, qstr_looking_for_a_friend|looking for a friend qstr_on_important_busines|on important business qstr_meeting_someone|meeting someone qstr_hunting_a_stag|hunting a stag qstr_traveling_to_his_fat|traveling to his father's estate qstr_a_caravan_guard|a caravan guard, qstr_looking_for_his_mate|looking for his mates qstr_waiting_to_meet_his_|waiting to meet his next contract qstr_checking_the_horses|checking the horses qstr_scouting_ahead_of_hi|scouting ahead of his caravan qstr_catching_up_to_the_c|catching up to the caravan qstr_escorting_a_caravan|escorting a caravan qstr_a_bounty_hunter|a bounty hunter, qstr_following_up_on_a_le|following up on a lead qstr_waiting_to_meet_an_i|waiting to meet an informant qstr_on_the_trail_of_a_no|on the trail of a notorious outlaw qstr_asking_if_we_had_see|asking if we had seen bandits in the area qstr_a_Mercenary_Sellswor|a Mercenary Sellsword, qstr_waiting_for_his_serg|waiting for his sergeant qstr_on_his_way_to_town|on his way to town qstr_asking_if_we_knew_wh|asking if we knew where he could find work qstr_a_Militia_Warder|a Militia Warder, qstr_checking_on_a_recrui|checking on a recruit qstr_waiting_to_meet_a_bo|waiting to meet a bounty hunter qstr_asking_if_we_had_seen|asking if we had seen his friends qstr_a_young_Noble_by_the|a young Noble by the name of Lord {s12}, qstr_on_important_business|on important business for a Lord qstr_a_wandering_Ranger_b|a wandering Ranger by the name of {s12}, qstr_preparing_to_leave_t|preparing to leave the town qstr_investigating_someth|investigating something suspicious qstr_waiting_for_a_fellow|waiting for a fellow ranger qstr_a_good_squire_named_|a good squire named {s12}, qstr_waiting_for_his_Lord|waiting for his Lord qstr_meeting_a_friend|meeting a friend qstr_going_to_meet_his_Lo|going to meet his Lord qstr_a_neighbor_of_mine|a neighbor of mine qstr_on_his_way_to_the_sh|on his way to the shop qstr_walking_to_work|walking to work qstr_a_relative_of_a_frie|a relative of a friend qstr_on_his_way_to_his_ma|on his way to his masters shop qstr_looking_for_his_litt|looking for his little brother qstr_my_distant_cousin_na|my distant cousin named {s12}, qstr_avoiding_his_wife|avoiding his wife qstr_looking_for_his_son|looking for his son qstr_my_sister_s_husband_|my sister's husband's cousin twice removed qstr_avoiding_his_mother_|avoiding his mother-in-law qstr_looking_for_his_wayw|looking for his wayward son qstr_a_few_days_ago|a few days ago qstr_last_night|last night qstr_earlier_this_morning|earlier this morning qstr_yesterday|yesterday qstr_after_sundown_yester|after sundown yesterday qstr_while_dining_yesterd|while dining yesterday qstr_at_breakfast_this_mo|at breakfast this morning qstr_while_at_the_merchan|while at the merchant shop qstr_in_the_tavern|in the tavern qstr_in_the_street|in the street qstr_outside_the_walls|outside the walls qstr_in_the_castle_courty|in the castle courtyard qstr_noon_yesterday|noon yesterday qstr_recently|recently qstr_I_heard_{s9}_from_{s|I heard {s9} from {s11} qstr_I_was_told_{s13}_of_|I was told {s13} of {s9} from {s11} qstr_Hmm_{s13}_I_heard_{s|Hmm, {s13} I heard {s9} from {s11} qstr_I_heard_{s9}_from_{s1|I heard {s9} from {s11} {s13} qstr_I_met_{s11}_{s13}_wh|I met {s11} {s13} who told me {s9} qstr_I_came_across_{s9}_f|I came across {s9} from {s11} qstr_On_a_chance_encounte|On a chance encounter, I heard {s9} from {s11} qstr_I_ran_into_{s11}_{s1|I ran into {s11} {s13}, who informed me of {s9} qstr_I_bumped_into_{s11}_|I bumped into {s11} {s13}, who relayed to me {s9} qstr_I_overheard_{s9}_fro|I overheard {s9} from {s11} qstr_Snake_Cult|Snake Cult qstr_Jatu|Jatu qstr_thieves_and_bandits_|thieves and bandits of the forests qstr_Noldor|Noldor qstr_D_Shar_Steppe_Raider|D'Shar Steppe Raiders qstr_recent_events_that_s|recent events that seem out of the ordinary qstr_outlaws_and_forest_b|outlaws and forest brigands qstr_outlaws_and_highwaym|outlaws and highwaymen qstr_rogue_and_outlawed_K|rogue and outlawed Knights qstr_various_adventure_co|various adventure companies qstr_Heretics|Heretics qstr_Red_Brotherhood|Red Brotherhood qstr_Knights_of_Eventide|Knights of Eventide qstr_Knights_of_the_Dawn|Knights of the Dawn qstr_Mettenheim|Mettenheim qstr_Singalians|Singalians qstr_travellers|travellers qstr_the_accursed_{s14}|the accursed {s14} qstr_the_vile_{s14}|the vile {s14} qstr_the_damned_{s14}|the damned {s14} qstr_the_barbaric_{s14}|the barbaric {s14} qstr_the_horrid_{s14}|the horrid {s14} qstr_the_filthy_{s14}|the filthy {s14} qstr_days|days qstr_in_the_afternoon|in the afternoon qstr_fresh|fresh qstr_in_the_morning|in the morning qstr_fresh_cool|fresh cool qstr_nights|nights qstr_after_dark|after dark qstr_fresh_night|fresh night qstr_after_sunset|after sunset qstr_night|night qstr__few_{s7}_ago| few {s7} ago qstr_h_yes_it_was_two_{s7|h yes, it was two {s7} ago, {s17} qstr_hh_it_was_yesterday_|hh, it was yesterday, {s17} qstr_bout_three_{s7}_ago|bout three {s7} ago qstr__handful_of_{s7}_ago| handful of {s7} ago qstr__few_{s7}_past_{s17}| few {s7} past, {s17} qstr_{s41}|{s41} qstr_{s42}|{s42} qstr_{s43}|{s43} qstr_taking_a_stroll|taking a stroll qstr_headed_to_the_tavern|headed to the tavern qstr_walking_home|walking home qstr_getting_some_{s18}_a|getting some {s18} air qstr_enjoying_the_{s18}_a|enjoying the {s18} air qstr_he|he qstr_A{s12}_{s50}_was_{s3|A{s12}, {s50} was {s30}, qstr_When_{s50}_was_{s30}|When {s50} was {s30} a{s12}, qstr_A{s12}_when_{s50}_wa|A{s12}, when {s50} was {s30}, qstr_We_came_across_{s11}|We came across {s11} while he was {s30}. He told us about {s9}. qstr_Aye_{s13}_we_encount|Aye, {s13} we encountered {s11} who told us about {s9}. qstr_Yes_{s13}_we_encount|Yes, {s13} we encountered {s11} as he was {s30}. We had a brief discussion during which he relayed {s9}. qstr_Hmm_{s13}_we_came_up|Hmm, {s13} we came upon {s11} while he was {s30}. A friendly sort, he let us know about {s9}. qstr_Well_{s13}_we_met_{s|Well, {s13} we met {s11} while he was {s30}. He told us {s9}. qstr_{s4}_{s34}|{s4} {s34} qstr_{s15}^{s10}|{s15}^{s10} qstr_{s30}^{s3}|{s30}^{s3} qstr_^^^Unfortunately_the|^^^Unfortunately, there wasn't anything left worth equipping. qstr_{s2}_equipped_{s1}.|{s2} equipped {s1}. qstr_{s2}_{s1}|{s2}, {s1} qstr_{s2}_and_{s1}|{s2} and {s1} qstr_{s2}|{s2} qstr_{reg0}_noble_recruit|{reg0} noble recruits have joined your cause {reg1?({reg1} because of your shrines and churches{reg2?, {reg2} because of the glory to be in your army) )} {reg2?({reg2} because of the glory to be in your army) }} qstr_There_are_whispering|There are whisperings among the commoners that nobles are drawn to your cause qstr_Your_Noldor_opponent|Your Noldor opponents are ready for training. You must knock out all {reg1} of them to finish the training successfully. qstr_ranks|ranks qstr_shield_wall|shield wall qstr_wedge|wedge qstr_square|square qstr_up|up qstr_Infantry_forming_{s1|Infantry forming {s1}. qstr_Not_enough_infantry_|Not enough infantry to form {s1}, but holding. qstr_Cavalry_forming_{s1}|Cavalry forming {s1}. qstr_Not_enough_cavalry_t|Not enough cavalry to form {s1}, but holding. qstr_Archers_forming_{s1}|Archers forming {s1}. qstr_Not_enough_archers_t|Not enough archers to form {s1}, but holding. qstr_Infantry_formation_d|Infantry formation disassembled. qstr_Cavalry_formation_di|Cavalry formation disassembled. qstr_Archer_formation_dis|Archer formation disassembled. qstr_The_{s10}_in_{s2}_ha|The {s10} in {s2} has been fully repaired by the local craftsmen. qstr_The_craftsmen_of_{s2|The craftsmen of {s2} have partly repaired the {s10}. qstr_You_have_gained_{reg|You have gained {reg1} rank points with the {s1}. qstr_You_have_lost_{reg1}|You have lost {reg1} rank points with the {s1}. qstr_{s1}_{s2}_Knight|{s1} {s2} Knight qstr_{s1}_{s2}_Knights|{s1} {s2} Knights qstr_{s1}_{s2}|{s1} {s2} qstr_The_secrets_of_makin|The secrets of making {s2} are now known to the Knighthood Orders. qstr_{s1}|{s1} qstr_{reg8}|{reg8} qstr_You_ve_been_pimped_u|You've been pimped up! qstr_{reg4}_killed_{reg5}|{reg4} killed, {reg5} wounded qstr_{s0}^{s1} _{reg3}__{|{s0}^{s1} {reg3} ({s2}) qstr_{s0}^{s1}_ally_ _{re|{s0}^{s1}(ally) {reg3} ({s2}) qstr_{s0}^{s1}_enemy_ _{r|{s0}^{s1}(enemy) {reg3} ({s2}) qstr_not_enough_gold|not enough gold qstr_inventory_is_full|inventory is full qstr_{reg40}_denars_left|{reg40} denars left qstr_Forming_ranks.|Forming ranks. qstr_Gained_{reg33}_XP|Gained {reg33} XP qstr_Top_tier_troops_just|Top tier troops just left {s2} garrison. qstr_The_purge_order_has_|The purge order has been executed. qstr_You_ve_got_the_keys_|You've got the keys to the dungeon. qstr_You_have_escaped_fro|You have escaped from the fight with the scribe, talk to the Ghost Lady again. qstr_You_have_been_knocke|You have been knocked out by the scribe, talk to the Ghost Lady again. qstr_{s37}|{s37} qstr_You_have_been_knocked|You have been knocked out! qstr_You_were_defeated.|You were defeated. qstr_Rotate_with_the_mous|Rotate with the mouse. Move with standard keys. qstr_Shift/Control_for_Up|Shift/Control for Up/Down. Space Bar to increase speed. qstr_Numpad_Plus/Minus_to|Numpad Plus/Minus to change sensitivity. Numpad to rotate. qstr_Home_to_reset_positi|Home to reset position. End to flip Y rotation qstr_Y_Rotation_Inverted|Y-Rotation Inverted qstr_Y_Rotation_Normal|Y-Rotation Normal qstr_Sensitivity___25%__{|Sensitivity - 25% ({reg8}, {reg9}) qstr_Sensitivity_+_25%__{|Sensitivity + 25% ({reg8}, {reg9}) qstr_You_have_fallen_in_b|You have fallen in battle! qstr_Your_troops_are_char|Your troops are charging! qstr_{s13}_has_died|{s13} has died qstr_You_have_killed_{s13|You have killed {s13} qstr_You_have_knocked_out|You have knocked out {s13} qstr_You_can_t_retreat_be|You can't retreat because the enemy is too close! qstr_You_must_stay_behind|You must stay behind the line on the ground! Point is not counted. qstr_Cannot_leave_now.|Cannot leave now. qstr__You_ve_lost_the_cha| You've lost the challenge!!! qstr__You_ve_won_the_chal| You've won the challenge!!! qstr_Tutorial|Tutorial qstr_The_thieves_guarding|The thieves guarding the treasure were beaten - find the treasure chest qstr_{s1}_won_sparring_se|{s1} won sparring session qstr_You_came_into_the_wo|You came into the world the {reg3?daughter son} of displaced nobility from the land of Pendor. Your family fled the Pendoran city of Cez just after you were born, and purchased a tumbledown manor in an outlying district of Barclay. Your father and his retainers managed to provide you with a good education in the duties of the aristocracy and the idioms of life at court. Your mother and father rarely spoke of their history in Pendor, though you did get the sense that you mother was not from the Baccus Empire that now holds claim to the lands where your father was raised. qstr_You_were_born_the_{r|You were born the {reg3?daughter son} of a Fierdsvain Merchant Ship Captain, and his wife from Sarleon. Together they traded between Barclay and the Ports of Pendor, dodging pirates, outwitting corrupt harbor masters and avoiding the vicious Red Brotherhood, which seemed to grow stronger each year. Your father grew prosperous from his ventures, and paid off the debt on his ship to the Ship masters Guild in Barclay with a percentage of his earnings. It was a modest life but they provided you with a good education and a talent for making profit and opening new markets. qstr_When_you_were_a_chil|When you were a child, your father earned a respectable living as a master-at-arms in Barclay, hiring out to those who could pay for his services. He had great skill with a sword. Patiently he taught you all he knew, and you became capable with both sword and lance. He was rough, callous, but fair. Your mother was a minor Noble from Pendor who spoke very little of her past - though she did let on that she met your father when he rescued her from kidnappers. Your father spoke only once of the Knighthood Order to which he belonged, and then only said that it had been outlawed by order of the former King of Sarleon. He refused to answer your many questions about his deeds or even the name of the Order, saying only that he preferred not to speak of it. qstr_{reg3?daughter son}|{reg3?daughter son} qstr_You_were_the_{reg3?d|You were the {reg3?daughter son} of a man and woman who traveled with a band of mercenary adventurers. On many a night, you listened raptly to your their tales of bravery, adventure and sacrifice. They worked often for the Sheriff and Wardens in the outlying towns of Eastern Barclay, tracking down and capturing the poachers, outlaws and bandits who plagued the forests where you grew up. Both of them taught you how to survive in the wilds, to fight, and how to spot and avoid danger. qstr_Your_father_was_a_ba|Your father was a banished chieftain's son from the far lands of southern desert lands of Pendor. Growing up, you were a nomadic child, living in a wagon on the road. Your family traveled from place to place, camping for no more than half a year before moving on. Your father was born on the D'Shar Plains and your mother was a lady in waiting from Sarleon. They never really answered your many questions about how they knew each other or the circumstances around their meeting. Your father told you many stories of how his people lived and fought, inspiring you with pride in your ancestry. Years ago, when their father died, his older brother had banished him from his tribe. He gathered up his wife and few possessions and moved to the Northern Plains of Barclay, where you were born. He was joined by other D'shar outcasts and these outcasts formed their own new tribe, living off the land and carrying on the traditions of their homeland across the Eastern Sea. He taught you how to fight, and how to survive through self-reliance. qstr_Your_father_never_to|Your father never told you of your mother, and indeed seemed very secretive about his past, as you grew up in the poor section of Barclay's waterfront district. You received very little 'formal' education, however your father did teach you from a young age how to defend yourself, and how to spot and avoid danger. When you were a bit older, he taught you about herbs, poisons, and antidotes, and how to keep someone alive when they were wounded. He never stepped in to offer you protection from the local bullies, but insisted that you fight your own battles. He would often leave for extended periods of time, offering no explanation of where he was going, or saying when he would return. You raised yourself and sometimes had to resort to petty theft just to survive. Still, these difficult years made you streetwise, sharp to the secrets of cities and their shadowy back alley ways. qstr_You_were_an_only_{re|You were an only {reg3?daughter son} of noteworthy healers who, even though of noble blood, rejected the trappings of court intrigue and instead spent their lives traveling between the cities and towns of Barclay. Helping your parents make potions and healing the sick gave you an appreciation of life and a knowledge of healing. During your early travels with your parents, you became familiar with many cultures and heard many stories of distant lands. The spires of Veccavia, the scandalous bazaars of the Melitine, and the heroic poetry from the mountains of Mettenheim were tales that ignited the imagination. But of most fascination to you was the realm of Pendor. Always these stories kept you entranced, and early on you decided that someday you would travel to that land. qstr_As_a_{reg3?girl boy}|As a {reg3?girl boy} growing out of childhood, you were sent to live in the court of one of the many minor outlying baronies of Barclay. There, your first lessons were in humility, as you waited upon the lords and ladies of the household. From their chess games, their gossip, and their poems of great deeds and courtly love, you quickly began to learn of the conflicts of adult life and competition. You learned even more from the rough games of other children, who fought with sticks in imitation of their elders' sword battles. qstr_As_a_{reg3?girl boy}_|As a {reg3?girl boy} growing out of childhood, you apprenticed with a local craftsman to learn his trade. After you spent years working hard and studying harder under your master, he promoted you to journeyman. Later, he employed you as a fully-paid crafter until you decided it was time to move on. qstr_As_a_{reg3?girl boy}_g|As a {reg3?girl boy} growing out of childhood, you apprenticed to a wealthy merchant, learning your trade by managing inventories, selling merchandise, and traveling with his caravans. It was a hard life at first, but it grew easier as you learned how to pry out information, the art of buying low and selling high, and how to leave a customer thinking he'd beaten you, and driven the harder bargain himself. qstr_As_a_{reg3?girl boy}_b|As a {reg3?girl boy} barely emerged from childhood, you lived on the streets, doing whatever you had to, just to survive. You begged, stole and worked for gangs to earn your bread, living only from day to day in a violent world, frequently only one step ahead of the law and others who wished you ill. qstr_As_a_very_young_{reg|As a very young {reg3?girl boy}, you rode the great steppes on a horse of your own, learning the paths through the grass and the desert. Though you sometimes went hungry, you became a skillful hunter and pathfinder despite - or perhaps because of - the relatively trackless country. Your body grew lean and muscular as you mastered the nomad's way of life. qstr_{reg3?daughter man}|{reg3?daughter man} qstr_Though_the_distincti|Though the distinction felt sudden to you, somewhere along the way you had become a {reg3?woman man}, and the whole world seemed to change around you. When you were named squire to a noble at court, you practiced with weapons for long hours, learning how to give hard knocks without hesitation and take them with fortitude. You were instructed in your obligations to your lord, and your duties to those who would one day be your vassals. In addition to learning the chivalric ideal, you also learned about the less attractive side of the noble life -- from old warriors' stories of ruthless power politics, betrayals and usurpations, of men who used guile, as well as valor, to achieve their aims. qstr_{reg3?woman man}|{reg3?woman man} qstr_Though_the_distinctio|Though the distinction felt sudden to you, somewhere along the way you had become a {s13}, and the whole world seemed to change around you. You joined the tightly-knit circle of women at court, ladies who lived for the appearance of propriety; the wives and mistresses of noblemen, as well as maidens who had yet to find a husband. Even here, however, you found politics at work, as the ladies schemed for prominence and fought each other bitterly just to catch the eye of whatever unmarried man was currently in fashion at court. You soon learned ways of turning these situations to your own advantage. With that knowledge came the realization that you could yourself wield great influence in the world, if you applied a little subtlety towards achieving your own goals. qstr_Though_the_distinction|Though the distinction felt sudden to you, somewhere along the way you had become a {s13}, and the whole world seemed to change around you. You set out on your own, with nothing but your instrument and your voice. It was a poor existence, and you spent many a hungry night when people failed to appreciate your music, but you managed to get by on your music alone. As the years went by you became adept at playing to the drunken crowds in the taverns, and even better at talking anyone into whatever you wanted. qstr_Though_the_distinction_|Though the distinction felt sudden to you, somewhere along the way you had become a {reg3?woman man}, and the whole world seemed to change around you. You found yourself a student at the university of Barclay, in one of the great cities, where you studied the healing arts as well as theology and philosophy. Not all your lessons were learned in the lecture halls. Sometimes, you joined your fellows as they roamed the alleys in search of wine, {reg3?men women}, or a good fight. You learned first-hand how to set a broken jaw, and how to persuade an angry townsman to set down his club and accept cash as compensation for the destruction of his shop. qstr_Though_the_distinction_f|Though the distinction felt sudden to you, somewhere along the way you had become a {s13}, and the whole world seemed to change around you. Heeding the call of the open road, you traveled from village to village, buying and selling. It was not a rich existence, but you became a master at negotiating a good price from even the most miserly elders. Soon, you knew, you would be well-placed to start your own trading empire... qstr_Though_the_distinction_fe|Though the distinction felt sudden to you, somewhere along the way you had become a {s13}, and the whole world seemed to change around you. You pursued a career as an apprentice engineer and builder, crafting plans for homes, castles and towns. As time wore on you became a master of your trade, and your work started to bring you high prices. With food on your table and logs on your fire, you could take pride in your work and your growing reputation. qstr_Though_the_distinction_fel|Though the distinction felt sudden to you, somewhere along the way you had become a {s13}, and the whole world seemed to change around you. Dissatisfied with the common man's desperate scrabble for coin, you took to the forests and wilderness and decided to help yourself to its bounty. You hunted stags, boars and geese, and sold the precious meat on the sly. Later, your skills in tracking and pathfinding were often employed to track wanted outlaws for bounty. You made many friends, and many enemies as well. Your enterprise yielded more than a few silvers, of course. qstr_Happiness_was_within|Happiness was within your reach as your wedding date approached. Your engagement to a lady-in-waiting was everything you hoped it would be. Her planning for the event consumed most of her time and she was excited for a future with you. One fateful day, a group of petulant nobles decided that she would be their next adventure. Upon hearing the commotion, you raced to her aid. Even though you killed two of the rogues, their leader fled like the coward he is, leaving your fiancée violated both physically and mentally. The shame and horror of what happened to her was too much and she took her own life shortly thereafter, leaving you feeling angry and guilty for being unable to protect her in her time of need. Swearing revenge for this misdeed, you sought out the base scoundrel to exact your vengeance in his blood. Upon hearing of your intentions, he purchased his way out of facing you and fled to Pendor. You sell what you can and and take the next ship to Pendor, determined that he will not escape you... qstr_Happiness_was_within_|Happiness was within your reach as your wedding date approached. Your engagement to a minor lord was everything you hoped it would be. Planning for the event consumed your time, until the fateful day when a group of petulant nobles decided that you would be their next adventure. Your fiancée, hearing the commotion, raced to your aid but was overpowered and killed in the ensuing melee. Grabbing his up his sword, you killed two of the rogues in your anger and despair, but their leader fled like the coward he is. You later learned that he purchased passage to Pendor with the Red Brotherhood to escape the calls for justice in your fiancée's name. Determined not to let this misdeed go unpunished, you pack your belongings and travel to Pendor to exact your revenge... qstr_For_the_last_several|For the last several years you lived the life of a wandering bard, charming your way into the hearts of nobles who would be your patron and support your quest for artistic perfection. That was until you met the love of your life, who was not only enamored with your artistry, but also genuinely in love with you. One fateful night, when you were away tending to a minor task, a group of hooded men kidnapped your beloved for ransom. Unfortunately even though the wealthy parents of your beloved paid the ransom, your love was found dead the next morning. Swearing vengeance, you hunted down the scoundrels responsible for this heinous crime and cut most of them down with your crossbow and sword. Unfortunately, you were unable to slay the leader of the band, who escaped. Later, you discovered that he fled to Pendor with the help of the local Red Brotherhood. Swearing that this jackal will not escape justice, you book passage for Pendor... qstr_For_the_last_several_|For the last several years you had studied under a renowned and kindly scholar at the Barclay university, who treated you as if you were his child. Working beside him, you learned a great deal about medicine and the higher arts. Then one day, several cloaked men broke into the university and confronted your mentor - and after a heated argument they stabbed him and set fire to his room. As you raced to your mentors aid, the men escaped into the night. Unfortunately, you were unable to save him from the flames due to his injuries. Salvaging what you could of his research, you set forth to investigate the matter. You soon found that the cloaked men were from Pendor, and that they had returned shortly after their visit to the university. Swearing that you would exact revenge for this misdeed, you book passage for Pendor... qstr_As_a_merchant_you_kn|As a merchant you know that there will always be enemies, but even then, some things cross the line. Years of work and negotiations had you on the verge of creating a network of trading caravans that would provide for you and your future family. There was a very profitable opportunity with a particular caravan that would cement your legacy. As the fates would weave, your dreams were thwarted by cold steel and the villainy of a rival merchant - who had hired highwaymen to waylay your caravan and not steal, but destroy, the merchandise and kill everyone guarding it, including you. The highwaymen were successful in destroying your cargo, and as they were in the act of slaying your guards and drivers one by one, they let out the name of who hired them. One thing did not go to their plan however, and that was the unexpected arrival of a Barclay lancer patrol who managed to save you from an early demise. The rival merchant, learning that his plans were only partially successful and with a bounty on his head, fled to Pendor to escape being arrested. You swear that he would not get away from his crimes, and so you sell your remaining possessions and book passage for Pendor... qstr_Happiness_was_within_y|Happiness was within your reach as your wedding date approached. Alongside wedding preparation, you were working as second engineer in a castle reconstruction project. A fire set by the primary engineer to hide shoddy work claimed not only your reputation, but your life of your betrothed. The scoundrel fled to Pendor with the help of the Red Brotherhood to escape his crimes. You have sworn that the there is no place for him to hide, and so book passage on the next ship to Pendor... qstr_You_and_a_group_of_f|You and a group of fellow friends and hunters were ambushed by highwaymen looking to rob you. The fight ended badly, with all of your friends dead, although you did manage to kill most of the bandits. The leader escaped to Pendor with the assistance of the local Red Brotherhood, and you swear that you will track him down and avenge your fallen friends. To this end, you book passage on the next ship to Pendor... qstr_His_death_was_swift_|His death was swift and violent, at the hands of an unknown assailant. The message you received afterwards from your mother was vague and confusing. In it, she warned you that your father's enemies were seeking both her demise and your own. She advised you to flee from Barclay and travel to Pendor - only there would you be beyond the reach of these knaves. She stated that she had to go into hiding, and that she would be safe and not to worry about her. She gifted you your father's shield and told you that when the time came, you should fly these colors and claim your destiny. So, with a heavy heart, you book passage to Pendor... qstr_His_death_was_swift_a|His death was swift and violent, at the hands of an unknown assailant. The message you received afterwards from your mother was vague and confusing. In it, she warned you that your father's enemies were seeking both her demise and your own. She advised you to flee from Barclay and travel to Pendor - only there would you be beyond the reach of these knaves. She stated that she had to go into hiding, and that she would be safe and not to worry about her. Enclosed with the message was a promissory note for 1,000 gold and a tightly wrapped package containing an old jacket your father used to wear on his business trips. So, with a heavy heart, you book passage to Pendor... qstr_His_death_was_swift_an|His death was swift and violent, at the hands of an unknown assailant. The message you received afterwards from your mother was vague and confusing. In it, she warned you that your father's enemies were seeking both her demise and your own. She advised you to flee from Barclay and travel to Pendor - only there would you be beyond the reach of these knaves. She stated that she had to go into hiding, and that she would be safe and not to worry about her. She gifted you your father's sword, a family heirloom with which you could defend both your honor and your life. So, with a heavy heart, you book passage to Pendor... qstr_His_death_was_swift_and|His death was swift and violent, at the hands of an unknown assailant. The message you received afterwards from your mother was vague and confusing. In it, she warned you that your father's enemies were seeking both her demise and your own. She advised you to flee from Barclay and travel to Pendor - only there would you be beyond the reach of these knaves. She stated that she had to go into hiding, and that she would be safe and not to worry about her. She gifted you your father's armor, a family heirloom with which you could defend both your honor and your life. So, with a heavy heart, you book passage to Pendor... qstr_His_death_was_swift_and_|His death was swift and violent, at the hands of an unknown assailant. The message you received afterwards from your mother was vague and confusing. In it, she warned you that your father's enemies were seeking both her demise and your own. She advised you to flee from Barclay and travel to Pendor - only there would you be beyond the reach of these knaves. She stated that she had to go into hiding, and that she would be safe and not to worry about her. She gifted you your father's bow, a family heirloom with which you could defend both your honor and your life. So, with a heavy heart, you book passage to Pendor... qstr_His_death_was_unexpe|His death was unexpected and violent, at the hands of an unknown assailant. The message you received afterwards from one of his associates was vague and confusing. The missive warned you of an unseen enemy that had been seeking both your father's demise and your own. Apparently, your father was not your real father, but rather had been keeping you in hiding since you were an infant. He was a hired blade sent to kill your real mother and father, and he succeeded, but he could not bring himself to kill you as an infant. He decided to spare you, and keep you hidden from those who had paid to see you dead. He always felt guilt at his deeds, and tried as best he was able to raise you so that you could survive on your own. Recently, his past employers discovered his subterfuge and your continued existence. He had left instructions with a trusted friend that should anything happen to him, you should be sent this letter, along with his knives, his regrets of past actions, and this warning Leave Barclay immediately as your life is in danger. Travel to Pendor, there you will find a safe haven. Deciding to heed his words, you book passage to Pendor... qstr_His_death_was_unexpec|His death was unexpected and violent, at the hands of an unknown assailant. The message you received afterwards from your mother was vague and confusing. The missive tells you that you were not their child, but was in fact given to them to raise. Your real parents feared for your safety, and so they put you in the care of your adoptive parents - just weeks before assassins finally caught up to them and killed them. Since that time, your adoptive parents feared that some day, those who would see your family dead would catch up to them and slay them all, including you. That day has apparently arrived, with your adoptive father dead and your adoptive mother only alive through sheer luck, and the assassins now turning their sight to you. She reassured you that she is in hiding and safe, but stressed that your life is in danger, and urged you to leave Barclay immediately. She gifted you your father's book of healing, and asked your forgiveness for not telling you earlier that you were adopted. So, to escape these hidden enemies, you booked a passage to Pendor... qstr_A_series_of_unexpect|A series of unexpected deaths of close friends, having to put your favorite horse down and your fiancée breaking off your engagement all combined to make it seem necessary to leave Barclay and start life anew somewhere else. That 'somewhere else' is in the land of Pendor... qstr_A_series_of_unexpecte|A series of unexpected deaths of close friends, not to mention the loss of your fiancée in a duel defending your honor, all combined to make it seem necessary to leave Barclay and start life anew somewhere else. That somewhere else is in the lands of Pendor... qstr_A_series_of_unexpected|A series of unexpected cancellations and lack of patron support, coupled with a false accusation, tarnished your reputation beyond all repair in Barclay. You find yourself effectively locked out of upscale Taverns and Inns and thus the ability to make a living. The lure of new lands, new adventure and new patrons finds you booking passage to the lands of Pendor... qstr_An_unexpected_death_|An unexpected death of a patient leaves your reputation in tatters. Those healers who would take your practice and patients (and the income) spread half truths and outright lies about your methods and training. After months of decline you find the lure of new horizons too great to ignore. Selling some of your equipment, to pay for passage, you find yourself on a ship bound for Pendor... qstr_Unusual_rainfall_des|Unusual rainfall destroyed a warehouse filled with your inventory leaving you almost broke. Rival merchants moved in quickly to capitalize on your market, setting you back years of work. Discouraged and nearly bankrupt, you set your sights to new lands and new opportunities. You find yourself on a ship bound for Pendor... qstr_A_glut_of_experience|A glut of experienced builders and architects have taken all of the renovation and construction positions in Barclay. The lack of credit and lack of meaningful work find you looking to a distant land to start life anew. You find yourself booking passage to the lands of Pendor... qstr_After_you_captured_a|After you captured a dangerous fugitive for the local sheriff, he somehow managed to escape. Before he was recaptured, the vile criminal killed an entire family. You feel that those deaths are on your hands, and many in Barclay blame you for letting the villain escape in the first place. You find that your reputation is in tatters, and after weeks of recrimination and guilt, you decide to start fresh by taking a ship to the lands of Pendor... qstr_The_life_of_a_squire|The life of a squire can be difficult. Your liege was a powerful Duke of Barclay, and as a Duke, he had very powerful enemies. When the Duke's enemies out maneuvered him politically and had him declared a traitor to the Realm, many of his vassals, including you, were forced to flee Barclay or fall victim to the headsman's axe. You set your sights on the land across the sea, where a strong arm and some luck can carve out a future for the bold. You purchase passage on a ship bound for the lands of Pendor... qstr_The_life_of_a_lady_i|The life of a lady-in-waiting can be difficult. Your liege was a powerful Duke of Barclay, and as a Duke, he had very powerful enemies. When the Duke's enemies out maneuvered him politically and had him declared a traitor to the Realm, many of his vassals, including you, were forced to flee Barclay or fall victim to the headsman's axe. Disguising yourself as a squire, you acquire some arms and armor and purchase passage on a ship. So it is you set sail for the lands of Pendor... qstr_The_life_of_a_bard_i|The life of a bard in the service of the noble can be tenuous. Your patron, a powerful Duke of Barclay, was fond of your company and prose. Unfortunately, as a Duke, he had very powerful enemies. When the Duke's enemies out maneuvered him politically and had him declared a traitor to the Realm, many of his vassals, including you, were forced to flee Barclay or fall victim to the headsman axe. Purchasing passage on the first ship out of Barclay, you find that it is headed for the lands of Pendor... qstr_The_life_of_a_healer|The life of a healer can be difficult. When a powerful but gravely ill patient passes away unexpectedly, his sons declared 'Kan Devasi' on you, believing that you were responsible for his death. Knowing that they will not stop until you are dead, you elect to leave Barclay and start life again in the lands of Pendor... qstr_The_life_of_a_mercha|The life of a merchant can be trying. When a powerful leader of the local Red Brotherhood decided that you are in the way of his success, he broke brotherhood rules and began a campaign to drive you out of business. After a significant loss of coin and the deaths of most of your guards, you deem it wise to leave Barclay on the next ship, which happens to be bound for Pendor... qstr_The_life_of_an_engin|The life of an engineer can be trying. When a powerful leader of the local Red Brotherhood decided that you are in the way of his plans and put a bounty on your head, life swiftly became unpleasant. Luckily, some fast talking at the right time allowed you to slip past his thugs. You deem it wise to leave Barclay while you can, and so you book passage on the next ship, which happens to be bound for Pendor... qstr_After_capturing_a_da|After capturing a dangerous fugitive for the local sheriff, you were forced to kill him as he tried to escape. Unfortunately, the criminal's brothers, all of them associated with the Red Brotherhood, did not take this well and combined their efforts towards avenging their sibling. You know it is only a matter of time before you will be killed by one of them, so you decide that it wise to leave Barclay on the next ship, which happens to be bound for Pendor... qstr_The_letter_reads____|The letter reads - 'My {s14}, I am proud of the {s16} you have become. It is with a heavy heart that I must tell you that your path in life was dictated to you the moment you were born. You see, my {s14}, your mother is of ancient noble lineage, and in your veins flows the blood of the old Kings of Pendor. We fled Pendor all those years ago not because our house and fortunes were lost or displaced, but because we feared discovery by dark and evil powers who would end the true line of Pendor. Be warned, my {s14}, there are those who are actively seeking your death, and with your demise the line of heirs to the silver throne of Pendor will be broken forever. Forgive us for not telling you this sooner. Those that suspect that you and your mother live are here, in Barclay, and are seeking your location with fell intent. Your mother and I have gone into hiding, but there are assassins - and worse - that are even now searching for you. Take Heed! My advice is to leave Barclay as soon as possible and sail to Pendor. There you will find dangers, but you may also find answers, and with any luck you, or your sons or daughters, may be able to reclaim that which was lost. In any case, be well, my {s14}, and be safe in your travels. Sincerely - Your Father' And so, heart heavy and head spinning, you set sail for Pendor... qstr_The_letter_reads____M|The letter reads - 'My {s14}, I am proud of the {s16} you have become. It is with a heavy heart that I must tell you that your path in life was dictated to you the moment you were born. You see, my {s14}, your mother is of ancient noble lineage, and in your veins flows the blood of the old Kings of Pendor. We fled Pendor all those years ago because your mother feared discovery by dark and evil powers who would end the true line of Pendor. Be warned, my {s14}, there are those who are actively seeking your death, and with your demise the line of heirs to the silver throne of Pendor will be broken forever. Forgive us for not telling you this sooner. Those that suspect that you and your mother live are here, in Barclay, and are seeking your location with fell intent. Your mother and I have gone into hiding, but there are assassins - and worse - that are even now searching for you. Take Heed! My advice is to leave Barclay as soon as possible and sail to Pendor. There you will find dangers, but you may also find answers, and with any luck you, or your sons or daughters, may be able to reclaim that which was lost. In any case, be well, my {s14}, and be safe in your travels. Sincerely - Your Father' And so, heart heavy and head spinning, you set sail for Pendor... qstr_The_letter_reads____My|The letter reads - 'My {s14}, I am proud of the {s16} you have become. It is with a heavy heart that I must tell you that your path in life was dictated to you the moment you were born. You see, my {s14}, your mother is of ancient noble lineage, and in your veins flows the blood of the old Kings of Pendor. I first met your mother as she was fleeing dark and evil forces who sought to end the true line of Pendor, and we fled Pendor all those years ago because we feared discovery. Be warned, my {s14}, there are those who are actively seeking your death, and with your demise the line of heirs to the silver throne of Pendor will be broken forever. Forgive us for not telling you this sooner. Those that suspect that you and your mother live are here, in Barclay, and are seeking your location with fell intent. Your mother and I have gone into hiding, but there are assassins - and worse - that are even now searching for you. Take Heed! My advice is to leave Barclay as soon as possible and sail to Pendor. There you will find dangers, but you may also find answers, and with any luck you, or your sons or daughters, may be able to reclaim that which was lost. In any case, be well, my {s14}, and be safe in your travels. Sincerely - Your Father' And so, heart heavy and head spinning, you set sail for Pendor... qstr_The_letter_reads____My_|The letter reads - 'My {s14}, I am proud of the {s16} you have become. It is with a heavy heart that I must tell you that your path in life was dictated to you the moment you were born. You see, my {s14}, your mother was of ancient noble lineage, and in your veins flows the blood of the old Kings of Pendor. I was hired to find and kill her for precisely that reason. When I found her after years of searching, she was near death and you were swaddled in her arms. I did not have it in me to end her life, much less yours. My healing arts were not sufficient to save her, so I made it look as if I had killed her, collected the reward and then disappeared to raise you. I do not ask your forgiveness, only your understanding that sometimes a man is forced down a path not of his choosing. I know first-hand that there are those who are seeking you to end your life, as I have now come across those who seek to kill me for my failure to take your life as an infant. I have dealt with one initial group looking for us here in Barclay, and have wounds to heal for my trouble. I know there are many more out there, and that they will not stop until both of us are dead. I have gone into hiding; my part in your life is done, so do not try to find me. Take heed! My advice is to leave Barclay as soon as possible and sail to Pendor. In any case, be well and be safe in your travels. Regards-' And so, heart heavy and head spinning, you set sail for Pendor... qstr_The_letter_reads____My_{|The letter reads - 'My {s14}, I am proud of the {s16} you have become. It is with a heavy heart that I must tell you that your path in life was dictated to you the moment you were born. You see, my {s14}, your mother and I are not your real parents. You came to us when you were a newborn, from a noblewoman fleeing for her life from Pendor. She was fearful that her time was limited, and did not want you to share her fate. She told us she was of ancient noble lineage, the great-grandchild of the only true surviving member of the royal Pendorian line of Kings. After she gave you to us we found her along the road the next day near death, having been stabbed multiple times. Our healing arts were not sufficient to save her, so we buried her at the local church and took you in as if you were our child. We are sorry we did not tell you this before, and ask your understanding that what we have done was for your own protection. We tell you this now as we fear that those who took your mother's life have returned. We have been followed, and have heard of hooded men asking questions about our travels and our routes. More concerning are the questions they ask about you and your age. We fear that they mean you harm or worse. We have gone into hiding and feel that we will be safe. However, you should not stay in Barclay. Flee! Flee to the lands of Pendor and seek answers. In any case, be well and be safe in your travels. With love always - you will always be our {s14} - Your Father' And so, heart heavy and head spinning, you set sail for Pendor... qstr_Back_to_the_beginnin|Back to the beginning... qstr_View_next_segment...|View next segment... qstr_^No_food ___{reg7}|^No food -{reg7} qstr_^Wage_debt ___{reg6}|^Wage debt -{reg6} qstr_{s2}^{s4} _Econ _{re|{s2}^{s4} Econ {reg1} - Prosperity {reg2} {s50} qstr_Currently_no_locatio|Currently no locations owned. qstr_The_current_fief_inc|The current fief income is ^{s2} qstr_{s2}^{s4} _{s10}_in_|{s2}^{s4} {s10} in {reg8} {reg10?day hour}{reg9?s }. qstr_{s2}^{s4} _Building_|{s2}^{s4} Building {s10} in {reg8} {reg10?day hour}{reg9?s }. qstr_{s2}^{s4} _No_constr|{s2}^{s4} No construction. qstr_Current_construction|Current construction at your fiefs ^{s2} qstr_Long_Forgotten|Long Forgotten qstr_Defending_the_King_s|Defending the King's Honor qstr_The_Dragon_s_Fire_Gr|The Dragon's Fire Grows Cold qstr_The_Windriders_bow_t|The Windriders bow to the Gale qstr_The_Shieldwall_is_Pi|The Shieldwall is Pierced qstr_The_Emperor_s_Will_i|The Emperor's Will is Weak qstr_A_Fledgeling_Hope_fo|A Fledgeling Hope for Pendor qstr_Very_Weak|Very Weak qstr_Resisting_in_the_Kin|Resisting in the King's Name qstr_The_Dragon_s_Wings_a|The Dragon's Wings are Clipped qstr_The_Windriders_fear_|The Windriders fear the Wind qstr_The_Shieldwall_Buckl|The Shieldwall Buckles qstr_The_Emperor_s_Will_W|The Emperor's Will Wavers qstr_Promising_Madigan_s_|Promising Madigan's Dream qstr_Weak|Weak qstr_Strong_under_the_Kin|Strong under the King's Banner qstr_The_Dragon_is_Defian|The Dragon is Defiant in the North qstr_The_Windriders_are_F|The Windriders are Fiercely United qstr_The_Shieldwall_Holds|The Shieldwall Holds qstr_The_Emperor_s_Will_is|The Emperor's Will is Law qstr_Fulfilling_the_Proph|Fulfilling the Prophecy qstr_{s6}^The_{s1} _{s2}|{s6}^The {s1} {s2} qstr_Training_your_Order_|Training your Order troops. qstr_On_loan|On loan, qstr_Appoint_next_marshal|Appoint next marshal qstr_Award_{s12}_as_fief|Award {s12} as fief qstr_No_one|No one qstr_Selected_faction_is |Selected faction is {s10}^^{s9} qstr_You_are_currently_re|You are currently reading {s8}. qstr_You_are_not_reading_|You are not reading any books. qstr__{s9}_^^_You_have_th| {s9} ^^ You have the ability to train Knights of the Griffon due to your clear birthright. qstr_none|none qstr_{s5}_and_{s6}|{s5} and {s6} qstr_Your_estates_are _{s|Your estates are {s8}.^{s9} qstr_Honorary_Grandmaster|Honorary Grandmaster qstr_{s8}__{reg1}_|{s8} ({reg1}) qstr_You_are_a_{s8}_of_th|You are a {s8} of the Order of the {s12}.^{s9} qstr_You_are_the_sovereig|You are the sovereign {reg63?King Queen} of the {s8}, embracing the culture of {s7}.^{s9} ^ You have {reg1} Noble Recruits. qstr_You_are_a_lord_of_th|You are a lord of the {s8}.^{s9} ^ You have {reg1} Noble Recruits. qstr_You_are_a_Rogue_Lead|You are a Rogue Leader of the {s8}.^{s9} qstr_You_are_a_Mercenary_|You are a Mercenary Captain in the service of the {s8}.^{s9} qstr_You_are_a_Mercenary_C|You are a Mercenary Captain.^ {s9} qstr_{s9}_^_You_won_{reg3|{s9} ^ You won {reg33} Noldor Tournament. qstr_{s9}_^_You_won_{reg33|{s9} ^ You won {reg33} Noldor Tournaments. qstr_Current_party_size_l|Current party size limit is {reg5}.^Current party size modifiers are ^^Base size +10^Leadership {s2}{reg1}^Charisma {s3}{reg2}^Renown {s4}{reg3}^TOTAL {reg5} qstr_{s2}^The_{s4} _{reg1|{s2}^The {s4} {reg1} ({s33}) qstr_{s2}^|{s2}^ qstr_{s2}^{s4} _{reg1}__{|{s2}^{s4} {reg1} ({s33}) qstr_Your_relations_with_|Your relations with the factions are ^{s2} qstr_Your_relations_with_t|Your relations with the Orders are ^{s2} qstr_6_new_units_joined_t|6 new units joined the party qstr_1_million_xp_receive|1 million xp received qstr_Companion_complaints|Companion complaints are disabled qstr_Companion_complaints_|Companion complaints are enabled qstr_Cheat_mode_has_been_|Cheat mode has been disabled qstr_Player_renown_is_inc|Player renown is increased by 100. qstr_Player_honor_is_incr|Player honor is increased by 1 and it is now {reg7}. qstr_GM_quest_ready _talk|GM quest ready talk to the {s12} for a surprise. qstr_Report_back_to_the_O|Report back to the Order with your findings about Cult activity near {s8}. qstr_Random_order_of_the_|Random order of the {s12} created in Kennet Castle. 100 {s13}s recruited. qstr_Random_order_of_the_{|Random order of the {s12} created in {s14}. 5 {s13}s recruited. qstr_Noldor_castle_access|Noldor castle accessible qstr_Noldor_relation_set_|Noldor relation set to 30 qstr_OFF|OFF qstr_Standard|Standard qstr_Special|Special qstr_Economy|Economy qstr_Politics|Politics qstr_ERROR|ERROR qstr_Your_{s12}_have_acqu|Your {s12} have acquired new {s11}! qstr_10_Order_Knights_and|10 Order Knights and 10 Order Squires joined the party qstr_{s4} _{reg0}|{s4} {reg0} qstr_##_{s9}_average_stre|## {s9} average strength {reg1} qstr_####_Overall_average|#### Overall average strength {reg1} qstr_{s4} _strength_{reg0|{s4} strength {reg0} qstr_Limits_set_to_0_0!|Limits set to 0-0! qstr_Limits_set_to_50_50!|Limits set to 50-50! qstr_Limits_set_to_100_10|Limits set to 100-100! qstr_The_Hundred|The Hundred qstr_The_Hundred_are_upon|The Hundred are upon you! qstr_You_have_now_made_en|You have now made enemies with all lords and all orders... visit some taverns now... qstr_Daughter_waiting_to_|Daughter waiting to be rescued, talk to a village elder. qstr_Peasants_waiting_to_|Peasants waiting to be escorted, talk to a village elder. qstr_Bounties_await_talk_|Bounties await, talk to a friendly Order guard. qstr_Prices_reset.|Prices reset. qstr_Grain_price_in_{s4} |Grain price in {s4} {reg1} U {reg2} {reg3} {reg4} A {reg5} {reg6}. qstr_Bread_price_in_{s4} |Bread price in {s4} {reg1} U {reg2} {reg3} {reg4} A {reg5} {reg6}. qstr_Villages_per_town _m|Villages per town market (bound)^ qstr_{s2}^{s5} _{reg1}__{|{s2}^{s5} {reg1} ({reg2}) qstr_{s2}^^Total_villages|{s2}^^Total villages {reg1} (Bound {reg2}) qstr_{s2}^{s10} _{reg6}__|{s2}^{s10} {reg6} (Prod {reg3}/{reg4} Price {reg5}) qstr_{s5}_{s3}|{s5} {s3} qstr_Report_for_{s4} ^Eco|Report for {s4} ^Economy {reg1}^Prosperity {reg2}[{reg4}] {s50}^Hardship {reg3}^Market villages {s3}^{s2} qstr_{s2}^{s4} _E _{reg1}|{s2}^{s4} E {reg1} P {reg2}[{reg4}] H {reg3} qstr_Average_prices_in_Pe|Average prices in Pendor [Prod/Cons]^ qstr_{s2}^{s10} _{reg6}_[|{s2}^{s10} {reg6} [{reg12}/{reg13}] qstr_Noldor_relations_set|Noldor relations set to 30. qstr_Noldor_relations_set_|Noldor relations set to 15. qstr_Noldor_relations_set_t|Noldor relations set to -10. qstr_Noldor_castle_accessi|Noldor castle accessible. qstr_Noldor_quest_reset.|Noldor quest reset. qstr_Noldor_tournament_st|Noldor tournament started. qstr_One_week_s_worth_of_|One week's worth of new inventory added qstr_You_have_been_presen|You have been presented with an exquisite {s21} from the Noldor Council. qstr_{s8}|{s8} qstr_Generated_quest_#{re|Generated quest #{reg0} in {s4} - notification pending qstr_All_achievements_giv|All achievements given. Check report. qstr_All_achievements_cle|All achievements cleared. qstr_Notifications_queued|Notifications queued. Should trigger anytime now. qstr_10_Dragon_troops_joi|10 Dragon troops joined the party qstr_10_Squires_of_the_Li|10 Squires of the Lion joined the party qstr_10_Empire_Mortals_jo|10 Empire Mortals joined the party qstr_10_D_Shar_Dustriders|10 D'Shar Dustriders joined the party qstr_10_Lady_Einherjar_jo|10 Lady Einherjar joined the party qstr_10_Knights_of_the_Gr|10 Knights of the Griffon joined the party qstr_10_Knights_and_Talon|10 Knights and Talons of the Falcon joined the party qstr_10_Ravenspear_knight|10 Ravenspear knights joined the party qstr_10_Radiant_Cross_Kni|10 Radiant Cross Knights joined the party qstr_10_Rangers_of_the_Cl|10 Rangers of the Clarion Call joined the party qstr_10_Knights_of_the_Da|10 Knights of the Dawn joined the party qstr_10_Knights_of_the_Eb|10 Knights of the Ebony Gauntlet joined the party qstr_10_Shadow_Legion_Mar|10 Shadow Legion Marinae joined the party qstr_10_Silvermist_Ranger|10 Silvermist Rangers joined the party qstr_10_Knights_of_Eventi|10 Knights of Eventide joined the party qstr_Added_Ghost_Lady|Added Ghost Lady qstr_100_Heroine_Adventur|100 Heroine Adventurers joined the party qstr_100_Hero_Adventurers|100 Hero Adventurers joined the party qstr_100_Jatu_Mercenary_R|100 Jatu Mercenary Riders joined the party qstr_100_Marleons_Heavy_C|100 Marleons Heavy Cavalry joined the party qstr_100_Ravenstern_Highl|100 Ravenstern Highlanders joined the party qstr_100_D_Shar_Djaha_Arc|100 D'Shar Djaha Archers joined the party qstr_100_Fierdsvain_Berse|100 Fierdsvain Berserkers joined the party qstr_100_Noldor_Twilight_|100 Noldor Twilight Knights joined the party qstr_100_Noldor_Maiden_Ra|100 Noldor Maiden Rangers joined the party qstr_100_Noldor_Rangers_j|100 Noldor Rangers joined the party qstr_100_K_Juda_s_Kajahar|100 K'Juda's Kajahars joined the party qstr_100_Doomguides_joine|100 Doomguides joined the party qstr_100_Omen_Seekers_joi|100 Omen Seekers joined the party qstr_A_specialty_troop_ha|A specialty troop has joined the party qstr_100_Dread_Legion_Inf|100 Dread Legion Infantry joined the party qstr_100_Anaconda_Knights|100 Anaconda Knights joined the party qstr_100_Fallen_Revenants|100 Fallen Revenants joined the party qstr_100_Demonic_Magni_jo|100 Demonic Magni joined the party qstr_100_Heretic_Invokers|100 Heretic Invokers joined the party qstr_A_Mettenheim_company|A Mettenheim company has joined your party qstr_A_Barclay_company_ha|A Barclay company has joined your party qstr_A_Veccavian_company_|A Veccavian company has joined your party qstr_A_Melitine_company_h|A Melitine company has joined your party qstr_A_Singalian_company_|A Singalian company has joined your party qstr_A_Sarleon_Company_ha|A Sarleon Company has joined the party qstr_A_Ravenstern_Company|A Ravenstern Company joined the party qstr_A_D_Shar_Company_joi|A D'Shar Company joined the party qstr_A_Fierdsvain_Company|A Fierdsvain Company joined the party qstr_An_Empire_Company_jo|An Empire Company joined the party qstr_A_Pendor_Company_has|A Pendor Company has joined the party
https://w.atwiki.jp/flatlibrary/pages/20.html
Chapter IV.条約(The Treaty)-3 Contents Top Chapter I.序論(Introductory) Chapter II.戦争以前のヨーロッパ(Europe before the War) Chapter III.会議(The Conference) Chapter IV.条約(The Treaty)-1 Chapter IV.条約(The Treaty)-2 Chapter IV.条約(The Treaty)-3 Chapter V.賠償(Reparation)-1 Chapter V.賠償(Reparation)-2 Chapter V.賠償(Reparation)-3 Chapter V.賠償(Reparation)-4 Chapter V.賠償(Reparation)-5 Chapter VI.条約後のヨーロッパ(Europe after the Treaty)-5 Chapter VII.救済策(Remedies)-1 Chapter VII.救済策(Remedies)-2 Chapter IV.条約(The Treaty)-3 III There remain those Treaty provisions which relate to the transport and the tariff systems of Germany. These parts of the Treaty have not nearly the importance and the significance of those discussed hitherto. They are pin-pricks, interferences and vexations, not so much objectionable for their solid consequences, as dishonorable to the Allies in the light of their professions. Let the reader consider what follows in the light of the assurances already quoted, in reliance on which Germany laid down her arms. (i.) The miscellaneous Economic Clauses commence with a number of provisions which would be in accordance with the spirit of the third of the Fourteen Points,—if they were reciprocal. Both for imports and exports, and as regards tariffs, regulations, and prohibitions, Germany binds herself for five years to accord most-favored-nation treatment to the Allied and Associated States.[55] But she is not entitled herself to receive such treatment. For five years Alsace-Lorraine shall be free to export into Germany, without payment of customs duty, up to the average amount sent annually into Germany from 1911 to 1913.[56] But there is no similar provision for German exports into Alsace-Lorraine. For three years Polish exports to Germany, and for five years Luxemburg s exports to Germany, are to have a similar privilege,[57]— but not German exports to Poland or to Luxemburg. Luxemburg also, which for many years has enjoyed the benefits of inclusion within the German Customs Union, is permanently excluded from it henceforward.[58] For six months after the Treaty has come into force Germany may not impose duties on imports from the Allied and Associated States higher than the most favorable duties prevalent before the war and for a further two years and a half (making three years in all) this prohibition continues to apply to certain commodities, notably to some of those as to which special agreements existed before the war, and also to wine, to vegetable oils, to artificial silk, and to washed or scoured wool.[59] This is a ridiculous and injurious provision, by which Germany is prevented from taking those steps necessary to conserve her limited resources for the purchase of necessaries and the discharge of Reparation. As a result of the existing distribution of wealth in Germany, and of financial wantonness amongst individuals, the offspring of uncertainty, Germany is threatened with a deluge of luxuries and semi-luxuries from abroad, of which she has been starved for years, which would exhaust or diminish her small supplies of foreign exchange. These provisions strike at the authority of the German Government to ensure economy in such consumption, or to raise taxation during a critical period. What an example of senseless greed overreaching itself, to introduce, after taking from Germany what liquid wealth she has and demanding impossible payments for the future, a special and particularized injunction that she must allow as readily as in the days of her prosperity the import of champagne and of silk! One other Article affects the Customs Régime of Germany which, if it was applied, would be serious and extensive in its consequences. The Allies have reserved the right to apply a special customs régime to the occupied area on the bank of the Rhine, "in the event of such a measure being necessary in their opinion in order to safeguard the economic interests of the population of these territories."[60] This provision was probably introduced as a possibly useful adjunct to the French policy of somehow detaching the left bank provinces from Germany during the years of their occupation. The project of establishing an independent Republic under French clerical auspices, which would act as a buffer state and realize the French ambition of driving Germany proper beyond the Rhine, has not yet been abandoned. Some believe that much may be accomplished by a régime of threats, bribes, and cajolery extended over a period of fifteen years or longer.[61] If this Article is acted upon, and the economic system of the left bank of the Rhine is effectively severed from the rest of Germany, the effect would be far-reaching. But the dreams of designing diplomats do not always prosper, and we must trust the future. (ii.) The clauses relating to Railways, as originally presented to Germany, were substantially modified in the final Treaty, and are now limited to a provision by which goods, coming from Allied territory to Germany, or in transit through Germany, shall receive the most favored treatment as regards rail freight rates, etc., applied to goods of the same kind carried on any German lines "under similar conditions of transport, for example, as regards length of route."[62] As a non-reciprocal provision this is an act of interference in internal arrangements which it is difficult to justify, but the practical effect of this,[63] and of an analogous provision relating to passenger traffic,[64] will much depend on the interpretation of the phrase, "similar conditions of transport."[65] For the time being Germany s transport system will be much more seriously disordered by the provisions relating to the cession of rolling-stock. Under paragraph 7 of the Armistice conditions Germany was called on to surrender 5000 locomotives and 150,000 wagons, "in good working order, with all necessary spare parts and fittings." Under the Treaty Germany is required to confirm this surrender and to recognize the title of the Allies to the material.[66] She is further required, in the case of railway systems in ceded territory, to hand over these systems complete with their full complement of rolling-stock "in a normal state of upkeep" as shown in the last inventory before November 11, 1918.[67] That is to say, ceded railway systems are not to bear any share in the general depletion and deterioration of the German rolling-stock as a whole. This is a loss which in course of time can doubtless be made good. But lack of lubricating oils and the prodigious wear and tear of the war, not compensated by normal repairs, had already reduced the German railway system to a low state of efficiency. The further heavy losses under the Treaty will confirm this state of affairs for some time to come, and are a substantial aggravation of the difficulties of the coal problem and of export industry generally. (iii.) There remain the clauses relating to the river system of Germany. These are largely unnecessary and are so little related to the supposed aims of the Allies that their purport is generally unknown. Yet they constitute an unprecedented interference with a country s domestic arrangements and are capable of being so operated as to take from Germany all effective control over her own transport system. In their present form they are incapable of justification; but some simple changes might transform them into a reasonable instrument. Most of the principal rivers of Germany have their source or their outlet in non-German territory. The Rhine, rising in Switzerland, is now a frontier river for a part of its course, and finds the sea in Holland; the Danube rises in Germany but flows over its greater length elsewhere; the Elbe rises in the mountains of Bohemia, now called Czecho-Slovakia; the Oder traverses Lower Silesia; and the Niemen now bounds the frontier of East Prussia and has its source in Russia. Of these, the Rhine and the Niemen are frontier rivers, the Elbe is primarily German but in its upper reaches has much importance for Bohemia, the Danube in its German parts appears to have little concern for any country but Germany, and the Oder is an almost purely German river unless the result of the plebiscite is to detach all Upper Silesia. Rivers which, in the words of the Treaty, "naturally provide more than one State with access to the sea," properly require some measure of international regulation and adequate guarantees against discrimination. This principle has long been recognized in the International Commissions which regulate the Rhine and the Danube. But on such Commissions the States concerned should be represented more or less in proportion to their interests. The Treaty, however, has made the international character of these rivers a pretext for taking the river system of Germany out of German control. After certain Articles which provide suitably against discrimination and interference with freedom of transit,[68] the Treaty proceeds to hand over the administration of the Elbe, the Oder, the Danube, and the Rhine to International Commissions.[69] The ultimate powers of these Commissions are to be determined by "a General Convention drawn up by the Allied and Associated Powers, and approved by the League of Nations."[70] In the meantime the Commissions are to draw up their own constitutions and are apparently to enjoy powers of the most extensive description, "particularly in regard to the execution of works of maintenance, control, and improvement on the river system, the financial régime, the fixing and collection of charges, and regulations for navigation."[71] So far there is much to be said for the Treaty. Freedom of through transit is a not unimportant part of good international practice and should be established everywhere. The objectionable feature of the Commissions lies in their membership. In each case the voting is so weighted as to place Germany in a clear minority. On the Elbe Commission Germany has four votes out of ten; on the Oder Commission three out of nine; on the Rhine Commission four out of nineteen; on the Danube Commission, which is not yet definitely constituted, she will be apparently in a small minority. On the government of all these rivers France and Great Britain are represented; and on the Elbe for some undiscoverable reason there are also representatives of Italy and Belgium. Thus the great waterways of Germany are handed over to foreign bodies with the widest powers; and much of the local and domestic business of Hamburg, Magdeburg, Dresden, Stettin, Frankfurt, Breslan, and Ulm will be subject to a foreign jurisdiction. It is almost as though the Powers of Continental Europe were to be placed in a majority on the Thames Conservancy or the Port of London. Certain minor provisions follow lines which in our survey of the Treaty are now familiar. Under Annex III. of the Reparation Chapter Germany is to cede up to 20 per cent of her inland navigation tonnage. Over and above this she must cede such proportion of her river craft upon the Elbe, the Oder, the Niemen, and the Danube as an American arbitrator may determine, "due regard being had to the legitimate needs of the parties concerned, and particularly to the shipping traffic during the five years preceding the war," the craft so ceded to be selected from those most recently built.[72] The same course is to be followed with German vessels and tugs on the Rhine and with German property in the port of Rotterdam.[73] Where the Rhine flows between France and Germany, France is to have all the rights of utilizing the water for irrigation or for power and Germany is to have none;[74] and all the bridges are to be French property as to their whole length.[75] Finally the administration of the purely German Rhine port of Kehl lying on the eastern bank of the river is to be united to that of Strassburg for seven years and managed by a Frenchman to be nominated by the new Rhine Commission. Thus the Economic Clauses of the Treaty are comprehensive, and little has been overlooked which might impoverish Germany now or obstruct her development in future. So situated, Germany is to make payments of money, on a scale and in a manner to be examined in the next chapter. FOOTNOTES [7] The precise force of this reservation is discussed in detail in Chapter V. [8] I also omit those which have no special relevance to the German Settlement. The second of the Fourteen Points, which relates to the Freedom of the Seas, is omitted because the Allies did not accept it. Any italics are mine. [9] Part VIII. Annex III. (1). [10] Part VIII. Annex III. (3). [11] In the years before the war the average shipbuilding output of Germany was about 350,000 tons annually, exclusive of warships. [12] Part VIII. Annex III. (5). [13] Art. 119. [14] Arts. 120 and 257. [15] Art. 122. [16] Arts. 121 and 297(b). The exercise or non-exercise of this option of expropriation appears to lie, not with the Reparation Commission, but with the particular Power in whose territory the property has become situated by cession or mandation. [17] Art. 297 (h) and para. 4 of Annex to Part X. Section IV. [18] Arts. 53 and 74. [19] In 1871 Germany granted France credit for the railways of Alsace-Lorraine but not for State property. At that time, however, the railways were private property. As they afterwards became the property of the German Government, the French Government have held, in spite of the large additional capital which Germany has sunk in them, that their treatment must follow the precedent of State property generally. [20] Arts. 55 and 255. This follows the precedent of 1871. [21] Art. 297 (b). [22] Part X. Sections III. and IV. and Art. 243. [23] The interpretation of the words between inverted commas is a little dubious. The phrase is so wide as to seem to include private debts. But in the final draft of the Treaty private debts are not explicitly referred to. [24] This provision is mitigated in the case of German property in Poland and the other new States, the proceeds of liquidation in these areas being payable direct to the owner (Art. 92.) [25] Part X. Section IV. Annex, para. 10 "Germany will, within six months from the coming into force of the present Treaty, deliver to each Allied or Associated Power all securities, certificates, deeds, or other documents of title held by its nationals and relating to property, rights, or interests situated in the territory of that Allied or Associated Power.... Germany will at any time on demand of any Allied or Associated Power furnish such information as may be required with regard to the territory, rights, and interests of German nationals within the territory of such Allied or Associated Power, or with regard to any transactions concerning such property, rights, or interests effected since July 1, 1914." [26] "Any public utility undertaking or concession" is a vague phrase, the precise interpretation of which is not provided for. [27] Art. 260. [28] Art. 235. [29] Art. 118. [30] Arts. 129 and 132. [31] Arts. 135-137. [32] Arts. 135-140. [33] Art. 141 "Germany renounces all rights, titles and privileges conferred on her by the General Act of Algeciras of April 7, 1906, and by the Franco-German Agreements, of Feb. 9, 1909, and Nov. 4, 1911...." [34] Art. 148 "All treaties, agreements, arrangements and contracts concluded by Germany with Egypt are regarded as abrogated from Aug. 4, 1914." Art. 153 "All property and possessions in Egypt of the German Empire and the German States pass to the Egyptian Government without payment." [35] Art. 289. [36] Art. 45. [37] Part IV. Section IV. Annex, Chap. III. [38] "We take over the ownership of the Sarre mines, and in order not to be inconvenienced in the exploitation of these coal deposits, we constitute a distinct little estate for the 600,000 Germans who inhabit this coal basin, and in fifteen years we shall endeavor by a plebiscite to bring them to declare that they want to be French. We know what that means. During fifteen years we are going to work on them, to attack them from every point, till we obtain from them a declaration of love. It is evidently a less brutal proceeding than the coup de force which detached from us our Alsatians and Lorrainers. But if less brutal, it is more hypocritical. We know quite well between ourselves that it is an attempt to annex these 600,000 Germans. One can understand very well the reasons of an economic nature which have led Clemenceau to wish to give us these Sarre coal deposits, but in order to acquire them must we give ourselves the appearance of wanting to juggle with 600,000 Germans in order to make Frenchmen of them in fifteen years?" (M. Hervé in La Victorie, May 31, 1919). [39] This plebiscite is the most important of the concessions accorded to Germany in the Allies Final Note, and one for which Mr. Lloyd George, who never approved the Allies policy on the Eastern frontiers of Germany, can claim the chief credit. The vote cannot take place before the spring of 1920, and may be postponed until 1921. In the meantime the province will be governed by an Allied Commission. The vote will be taken by communes, and the final frontiers will be determined by the Allies, who shall have regard, partly to the results of the vote in each commune, and partly "to the geographical and economic conditions of the locality." It would require great local knowledge to predict the result. By voting Polish, a locality can escape liability for the indemnity, and for the crushing taxation consequent on voting German, a factor not to be neglected. On the other hand, the bankruptcy and incompetence of the new Polish State might deter those who were disposed to vote on economic rather than on racial grounds. It has also been stated that the conditions of life in such matters as sanitation and social legislation are incomparably better in Upper Silesia than in the adjacent districts of Poland, where similar legislation is in its infancy. The argument in the text assumes that Upper Silesia will cease to be German. But much may happen in a year, and the assumption is not certain. To the extent that it proves erroneous the conclusions must be modified. [40] German authorities claim, not without contradiction, that to judge from the votes cast at elections, one-third of the population would elect in the Polish interest, and two-thirds in the German. [41] It must not be overlooked, however, that, amongst the other concessions relating to Silesia accorded in the Allies Final Note, there has been included Article 90, by which "Poland undertakes to permit for a period of fifteen years the exportation to Germany of the products of the mines in any part of Upper Silesia transferred to Poland in accordance with the present Treaty. Such products shall be free from all export duties or other charges or restrictions on exportation. Poland agrees to take such steps as may be necessary to secure that any such products shall be available for sale to purchasers in Germany on terms as favorable as are applicable to like products sold under similar conditions to purchasers in Poland or in any other country." This does not apparently amount to a right of preemption, and it is not easy to estimate its effective practical consequences. It is evident, however, that in so far as the mines are maintained at their former efficiency, and in so far as Germany is in a position to purchase substantially her former supplies from that source, the loss is limited to the effect on her balance of trade, and is without the more serious repercussions on her economic life which are contemplated in the text. Here is an opportunity for the Allies to render more tolerable the actual operation of the settlement. The Germans, it should be added, have pointed out that the same economic argument which adds the Saar fields to France allots Upper Silesia to Germany. For whereas the Silesian mines are essential to the economic life of Germany, Poland does not need them. Of Poland s pre-war annual demand of 10,500,000 tons, 6,800,000 tons were supplied by the indisputably Polish districts adjacent to Upper Silesia. 1,500,000 tons from Upper Silesia (out of a total Upper Silesian output of 43,500,000 tons), and the balance from what is now Czecho-Slovakia. Even without any supply from Upper Silesia and Czecho-Slovakia, Poland could probably meet her requirements by the fuller exploitation of her own coalfields which are not yet scientifically developed, or from the deposits of Western Galicia which are now to be annexed to her. [42] France is also to receive annually for three years 35,000 tons of benzol, 60,000 tons of coal tar, and 30,000 tons of sulphate of ammonia. [43] The Reparation Commission is authorized under the Treaty (Part VIII Annex V. para. 10) "to postpone or to cancel deliveries" if they consider "that the full exercise of the foregoing options would interfere unduly with the industrial requirements of Germany." In the event of such postponements or cancellations "the coal to replace coal from destroyed mines shall receive priority over other deliveries." This concluding clause is of the greatest importance, if, as will be seen, it is physically impossible for Germany to furnish the full 45,000,000; for it means that France will receive 20,000,000 tons before Italy receives anything. The Reparation Commission has no discretion to modify this. The Italian Press has not failed to notice the significance of the provision, and alleges that this clause was inserted during the absence of the Italian representatives from Paris (Corriere della Sera, July 19, 1919). [44] It follows that the current rate of production in Germany has sunk to about 60 per cent of that of 1913. The effect on reserves has naturally been disastrous, and the prospects for the coming winter are dangerous. [45] This assumes a loss of output of 15 per cent as compared with the estimate of 30 per cent quoted above. [46] This supposes a loss of 23 per cent of Germany s industrial undertaking and a diminution of 13 per cent in her other requirements. [47] The reader must he reminded in particular that the above calculations take no account of the German production of lignite, which yielded in 1913 13,000,000 tons of rough lignite in addition to an amount converted into 21,000,000 tons of briquette. This amount of lignite, however, was required in Germany before the war in addition to the quantities of coal assumed above. I am not competent to speak on the extent to which the loss of coal can be made good by the extended use of lignite or by economies in its present employment; but some authorities believe that Germany may obtain substantial compensation for her loss of coal by paying more attention to her deposits of lignite. [48] Mr. Hoover, in July, 1919, estimated that the coal output of Europe, excluding Russia and the Balkans, had dropped from 679,500,000 tons to 443,000,000 tons,—as a result in a minor degree of loss of material and labor, but owing chiefly to a relaxation of physical effort after the privations and sufferings of the war, a lack of rolling-stock and transport, and the unsettled political fate of some of the mining districts. [49] Numerous commercial agreements during the war ware arranged on these lines. But in the month of June, 1919, alone, minor agreements providing for payment in coal were made by Germany with Denmark, Norway, and Switzerland. The amounts involved were not large, but without them Germany could not have obtained butter from Denmark, fats and herrings from Norway, or milk and cattle from Switzerland. [50] "Some 60,000 Ruhr miners have agreed to work extra shifts—so-called butter-shifts—for the purpose of furnishing coal for export to Denmark hence butter will be exported in return. The butter will benefit the miners in the first place, as they have worked specially to obtain it" (Kölnische Zeitung, June 11, 1919). [51] What of the prospects of whisky-shifts in England? [52] As early as September, 1919, the Coal Commission had to face the physical impracticability of enforcing the demands of the Treaty, and agreed to modify them as follows —"Germany shall in the next six months make deliveries corresponding to an annual delivery of 20 million tons as compared with 43 millions as provided in the Peace Treaty. If Germany s total production exceeds the present level of about 108 millions a year, 60 per cent of extra production, up to 128 millions, shall be delivered to the Entente and 50 per cent of any extra beyond that, until the figure provided in the Peace Treaty is reached. If the total production falls below 108 millions the Entente will examine the situation, after hearing Germany, and take account of it." [53] 21,136,265 tons out of a total of 28,607,903 tons. The loss of iron-ore in respect of Upper Silesia is insignificant. The exclusion of the iron and steel of Luxemburg from the German Customs Union is, however, important, especially when this loss is added to that of Alsace-Lorraine. It may be added in passing that Upper Silesia includes 75 per cent of the zinc production of Germany. [54] In April, 1919, the British Ministry of Munitions despatched an expert Commission to examine the conditions of the iron and steel works in Lorraine and the occupied areas of Germany. The Report states that the iron and steel works in Lorraine, and to a lesser extent in the Saar Valley, are dependent on supplies of coal and coke from Westphalia. It is necessary to mix Westphalian coal with Saar coal to obtain a good furnace coke. The entire dependence of all the Lorraine iron and steel works upon Germany for fuel supplies "places them," says the Report, "in a very unenviable position." [55] Arts. 264, 265, 266, and 267. These provisions can only be extended beyond five years by the Council of the League of Nations. [56] Art. 268 (a). [57] Art. 268 (b) and (c). [58] The Grand Duchy is also deneutralized and Germany binds herself to "accept in advance all international arrangements which may be concluded by the Allied and Associated Powers relating to the Grand Duchy" (Art. 40). At the end of September, 1919, a plebiscite was held to determine whether Luxemburg should join the French or the Belgian Customs Union, which decided by a substantial majority in favour of the former. The third alternative of the maintenance of the union with Germany was not left open to the electorate. [59] Art. 269. [60] Art. 270. [61] The occupation provisions may be conveniently summarized at this point. German territory situated west of the Rhine, together with the bridge-heads, is subject to occupation for a period of fifteen years (Art. 428). If, however, "the conditions of the present Treaty are faithfully carried out by Germany," the Cologne district will be evacuated after five years, and the Coblenz district after ten years (Art. 429). It is, however, further provided that if at the expiration of fifteen years "the guarantees against unprovoked aggression by Germany are not considered sufficient by the Allied and Associated Governments, the evacuation of the occupying troops may be delayed to the extent regarded as necessary for the purpose of obtaining the required guarantees" (Art. 429); and also that "in case either during the occupation or after the expiration of the fifteen years, the Reparation Commission finds that Germany refuses to observe the whole or part of her obligations under the present Treaty with regard to Reparation, the whole or part of the areas specified in Article 429 will be re-occupied immediately by the Allied and Associated Powers" (Art. 430). Since it will be impossible for Germany to fulfil the whole of her Reparation obligations, the effect of the above provisions will be in practice that the Allies will occupy the left bank of the Rhine just so long as they choose. They will also govern it in such manner as they may determine (e.g. not only as regards customs, but such matters as the respective authority of the local German representatives and the Allied Governing Commission), since "all matters relating to the occupation and not provided for by the present Treaty shall be regulated by subsequent agreements, which Germany hereby undertakes to observe" (Art. 432). The actual Agreement under which the occupied areas are to be administered for the present has been published as a White Paper [Cd. 222]. The supreme authority is to be in the hands of an Inter-Allied Rhineland Commission, consisting of a Belgian, a French, a British, and an American member. The articles of this Agreement are very fairly and reasonably drawn. [62] Art. 365. After five years this Article is subject to revision by the Council of the League of Nations. [63] The German Government withdrew, as from September 1, 1919, all preferential railway tariffs for the export of iron and steel goods, on the ground that these privileges would have been more than counterbalanced by the corresponding privileges which, under this Article of the Treaty, they would have been forced to give to Allied traders. [64] Art. 367. [65] Questions of interpretation and application are to be referred to the League of Nations (Art. 376). [66] Art. 250. [67] Art 371. This provision is even applied "to the lines of former Russian Poland converted by Germany to the German gage, such lines being regarded as detached from the Prussian State System." [68] Arts. 332-337. Exception may be taken, however, to the second paragraph of Art. 332, which allows the vessels of other nations to trade between German towns but forbids German vessels to trade between non-German towns except with special permission; and Art. 333, which prohibits Germany from making use of her river system as a source of revenue, may be injudicious. [69] The Niemen and the Moselle are to be similarly treated at a later date if required. [70] Art. 338. [71] Art. 344. This is with particular reference to the Elbe and the Oder; the Danube and the Rhine are dealt with in relation to the existing Commissions. [72] Art. 339. [73] Art. 357. [74] Art. 358. Germany is, however, to be allowed some payment or credit in respect of power so taken by France. [75] Art. 66.
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DDRスコアタ #8 -La libertad(ESP)- 6/5~6/11 Name EXScore Detail(MAR/PER/GRE/OK) Score Result 1 ふか 1083 315/66/3/1 995,410 Result 2 きるしゅ 1016 265/696/23/1 968,930 Result