約 5,850,600 件
https://w.atwiki.jp/carstereo/pages/97.html
Coming out of my cage And I ve been doing just fine Gotta gotta be down Because I want it all It started out with a kiss How did it end up like this? It was only a kiss, It was only a kiss Now I m falling asleep And she s calling a cab While he s having a smoke And she s taking a drag Now they re going to bed And my stomach is sick And it s all in my head But she s touching his chest now He takes off her dress now Let me go Cos I just can t look its killing me And taking control Jealousy turning saints into the sea swimming through sick lullabies Choking on your alibi But it s just the price I pay Destiny is calling me Open up my eager eyes Cos I m Mr Brightside (repeat) I never I never I never I never
https://w.atwiki.jp/vocaloidenglishlyric/pages/950.html
【Tags Hayakawa-P miki tC T】 Original Music title つかまえて☆My Darlin English music title Catch Me☆My Darlin Romaji music title Tsukamaete☆My Darlin Music Lyrics written, Voice edited by ハヤカワP (Hayakawa-P) Music arranged by ハヤカワP (Hayakawa-P) Singer(s) SF-A2 miki Click here for the original Japanese Lyrics Romaji lyrics (transliterated by motokokusanagi2009): me ga samete mitara karada fuwari mado no mukō wa mi shiranu seiza oi kakete kite yo hoshi o tobi koete haruka tōku e nigete kita noyo honto no kimochi tashikame takute ima goro anata wa ōawate ano hi futari nagameta Fomalhaut dust ring ni mi horeteta no "mō ichido koko e koyō" tte itte kureta ja nai atashi baka dane me ga samete mitara karada fuwari mado no mukō wa mi shiranu seiza oi kakete kite yo hoshi o tobi koete romance wa hoshi no kazu hodo atte atashi no koi nante sono hitotsu yo demo ichido kurai uchū kibo de yume misete tsukamaete misete☆My Darlin kodomo no koro ni miteta movie ginga level no koi monogatari akogareru kurai īja nai? yume to genjitsu haki chigae teru iware naku temo wakatteru noyo dakedo tomara nai mōsō rensa atashi okashī no koware gimi dane aoi hoshi kara atashi mitsukete shiroi rocket de sarai ni kite ima nara more naku daki shimete ageru kara fukanō dayo toka mizu sasa naide atashi no heart wa anata ni BET ichido kurai uchū kibo de koi sasete yume to genjitsu haki chigae teru iware naku temo wakatteru noyo dakedo tomara nai mōsō rensa atashi okashī no koware gimi dane aoi hoshi kara atashi mitsukete shiroi rocket de sarai ni kite ima nara more naku daki shimete ageru kara fukanō dayo toka mizu sasa naide atashi no heart wa anata ni BET ichido kurai uchū kibo de koi sasete tsukamaete misete☆My Darlin tsukamatte ageru☆My Darlin My Darlin ... [Hayakawa-P, HayakawaP]
https://w.atwiki.jp/allthatgrass/pages/34.html
I ll never forget the morning you left me I tried to smile, but instead I cried I couldn t hold my tears no longer The moment you told me goodbye My brown eyed darling, you know I love you I ll always be faithful and true Though tonight you re miles away, dear I want you back, dear, I ll be true My darling, I hope you will trust me Cause I ll be waiting just for you Night after night upon my bed, dear I tried to sleep, but I can t for you I know I can depend on you dear I hope now soon you ll come back home I m hoping and praying for you, my darling And the day I ll call you my own (訳詞) ぼくはキミがいなくなった朝を決して忘れないだろう 笑おうとしたけど、代わりに泣けてきたんだ キミがさよならってぼくに言ったとたん もはや涙をこらえるなんてできなかったよ ブラウンの目をした恋人よ、ぼくが愛してることは知ってるよね ぼくはいつも誠実で正直だよ 今夜キミは遠くにいるけど 戻ってきてほしい、信じているよ 恋人よ、ぼくを信じてほしい ぼくはキミだけを待ってるから 毎晩毎晩ベッドで眠ろうとするんだけど キミのことを思うと眠れない ぼくはキミを信じているよ 今すぐにでも帰ってきてほしいんだ 恋人よ、ぼくは望み、祈っているよ キミがぼくのモノだといえる日が来ることを
https://w.atwiki.jp/hitsville/pages/78.html
My life is in your hands(by Kirk Franklin) You don t have to worry And don t you be afraid Joy comes in the morning Troubles they don t last always For there s a friend in Jesus Who will wipe your tears away And if your heart is broken Just lift your hands and say Oh I know that I can make it I know that I can stand No matter what may come my way My life is in your hands With Jesus I can take it With Him I know I can stand No matter what may come my way My life is in your hands So when your tests and trials They seem to get you down And all your friends and loved ones Are nowhere to be found Remember there s a friend in Jesus Who will wipe your tears away And if you heart is broken Just lift your hands and say Oh I know that I can make it I know that I can stand No matter what may come my way My life is in your hands With Jesus I can take it With Him I know I can stand No matter what may come my way My life is in your hands 心配しないで、怖がらなくてもいい 喜びは朝やってきて、心配事はずっと長くは続かない 涙を拭ってくれるジーザスと言う名の友達がいるから もしつらいことがあったら、両手を上げてこういえばいい 私にはできる 乗り越えることができる 何が私を邪魔しようとも、 私はあなたの手に委ねられているから 心配しないで、怖がらなくてもいい 喜びは朝やってきて、心配事はずっと長くは続かない 涙を拭ってくれるジーザスと言う名の友達がいるから もしつらいことがあったら、両手を上げてこういえばいい わたしにはできる 乗り越えることができる 何が私を邪魔しようとも 私はあなたの手に委ねられているから 彼がいるからわたしはできる 彼がいるからわたしはできるとわかる 何がわたしを邪魔しようとも わたしはあなたの手にゆだねられているから 試練や苦難があなたをがっかりさせ 友達や愛するひとがどこにも見つからない時 涙を拭ってくれるジーザスと言う名の友達を思い出そう もしつらいことがあったら、両手を上げてこういえばいい 私にはできる 乗り越えることができる 何が私を邪魔しようとも 私はあなたの手に委ねられているから
https://w.atwiki.jp/warband/pages/356.html
ip_armies_size|Army Size ip_armies_size_text|The size of your army, similar to the armies of the lords, depends on several factors ^^Leadership each point will increase the maximum size of your army by 5. Companions with Leadership help lead the party.^^Charisma each point of your charisma will increase the maximum size of your army by 1. It is your ability to attract men to your cause.^^Renown every 9 points will increase the maximum size of your army by 1. Fame attracts followers.^^Holdings every town will add 80 men and each fort 40 to the maximum size of your army. These spots represent men you can raise through a levy.^^Bear in mind that party size at sea is restricted by ship capacity. Extra troops can always be left at a settlement garrison, player Refuge (once built), or any Camp Quarters. ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare and are less likely to lead them into disaster.^^Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^The morale report, accessible by hitting the 'Party Info' button on the 'Character' screen, will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in the Northlands need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of the Northlands, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in the Northlands is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a settlement will be healthy and energetic, and migrants will flock from the nearby regions. The settlement will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the mayor of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|You may wish to marry into one of the Northlands' noble families. Marriage is not necessary for someone to rise in power and stature, but it does provide them with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in the Northlands as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of the aristocracy of the Northlands, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that these societies are very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The realms of the Northlands, although they represent different cultures, all shared a basic political system that preceded feudalism. At the top of Germanic social hierarchy was the king, elected by a council of noblemen from the royal house. All the land of the realm belonged to the king, who distributed it among the aristocracy and the warriors who had performed outstanding deeds. This land however did not become their property and in case of death, either the king or the client, returned to the ruler. The nobility governed each shire in king's name with the responsibility for administration and justice, raising and leading the levies of men to the battlefield. For this purpose they divided their land into smaller parcels among the freemen who formed the backbone of the rural economy of the kingdom. These farmers and householders paid rent to their overlord and/or had several duties with him, such as building fortifications or working some days of the week during the harvest-time.^^This system of clientship was also practised between nobles, which established hierarchies of homage and political support. The increasingly powerful monasteries were autonomous ecclesiastical establishments with their own land and clients.^^A distinctive feature of the Celtic societies (Gaelic, Welsh and Pictish) was the importance of the corporate lineage-group, the clan. A large group of related people supposedly descended from one common ancestor, acting as an independent social and legal entity.^^When one realm in the Northlands makes war on another, the political unity of each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols or to come to each other's defense.^^If it seems nobles' bickering and quarrels are self-defeating when the enemy is just around the corner, keep in mind that ultimately, a noble's loyalty doesn't belong to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in the Northlands may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in the Northlands are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all the Northlands, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in the Northlands go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory. The second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of the Northlands do not field standing armies, which remain in the field as long as the ruler desires. Rather, the realms of the Northlands are protected by the nobles, their companions, and the feudal levies they raise. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field for too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in the Northlands often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honor, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy, he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. The Northlands' rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_siege_warfare|Siege Warfare ip_siege_warfare_text|Viking Conquest offers siege warfare accurate to the Dark Ages period. When the player besieges a settlement, two paths can be taken to conquer the place by debilitation (hunger, diseases ...) or by assault.^^In the former case, the player's goal is to blockade the settlement and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy the food reserves of the settlement. This type of action will take longer, but also avoid a large number of casualties.^^In the latter case, direct action is undertaken, provided assault equipment is available or preparatory actions have been taken, such as wearing down the defenders or burning their houses and walls. This option should be used when the player feels ready to launch a full-scale assault to conquer the settlement. It has the advantage of leading to success more quickly, but usually at a relatively high cost in lives.^^In addition, when the settlement has a port, the player may equip a fleet and assault the port, leading an assault from the sea.^^The complexity and characteristics of the new siege system are too numerous to describe here in detail. The best thing is to discover and develop strategies on your own. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries on the world map transport your party between two stations. While this is cheap when your party is small, it becomes more expensive with party size.^^To travel longer distances on the sea, one may travel from one port town to another. This can be initiated from the town menu or by talking to the shipwright in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the town menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When traveling by sea on the campaign map, you can always check the current weather. After clicking on the 'Camp' button, current conditions are shown on the left side. If the weather conditions change, you will be notified by a message in the lower left corner of the screen.^^On the one hand, windy weather is good for the speed of your ships on the campaign map and in sea battles. On the other hand, the chance that it will damage your ships also increases. Damage worsens the condition of a ship, slowing it or even destroying when the condition reaches 'Dangerous.' You may check the conditions of your ships by clicking on 'Camp' and then on 'Fleet.'^^Finally, the weather also determines the behaviour of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny.^^Some troops like Sailors and certain Norse troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^^With a reasonably large fleet, one may attack towns from their sea sides. To do so, simply click on the enemy port town and you will have option to attack it once you reach it without first disembarking. ip_ship_info|Ships ip_ship_info_text|Sooner or later, you'll want to invest in a ship. There are several reasons to do this. Over the long term, it is the cheapest form of sea travel. It gives you complete freedom in movement on the sea. It opens new opportunities for trading and raiding.^^On the other hand, there are downsides. First of all, a ship is expensive, and you will have to save up some money to afford one. Furthermore, a ship can carry only a limited amount of troops.^^Another important consideration is speed. With a faster ship, you will more successfully catch or flee from other ships. The speed of a ship is determined by its type and condition.^^Finally the wood used for ship construction affects its durability. While ships made of oak wood are very durable, ships made of beech wood need to be repaired more often.^^When you feel ready to buy a ship, click on 'See the ships' in the town menu of a port town or talk to the shipwright. Port towns can have up to three ships for sale, but sometimes none are available. The type and amount of ships offered changes over time. While all port towns offer ships, one finds the best ships in Norse and Frisian ports. To see your ship, you can click on 'See the ships' in the town menu or walk to its pier.^^In a port, one may customize the sail of a ship or paint any ship made of oak. There is one special sail which is reserved for the ships of the player. It can be changed with a dedicated graphic editor (not included in Viking Conquest). For further information, see the 'Your Custom Sails' folder among the files of this DLC.^^Once you have a ship, the shipwright will interact with you in a different way and won't hesitate to offer advice. Shipwrights also offer to custom build ships. Better ships may require special materials that you will need to obtain and bring with you. Better ships also require more time for their construction and the more talented shipwrights in Norse ports. The first seven ships you have built can be named freely in the ship customization menu.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Physicians in larger towns will treat these wounds for a price, after which they will heal within a few days. Any negative effects will then be removed. If wound is not treated after some time, it will change to a scar, and the negative effects will then be permanent. ip_traits|Traits ip_traits_text|When you reach level 13, you can get one of these traits depending on your skill choices ^^Berserker Going berserk will give you momentary improved speed and strength in the heat of the battle. This brutal ferocity will make your vision turn red.^^Inspiring This acquired skill will increase your leadership in battle as your war cries strengthen the fierceness of your men in combat.^^Tough This skill will make your troops move faster and increase their agility in the battle.^^Strong Your preoccupation with the maintenance of your men's shields and armors will make it harder for the enemy to wound them.^^Use key T to activate these traits on the battlefield. ip_recruitment|Recruitment ip_recruitment_text|Recruitment in Viking Conquest is not automatic but depends on a number of factors.^^Firstly, in order to recruit in a village, fort or town, you need to obtain the permission of its lord. To do this, you'll need to have enough renown (150+) and be on good terms with the lord and his faction.^^For villages, you can also obtain permission from the village leader. For this route, you may use high renown (150+) and high relations (15+), or you can just try bribery. Bribing may or may not work, so you may have to try to bribe the leader more than once.^^Once permission is obtained, you are free to recruit as long as your relations with the settlement remain positive. In villages you may be able to recruit tier 1 troops. If have high enough relations (60+), you may be able to recruit tier 2 troops. If you happen to be the village's lord, you need only 20+ relations to do this.^^In castles and towns, you maybe able to recruit tier 2 troops. If your relations with the place are high enough (30+), there is 30% chance you may get a tier 3 troop. The maximum number of troops that you may be able to recruit is determined by your relations with the settlement, your leadership, your charisma, your religion, the predominant religion of the settlement, and whether or not you are the lord of the place.^^Other options are available. If you're Christian, you may be able to find some desperate refugees in monasteries. There is always a chance to find fellows looking for work at farmsteads. ip_wages|Wages ip_wages_text|Troop wages in Viking Conquest are affected primarily by the player's leadership. For higher level troops, the player's persuasion skill may become a bonus or a malus, depending on how good it is. For outlaw type troops, such as Robbers and Vikings, the player's reputation comes into play, giving a discount if player's reputation is worse than Notorious. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in Viking Conquest, one has to pay attention to the many skills and attributes. Skills like persuasion and leadership are essential for trading, wages, lord and lady interaction, and forced conversion. Attributes such as intelligence and charisma are also essential in these activities, but will also affect your ability to marry or lead people.^^There are three important skills for the sea 'Sea King,' 'Navigation' and 'Looting.'^^One's Sea King level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sea King level of four.^^The Navigation skill allows one to travel faster on the sea. It is the naval equivalent of the Pathfinding skill on land (which, by the way, will not help on the sea).^^A higher Looting skill results in a higher chance of capturing enemy ships.^ ip_tactical_controls|Tactical Controls ip_tactical_controls_text|Use the keyboard NUMBERS to select a division. Press 0 to select your entire force.^^Use F1-F4 to order selected divisions. Keep the F1 key down to place selected divisions. You may target an enemy division through this mechanism.^^Pressing the ENTER key often initiates an overhead Strategy Camera.^^Pressing the BACKSPACE key often initiates a Battle Command Display with 'radar.^^Pressing the H key will make your horse come to you (requires riding skill of 4 or higher).^^Pressing the Z key will enable Crouching.^^Holding the game key for Defending and pressing the game key for Action will execute a Shield Bash.^^Once you have developed a Trait, pressing the T key will activate it.^^In Multiplayer, holding the Q key and pressing the key for Defending will allow you to Taunt your opponents.' ip_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the center of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. Placement is overridden for any division the player chooses to personally head through the Formations Options menu.^^If the camp menu game option is set, divisions will rotate to face the enemy. Otherwise, they will maintain the facing that the player had when they were placed. ip_formations|Formations ip_formations_text|The Complex Formations on the Battle Menu are ^^- RANKS with best troops up front^- SHIELD WALL, ranks with shields in front and longer weapons in back^- WEDGE with best troops up front^- SQUARE in no particular order^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times. ip_dog_companion|Dog Companion ip_dog_companion_text|While wandering about, lost in your own thoughts, you suddenly hear a dog bark at you. Luckily, you have a piece of sausage with you. It's the beginning of a companionship. The dog will not leave your side, even on the battlefield, and soon earns a name.^On the battlefield, your dog is placed in division 9. The skills and abilities of your dog companion can be improved by giving him good food. ip_rents|Rents ip_rents_text|Every settlement that you own generates rents. Rents are paid weekly on average over a long term, but the frequency of payment is variable. Some weeks you may get payments, and during others you may get nothing. If the payment hasn't been processed by paydate, the entry in your budget will state that the rents were unpaid. If the village is looted, or fort or town is plundered, the entry in your budget will state that no rents are available. Once the village/fort/town is back to normal state, they will restart processing rent payments. Rents are also affected by prosperity of the settlement, presence of any special buildings, religious composition, tax rate and difficulty settings. Special buildings will continue generating rents even if the place is plundered. ip_quarters|Quarters ip_quarters_text|Quarters allow you leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map
https://w.atwiki.jp/warband/pages/247.html
ip_reference_buildings|Reference Buildings ip_reference_buildings_text|Blacksmith^ Can build in All. Base cost 5000.^ Steward skills Tactics 2, Trade 3.^A blacksmith increases income by 5 and the prosperity by 5%.^^Building Inspectors^ Can build in Town. Base cost 7000.^ Steward skills Tactics 2, Spotting 2.^Building Inspectors increase base income by 2, prosperity by 3% and relations by 1.^^Cathedral^ Can build in Town. Base cost 20000.^ Steward skills Engineer 5, Leadership 5, Persuasion 6.^A Cathedral increases income by 20, prosperity by 20% and relations by 10.^^Chapel^ Can build in Castle, Town. Base cost 1000.^ Steward skills Persuasion 3, Leadership 3.^A Chapel increases income by 5.^^Church^ Can build in All. Base cost 7000.^ Steward skills Persuasion 5, Engineer 3, Leadership 5.^A Church increases income by 5, prosperity by 10% and relations by 5. It will also attract pious nobles to your cause.^^Civic Patrols^ Can build in Town. Base cost 800.^ Steward skills Spotting 2, Tracking 2, Tactics 1.^Civic Patrols increase base income by 1%, prosperity by 2% and relations by 5.^^Court System^ Can build in Town. Base cost 8000.^ Steward skills Prisoner Management 2, Tactics 4, Persuasion 5.^A court system increases income by 5, prosperity by 10% and relations by 5.^^Crop Rotation^ Can build in Village. Base cost 5000.^ Steward skills Inventory 4, Tactics 3.^Crop Rotation increases income by 20 and prosperity by 5%.^^Fire Brigade^ Can build in All. Base cost 3000.^ Steward skills Pathfinding 2, Spotting 2.^A Fire Brigade increases prosperity by 5% and relations by 3.^^Fish Pond^ Can build in Village. Base cost 6000.^ Steward skills Engineer 1, Spotting 2.^A fish pond increases base income by 10 and village prosperity by 10%.^^Foresters^ Can build in Village. Base cost 3000.^ Steward skills Tracking 4, Pathfinding 3.^Foresters organize the gathering of resources and lumber that increase income by 5 and prosperity by 5%.^^Herbalist^ Can build in Village. Base cost 5000.^ Steward skills First Aid 3, Wound Treatment 3.^An herbalist helps the health of your community, increasing the prosperity by 10% and relations by 5.^^Hospital^ Can build in Town. Base cost 10000.^ Steward skills Tactics 3, Surgery 5, Persuasion 3.^A hospital increases income by 5, prosperity by 10% and relations by 5.^^Hunting Lodge^ Can build in Village. Base cost 3000.^ Steward skills Tracking 3, Pathfinding 3.^A Hunting Lodge sends out hunting parties that increase income by 5 and prosperity by 10%.^^Improved Roads^ Can build in All. Base cost 10000.^ Steward skills Engineer 3, Pathfinding 4.^Improved roads increase base income by 5, prosperity by 20%, and relations by 2.^^Lamplighters^ Can build in Town. Base cost 1000.^ Steward skills Pathfinding 2.^Lamplighters increase prosperity by 2% and relations by 2.^^Manor^ Can build in Village. Base cost 8000.^ Steward skills Engineer 2.^A manor lets you rest at the village, increases prosperity by 10% and increases base income by 10.^^Market^ Can build in Village, Castle. Base cost 10000.^ Steward skills Persuasion 2, Trade 5, Looting 2.^A market increases base income by 50 and prosperity by 50%.^^Messenger Post^ Can build in All. Base cost 4000.^ Steward skills Engineer 2, Pathfinding 2.^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.^^Mine^ Can build in All. Base cost 3000.^ Steward skills Engineer 4, Tactics 3, Trade 4.^A mine creates direct income based upon the mineral value found during prospecting and increases prosperity by 5%.^^Monastery^ Can build in All. Base cost 5000.^ Steward skills Persuasion 4, Trainer 4.^A Monastery increases income by 5, prosperity by 5% and relations by 5.^^Organized Guilds^ Can build in Town. Base cost 15000.^ Steward skills Trade 5, Tactics 5, Persuasion 5.^Organized Guilds increase base income by 50 and prosperity by 25%.^^Prison Tower^ Can build in Castle, Town. Base cost 7000.^ Steward skills Engineer 2, Prisoner Management 2.^A prison tower reduces the chance of held captives successfully escaping.^^Prospecting (special)^ Can build in All. Base cost 1000.^ Steward skills Engineer 1, Spotting 1.^Hires and sends out a group of prospectors to find minerals and stone around the location.^^Renderers^ Can build in Village. Base cost 7000.^ Steward skills Inventory 2.^Renderers increase direct income by 4 and prosperity by 4%.^^Sanitation Standards^ Can build in All. Base cost 3000.^ Steward skills Tactics 3, Engineer 2, Spotting 2.^Sanitation Standards increase base income by 2, prosperity by 2% and relations by 5.^^School^ Can build in Village. Base cost 9000.^ Steward skills Trainer 2.^A school increases the loyalty of the villagers to you by +1 every week.^^Sheriff^ Can build in Village. Base cost 5000.^ Steward skills Trainer 3, Tracking 2, Tactics 3.^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.^^Shrine^ Can build in All. Base cost 3000.^ Steward skills Persuasion 3, Wound Treatment 3.^A shrine increases the prosperity of the location by 5% and relations by 5. It will also attract pious nobles to your cause.^^Skilled Craftsmen^ Can build in All. Base cost 6000.^ Steward skills Persuasion 2, Tactics 3, Trade 4.^Skilled Craftsmen increases village prosperity by 20% and increases base income by 100. They also allow for independent weekly building repairs.^^Street Sweepers^ Can build in Town. Base cost 2000.^ Steward skills Tracking 2.^Street sweepers increase prosperity by 3% and relations by 3.^^Tax collector office^ Can build in All. Base cost 2000.^ Steward skills Looting 3.^A Tax collector office increases base income at a location by 10, lowers prosperity by 10% and lowers relations by 2.^^Thieves Guild^ Can build in Town. Base cost 10000.^ Steward skills Looting 5, Tactics 5, Persuasion 2.^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.^^Town Crier^ Can build in Town. Base cost 500.^ Steward skills Spotting 2.^The Town Crier increases base income by 1, prosperity by 2% and relations by 1.^^Training Grounds^ Can build in Castle, Town. Base cost 8000.^ Steward skills Trainer 4, Weapon Mastery 5.^Training grounds increase the direct income of a location by 3, allows additional training of garrison troops and hiring noble recruits.^^University^ Can build in Town. Base cost 10000.^ Steward skills Engineer 4, Trainer 5, Persuasion 4.^A University increases income by 10, prosperity by 10% and relations by 5.^^Warehouse^ Can build in Town. Base cost 3000.^ Steward skills Inventory 4, Trade 2.^A warehouse increases income by 5 and prosperity by 5%.^^Watch Tower^ Can build in Village. Base cost 5000.^ Steward skills Engineer 1, Spotting 2.^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.^^Well Cleaners^ Can build in Town. Base cost 2500.^ Steward skills Spotting 2.^Well Cleaners increase income by 2, prosperity by 2% and relations by 2.^^Winery^ Can build in Village, Castle. Base cost 8000.^ Steward skills Persuasion 3, First Aid 2, Tactics 4.^A Winery increases base income by 50, prosperity by 10% and relations by 3.^^ ip_reference_orders|Reference Knighthood Orders ip_reference_orders_text|Order of the Dragon^ Conditions Player embraces the Ravenstern Culture or in Rane, Honor 15, 25000 denars^ Existing chapter Rane^ Possible chapter Ravenstern^ Trains Knights of the Dragon from Ravenstern Knights.^^Order of the Lion^ Conditions Player embraces the Sarleon Culture or in Sarleon, Honor 10, 30000 denars^ Existing chapter Sarleon^ Possible chapter Marleons^ Trains Knights of the Lion from Sarleon Knights.^^Immortals^ Conditions Player embraces the Empire Culture or in Janos, Honor 10, 25000 denars^ Existing chapter Janos^ Possible chapter Ethos^ Trains Empire Immortals from Empire Knights.^^Windriders^ Conditions Player embraces the D'Shar Culture or in Torbah, Honor 10, 25000 denars^ Existing chapter Torbah^ Possible chapter Nal Tar^ Trains D'Shar Windriders from D'Shar Noble Cavalry.^^Lady Valkyrie^ Conditions Player embraces the Fierdsvain Culture or in Javiksholm, Honor 10, 30000 denars^ Existing chapter Javiksholm^ Trains Lady Valkyries from Fierdsvain Hersirs.^^Order of the Griffon^ Conditions Sir Darlion of Pendor in party or your character received letter from father or a Qualis Gem if player embraces the Old Pendor Culture, Honor 20, 25000 denars^ Trains Knights of the Griffon from Pendor Knights.^^Order of the Falcon^ Conditions Madame Ursula or Sir Rayne in party, Honor 15, 25000 denars^ Possible chapter Falcondark Castle^ Trains Knights of the Falcon from Maiden Adventures.^^Order of the Raven Spear^ Conditions Player owns Poinsbruk, Honor 5, 25000 denars^ Existing chapter Poinsbruk^ Possible chapter Avendor^ Trains Knights of the Raven Spear from Ravenstern Knights.^^Order of the Radiant Cross^ Conditions Player owns Ethos, Honor 20, 25000 denars^ Trains Knights of the Radiant Cross from Pendor Knights.^^Order of the Clarion Call^ Conditions Player embraces the Sarleon Culture or owns Laria, Honor 10, 25000 denars^ Existing chapter Laria^ Trains Rangers of the Clarion Call from Sarleon Knights.^^Order of the Dawn^ Conditions Player owns Valonbray, Honor 20, 25000 denars^ Existing chapter Valonbray^ Trains Knights of the Dawn from Pendor Knights.^^Order of the Ebony Gauntlet^ Conditions A Qualis Gem, Honor 5, 20000 denars^ Possible chapter Avendor^ Trains Knights of the Ebony Gauntlet from Pendor Foot Knights.^^Order of the Shadow Legion^ Conditions A Qualis Gem, Honor 10, 20000 denars^ Existing chapter Cez^ Trains Shadow Legion Centurions from Empire Knights.^^Order of the Silvermist Rangers^ Conditions A Qualis Gem, Honor 20, 20000 denars^ Possible chapter Senderfall^ Trains Silvermist Rangers from Pendor Black Archers.^^Order of Eventide^ Conditions Sir Alistair in party, Honor -20 or less, 30000 denars^ Existing chapter Singal^ Trains Knights of Eventide from Pendor Knights.^^Order of the Phoenix^ Conditions A Qualis Gem, Honor 15, 20000 denars^ Existing chapter Calendain Castle or Maras Castle or Almerra Castle^ Trains Knights of the Phoenix from Empire Knights.^^Order of the Shadow Wolves^ Conditions A Qualis Gem, Honor 10, 20000 denars^ Existing chapter Walven Castle or Savador Castle or Oregar Castle^ Trains Shadow Wolves from Empire Knights.^^Order of the Scorpion Assassins^ Conditions A Qualis Gem, Honor 5, 20000 denars^ Existing chapter Ishkoman^ Trains Scorpion Assassins from D'Shar Noble Cavalry.^^Order of the Kraken Riddari^ Conditions A Qualis Gem, Honor 15, 20000 denars^ Existing chapter Windholm^ Trains Kraken Riddarar from Fierdsvain Hersirs.^^Your Unique Knighthood Order^ Conditions A Qualis Gem, Honor 30, 20000 denars^ Trains Order Knights from Knights of your culture.^^ ip_morale|Warband Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Warband Economy ip_economy_text|Towns and villages in Pendor need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of Pendor, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Pendor is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a center will be healthy and energetic, and migrants will flock from the nearby regions. The center will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Warband Courtship ip_courtship_text|Players may wish to marry into one of Pendor's noble families. Marriage is not necessary for a player to rise in power and stature, but it does provide players with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in Pendorian aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Pendor as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of the Pendorian aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that Pendorian society is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Warband Politics ip_politics_text|The realms of Pendor, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarreling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favor of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm in Pendor makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defense.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a noble's loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Warband Character Backgrounds ip_character_backgrounds_text|A player character in Pendor may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in Pendor are traditionally dominated by male aristocrats. A noble player character may find that he is invited into this 'old boys' club' fairly quickly, but commoners may face a few extra hurdles on the way. If you choose to start the game as a noble, you can think of it as the 'easy' setting. Starting as a commoner is somewhat more difficult^^However, women have some starting advantages. It is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all Pendor, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Warband Military Campaigns ip_military_campaigns_text|When kingdoms in Pendor go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of Pendor do not field standing armies, which remain in the field as long as the ruler desires. Rather, Pendorian realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in Pendor often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honor, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. Pendor's rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_pendor_history|Pendor The History ip_pendor_history_text|Almost a Millennium ago^^The war of the Titans laid the foundation for the ascension of Man. A terrible war, between ancient elder races left the world stripped of magic, and those magnificent mythical people, once so powerful, were now only the stuff of folklore and legends. Only the reclusive Noldor, remain from those times, and their once great cities are all destroyed save perhaps one.^^Three hundred fifty four years ago - the Founding of Pendor.^^It is the time of Man. The story centers on the fertile lands of Pendor and the struggles of the peoples, their leaders and their destiny. Several hundred years ago, a single Kingdom was forged by sword and fire. A peace was maintained and prosperity came to the kingdom and it flourished. Five generations of Pendorian Kings sat on the Silver Throne in Sarleon and for nearly two hundred years they guided the destiny of their land and its subjects.^^From the Founding of Pendor - the year is 198^^The downfall of the Kingdom was as swift as it was vile. A single month, thirty days, and the empire was in tatters. The irony was it was not by the sword in battle, nor by some dark magic that caused the deaths of the King and his family. But by an unseen killer, a disease, the red plague that ravaged the land and cut down the peoples of the Kingdom, great and small, like an assassin in the night.^The royal family had perished, and there was no King to rule the land. Then came the invasions that seemed to shatter the once proud kingdom into slivers and the glory that was once the Kingdom of Pendor, was now itself the stuff of legend.^With the death of the King and his heirs, there was chaos. Multiple lords laid claim to the throne and nearly every noble of the land began squabbling over succession.^^From the Founding of Pendor - the year is 199^^The carefully laid agreements, truces and alliances with neighboring powers became suspect. In the North, the mountain tribesmen began raiding the heartlands of Pendor. Embolden by their success and the lack of response from the Knights of the Realm, they struck even deeper and soon this led to the siege to Rane. The Earl of Rane sought help from the nobles of the land, but the schemes of the powerful found reasons not to come to his aid. Many Northern Lords, banded together and formed a small army that marched to defend the city from the onslaught of the northern Mystmountain warriors.. The battle was bloody and fierce, and in the end, the siege was lifted, and the barbarian tribesmen and their shaman leaders, routed back to their mountain homes. The Northern Lords, who fought so valiantly that day, decided to establish a knighthood order, the Order of the Dragon, comprised of the valiant warriors who defended the city. News of this new order was not well received by other knighthood orders or by the nobility to the South. They demanded that the Order of the Dragon be disbanded which in the minds of the proud warriors of the North, was an unforgivable insult to their valor. The scorn of other established knighthood and the lack of support to route the invaders from Rane prompted the Northern Lords to break ties with the southern lords and declared themselves an independent Kingdom The Kingdom of Ravenstern.^Reeling from the succession of the Northern cities and lords, the remaining Pendorian nobility were not prepared to meet the next challenge that followed within a few short years.^^From the Founding of Pendor - the year is 202^^From the South, over the southern sea, the great Baccus empire launched an invasion fleet and landed a powerful army on the shores of Pendor led by the war hardened General Oasar. He drove inland conquering cities and castles, and seemed unstoppable. Ironically, within a few short months of campaigning, the general received by messenger that the great Baccus Empire itself was in civil war and that the Emperor had been assassinated. After receiving this shocking news, Oasar established himself, with the support of several Pendor Lords, as Overlord of Janos and officially broke away from what was left of the Baccus Empire. The great Baccus Empire convoluted and fragmented into dozens of principalities, city-states and kingdoms. The greatest and most powerful is the under the dominion of the priesthood of the serpent a powerful and seemingly mystical religion of warrior priests who worship the unnamed goddess of darkness who manifests herself in the form of a snake.^For the once great kingdom of Pendor, that meant that a large portion of its Southern lands, cities and nobility were now either dead or sworn to service under this upstart general who calls himself Overlord.^^From the Founding of Pendor - the year is 204^^After the establishment of the Northern Kingdom of Ravenstern and the invasion of Oasar, the powerful Lord Alfred, Duke of Sarleon, consolidated the remaining lords of Pendor and declared himself King of Sarleon. For ten years a measure of peace was maintained.^^From the Founding of Pendor - the year is 213^^To the far north, across the seas lived the hearty warriors of the Vanskerry. Segmented into Jarldoms, they were raiders and traders. With the Baccus Empire gone, many of the Vanskerry mercenaries in their employ were free to return home to the frosty shores of their fathers. A wise man's musings in the reaches of Vanskerry goes 'Death is found in the blade of your enemy and trouble when a warrior has nothing to do.' When word came to the North of the troubles of Pendor, it was greeted with a call to arms and promises of plunder and women. Soon, raiding ships found the shores of Pendor a ripe land full of gold and wealth. Their well-armed and hearty warriors began raiding the towns and villages along the coast and met very little resistance. The Knights of the Lion and Lords of Sarleon responded by patrolling the coastal shores. Yet, still the crafty Vanskerry raiders managed to sack village after village. With so little ability to defend themselves, the merchant lords of the Pendorian coastal provinces sent delegations to the Jarldoms to seek alliances and protection. At first they were rejected, but in time as offers included titles and lands many Jarls and their huscarls began to listen. The lands of Vanskerry are rugged and cold, compared with the lush and rich pastures of Pendor. The lure of good weather, and the chance to become a Lord of a castle, or even a well-located mayor of a village, appealed to many of the Jarls. Soon, many Vanskerry households left the shores of their fathers and sought fortune and prosperity along the coast of Pendor. Some entered into the service of the Pendorian lords, others married into the noble families. This changed many things in the Kingdom, as the warrior culture and attitudes of Vanskerry were brought into the noble houses of the coastal lords. Within a generation the culture gap was so great that the coastal nobles broke away from the King of Sarleon and formed a rough alliance of city-states called collectively the Fierdsvain.^^From the Founding of Pendor - the year is 204 to 245^^The story continues about detailed intrigues, war and heroic actions as well as the great villains of the land. There were stories of the Jatu tribesmen and their flight from the Empire and General Oasar, becoming nomads in the Eastern prairies of Pendor. There are the detailed accounts of the Order of the Lion, a knighthood order of Pendor, and their history and their betrayal by one of their own which had the order declared outlaw for years until their redemption under the current King of Sarleon. Chapters were dedicated to the D'Shar, a nomadic peoples who are evolving into a military and economic force only to find that their own worst enemy is themselves. Just as fascinating was the references to the encounters with the ancient Noldor and their powerful weapons and enchantments that changed the life of more than one adventurer. I was especially drawn to the story of Madigan, a wandering mystic who prophesized the coming of a hero who would unite the lords of the Pendor and reunite the old kingdom. His saga touched me as a hero himself, trying to speak the truth and being condemned to death for his beliefs. ip_pendor_present|Pendor The Present ip_pendor_present_text|From the Founding of Pendor - the year is 354 - The Prophesy has awakened.^^The North - Ravenstern and the Mystmountain Barbarians^^To the North, the Kingdom of Ravenstern sits on the southern slopes of the impassible Cloudmist Mountains. They are a hearty, proud peoples having adapted to the harsh Northern climate. The ruler of Ravenstern is King Gregory IV, the great grandson of King Gregory I, who led the final charge that drove the shaman of the northern barbarians back into their homes in the Cloudmist Mountains. Every since that battle, Ravenstern has been tested by constant raids and sorties from these bloodthirsty clansmen. The Lords of Ravenstern are fearsome warriors, yet they are quite proud and very individualistic. There is a strong underlying culture of competition among these peoples that makes them outstanding individual warriors, though in groups they tend to be undisciplined. The Knights of the Order of the Dragon, the cream of the Ravenstern nobility, are to be feared in combat. Like most of the other Knighthood Orders in the realm, these Knights do not swear allegiance to any noble, but rather travel with the Lords of the realm when it suits them.^^The West - The Fierdsvain and the raiders of Vanskerry^^Along the coast to the West is Fierdsvain, where some of the Jarls of Vanskerry have intermingled and intermarried with the old Kingdom to form a unique warrior culture. Most of the former mercenary Jarls of Vanskerry who went to war on behalf of the Emperor of the Baccus Empire had difficulty in returning to the cold barren shores of the North. When the emissaries from the coastal lords of Pendor arrived, many jumped at the chance to establish themselves in better climates. However, there were many in Vanskerry who looked upon these mercenary Jarls as turncoats to the code of the North and have sworn to make it a point to plunder the lands held by these traitors. Regardless, infused with new blood, strong warriors and an appetite for both battle and trade, the Fierdsvain have flourished and have become as powerful as Sarleon itself.^^The ashes of Pendor - The Kingdom of Sarleon^^The Kingdom of Sarleon dominates the center of the game map. The current King, Ulric of Sarleon, is the descendent of King Alfred I, former Duke Alfred of Sarleon. Once King Alfred established the Kingdom of Sarleon, most of the Knighthood orders charged with defending Pendor were outlawed. The most famous of the outlawed orders was the Order of the Griffon the guardians of the royal line of Pendor. Today only one order, the Order of the Lion still exists in Sarleon. This noble order backed Alfred's claim to rule. The Order of the Lion since that time has had a murky past, and for a score of years they also were outlawed. Today they have been vindicated and are now in the good graces of King Ulric of Sarleon and are the guardians of the realm.^^The Southern Steppes - The D'Shar Nomads^^The South, along the Shavanir Desert is the Principality of D'Shar made of dozens of separate individual tribes. At the height of the founding of the Kingdom of Pendor several tribes supported the peace and prosperity that the Kings of Pendor offered them for a treaty of peace. The peace turned into an alliance and these tribes began trading with the Northern Kingdoms. The makeshift tents and stalls that they set up in the plains of D'Shar over several generations became small-fortified towns and villages. No longer were they nomadic, but settled down, built homes and planted crops. Their prosperity quickly propelled these tribes into prominence in the D'Shar plains. Yet, those tribes who were staunchly tied to the old ways, remain nomadic and have rejected the 'city dwellers' completely. Recently they have reverted to raiding the many caravans coming into and out of these towns. This has caused a great deal of tension between the cities and the tribal nomads closer to the great desert.^^The Southeast - The Empire and the Snake Cult^^The remnants in and on Pendor of the Great Baccus Empire are now called just 'The Empire'. However, some portion of the old Baccus Republic (Pre-Empire by several hundred years) must have had profound influence on General Oasar, as he decreed that a democratic council of Lords selects each new 'Overlord' when either the existing ruler dies or reaches the age of sixty. The strong military of the Empire could have long ago swept Northwards into the Pendor heartland and conquered the interior towns, but for the ties that the Empire has from their homeland across the Southern Sea, which have plagued them to no end. The Serpent Cult has been a constant threat, both politically and empirically to the Empire as they almost successfully corrupted the Empire ruling class from within. It did not help that the many civilians and nobles were until recently openly in support of the path of the Serpent. All this has changed. The current Emperor, Marius I, has been successful in banning the Priests and temples from the cities of the Empire. This diplomatic feat has resulted in more of an all out war between the priesthood and the Empire and battles in and around Empire towns and castles are common. The Serpent worshipers in Pendor have gone underground, and receive help from across the Southern Sea where the heart of the Serpent resides. Marius I, has deftly turned the tables on the priesthood and has shown to the peoples of the Empire the depths of their unholy depravity. Escaping the death kiss of a Priestess of the Serpent is strong motivation for the average citizen to help their emperor in this task.^^East - the Jatu tribesmen^^Along the Eastern plains of Pendor are the steppes of the Jatu. The original Jatu lived across the Southern Sea in a land of vast plains. They were a fiercely independent nomadic people, well versed with bow and spear. The Jatu are skillful horsemen and boys at an early age learn how to fight from horseback. After years of conflict, the Baccus Empire brokered an agreement with the leaders the Jatu that in exchange for peace. The Jatu would provide mercenaries to the Empire to conquer other lands. When General Oasar invaded Pendor, his main compliment of cavalry was the Jatu Horse Lords. When word came that the Great Baccus Empire was in tatters and that the Emperor was dead, the War leaders of the Jatu had no way to return to their homeland. Instead, they left the service of Oasar, raided dozens of villages for women folk, and traveled northwards to establish a new homeland for their peoples. A closed society that refuses trade and diplomatic overtures, these warriors will attack anyone in their domain.^^Everywhere - at-large - those with weapons and the will to use them^^Once the Empire's armies began to stand down and call Southern Pendor their own, the more unsavory elements, to which the old Baccus Empire was famous for, began to emerge. The Red Brotherhood is a confederation of secret societies that crossed borders all across Pendor. They are bandits, thieves, slavers, and they deal in unsavory plans and sell whatever they can get their hands on. You will find them at times, helpful, and at times, they will be glad to relieve you of your possessions and perhaps your life. Town Militia and various lords try to wipe them out when found, but rooting them out of the various cities is like trying to kill rat infestation with a stick. You never seem to get them all. Note that the various gangs of Red Brotherhood operate independently of one another.^^While there are many hazards in Pendor to be wary of, perhaps one of the most dangerous are the various Renegade Knights who wander the countryside. These knights are of various origins, some are from outlawed knighthood orders, others are twisted by the wild magic of the items which they carry, and some are just bent on the destruction of any who cross their path. One thing if for certain, they are deadly.^^There are many religions and faiths in the lands of Pendor. Most of them are benevolent, and maintain a doctrine that is the bridge between life and death with a code of conduct that paves the way for a pleasant hereafter. A few of the non-benevolent religions are bent upon destruction and hatred. These followers are termed heretics by the other faiths, and are looked upon as something to be stamped out. Heretics often are believers in human sacrifice, and other dark rituals and are unsavory at best. At worse, they bring the stuff from your worst nightmares to life.^^In your travels you will find adventurer companies. These groups of adventurers are from varied backgrounds and have many different goals. Some are on missions for various lords, some are bounty hunters, and still others are explorers of the ancient cities destroyed long ago. If they happen to take an interest in you, be prepared for anything as it is these self-styled heroes that turn up in the most improbable places, with the most unreal equipment and do the impossible. ^^To the far East, the Noldor.^^The last known remaining trace of the elder races are the Noldor. The war of the Titans was horrific, and the once graceful cities of these folks have long since been destroyed. Only this one place, hidden from outsiders, remains of their civilization. The Noldor were once wondrous workers of magic, but one of the results of the great conflict was that they were no longer able to invoke the cantrips and spells that were so central to their lives. Still, some of their lesser enchantments are still working as evidenced by their almost supernatural abilities on the battlefield. None who cross the paths of the Noldor near their home, come away unscathed. ip_pendor_orders|Pendor The Knighthood Orders ip_pendor_orders_text|History of the Pendorian Knighthood orders as researched and scribed by Hubris deAelswid of Sarleon, Scholar of the third order and keeper of the Seal of Sarleon.^^The founding of Pendor was accomplished by a figure of legendary renown Cavalas of Valonbray, the son of a renowned knight who, depending on which historian you reference, either 8th or 12th in line to the throne of Valonbray. Regardless, through exploit and adventure Cavalas brought together the various noble lords and founded the Kingdom of Pendor and established the Silver Throne in Sarleon.^^It is generally regarded as fact that King Cavalas, in his adventuring days formed the Order of the Griffin, which is considered the first Knighthood order of the Pendorian Kindgom.^^Soon after his coronation, Cavalas drafted the Validus Charta, and it was signed by the various noble lords of the realm and through this document established the binding charter and legal grounds for the existence of a body of knights to form an organized order that had recognized coat of arms. It is generally argued that this was a condition by some Lords to support King Cavalas in the establishment of Pendor. This claim cannot be verified as no documents are known to exist that substantiate this theory.^^Regardless, within several years a plethora of knighthood orders sprung up in Sarleon and other cities and castles. Few of course lasted more than the lifetime of the founder, and this document shall confine its scope only to those orders that have survived in some form, to this day, the 12th of April, 354, with one notable exception that of the Order of the Griffon.^^The Order of the Lion - Established in the 82nd year after the founding of Pendor by Sir. Roderick the Red. Colors Red Rampant Lion on a silver field. The Order of the Lion is one of the largest and most renowned orders of Knights in the land. The charter of the order is strict in it's chivalrous by-laws. It is the oldest knighthood order that still has members in Pendor. After the untimely deaths of the royal family in 198, the order was instrumental, along with the Order of the Griffon, in establishing and maintaining order in the realm and preventing an all out war between rival factions contending for the throne of Pendor.^^After the succession of the Northern Lords, and the war with the Greater Baccus Empire, the order backed and supported Duke Alfred of Sarleon in assuming the throne and declaring a himself the King of Sarleon.^^In the 298th year after the founding of Pendor, the Order was outlawed. All texts and reference to the reasons and history surrounding this event have been destroyed by the order of our King, Ulric I of Sarleon, himself now a prominent member of this Knighthood Order. In the 346th year after the founding of Pendor, the Order was restored by the order of King Ulric I of Sarleon and all references to the events and histories since 298 were destroyed.^Scholars note King Ulric was coroneted in 346.^^The Order of the Radiant Cross. This Knighthood Order was established in the 113th year after the founding of Pendor by Baron Jorn of Dunglave. Colors White Cross on a Black Field.^Scholars note Dunglave was renamed to Janos after the occupation of the city by General Oasar in the 203rd year after the founding of Pendor.^The order was one of the prominent forces to battle the invasion by the Greater Baccus Empire in the 202nd year after the founding of Pendor. Overwhelmed in the battle of Sagent Glade, they were all but destroyed by the legions under General Oasar. When General Oasar became 'Overlord', and after the desertion by the Jatu, he incorporated the order colors to form the identifying marks of his elite cavalry units. While these Cavalrymen are not true Knights by any stretch of the imagination, and they do not operate under the Validus Charta, the colors survive and the citizens of the empire often refer to these mounted soldiers as the remnant of that once noble order of Knights.^^The Order of the Dragon - Established in the 199th year after the founding of Pendor by Earl Klovis of Rane. Colors Red Dragon on a field of Azure. There are some accounts that the order was actually ordained on the field of battle during the siege of Rane. Other accounts point out that the order actually came into existence when the documents were ratified and signed several weeks later by the traitorous lords of the Northern borders. I shall leave that debate in the hands of other brothers to determine, if indeed it shall be settled in my lifetime.^^The Order of the Dragon was created to honor the noble warriors who stood and routed the armies of the Mystmountain Tribes during the siege of Rane. It is a rogue order, with no charter under the Validus Charta.^^The Order of the Falcon - Established in 94th year after the founding of Pendor. Colors Black Falcon on a yellow field. This order has the notable distinction of allowing females into it's ranks. The original charter allowed for this as one of the five founding members was a woman warrior by the name of Valera who was of no little prowess on the battlefield. This Order originated as a very successful adventuring company in the early years of the Kingdom that later transformed itself under the Validus Charta.^^The Order fragmented after the breaking up of the Kingdom and over the years have declined to the point of extinction. The order was outlawed in Ravenstern in the 349th year after the founding of Pendor by King Gregory IV. Most of the order either retired or fled to other lands.^Scholars note The order may have survived in a form with the Valkyrie in Fierdsvain as they wear the orders emblem upon their breasts. No documents survive that speak of this, and the initiation rites of the Valkyrie are not well documented nor understood. Though I daresay that I doubt that any of my scholarly brothers would want to risk their manhood by too closely examining the breasts of these female warriors. ^^The Order of the Griffon - Established prior to the founding of Pendor. Colors Gold Griffon on a field of brown. This prestigious order of knights were the royal guards of the line of Cavalas. The plague of 198 wiped out a large amount of the Order Knights as well as the Royal family.^After the plague, they put aside their differences and worked with the Order of the Lion to maintain order in the land. In the 203rd year after the founding of Pendor, in the forests of Laria the order made it's last stand against a small army of the Jatu who were moving into the Larian farmlands. While successful in defending Laria from being plundered by the Jatu, not a single Knight of this once proud order survived. The great hall of the Griffon Knights in Sarleon stood empty for many years until being converted into an abbey. Scholars note There is some reference in the recorded histories of the Order of the Lion that prospective knights applying to resurrect the Order of the Griffin were discouraged from achieving their goal. This will have to be researched further.^^Order of the Rose - Founded in the 125th year after the founding of Pendor. Colors White Rose on a green field. This order was founded by Sir Rhys of Avendor and during his lifetime was a prominent order of gallant knights. After his death in the 158th year after the founding of Pendor, his successor turned the order away from martial pursuits and more towards scholarly ones. Since that time the order has degenerated into an elite club for the sons of the Sarleon nobility to enjoy fine wine, and intellectual diatribe. I list it as it still does exist in the taverns and back rooms of Avendor.^^By my hand and no other..^^Hubris de Aelswid of Sarleon,^Scholar of the third order^Keeper of the Seal of Sarleon. ip_pendor_althea|Pendor Althea and Qualis ip_pendor_althea_text|The storm raged against the cold stone walls of the castle.^^Echoes of thunder rumbled down cheerless corridors and into the great hall, where reveling shadows danced across rough stone walls to the silent music of flickering torches.^^Althea sat alone beside the pool, clutching a finely-patterned wool shawl to ward off the damp chill.^^'I hear you, Qualis,' she said simply. She looked up into the high rafters where the shadows deepened, untouched by the torchlight.^^Above her, the snap and whirr of leathery wings announced the descent of a small dragon. It touched down beside her, its sharp, curved claws scraping against the flagstones.^^'Why do you not rest?' rasped Qualis.^^'The storm keeps me wakeful. It reminds me of the night we lost our father, my brother and I,' said Althea, as she turned her gaze from the dragon back to the still water of the pool.^^The meredragon regarded her silently, as she drifted into memories of her past. The pain of her sacrifice was still fresh, and as she thought back on all she'd given up, a solitary tear slid down her cheek.^^The dragon watched her grief in bewilderment. He had lived with this elf-woman for years and still she remained an enigma. He could not comprehend her strong ties to her own kind, particularly her unbreakable link to her hatch-brother. He knew of the mysteries and the will. He understood the loose kinship of his kind, love of the hunt, the need every twenty winters to seek out a mate, but Althea's behavior was inexplicable.^^He wondered, and not for the first time, if she was mentally defective or had a disease which caused a sickness of spirit.^^He felt a familiar touch upon his mind then, a gentle shifting of perception, and knew that the Oracle was again coming to inhabit his consciousness. He had long ago ceased fighting this inner interloper. For centuries he had struggled against this possession, and always in vain. The futility of this resistance was at last borne upon him, and he discovered that cooperation was of mutual benefit.^^Now, out of habit, he simply relaxed and cleared his mind.^^'Althea, you are in pain,' rasped the Oracle through Qualis.^^Althea started, as she always did when the Oracle took control of the dragon's body without warning.^^'Yes', she began, 'I suppose I am. The storm has brought back so many sorrowful memories.'^^'I know that it is still difficult for you, however willingly your choice was made. Yet poor Qualis does not understand, and is disturbed by your grief,' the Oracle said.^^She felt the warm, familiar touch in her mind, and let the Oracle enter her consciousness. The room began to fade around her, and she slipped peacefully into the black.^^When she opened her eyes again, it was morning. The storm had passed, and brilliant sunlight had banished the torch shadows from the great hall. The air smelled fresh and clean, with a hint of the rain still lingering.^^Sitting on his haunches and surrounded by glittering, sapphire-hued gems was Qualis, perched with wings folded back and forearms resting upon his knees. 'I am going release Qualis to himself now. Please be gentle with him, as he is deeply distressed.' said the Oracle.^^Althea looked at the Oracle-Qualis in confusion. 'Why is he distressed? And what are these. ' she asked, as she indicated the dozens of glowing gems, scattered like shimmering raindrops about the room.^^'I allowed Qualis to experience your sorrow, Althea. Dragons, even clever meredragons, are incapable of understanding elven emotion. Their needs are simple, and they lack the emotive expression of your kind. These gems are the tears that Qualis shed when he experienced your pain.^^Still confused, Althea said, 'Dragons feel no sorrow, nor do they shed tears!'^^'Do not and can not are worlds apart, my dear. For last night, this little dragon did. Once Qualis is more composed, he will undoubtedly slink off to sulk, so please pick up this litter of gems. I believe that they just may be useful one day.'
https://w.atwiki.jp/warband/pages/688.html
ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^Morale's greatest impact is on a party's behaviour in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in Westeros and Essos need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of Westeros and Essos, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leather-ware, and, of course, arms, armour, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisan goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Westeros and Essos is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a centre will be healthy and energetic, and migrants will flock from the nearby regions. The centre will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|You may wish to marry into one of Westeros and Essos' noble families. Marriage is not necessary for someone to rise in power and stature, but it does provide them with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a short cut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Westeros and Essos as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that Westerosi society is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The continents of Westeros and Essos, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarrelling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favour of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm in Westeros and Essos makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defence.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a nobles loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in Westeros and Essos may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in Westeros and Essos are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all Westeros and Essos, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in Westeros and Essos go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of Westeros and most of Essos do not field standing armies, which remain in the field as long as the ruler desires. Rather, these realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in Westeros and Essos often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honour, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. Westeros and Essos rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_prisioner_system|Prisoner System ip_prisioner_system_text|The skill 'prisoner management' has been removed from A World of Ice and Fire, as it seems unrealistic to manage the number of prisoners in terms of a skill. In A World of Ice and Fire the number of prisoners that the player can have depends on the size of his/her army. That is, the more troops able to keep guard, the more prisoners it can carry. ip_ambush|Ambush ip_ambush_text|The ambushing skill allows you to set up ambushes.^ From the camp game menu, choose to set up an ambush. You will be told the current nature of your ambush, and if you are attacked, you will have the choice to launch the ambush.^ Ambushes can have devastating positive or negative effects. ip_sneaking|Sneaking ip_sneaking_text|The sneaking skill allows you to sneak. From the camp game menu, choose to sneak. Sneaking will reduce your speed.^^However, if you are the attacker, you might have, according to you sneaking check, some combat bonus (but not as great as you would have for an ambush). ip_entrenchment|Camp Entrenchment ip_entrenchment_text|When your army sets up camp for the night, you are given the option to entrench your camp site. An entrenched camp site is a temporarily fortified position using terrain and pickets as a defensive barrier. Armies composed mostly of cavalry units will get little benefit from entrenching. Armies comprised mostly of foot soldiers will find that entrenchment will give them a significant advantage over cavalry units. Soldiers very much dislike digging holes and planting pickets, so you will suffer a small morale penalty when choosing this option.^^If you choose not to entrench your camp site, you will be at a disadvantage if attacked while camping. Your camp may be over run and plundered. Items in your inventory may be looted or destroyed in the battle. An entrenchment that has not been over run receives the benefit of multiple ammunition reloads for the troops. A normal camp site gets no such benefit.^^In order to entrench your position you will need tools, time, and skill. Tools can be purchased at many of the towns within the Known World, and one set must be in your inventory in order to entrench. The time required to entrench is based upon the number of soldiers in your army and your parties skill in engineering. A small band of warriors with no skill in engineering will take days to entrench a camp site. An army of 30 or more with a few points in engineering can accomplish this in just a few hours.^^When you complete the entrenchment, a circle of pickets will surround your camp. This entrenchment will remain in place for approximately three days after leaving the entrenchment. You can leave and return to the entrenchment during this time without having to do any more digging or planting of pickets, thus avoiding any morale penalty. This makes an entrenched site an excellent base of operations for sieges or incursions into enemy territory. ip_siege_warfare|Siege Warfare ip_siege_warfare_text| One of the things missed in Warband was completely realistic siege warfare. A World of Ice and Fire exploits this to the fullest. Now when the player besieges a settlement two paths can be taken to subjugate the place by debilitation (hunger, diseases ...) and by assault.^^In the first case, the player's mission is to encircle the settlement (you need 200 or more men) and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy food reserves of the settlement. This type of action will take longer, but also prevent a large number of casualties.^^In the second case direct action is taken, provided assault equipment is available (ladders, battering ram, ramps, mantlets ...) or offensive actions (wearing down the defenders, burning their houses and walls ...). This is when the player feels ready to launch a full-scale assault to conquer the settlement. This type of action has the advantage that the place can be vanquished in a short amount of time, but usually at a very high cost of lives.^^In addition to the above, a new system of assault involving both types of siege tactics is also available. When the settlement has a port, the player may equip a fleet and block the port. The player can then choose to continue the siege until the surrender by debilitation, or lead an assault by sea.^^The complexity and characteristics of the new siege system is long, and the best thing is to discover and develop strategies for yourself. Welcome to Realistic Siege Warfare. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries at various harbours on the world map transport your party between two stations. While this is cheap when your party is small, it becomes more expensive with party size.^^To travel longer distances on the sea, one may travel from one port town to another. This can be initiated from the town menu or by talking to the shipwright in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the town menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When travelling by sea on the campaign map, you can always check the current weather. After clicking on the 'Camp' button, current conditions are shown on the left side. If the weather conditions change, you will be notified by a message in the lower left corner of the screen.^^On the one hand, windy weather is good for the speed of your ships on the campaign map and in sea battles. On the other hand, the chance that it will damage your ships also increases. Damage worsens the condition of a ship, slowing it or even destroying when the condition reaches 'Dangerous.' You may check the conditions of your ships by clicking on 'Camp' and then on 'Fleet.'^^Finally, the weather also determines the behaviour of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny. This ca be somewhat reversed if the player chooses Ironborn as his culture when he created his character.^^Some troops like Sailors and certain Ironborn troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^^With a reasonably large fleet, one may attack towns from their sea sides. To do so, simply click on the enemy port town and you will have option to attack it once you reach it without first disembarking. ip_ship_info|Ships ip_ship_info_text|Sooner or later, you'll want to invest in a ship. There are several reasons to do this. Over the long term, it is the cheapest form of sea travel. It gives you complete freedom in movement on the sea. It opens new opportunities for trading and raiding.^^On the other hand, there are downsides. First of all, a ship is expensive, and you will have to save up some money to afford one. Furthermore, a ship can carry only a limited amount of troops.^^Another important consideration is speed. With a faster ship, you will more successfully catch or flee from other ships. The speed of a ship is determined by its type and condition.^^Finally the wood used for ship construction affects its durability. While ships made of oak wood are very durable, ships made of Ash wood need to be repaired more often.^^When you feel ready to buy a ship, click on 'See the ships' in the town menu of a port town or talk to the shipwright. Port towns can have up to three ships for sale, but sometimes none are available. The type and amount of ships offered changes over time. To see your ship, you can click on 'See the ships' in the town menu or walk to its pier.^^In a port, one may customize the sail of a ship or paint any ship made of oak. There is one special sail which is reserved for the ships of the player. It can be changed with a dedicated graphic editor. For further information, see the 'Your Custom Sails' folder among the files of this mod.^^Once you have a ship, the shipwright will interact with you in a different way and won't hesitate to offer advice. Shipwrights also offer to custom build ships. Better ships may require special materials that you will need to obtain and bring with you. Better ships also require more time for their construction and the more talented shipwrights in Ironborn ports. The first seven ships you have built can be named freely in the ship customization menu.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Maesters in larger towns will treat these wounds for a price, after which they will heal within a few days. Any negative effects will then be removed.^^If a wound is not treated after some time, it will change to a scar, and the negative effects will then become permanent. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in A World of Ice and Fire, one has to pay attention to the many skills and attributes. Skills like persuasion and leadership are essential for trading, wages, lord and lady interaction, and forced conversion. Attributes such as intelligence and charisma are also essential in these activities, but will also affect your ability to marry or lead people.^^There are three important skills for the sea 'Sailing Master,' 'Navigation' and 'Looting.'^^One's Sailing Master level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sailing Master level of four.^^The Navigation skill allows one to travel faster on the sea. It is the naval equivalent of the Pathfinding skill on land (which, by the way, will not help on the sea).^^A higher Looting skill results in a higher chance of capturing enemy ships.^ ip_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the centre of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. Placement is overridden for any division the player chooses to personally head through the Formations Options menu.^^If the camp menu game option is set, divisions will rotate to face the enemy. Otherwise, they will maintain the facing that the player had when they were placed. ip_awoiaf_formations|Battle Keys and Orders ip_awoiaf_formations_text|Advanced Formations active with F4 in Battle, then ^F4 - Form ranks - with best troops up front,^F7 - Form square - no particular order,^F5 - Form shield wall - ranks with shields in front and longer weapons in back,^F6 - Form wedge - with best troops up front,^F8 - Break any current formation,^^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times.^Memorize Division Placement and Formation active with F2 in Battle, then ^F7 - Memorize relative position to player and formation,^F8 - Revert to default relative position to player and formation,^^Orders active with F5 in Battle, then ^F5 or Key Z - Order 'use onehand weapons',^F6 or Key T - Order 'use twohands and polearms weapons',^F7 or Key N - Order 'use ranged weapons',^F8 or Key O - Order 'don't use shields',^^Hold-F1 on an enemy division - and the divisions you have selected will attack it,^^Others ^key U - Battlecry (encourage your wounded troop's) - You need to have the 'Natural Leader' trait,^key B - Warcry (scare away enemies surrounding you) - You need to have the 'Warrior' trait,^key T - Use Fire arrows (your troops will light their arrows. Used for sieges and ship battles only),^Key H - Use to call your horse in battle,^key F6 - Skirmish order (your troops avoid the enemy, moving away as the enemy approaches),^key F9 - Order beginning or ending volley fire for archers,^Right Click + Left Click - Shield Bash. ip_wolf_companion|Wolf/Dog Companion ip_wolf_companion_text|On the battlefield, your wolf/dog is placed in division 9. The skills and abilities of your wolf/dog companion can be improved by giving him good food. ip_quarters|Quarters ip_quarters_text|Quarters allow you leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map ip_special_troops|Special Troops ip_special_troops_text|There are various special troops in A World of Ice and Fire that allow you to reap extra stats depending on the amount you have in your party.^^Below you can see the number needed ^^Hornmen^1+ = + 1 tactics^10+ = + 2 tactics^30+ = + 3 tactics^^Standard Bearers^1+ = + 1 leadership^10+ = + 2 leadership^30+ = + 3 leadership^^Religious Troops^1+ = + 1 surgery^10+ = + 2 surgery^30+ = + 3 surgery^^Vet Ironborn Reaver^5+ = + 1 looting^10+ = + 2 looting^40+ = + 3 looting^^Shepherd^1+ = + 1 foraging^10+ = + 2 foraging^30+ = + 3 foraging^^Unsullied^10+ = + 1 tactics^30+ = + 2 tactics^100+ = + 3 tactics^^Spy^5+ = + 1 spotting^10+ = + 2 spotting ip_wiki_and_forums|A World of Ice and Fire Wiki and Forums ip_wiki_and_forums_text|Don't forget to visit our wiki and forums for further information on this mod^- Forums https //www.aworldoficeandfire.co.uk/forum^- Wiki https //aworldoficeandfire.co.uk/wiki^- Patreon Page https //www.patreon.com/awoiaf^- Twitter @therealproduno^- YouTube https //www.youtube.com/user/produno^- ModDB Page https //www.moddb.com/mods/a-world-of-ice-and-fire ip_credits|Credits ip_credits_text|Please visit https //aworldoficeandfire.co.uk/wiki/index.php/Credits to see a full list of credits.
https://w.atwiki.jp/vocaloidenglishlyric/pages/106.html
【Tags Meiko Miriam shu-tP tC C】 Original Music Title Close My Eyes Music and lyrics written, Voice edited by shu-tP Music arranged by shu-tP Main Singer Meiko, Chorus Miriam Click here for the Japanese Lyrics English Lyrics (translated by Minato777): Every time I touch, I feel wistful We still have and share the feeling Hold the feeling you forgot Tightly in your hand (Forever) I love you (Forever) I believe you The words thrown in the sky is still ringing in the memory (Forever) I love you (Forever) I ll never forget Anyday, whenever I close my eyes, you are there I want to be by your side just a little more The dawn is coming nearby Don t let go of my hand you hold Not to be washed away (Forever) I love you (Forever) I believe you The words thrown in the sky is still ringing in the memory (Forever) I love you (Forever) I ll never forget Anyday, whenever I close my eyes, you are there Romaji lyrics (transliterated by yourvocaloidsongdatabase): Fureru tabini setsuna kunaru tsunaga tteiru tsuzu iteru wasure teita kono omoi wo tsuyoku nigiri shimete (Itsumademo) Aishi teru (Itsumademo) Shinji teru Ano sora he nage ta kotoba wa kioku ni hibii teru (Itsumademo) Aishi teru (Itsumademo) Wasure nai Itsuno hi mo hitomi toji reba soko niwa kimi ga iru Mou sukoshi dake sobaniitai chikadu iteru yo akemae kasame ta te wo hanasa naide nagasa renai youni (Itsumademo) Aishi teru (Itsumademo) Shinji teru Ano sora he nage ta kotoba wa kioku ni hibii teru (Itsumademo) Aishi teru (Itsumademo) Wasure nai Itsuno hi mo hitomi toji reba sokoniwa kimi ga iru (Itsumademo) Aishi teru (Itsumademo) Shinji teru Ano sora he nage ta kotoba wa kioku ni hibii teru (Itsumademo) Aishi teru (Itsumademo) Wasure nai Itsuno hi mo hitomi toji reba soko niwa kimi gairu
https://w.atwiki.jp/touhoukashi/pages/3306.html
【登録タグ Liz Triangle M lily-an reunion デザイアドライブ 曲】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); } rt { font-family Arial, Verdana, Helvetica, sans-serif; } /** Main table styling **/ #trackinfo, #lyrics { font-family Noto Sans JP , sans-serif; font-weight 350; } .track_number { font-family Rockwell; font-weight bold; } .track_number after { content . ; } #track_args, .amp_text { display none; } #trackinfo { position relative; float right; margin 0 0 1em 1em; padding 0.3em; width 320px; border-collapse separate; border-radius 5px; border-spacing 0; background-color #F9F9F9; font-size 90%; line-height 1.4em; } #trackinfo th { white-space nowrap; } #trackinfo th, #trackinfo td { border none !important; } #trackinfo thead th { background-color #D8D8D8; box-shadow 0 -3px #F9F9F9 inset; padding 4px 2.5em 7px; white-space normal; font-size 120%; text-align center; } .trackrow { background-color #F0F0F0; box-shadow 0 2px #F9F9F9 inset, 0 -2px #F9F9F9 inset; } #trackinfo td ul { margin 0; padding 0; list-style none; } #trackinfo li { line-height 16px; } #trackinfo li nth-of-type(n+2) { margin-top 6px; } #trackinfo dl { margin 0; } #trackinfo dt { font-size small; font-weight bold; } #trackinfo dd { margin-left 1.2em; } #trackinfo dd + dt { margin-top .5em; } #trackinfo_help { position absolute; top 3px; right 8px; font-size 80%; } /** Media styling **/ #trackinfo .media th { background-color #D8D8D8; padding 4px 0; font-size 95%; text-align center; } .media td { padding 0 2px; } .media iframe nth-of-type(n+2) { margin-top 0.3em; } .youtube + .nicovideo, .youtube + .soundcloud, .nicovideo + .soundcloud { margin-top 0.75em; } .media_section { display flex; align-items center; text-align center; } .media_section before, .media_section after { display block; flex-grow 1; content ; height 1px; } .media_section before { margin-right 0.5em; background linear-gradient(-90deg, #888, transparent); } .media_section after { margin-left 0.5em; background linear-gradient(90deg, #888, transparent); } .media_notice { color firebrick; font-size 77.5%; } /** Around track styling **/ .next-track { float right; } /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; const rPagename = /(?=^|.*
https://w.atwiki.jp/hiroyuki12/pages/94.html
.emacs (Fedora 10) ;=================================== ;; load path ;=================================== (setq load-path (cons "~/.lisp/" load-path)) (require auto-complete) (global-auto-complete-mode t) (require anything-config) ;==================================== ;;; キーバインド ;==================================== (define-key global-map "\C-h" delete-backward-char) ; 削除 (define-key global-map "\M-?" help-for-help) ; ヘルプ (define-key global-map "\C-z" undo) ; undo (define-key global-map "\C-ci" indent-region) ; インデント (define-key global-map "\C-c\C-i" dabbrev-expand) ; 補完 (define-key global-map "\C-c;" comment-region) ; コメントアウト (define-key global-map "\C-c " uncomment-region) ; コメント解除 (define-key global-map "\C-o" toggle-input-method) ; 日本語入力切替 (define-key global-map "\C-\\" nil) ; \C-\の日本語入力の設定を無効にする (define-key global-map "\C-c " other-frame) ; フレーム移動 ;==================================== ;;; 消すやつ ;==================================== ;(menu-bar-mode 0) (tool-bar-mode 0) (setq inhibit-startup-message t) (setq initial-scratch-message "");;バージョンによっては nil だと消えない時ある (fringe-mode 0);;ムカつくから消してる ;==================================== ;;; 色とか見た目とか ;==================================== (set-background-color "Gray12") (set-foreground-color "LightGray") (set-cursor-color "Gray") (set-face-attribute mode-line nil box nil background "HotPink") (set-scroll-bar-mode right) (show-paren-mode t) (blink-cursor-mode 0) (column-number-mode t) (line-number-mode) ;==================================== ;;;バックアップとか ;==================================== (setq backup-inhibited t) (setq delete-auto-save-files t) (setq delete-auto-save-files t) (setq completion-ignore-case t);;大文字小文字ムシ ;==================================== ;;; 行数表示 ;==================================== (custom-set-variables (line-number-mode t) (column-number-mode t) ) ;==================================== ; 最近使ったファイル」を(メニューに)表示する ;==================================== ; M-x recentf-open-files で履歴一覧バッファが表示される。 (require recentf) ;;http //homepage.mac.com/zenitani/elisp-j.html#recentf ;; /sudo hogehoge などが履歴に残っていると、起動時に毎回パ ;; スワードを聞いてくるのでその履歴だけを削除する。 ;;(setq recentf-exclude ("^/[^/ ]+ ")) ;;tramp対策。 (setq recentf-auto-cleanup never) ;;tramp対策。 (recentf-mode 1) ;;;==================================== ;;;; Buffer 設定 ;;;=================================== ;;; iswitchb は、バッファ名の一部の文字を入力することで、 ;;; 選択バッファの絞り込みを行う機能を実現します。 ;;; バッファ名を先頭から入力する必要はなく、とても使いやすくなります。 (iswitchb-mode 1) ;;iswitchbモードON ;;; C-f, C-b, C-n, C-p で候補を切り替えることができるように。 (add-hook iswitchb-define-mode-map-hook (lambda () (define-key iswitchb-mode-map "\C-n" iswitchb-next-match) (define-key iswitchb-mode-map "\C-p" iswitchb-prev-match) (define-key iswitchb-mode-map "\C-f" iswitchb-next-match) (define-key iswitchb-mode-map "\C-b" iswitchb-prev-match))) (global-set-key "\C-x\C-b" bs-show) ;;bs-showでバッファ選択する。 ;==================================== ;;shift+矢印キーでの範囲選択 ;==================================== (pc-selection-mode) ;==================================== ;;全角スペースとかに色を付ける ;==================================== (defface my-face-b-1 (*1)) nil) (defface my-face-b-1 (*2)) nil) (defface my-face-b-2 (*3)) nil) (defface my-face-b-2 (*4)) nil) (defface my-face-u-1 (*5)) nil) (defvar my-face-b-1 my-face-b-1) (defvar my-face-b-2 my-face-b-2) (defvar my-face-u-1 my-face-u-1) (defadvice font-lock-mode (before my-font-lock-mode ()) (font-lock-add-keywords major-mode ( (" " 0 my-face-b-1 append) ("\t" 0 my-face-b-2 append) ("[ ]+$" 0 my-face-u-1 append) ))) (ad-enable-advice font-lock-mode before my-font-lock-mode) (ad-activate font-lock-mode) (add-hook find-file-hooks (lambda () (if font-lock-mode nil (font-lock-mode t)))) ;==================================== ;;; タイトルバーにファイル名を表示する ;==================================== (setq frame-title-format (format "%%f" (system-name))) ;==================================== ;;; Ctrl + v で貼り付け ;==================================== (defun win-sel () (if (or (null (mark t)) (not mark-active)) (setq win-sel-v nil)) win-sel-v) (defun win-paste () (interactive) (if (win-sel) (delete-region (region-beginning) (region-end))) (yank)) (global-set-key "\C-v" win-paste) .emacs.my.el ;;; キーバインド (define-key global-map "\C-h" delete-backward-char) ; 削除 (define-key global-map "\M-?" help-for-help) ; ヘルプ (define-key global-map "\C-z" undo) ; undo (define-key global-map "\C-ci" indent-region) ; インデント (define-key global-map "\C-c\C-i" dabbrev-expand) ; 補完 (define-key global-map "\C-c;" comment-region) ; コメントアウト (define-key global-map "\C-c " uncomment-region) ; コメント解除 (define-key global-map "\C-o" toggle-input-method) ; 日本語入力切替 (define-key global-map "\C-\\" nil) ; \C-\の日本語入力の設定を無効にする (define-key global-map "\C-c " other-frame) ; フレーム移動 ;;; 行数表示 (custom-set-variables (line-number-mode t) (column-number-mode t) ) ;;; 消すやつ (menu-bar-mode 0) (tool-bar-mode 0) (setq inhibit-startup-message t) (setq initial-scratch-message "");;バージョンによっては nil だと消えない時ある (fringe-mode 0);;ムカつくから消してる