約 4,625,736 件
https://w.atwiki.jp/stones/pages/411.html
August 4, 1992 ■Countdown to Midnight (2CDR/disc 2) Coast 2 Coast C2C 07 October 16, 1992 ■Happy Woody (1CDR) New Britain, October 28, 1992 ■New Britain 1992 (2CDR) no credit (no artwork) New Heaven, October 30, 1992 ■New Heaven 92 (2CDR) no credit (no artwork) October 31, 1992 ■Woody s Halloween Party (1CDR) no credit Electric Ladyland, New York City, New York, November 2, 1992 (Soundboard Recording)■Pretty Beat Up (1CD) The Swingin Pig TSP-CD-154 ■Gunslinger (1CD) Kisses De Luxe Kiss No.27 November 4, 1992 ■Looking Fosy at the Rosy Revisited (1CDR) no credit (no artwork) St. Petersburg, November 6, 1992 ■St. Petersburg 92 (1CDR) no credit (no artwork) Terrace, Austin, Texas, November 13, 1992 ■Live in Austin (1CD) The Swingin Pig TSP-CD-203 ■Austin 13-11-92 (2CDR) no credit (no artwork) Santa Anna, November 18, 1992■Santa Anna 92 (2CDR) no credit (no artwork) The Vic, Chicago, November 27, 1992 ■At The Vic Chicago (2CDR) no credit (no artwork) Philadelphia, December 5, 1992■Philadelphia 92 (2CDR) no credit (no artwork) BACK / NEXT
https://w.atwiki.jp/bitmessage/pages/21.html
test -- (test) 2015-09-17 08 48 55
https://w.atwiki.jp/cosmichistory/pages/88.html
Pictures are part of the software layer of the mind. They are to the mind what JPG files are to a hard disk. There seems to be a hardware layer behind pictures. The other day, I looked at a picture and tried poking a hole in it by erasing only the centeral area of the picture. Through the hole I saw another picture, which I treated the same way. After getting through several pictures, I came to a place where I saw a black object having on its surface tiny holes glowing in pale blue. When I looked into one of those pale blue holes, I found myself in another body walking in an unfamiliar city. I wasn t able to move that body around, but I received what it perceived.
https://w.atwiki.jp/asakuriseries/pages/215.html
※このページは編集中です。 Surveillance Report The Desmond Files(監査レポート:デズモンド・ファイル) File 30-58 // 1–31 October 2012 // 2012年10月1-31日 File 30 // 1 October 2012 // 2012年10月1日 File 31 // 2 October 2012 // 2012年10月2日 File 32 // 3 October 2012 // 2012年10月3日 File 33 // 4 October 2012 // 2012年10月4日 File 34 // 5 October 2012 // 2012年10月5日 File 35 // 6 October 2012 // 2012年10月6日 File 36 // 8 October 2012 // 2012年10月8日 ◀:File 1-29 ー File 59-85:▶(未作成) Surveillance Report The Desmond Files Top [部分編集] File 30 // 1 October 2012 // 2012年10月1日 Local Headlines(地元紙) 地元紙 The Corriere di Monteriggioni reported a few articles concerning the events of the past month. A translation of the paper can be found below コリエーレ・ディ・モンテリジョーニ紙は、前月の出来事についていくつか報じた。下記はその新聞記事の翻訳である: Violence on the rise in Monteriggioni(モンテリジョーニで暴力事件) In the last month the flow of tourists has considerably increased, to the delight of merchants and landlords in the city. But not all that glitters is gold over the last week there have been three burglaries and a fight between a British tourist and a worker of the place. What is happening to our peaceful community? 先月、観光客が大幅に増加し、商店の店主たちは歓喜している。しかし、注目すべきものは金だけだけではない。先週、3件の強盗事件、および英国人観光客と地元労働者との間で喧嘩があった。いったいこの平穏な地域で何が起こっているのだろうか? Explorers of graves grow(遺跡発掘家育つ) Tuscany is a true paradise for archaeologists and restorers. This time, however, the shovels were taken up by some students from Monteriggioni, led by Professor Tresisani, who began to dig for buried treasure in courtyards. トスカーナは、考古学者と修復師にとって真の楽園である。シャベルを持つのはトレシアーニ教授率いるモンテリジョーニ出身の地元の学生たちだ。彼らによって中庭の発掘作業が進められている。 The economic crises strikes our banks(経済危機が我々の銀行を襲う) The Monte dei Paschi di Siena has recorded losses of € 1.6 billion in the first six months of 2012, but the oldest bank in the world is not the only one to suffer because of the economic crisis. Yesterday, the People s Bank of Monteriggioni revealed to be passive. What are the consequences? モンテ・デイ・パスキ・ディ・シエナ銀行は2012年前半期で16億€の損失を計上している。しかし、世界で最も古いこの銀行も経済危機に苦しんではいられない。昨日、モンテリジョーニの民間銀行が無利息による貸し付けを発表した。どう影響するだろうか? A welcome return(帰国歓迎) Professor Ilario Lannotti, brother of our esteemed councilor, spent several weeks at the University of California working on the ENCODE project. Now the professor has returned to hold a series of conferences in various Italian universities on the subject of new frontiers in DNA researching. 我々が尊敬すべき、わが同国の地方議員イラリオ・ラノッティ教授は、ENCODEプロジェクトのためカリフォルニア大学で数週間過ごされていた。教授は現在DNA研究でのあらたなフロンティアに関してイタリアの大学で一連の会議を開くため帰国されている。 Wine sale advertisement(ワインセール広告) At the Riva Wine Bar s - Deals The best Tuscan wine at truly incredible prices. This week only! リヴァ・ワイン・バー - お買い得情報 本当に信じられないほどの価格で最高のトスカーナワインを。今週だけ! ▲ [部分編集] File 31 // 2 October 2012 // 2012年10月2日 Gare de Valence(ヴァランス駅) ウィリアムのSMS At 2 28pm, William sent an SMS from the railway station in the town of Valence telling Harlan that he was "blending in southern France". 午後2時28分、ウィリアムはヴァランスの町の駅から、ハーラン宛てて「南フランスに着いた」とSMSを送った。 ▲ [部分編集] File 32 // 3 October 2012 // 2012年10月3日 Flughafen Zürich(チューリッヒ空港) ウィリアムのSMS At 6 48pm, William sent Harlan an SMS message from Zurich Airport in Switzerland saying that William would see Adriano the following day. 午後6時48分 ウィリアムはスイス、チューリッヒ空港から明日アドリアーノと会うとハーランにSMSを送った。 ▲ [部分編集] File 33 // 4 October 2012 // 2012年10月4日 Hang In There(頑張ってくれたまえ) ヴィディック博士からルーシーへのメール At 8 00 pm, Warren Vidic sent Lucy an e-mail regarding Desmond s progress, using the name "William M." again. 午後8時、ウォーレン・ヴィディック博士は、「ウィリアム M.」の名前を使用して、再びルーシーにデズモンドの進捗についてメールを送信している。 ▲ [部分編集] File 34 // 5 October 2012 // 2012年10月5日 Roaming The High Seas(大海原をさまよう) アサシンの船 The following data was recorded from somewhere in the Pacific Ocean at 9 54pm. 午後9時54分、以下の通話データが太平洋のどこかで記録された。 DATA TRANSCRIPT LEVEL 3 ........................................... Cell Tower Grid 31HP152EP ........................................... UTC 20121005T215438Z ........................................... [outgoing transmission] [caller id = private]([発信者番号 = 非通知]) [-] Yes? (はい?) [+] William. Gav– [signal interrupted] –trouble reachi– [signal interrupted] –still off the– [signal interrupted] –wait– [signal interrupted] (ウィリアム。ギャビ- [信号途絶] -をかけるな- [信号途絶] -黙って離れてそれ- [信号途絶] -待て- [信号途絶]) [-] Hello? Gavin? (もしもし?ギャビン?) [+] [static] Hold on. [static] I m back. Hello? Can you hear me? ([雑音] まだ切るな [雑音] もしもし?俺の声が聞こえてるか?) [-] Yes. Much better, thanks. What s going on? (あぁ、だいぶ良くなった、ありがとう。どうした?) [+] You know, roaming the high seas, plundering and pillaging, a girl in every port. That sort of thing. Just calling to give you an update. It s been too long. (もう知ってると思うが、今、海の上を放浪中でね、この辺りの港の女全員を略奪してってそんなところか。状況を整理しよう。 ちょうど久しぶりに近況を報告しに連絡しようとしたところだ。) [-] It has. Adriano kept me in the loop. No news from our friends down under? (待っていたぞ。アドリアーノが教えてくれていた。地球の裏側の友人たちからなにか知らせは?) [+] No good news, if that s what you mean. We had time to check things out. I... I did it myself, Bill. [pause] They ve all been eliminated. (それならお前の思う良い知らせはない。行ってみたんだが、自分自身でな…ビル。[間] 彼らは全員排除された。) [-] Shit! [pause] What about Osaka? (クソッ! [間] 大阪は?) [+] The team lost their tail and made contact, as planned. Secured a new safe house yesterday... Well, not quite new. We haven t used that one in a while. You know the place. You ve been there before, in 98. (追跡者をまいて連絡を取ってきた。計画通り昨日新しいセーフハウスを確保した… 新しくはないが、しばらく使われてない。お前も98年頃そこへ行ったことがあるはずだ。) [-] Right. Glad to hear it. (よかった。それを聞けてうれしい。) [+] As for Moscow, they re still searching. (モスクワに関してはまだ調査中だ。) [-] Let s hope this isn t a dead end. (生きていることを願おう。) [+] Keeping our fingers crossed. It s a promising lead, Bill. Give them time. What s the word on your end? Adriano... (うまく行くよう祈っている。これは有望な手がかりだ。ビル、彼らに時間をやってくれ。なにか話はないか? アドリアーノは...?) [-] He s fine. His condition has much improved. He swears he feels 20 years younger. (彼は大丈夫だ。具合も良くなってきている。20歳ほど若く見えるよ。) [+] Good. (よかった。) [-] I m with his cell now. We re safe and sound. Monitoring the team. They re still at the Villa, but they ve made unbelievable progress. You wouldn t believe it, Gavin. I ll send you a full report. (彼は今、私のチームと一緒だ。安全かつしっかりしてる。チームをよく見てる。我々はまだヴィラにいるが、 信じられないほど進展した。見ても信じないだろうな。詳細なレポートを送ろう。) [+] Perfect. (完璧だ。) [-] Keep this to yourselves for now. The last thing we want... Well, you know. (今のところ、君だけにとどめておいてくれ。我らが望む最後のこと…君はそれが分かってる。) [+] Of course. (もちろんだ。) [-] Alright. Thanks for calling. I ll talk to you soon, old friend. (わかった。電話をありがとう。すぐ旧友に話をしよう。) [+] Take care, Bill. (気をつけろよビル。) [-] Happy plundering. (よい略奪を。) ▲ [部分編集] File 35 // 6 October 2012 // 2012年10月6日 With The Others(他の味方) ウィリアムからショーンへのメール ウィリアムからショーンへのメールの続き At 10 59 pm, William Miles sent Shaun an e-mail with an update concerning several Assassin teams across the globe. 午後10時59分 ウィリアムは、ショーンに世界中に存在する他のアサシンチームに関する最新情報をメールで送った。 ▲ [部分編集] File 36 // 8 October 2012 // 2012年10月8日 More Headlines(多くの見出し) 地元紙 The Corriere di Monteriggioni reported a few more articles concerning the events of the past week. A translation of the paper can be found below コリエーレ・ディ・モンテリジョーニ紙(Corriere di Monteriggioni)は、この一週間の出来事について報じている。以下はその翻訳である: Medici Week(メディチ・ウィーク) by Antonio Russo 主催:アントニオ・ルッソ In order to celebrate the issuing of a postage stamp depicting Anna Maria Luisa de Medici, the city council, in collaboration with local artists and craftsmen, invites you to the Medici Week, a series of events dedicated to Renaissance and contemporary art. アンナ・マリア・ルイサ・デ・メディチを描いた郵便切手の発行を祝い、開催されるメディチ・ウィークにあなたをご招待。メディチ・ウィークは、市評議会と現地のアーティストや職人が協力して開催するルネッサンスと現代美術をテーマにした一連のイベントである。 The future of ice cream(アイスクリームの未来) As we approach the opening of the first museum dedicated to ice-cream, the result is a true revolution in taste. In fact, in flavors! A new generation of ice-cream makers in town has indeed decided to challenge tradition, creating ice cream with gorgonzola cheese, green pepper and even lobster and vodka. Which will you choose? アイスクリームを専門とする初めての博物館の開場が近づくことで、もたらされるものそれは味の革命である。その風味はまさにアイスクリームのルネッサンス!新世代は伝統に疑問を抱き、挑戦し、ゴルゴンゾーラチーズ、ピーマンやロブスター、ウォッカにいたるまアイスクリームにしてきた。あなたはどちらを選ぶだろうか? Villa Auditore for sale?(ヴィラ・アウディトーレ売却か?) The historic villa, acquired in the fourteenth century by Domenico Auditore, has belonged to his heirs until the turn of the sixteenth century. Since then, it has fallen into disrepair, but signs of recent activity suggest that it may be for sale. Even Villa Auditore will end up in foreign hands? ドメニコ・アウディトーレによって14世紀に建設された歴史的邸宅は、16世紀の変わり目まで彼の子孫が所有していた。それ以来破損したままになっていた。しかし最近になり売却の兆しがみられる。ヴィラ・アウディトーレでさえ外国人が手にすることになるのだろうか? Herne+ Advertisement(ヘルネ+ 広告欄) Energy supplement without aromas or taste the push you need to get out of the ordinary! 味も香りも無いエネルギーサプリメントです:平凡な日常から飛び出そう! Powered by Abstergo. アブスターゴより提供 Voicemail(ボイスメール) The following data was recorded from a cell phone tower near from Monteriggioni at 10 51pm. 午後10時51分、以下の通話データがモンテリジョーニ近くの携帯電話用通信塔から記録された。 DATA TRANSCRIPT LEVEL 3 ........................................... Cell Tower Grid 43KP11EP ........................................... UTC 20121008T225106Z ........................................... [outgoing transmission]([外部への送信]) [caller id = stillman, lucy](発信者番号 = スティルマン, ルーシー) [-] You have reached the office of Doctor Warren Vidic. At the tone, please leave a message. For more options, press 1. [bip] (ウォーレン・ヴィディック博士のオフィスです。発信音の後にメッセージを残してください。その他オプションは1を押して 下さい。[ピー]) [+] It s Lucy. I realize this is a security breach, but we can t keep Desmond in the Animus forever. If we push too hard I fear for him. Maybe not for his life, but his sanity. I don t think I can handle another 16. Please, get back to me. (ルーシーです。セキュリティ違反なのはわかっていますが、このままデズモンドをアニムスに入れておくことは出来ません。 これ以上彼を酷使したら、私は彼の命と正気が心配なんです。もう、16号のようにはできません。ご連絡お待ちしています。) ▲
https://w.atwiki.jp/bitmessage/pages/22.html
test -- (test) 2015-09-17 08 49 10 test -- (test) 2015-09-17 08 49 15
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
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Perspective Window The perspective window allows you to go into the scene to view it from any direction. Or, you can lock the perspective view to the tracked camera view. You can build a collection of test or stand-in objects to evaluate the tracking. Later, we’ll see that it enables you to assemble tracker locations into object models as well. The perspective window is controlled by a right-click menu, where different mouse modes can be selected. The middle mouse button can always be used for general navigation using the control and ALT variations. The left mouse button may be used instead, with the same variations, when the Navigation mode is selected. Image Overlay The perspective window can be used to overlay inserted objects over the live imagery, much like the camera view. Select Lock to Current Camera to lock or release, or use the ‘L’ key. Note that when the view is locked to the camera, you can not move or rotate the camera, or adjust the field of view. The perspective window is designed to work only with undistorted imagery the perspective view always shows the view with an ideal, undistorted camera, even if SynthEyes has calculated a lens distortion value. This reflects the essential difference between the camera and perspective views the camera view shows the source footage as is, and distorts all 3-D geometry to match. The perspective view shows the 3-D world as is, and would have to dynamically un-distort the footage in order to make everything line up. Rather than trying to do that while you use the perspective window, it requires that you un-distort the footage previously, if necessary. Navigation In navigation mode, with the left mouse button, or any time using the middle mouse button, dragging will pan the display. Control-dragging will cause the camera to look around in different directions, without translating. Control-ALT-dragging will truck the camera forwards or backwards. ALT-dragging will cause the camera to orbit. The center of the orbit will be the center of any selected vertices in the current edit mesh (more on that later), around a selected object, or around a point in space directly ahead of the camera. The mouse s scroll wheel will change the view s field of view if it is not locked to the camera, or if it is, it will change the current time. If locked, shift-scrolling will zoom the time bar. If you hold down the Z or ‘/” (apostrophe/double-quote) key when left-clicking, the mouse mode will temporarily change to be navigation mode; the mode will switch back when the mouse button is released. You can also switch to navigate mode using the ‘N’ key. So it is always pretty easy to navigate. Creating Objects Create objects on the perspective window grid with the Create mesh object mode. Use the 3-D panel or right-click menu to control what kind of object is created. Selecting an object type from the right-click menu launches the creation mode immediately. If the SynthEyes user interface is set so that a moving object is active on the Shot menu, the created object will be attached to that object. The Duplicate Mesh script on the Script menu can clone and offset a mesh, so you can create a row of fence posts quickly, for example. Moving and Rotating Objects When an object is selected, handles appear. You can either drag the handle to translate the object along the corresponding axis, or control-drag to rotate around that axis. The handles appear along the main coordinate system axes by default, so for example, you can always drag an object vertically no matter what its orientation. However, if you select Local-coordinate handles on the right-click menu, the handles will align with the object s coordinate system, so that you can translate along a cylinder s axis, despite its orientation. Additionally, for cameras or moving objects, you can select Path-relative handles, so you can adjust along or perpendicular to the path. Placing Seed Points and Objects In the Place mode, you can slide the selected object around on the surface of any existing mesh objects. For example, place a pyramid onto the top of a cube to build a small house. You can also use the place mode to put a tracker s seed/lock point onto the surface of an imported reference head model, for example, to help set up tracking for marginal shots. For this latter workflow, set up trackers on the image, import the reference model. Go to the Camera and Perspective viewport configuration. Set the perspective view to Place mode. Select each tracker in the camera view, then place its seed point on the reference mesh in the perspective view. You can reposition the reference mesh however you like in the perspective view to make this easy—it does not have to be locked to the source imagery to do this. This work should go quite quickly. If you need to place trackers (or meshes) at the vertices of the mesh, not on the surface, hold the control key down as you use the place mode, and the position will snap onto the vertices. Grid Operations The perspective window s grid is used for object creation and mesh editing. It can be aligned with any of the walls of the set floor, back, ceiling, etc. A move-grid mode translates the grid, while maintaining the same orientation, to give you a grid 1 meter above the floor, say. A shared custom grid position can be matched to the location of several vertices or trackers using the right-click|Grid|To Facets/Verts/Trackers menu item. If 3 trackers (or vertices) are selected, the grid is moved into the plane defined by the three. If two are selected, the grid is rotated to align the side-to-side axis along the two. If one is selected, the grid slides to put that tracker at the origin. So by repeatedly selecting some trackers(vertices) and using this menu command, the grid can be aligned as desired. You can easily create an object on the plane defined by any 3 trackers by selecting them, aligning the grid to the trackers, then creating the object, which will be on the grid. You can toggle the display of the grid using the Grid/Show Grid menu item, or the ‘G’ key. Shadows The perspective window generates shadows to help show tracking quality and preview how rendered shots will ultimately appear. The 3-D panel includes control boxes for Cast Shadows and Catch Shadows. Most objects (except for the Plane) will cast shadows by default when they are created. If there are no shadow-catching objects, shadows will be cast onto the ground plane. This may be more or less useful, depending on your ground plane; if the ground is very irregular or non-existent, this will be confusing. If there are shadow-catching objects defined, shadows will be cast from shadow-casting objects onto the shadow-catching objects. This can preview complex effects such as a shadow cast onto a rough terrain. Shadows may be disabled from the main View menu, and the shadow black level may be set from the Preferences color settings. The shadow enable status is “sticky” from one run to the next, so that if you do not usually use it, you will not have to turn it off each time you start SynthEyes. Note that as with most OpenGL fast-shadow algorithms, there can be shadow artifacts in some cases. Final shadowing should be generated in your 3-D rendering application. Note that the camera viewport does not display shadows by design. Edit Mesh The perspective window allows meshes to be constructed and edited, which is discussed in Building Meshes from Tracker Positions. One mesh can be selected as an edit mesh at any time―select a mesh, then right-click Set Edit Mesh or hit the ‘M’ key. Preview Movie After you solve and add a few test objects, you can render a test Quicktime movie (except on Win64) or a BMP, Cineon, DPX, JPEG, OpenEXR, PNG, SGI, or Targa sequence (also TIFF on Mac). While the RAM-based playback is limited by the amount of RAM, and has a simplified drawing scheme to save time, the preview movie supports anti-aliasing. The movie playback can later run at the full rate regardless of length. Right-click in the perspective window to bring up the menu and select the Preview Movie item to bring up a dialog allowing the output file name, compression settings, and various display control settings to be set. Usually you will want to select square pixel output for playback on computer monitors in Quicktime; it will convert 720x480 source to 640x480, for example, so that the preview will not be stretched horizontally. If you are making a Quicktime movie, be sure to bring up the compression settings and select something, Quicktime has no default and may crash if you do not select something. Also, different codecs will have their own parameters and requirements. Important Tip the H.264 codec requires that the Key every N frames checkbox be off, and the limit data-rate to 90 kb/sec checkbox be off otherwise there will be only one frame. Similarly, image files used in a sequence may have their own settings dialog. Note that image sequences written from the Preview Movie are always 8 bit/channel with no alpha. You can re-write image sequences at 16 bit and including an alpha channel using the Image Preprocessor (again depending on details of the source and output file format). Technical Controls The Scene Settings dialog contains many numeric settings for the perspective view, such as near and far camera planes, tracker and camera icon sizes, etc. You can access the dialog either from the main Edit menu, or from the perspective window s right-click menu. By default, these items are sized proportionate to the current “world size” on the solver control panel. Before you go nuts changing the perspective window settings, consider whether it really means that you need to adjust your world size instead!
https://w.atwiki.jp/warband/pages/311.html
qst_deliver_message|Deliver the Message to {s13} qst_deliver_message_to_enemy_lord|Deliver the Message to {s13} qst_raise_troops|Raise {reg1} {s14} qst_escort_lady|Escort {s13} to {s14} qst_deal_with_bandits_at_lords_village|Save the Village of {s15} from Marauding Bandits qst_collect_taxes|Collect Taxes from {s3} qst_hunt_down_fugitive|Hunt Down {s4} qst_bounty_1|Hunt down {s4} qst_bounty_1_text|The {s9} of {s14} asked you to hunt down the fugitive named {s4}. He is currently believed to be at {s3}. qst_bounty_2|Hunt down {s4} qst_bounty_2_text|The {s9} of {s14} asked you to hunt down the fugitive named {s4}. He is currently believed to be at {s3}. qst_bounty_3|Hunt down {s4} qst_bounty_3_text|The {s9} of {s14} asked you to hunt down the fugitive named {s4}. He is currently believed to be at {s3}. qst_bounty_4|Hunt down {s4} qst_bounty_4_text|The {s9} of {s14} asked you to hunt down the fugitive named {s4}. He is currently believed to be at {s3}. qst_bounty_5|Hunt down {s4} qst_bounty_5_text|The {s9} of {s14} asked you to hunt down the fugitive named {s4}. He is currently believed to be at {s3}. qst_bounty_6|Hunt down {s4} qst_bounty_6_text|The {s9} of {s14} asked you to hunt down the fugitive named {s4}. He is currently believed to be at {s3}. qst_kill_local_merchant|Assassinate the Local Merchant at {s3} qst_bring_back_runaway_serfs|Bring Back the Runaway Serfs qst_follow_spy|Follow the Spy to the Meeting qst_capture_enemy_hero|Capture a Lord from {s13} qst_lend_companion|Lend Your Companion {s3} to {s9} qst_collect_debt|Collect the Debt {s3} Owes to {s9} qst_incriminate_loyal_commander|Incriminate the Loyal Commander of {s13}, {s16} qst_meet_spy_in_enemy_town|Meet the Spy in {s13} qst_capture_prisoners|Bring {reg1} {s3} Prisoners qst_deliver_love_letter|Deliver Message to {s13} qst_deliver_letter|Deliver a love letter to {s13} qst_steal_amirmoez_treasure|Hakkon Maximus has requested you steal a Gilded Hakkon Royal Poleaxe qst_lq1|Faris of the Galwe Library has asked you to find an account of the Battle of Halfith. qst_lend_surgeon|Lend Your Surgeon {s3} to {s1} qst_follow_army|Follow {s9}'s Army qst_report_to_army|Report to {s13}, the Marshall qst_deliver_cattle_to_army|Deliver {reg3} Heads of Cattle to {s13} qst_join_siege_with_army|Join the Siege of {s14} qst_screen_army|Screen the Advance of {s13}'s Army qst_scout_waypoints|Scout {s13}, {s14} and {s15} qst_rescue_lord_by_replace|Rescue {s13} from {s14} qst_deliver_message_to_prisoner_lord|Deliver the Message to {s13} at {s14} qst_duel_for_lady|Challenge {s13} to a Trial of Arms qst_duel_courtship_rival|Challenge {s13} to a Trial of Arms (Optional) qst_duel_avenge_insult|Challenge {s13} to a Trial of Arms qst_move_cattle_herd|Move the Cattle Herd to {s13} qst_escort_merchant_caravan|Escort the Merchant Caravan to {s8} qst_deliver_wine|Deliver {reg5} Units of {s6} to {s4} qst_troublesome_bandits|Hunt Down the Troublesome Bandits qst_kidnapped_girl|Ransom the Girl from Bandits qst_persuade_lords_to_make_peace|Make Sure Two Lords Do Not Object to Peace qst_deal_with_looters|Deal with Looters qst_deal_with_night_bandits|Deal with the Night Bandits qst_deliver_grain|Bring wheat to {s3} qst_deliver_cattle|Deliver {reg5} Heads of Cattle to {s3} qst_train_peasants_against_bandits|Train the Peasants of {s13} Against Bandits. qst_give_troops_to_village|Give {s13} sufficient troops or protect them. qst_escort_scholars|Escort the Scholars to {s8} qst_escort_scholars_text|Escort the scholars to the town of {s8}. qst_eliminate_bandits_infesting_village|Save the Village of {s7} from {s8} qst_visit_lady|Visit Lady qst_formal_marriage_proposal|Formal Marriage Proposal qst_obtain_liege_blessing|Formal Marriage Proposal qst_wed_betrothed|Wed Your Betrothed qst_wed_betrothed_female|Wed Your Betrothed qst_join_faction|Give Oath of Homage to {s1} qst_rebel_against_kingdom|Help {s13} Claim the Throne of {s14} qst_consult_with_minister|Consult With Minister qst_organize_feast|Organize Feast qst_resolve_dispute|Resolve Dispute qst_offer_gift|Procure Gift qst_denounce_lord|Denounce Lord qst_intrigue_against_lord|Intrigue against Lord qst_track_down_bandits|Track Down Bandits qst_track_down_provocateurs|Track Down Provocateurs qst_retaliate_for_border_incident|Retaliate for a Border Incident qst_raid_caravan_to_start_war|Attack a Neutral Caravan to Provoke War qst_cause_provocation|Give a Kingdom Provocation to Attack Another qst_rescue_prisoner|Rescue or Ransom a Prisoner qst_destroy_bandit_lair|Destroy Bandit Lair qst_get_money_from_debtor|Collect Money from debtor in Suno qst_raid_voldeburg_caravan|Raid the Reich Caravan traveling to Voldeberg. qst_local_lord|Defeat the Local Lord qst_defeat_dragon_priest|Defeat a Dragon Priest qst_defeat_gunnarr|Defeat a dangerous Valahir Mercenary named Gunnarr. qst_conquer_voldeburg|Conquer Voldeberg qst_defeat_octiem|Attack the Third Legion Outpost qst_new_venetor|Liberate the Third Legion to a new Venetor qst_conquer_forniron|Conquer the Elintoran Capital of Forniron qst_kill_svafar|Kill Svafar and avenge the death of Torsson qst_return_to_hylr|Find a way to return to Hylr qst_weeping_moon|Search for Zolona's family heirloom qst_weeping_moon2|Find a way to repair Zolona's heirloom qst_disbelievers|Destroy the party of Disbelievers qst_infidels|Destroy the party of Infidels qst_elites_fac1|Destroy Renegades qst_mysteryquest|Missing Portrait qst_sectarians|Defeat the Sectarian Group of Priests. qst_elites_fac3|Eradicate the Rebel Tribe qst_elites_fac4|Defeat the Maccavian Rebels qst_elites_fac6|Defeat the Hakkon Deserters qst_elites_fac9|Defeat the Huscarl Rebels qst_prisoners_for_ramun1|Capture some prisoners for Ramun qst_demonquest1|Visit the Grazir Shrine qst_escort_wyverns|Escort a Wyvern Party qst_hunt_sectarians|Hunt Down Sectarians qst_defeat_kunika|Defeat Kunika qst_bountyquest1|Defeat a group of Dangerous Escapees qst_bountyquest2|Defeat a group of Marauding Bandits qst_bountyquest4|Defeat some Grazir Worshippers. qst_remuserrand|Remus has asked you to deliver a short message to a lord. qst_espada_beowulf|Find the Lyre of Yralis and the Biography of Emperor Thyceo qst_aegis|You have decided to try and find the mythical Red Immortals and defeat them for loot. qst_defeat_kalrind|Defeat the infamous Geldarin noble called Kalrind qst_peasant_rebels_ag|Peasant Rebels and Adventurers qst_ag_elf_1|Nadriela Zweibal qst_oim_kidalovo_z_konyem|Half a Kingdom for a Wolf qst_oim_kidalovo_z_konyem_text|Half a Kingdom for a Wolf qst_talk_to_npc15|Talk to Shi Jin. qst_defeat_horde_jin|Defeat the Horde of Jin. qst_defeat_horde_khergia|Defeat the Horde of Moshowki. qst_defeat_horde_shun_ha|Defeat the Horde of Shun Ha. qst_defeat_horde_sine|Defeat the Horde of Sine. qst_talk_to_lord_town|Talk to the owner of {s8}. qst_meutererstadt_quest|Revolution in Vinica. qst_talk_to_mercenary_nihonian|Talk to Mercenary Nihonians. qst_talk_to_omelian_kasap|Talk to Omelian Kasap. qst_escort_ataman_omelian_kasap|Escort Ataman Omelian Kasap. qst_rebellion_in_town|Crush the rebellion in Vinica. qst_customer_in_strange_black_armor|Assist the customer wearing strange black armor. qst_talk_to_customer_in_strange_black_armor|Talk to the person wearing strange black armor. qst_zannbaumeister_syabr_quest|Renowned fortification builder Syabr. qst_talk_to_zann_fort_captain|Talk to Zann Fort Captain. qst_gesprach_mit_zann_ronin|Talk to the scout that joined your party. qst_gesprach_mit_prisoner_mosoru|Find one of Mosoru riders and enquire him about the attack on Syarb's party. qst_gesprach_mit_town_19_tavernkeeper|Ask the Tavern Keeper. qst_defeat_group_masnerian_mercenaries|Defeat the group of Masnerian Mercenaries. qst_gesprach_mit_town_19_mayor|Ask the Guild Master. qst_vertrag_mit_augustus|Sign a contract with Augustus Makmix, the leader of the Freelancer Guild. qst_defeat_group_freelancer_deserters|Defeat the group of Freelancer Deserters. qst_escort_syabr_party|Escort Syabr's Party. qst_talk_to_remus|Talk to Remus. qst_defeat_group_sut_giant|Defeat a group of Sut Giants that wish to join the Wolf Knights. qst_talk_to_silberfalke|Talk to Silberfalke. qst_talk_to_konyk|Talk to Meadbrewer qst_amazone_quest|Escort the Elderly Amazon. qst_defeat_ankars_caravan|Defeat the Ankars Supply Caravan. qst_talk_to_elderly_amazon|Talk to the Elderly Amazon. qst_talk_to_captain_berkut|Talk to Captain Berkut. qst_report_of_elderly_amazon|Report to the Elderly Amazon. qst_defeat_squad_amazon|Defeat a Squad of Ankars. qst_killed_joan_zwiebel|Defeat the party of Joan Zwiebel. qst_defeat_tolranian_spymaster|Defeat the party of the Tolranian Spymaster. qst_talk_to_requester|Talk to Requester. qst_defeat_a_group_of_mercenary_warband|Defeat a Mercenary Warband. qst_defeat_a_mysterious_group|Defeat a Mysterious Group. qst_randomdorf_1|Put an end to the rampaging Nobles in {s10}. qst_nibor_in_dorf|Defeat Nibor Hood's party in {s10}. qst_strangerapier|Find the Rapier qst_demonworshipbois|Deal with the Grazir Worshippers qst_demonworshipbois_text|Faris of the Galwe Library has asked you to defeat Grazir worshippers near the city. qst_defeat_the_dreaded_one| Defeat the Dreaded One qst_defeat_the_dreaded_one_text|The Grazir worshippers have united around the Dreaded One near Galwe... Defeat him before a reign of terror descends on all of Perisno! qst_defeat_the_dreaded_one_at_grazir|Finish off the Dreaded One qst_defeat_the_dreaded_one_at_grazir_text|The Dreaded One has fled to his Shrine of Grazir; find the Shrine and defeat him once and for all! qst_Collect_men| Collect 10 peasants qst_learn_where_merchant_brother_is|Learn Where the Hostages are Held. qst_save_relative_of_merchant|Attack the Bandit Lair qst_save_town_from_bandits|Save Town from Bandits qst_freelancer_enlisted|Enlisted in the Party of {s13} qst_freelancer_vacation|Enlisted On Leave qst_freelancer_captured|Enlisted Captured qst_freelancer_revolt|Enlisted Revolting qst_freelancer_end|Freelancer Quests End qst_quests_end|Quests End qst_krysannalovequest|Search for Kaiyrithe qst_halduril_spear|Get rid of the gravediggers qst_duel_young_noble|Duel the Young Noble
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熊野が神を倒す秘密を握っているとの某所よりの書状あれど、かの者はいずこにも見当たらず。 ――武野御大将より君主今田への書簡 "We received an anonymous letter suggesting that Kumano holds a secret to defeating the kami, but he is nowhere to be found." ――General Takeno, letter to Lord Konda 神河物語 【M TG Wiki】 名前
https://w.atwiki.jp/losstime/pages/12.html
Detail Description of LOSSTIME Promotion Video presented by LOSSTIME Message Song Introduction LOSSTIMEは社会人草野球チームです。 メンバー、マネージャー随時募集中。 活動内容は主に草野球となるはずだがそれだけにはとどまらないだろう。 Recruitment working people etc.. Inauguration March.2008 Concept Love Opens Special Smile That I Make Everyday. その他、分からないこと、聞きたいこと、入会希望等ありましたらこちらまでお気軽にどうぞ♪