en_GB - en to en_GB translation catalogue (68 entries)

note: [era]: id=era_dunefolk
en: An era featuring an additional faction besides the six factions from Default Era. Dunefolk units rely on careful use of terrain and coordinated strikes around dusk or dawn.
    
    This era is still under development, so please be sure to report any problems that arise.
en_GB: An era featuring an additional faction besides the six factions from Default Era. Dunefolk units rely on careful use of terrain and co-ordinated strikes around dusk or dawn.
    
    This era is still under development, so please be sure to report any problems that arise.

note: [era]: id=era_dunefolk_heroes
en: An era featuring an additional faction besides the six factions from Age of Heroes Era. Dunefolk units rely on careful use of terrain and coordinated strikes around dusk or dawn.
    
    This era is still under development, so please be sure to report any problems that arise.
en_GB: An era featuring an additional faction besides the six factions from Age of Heroes Era. Dunefolk units rely on careful use of terrain and co-ordinated strikes around dusk or dawn.
    
    This era is still under development, so please be sure to report any problems that arise.

note: [lua]: f In the end-of-match summary, a side which has no units left and therefore lost. In English the loss is shown by displaying it with the text struck through.
en: <span strikethrough='true' foreground='$side_color'>Side $side_number</span>:  Has lost all units
en_GB: <span strikethrough='true' foreground='$side_color'>Side $side_number</span>: Has lost all units

note: [lua]: f In the end-of-match summary, any side that still has units left
en: <span foreground='$side_color'>Side $side_number</span>:  Income score = $income  Unit score = $units  Gold = $gold
    Grand total: <b>$total</b>
en_GB: <span foreground='$side_color'>Side $side_number</span>: Income score = $income Unit score = $units Gold = $gold
    Grand total: <b>$total</b>

note: [lua]: f "Turns Over", meaning "turn limit reached" is the title of the end-of-match summary dialog
en: dialog^Turns Over
en_GB: Turns Over

note: [multiplayer_side]: id=Drakes, type=random
en: The <bold>text='Drakes'</bold> are a faction of dragon-like <ref>text='Drakes' dst='..race_drake'</ref> and their lizard <ref>text='Saurian' dst='..race_lizard'</ref> allies. Drakes are descendants of dragons, but smaller in size. Saurians are considerably smaller than Drakes and from different ancestry. Together, the Drake faction has high mobility but low defense, leading to unusual tactics for a <ref>text='Default Era' dst='..era_era_default'</ref> faction.
en_GB: The <bold>text='Drakes'</bold> are a faction of dragon-like <ref>text='Drakes' dst='..race_drake'</ref> and their lizard <ref>text='Saurian' dst='..race_lizard'</ref> allies. Drakes are descendants of dragons, but smaller in size. Saurians are considerably smaller than Drakes and from different ancestry. Together, the Drake faction has high mobility but low defence, leading to unusual tactics for a <ref>text='Default Era' dst='..era_era_default'</ref> faction.

note: [multiplayer_side]: id=Dunefolk, type=random
en: The <bold>text='Dunefolk'</bold> are a faction of humans from the deserts and hills of the southern lands. The Dunefolk specialize in using terrain features to coordinate attacks at dawn or dusk. Their ranks boast lawful and liminal units, healers, high-accuracy melee fighters, and fearsome horse-mounted archers. While Dunefolk units tend to be more expensive than those of the Loyalist faction, they make up for this with high mobility — especially on hilly terrains.
en_GB: The <bold>text='Dunefolk'</bold> are a faction of humans from the deserts and hills of the southern lands. The Dunefolk specialize in using terrain features to co-ordinate attacks at dawn or dusk. Their ranks boast lawful and liminal units, healers, high-accuracy melee fighters, and fearsome horse-mounted archers. While Dunefolk units tend to be more expensive than those of the Loyalist faction, they make up for this with high mobility — especially on hilly terrains.

note: [multiplayer_side]: id=Rebels, type=random
en: The <bold>text='Rebels'</bold> are a faction of <ref>text='Elves' dst='..race_elf'</ref> and their various forest-dwelling allies. They get their human name, Rebels, from the time of Heir to the Throne, when they started the rebellion against the evil Queen Asheviere. Elves are a magical race that are masters of the bow and are capable of living many years longer than humans. In harmony with nature, the elves find allies with the <ref>text='human' dst='..race_human'</ref> mages, certain <ref>text='merfolk' dst='..race_merman'</ref>, and tree creatures called <ref>text='Woses' dst='..race_wose'</ref>. Rebels are best played taking advantage of their high forest defense, mastery of ranged attacks, and the elves’ neutral alignment.
en_GB: The <bold>text='Rebels'</bold> are a faction of <ref>text='Elves' dst='..race_elf'</ref> and their various forest-dwelling allies. They get their human name, Rebels, from the time of Heir to the Throne, when they started the rebellion against the evil Queen Asheviere. Elves are a magical race that are masters of the bow and are capable of living many years longer than humans. In harmony with nature, the elves find allies with the <ref>text='human' dst='..race_human'</ref> mages, certain <ref>text='merfolk' dst='..race_merman'</ref>, and tree creatures called <ref>text='Woses' dst='..race_wose'</ref>. Rebels are best played taking advantage of their high forest defence, mastery of ranged attacks, and the elves’ neutral alignment.

note: [multiplayer_side]: id=Undead, type=random
en: The <bold>text='Undead'</bold> are a faction of <ref>text='undead' dst='..race_undead'</ref> creatures and <ref>text='human' dst='..race_human'</ref> practitioners of dark arts that usually accompany them. Often, these “Dark Adepts” are the units that do the most damage for the faction, but they have a major vulnerability — their practicing of this forbidden, evil magic has consumed all their energy and so they have no melee attack at all. The Undead are a very aggressive faction and the most powerful <ref>text='Default Era' dst='..era_era_default'</ref> faction at nighttime.
en_GB: The <bold>text='Undead'</bold> are a faction of <ref>text='undead' dst='..race_undead'</ref> creatures and <ref>text='human' dst='..race_human'</ref> practitioners of dark arts that usually accompany them. Often, these ‘Dark Adepts’ are the units that do the most damage for the faction, but they have a major vulnerability — their practising of this forbidden, evil magic has consumed all their energy and so they have no melee attack at all. The Undead are a very aggressive faction and the most powerful <ref>text='Default Era' dst='..era_era_default'</ref> faction at night-time.

note: [multiplayer]: id=multiplayer_Aethermaw
en: 2p — Aethermaw
en_GB: 2p — Æthermaw

note: [multiplayer]: id=multiplayer_Aethermaw
en: Long ago, the Great Mage Sulla was imprisoned in the Aethermaw, a nexus of mystical energy whose chaotic nature was able to prevent her escape. Over the centuries, however, Sulla gradually attuned her powers to the maelstrom of disorder that is the Aethermaw, and has now begun to project its influence onto the material plane, drawing in entire regions of land from hundreds of different worlds, realities and time-periods. She experiments with these disparate pieces of the cosmos, manipulating them, merging them and sending them back and forth between the Aethermaw and their place of origin. Perhaps, as her mastery over the Aethermaw grows, Sulla will one day break free of its bonds. Until that time comes, she will continue to amuse herself by arranging battles between the mortal beings unlucky enough to be drawn into its depths. Designed by Doc Paterson.
en_GB: Long ago, the Great Mage Sulla was imprisoned in the Æthermaw, a nexus of mystical energy whose chaotic nature was able to prevent her escape. Over the centuries, however, Sulla gradually attuned her powers to the maelstrom of disorder that is the Æthermaw, and has now begun to project its influence onto the material plane, drawing in entire regions of land from hundreds of different worlds, realities and time-periods. She experiments with these disparate pieces of the cosmos, manipulating them, merging them and sending them back and forth between the Æthermaw and their place of origin. Perhaps, as her mastery over the Æthermaw grows, Sulla will one day break free of its bonds. Until that time comes, she will continue to amuse herself by arranging battles between the mortal beings unlucky enough to be drawn into its depths. Designed by Doc Paterson.

note: [side]
en: teamname^North
en_GB: North

note: [side]
en: teamname^South
en_GB: South

note: [message]: speaker=narrator
en: The Aethermaw growls.
en_GB: The Æthermaw growls.

note: [multiplayer]: id=multiplayer_Arcanclave_Citadel
en: Long ago, countless centuries before the time of Haldric, and far beyond the easternmost reaches of Lintanir Forest, great and terrible wars were fought. The records tell of a powerful battle-mage, a brilliant tactician and practitioner of the arcane arts, who had been given the title of Dauntless by his followers. At the battle of Arcanclave, Dauntless and his armies did battle with a savage race of sorcerer-demons known as the Kah Ruuk. Surrounded by tens of thousands of Kah Ruuk, Dauntless used his magic to summon a powerful earth elemental (who, for unknown reasons, owed Dauntless a debt of gratitude). The elemental raised great stones from deep within the earth, forming them, in mere moments, into the walls and battlements of a massive fortress. Thousands of Kah Ruuk perished in their attempt to overrun Arcanclave Citadel, and Dauntless and his men were victorious that day. More than one thousand years later, the Warrior-Queen Cynsaun the First drove a clan of necromancers from the ruins of Arcanclave Citadel, and, in the years that followed, converted the region into a military stronghold. It is rumored that several powerful artifacts, remnants from the reign of the Great Mage Dauntless, may yet remain hidden, lost somewhere within the granite and obsidian walls of Arcanclave Citadel. Designed by Doc Paterson.
en_GB: Long ago, countless centuries before the time of Haldric, and far beyond the easternmost reaches of Lintanir Forest, great and terrible wars were fought. The records tell of a powerful battle-mage, a brilliant tactician and practitioner of the arcane arts, who had been given the title of Dauntless by his followers. At the battle of Arcanclave, Dauntless and his armies did battle with a savage race of sorcerer-demons known as the Kah Ruuk. Surrounded by tens of thousands of Kah Ruuk, Dauntless used his magic to summon a powerful earth elemental (who, for unknown reasons, owed Dauntless a debt of gratitude). The elemental raised great stones from deep within the earth, forming them, in mere moments, into the walls and battlements of a massive fortress. Thousands of Kah Ruuk perished in their attempt to overrun Arcanclave Citadel, and Dauntless and his men were victorious that day. More than one thousand years later, the Warrior-Queen Cynsaun the First drove a clan of necromancers from the ruins of Arcanclave Citadel, and, in the years that followed, converted the region into a military stronghold. It is rumoured that several powerful artefacts, remnants from the reign of the Great Mage Dauntless, may yet remain hidden, lost somewhere within the granite and obsidian walls of Arcanclave Citadel. Designed by Doc Paterson.

note: [side]
en: teamname^East
en_GB: East

note: [side]
en: teamname^West
en_GB: West

note: [side]
en: teamname^Statues
en_GB: Statues

note: [unit]
en: The winds of the dark sky blew so cold,
    The moon was high, the night was old,
    Brave was the drake that dared forsake
    His home to steal the Basilisk’s gold.
    
    On that dark night, the skies so churned,
    He disregarded what he had learned,
    Foolish but brave, to the Basilisk’s cave,
    He flew, and the fire within him burned.
    
    Alas, that fire burns no more,
    For the Basilisk, with one mighty roar,
    Chilled him to the bone, and he turned to stone,
    And so he stays forevermore.
    
    The winds of the sky blow so cold,
    The years pass by, the days are old,
    Here stands that drake, who dared forsake
    His home to steal the Basilisk’s gold.
    (inscribed by Flametrooper)
en_GB: The winds of the dark sky blew so cold,
    The moon was high, the night was old,
    Brave was the drake that dared forsake
    His home to steal the Basilisk’s gold.
    
    On that dark night, the skies so churned,
    He disregarded what he had learned,
    Foolish but brave, to the Basilisk’s cave,
    He flew, and the fire within him burned.
    
    Alas, that fire burns no more,
    For the Basilisk, with one mighty roar,
    Chilled him to the bone, and he turned to stone,
    And so he stays for evermore.
    
    The winds of the sky blow so cold,
    The years pass by, the days are old,
    Here stands that drake, who dared forsake
    His home to steal the Basilisk’s gold.
    (inscribed by Flametrooper)

note: [unit]
en: Xikkrisx of Syrsszk was a powerful Saurian warrior, sent to this region by the Elders of the Rysssrylosszkk Clan (translation: “The Hunts-Foes-In-Boiling-Rivers Clan”). The Elders were preparing to make war on a human outpost, and were in great need of the powerful magics of Oxsrrsk, a Saurian Mystic who had last been seen heading in the direction of Ruaskkolin Lake. Xikkrisx found the petrified body of Oxsrrsk, along with a carefully bound scroll that had apparently been dropped into a small crevice in the cave floor. He opened the scroll and read a brief passage from the middle of the text: “After he was bound and cast from the Upper World, Chak’kso’s enraged spirit sought release, and was able to exert a corrupting influence on certain regions of the Upper World, channeled through ‘pathways of stone’ that extend from the surface into the depths of the Under Reaches. This rage altered the eggs of great lizards, shaping their bodies and spirits into implements of Chak’kso’s hatred.” Confused, Xikkrisx fixed his attention on the task at hand. Thinking that perhaps the Elders could find some way to restore Oxsrrsk, he began the long and strenuous task of hauling the statue back to the domain of the Rysssrylosszkk Clan. Exhausted, and not having traveled far from the lake, Xikkrisx set the statue down inside of a small cave, and lay down to rest. He was awoken by a bone-chilling roar.
en_GB: Xikkrisx of Syrsszk was a powerful Saurian warrior, sent to this region by the Elders of the Rysssrylosszkk Clan (translation: ‘The Hunts-Foes-In-Boiling-Rivers Clan’). The Elders were preparing to make war on a human outpost, and were in great need of the powerful magics of Oxsrrsk, a Saurian Mystic who had last been seen heading in the direction of Ruaskkolin Lake. Xikkrisx found the petrified body of Oxsrrsk, along with a carefully bound scroll that had apparently been dropped into a small crevice in the cave floor. He opened the scroll and read a brief passage from the middle of the text: ‘After he was bound and cast from the Upper World, Chak’kso’s enraged spirit sought release, and was able to exert a corrupting influence on certain regions of the Upper World, channelled through ‘pathways of stone’ that extend from the surface into the depths of the Under Reaches. This rage altered the eggs of great lizards, shaping their bodies and spirits into implements of Chak’kso’s hatred.’ Confused, Xikkrisx fixed his attention on the task at hand. Thinking that perhaps the Elders could find some way to restore Oxsrrsk, he began the long and strenuous task of hauling the statue back to the domain of the Rysssrylosszkk Clan. Exhausted, and not having travelled far from the lake, Xikkrisx set the statue down inside of a small cave, and lay down to rest. He was awoken by a bone-chilling roar.

note: [unit]
en: Oxsrrsk was a powerful Saurian Oracle, who had, in a raid against the rival Xraxss Clan, acquired (from the vaults of the now-dead Oracle Hesx-Rzzak) a most fascinating scroll. The scroll was entitled “Ney’yks of the Granite Gaze,” and told of a creature known as the “Chak’kso Ney’yks,” a name which, in an ancient saurian tongue, meant “Eldest Child of Chak’kso.” Chak’kso was believed to have been a powerful demigod of the Under Reaches, described as a ‘great demon of the earth’ in the Elvish Histories. According to these histories, Chak’kso had once sought to transform all life on the planet to stone; so great was his hatred for creatures of flesh. He was ultimately defeated and bound by powerful magics, but in the centuries following his banishment (to a realm far below the surface of the world) a new breed of creature began appearing in the Histories, a breed with the ability to turn any being of flesh into stone. There was a period when these Basilisks (as they came to be known) wreaked havoc on the world of the living, turning thousands to stone. One by one, and at great cost, the Basilisks were defeated. All, it would seem, but one; the Basilisk known as “The Ney’yks,” or “The Eldest Child,” in the modern tongue. Supremely convinced of his ability to locate and bind this powerful creature into his service, Oxsrrsk set out on his journey...
en_GB: Oxsrrsk was a powerful Saurian Oracle, who had, in a raid against the rival Xraxss Clan, acquired (from the vaults of the now-dead Oracle Hesx-Rzzak) a most fascinating scroll. The scroll was entitled ‘Ney’yks of the Granite Gaze,’ and told of a creature known as the ‘Chak’kso Ney’yks,’ a name which, in an ancient saurian tongue, meant ‘Eldest Child of Chak’kso.’ Chak’kso was believed to have been a powerful demigod of the Under Reaches, described as a ‘great demon of the earth’ in the Elvish Histories. According to these histories, Chak’kso had once sought to transform all life on the planet to stone; so great was his hatred for creatures of flesh. He was ultimately defeated and bound by powerful magics, but in the centuries following his banishment (to a realm far below the surface of the world) a new breed of creature began appearing in the Histories, a breed with the ability to turn any being of flesh into stone. There was a period when these Basilisks (as they came to be known) wreaked havoc on the world of the living, turning thousands to stone. One by one, and at great cost, the Basilisks were defeated. All, it would seem, but one; the Basilisk known as ‘The Ney’yks,’ or ‘The Eldest Child,’ in the modern tongue. Supremely convinced of his ability to locate and bind this powerful creature into his service, Oxsrrsk set out on his journey...

note: [unit]
en: Blum Duk was renowned among his goblin clan for having tamed one of the Dire Wolves of the mountains, and he had the courage to match. His leadership and skills alone were what kept the area’s goblins alive despite human and elvish menaces. Rumor had it that his wolf had slain fifty men and a hundred Elves.
    
    Thus, when he heard of the awful monster that was inhabiting the area, it was only natural that he ride out alone to face it. All the other goblins expected him to slay the creature easily and drag back its carcass to feast on.
    
    He was in for quite a shock. As soon as he saw the Basilisk, Blum Duk cowered in fright. He tried to wheel his wolf around to run away, but it wouldn’t move. As the creature stalked towards him, he screamed his last words: Good Gog, dog, are yer legs made of stone?!
    (inscribed by Elvish Pillager)
en_GB: Blum Duk was renowned among his goblin clan for having tamed one of the Dire Wolves of the mountains, and he had the courage to match. His leadership and skills alone were what kept the area’s goblins alive despite human and elvish menaces. Rumour had it that his wolf had slain fifty men and a hundred Elves.
    
    Thus, when he heard of the awful monster that was inhabiting the area, it was only natural that he ride out alone to face it. All the other goblins expected him to slay the creature easily and drag back its carcass to feast on.
    
    He was in for quite a shock. As soon as he saw the Basilisk, Blum Duk cowered in fright. He tried to wheel his wolf around to run away, but it wouldn’t move. As the creature stalked towards him, he screamed his last words: Good Gog, dog, are yer legs made of stone?!
    (inscribed by Elvish Pillager)

note: [unit]
en: Rah Ihn Mar, Champion of the Burning Hills, made his way to the Ruaskkolin Lake region in pursuit of the Elvish Hero Terowydlithrol, known among Elves as ‘The Dragonbane’. It was said that Terowydlithrol had killed a Dragon of Fire that threatened an Elvish village, and initiated a ‘counterattack’ in which some 37 Drakes, camping in a nearby ravine and believed to be in allegiance with the Dragon, were slaughtered. Knowing that these Drakes were innocent, Rah Ihn Mar came to Ruaskkolin Lake to hunt down and slay Terowydlithrol, who had been seen entering the region but a day ago. Burning for vengeance, Rah Ihn Mar began the hunt...
en_GB: Rah Ihn Mar, Champion of the Burning Hills, made his way to the Ruaskkolin Lake region in pursuit of the Elvish Hero Terowydlithrol, known among Elves as ‘The Dragonbane’. It was said that Terowydlithrol had killed a Dragon of Fire that threatened an Elvish village, and initiated a ‘counter-attack’ in which some 37 Drakes, camping in a nearby ravine and believed to be in allegiance with the Dragon, were slaughtered. Knowing that these Drakes were innocent, Rah Ihn Mar came to Ruaskkolin Lake to hunt down and slay Terowydlithrol, who had been seen entering the region but a day ago. Burning for vengeance, Rah Ihn Mar began the hunt...

note: [unit]
en: It would seem that no one knows the tale of this brave spider.
    (inscribed by WinnerA)
en_GB: It would seem that no-one knows the tale of this brave spider.
    (inscribed by WinnerA)

note: [unit]
en: Bramwythl the Wose was always considered a slow, taciturn fellow, even by other woses. More than any other wose, he enjoyed simply standing alone in the sun, arms upraised, admiring the beauty of the empty sky. Once, even, he confided in a fellow that his greatest wish was to be able to bask forever in the sun’s glory.
    
    However, not long after, the local wose community heard of the approach of a horrible monster, powerful enough to easily destroy the few woses that lived in the area. They quickly moved off (quickly for woses, anyway), but Bramwythl was left behind — in their haste, no one had remembered to find him and tell him of the danger.
    
    He was taken quite unawares by the Basilisk, and turned to stone before he even recognized the beast. His petrified form still stands there today, warmed by the sun’s rays, under an open sky. His greatest wish has been granted.
    (inscribed by Elvish Pillager)
en_GB: Bramwythl the Wose was always considered a slow, taciturn fellow, even by other woses. More than any other wose, he enjoyed simply standing alone in the sun, arms upraised, admiring the beauty of the empty sky. Once, even, he confided in a fellow that his greatest wish was to be able to bask for ever in the sun’s glory.
    
    However, not long after, the local wose community heard of the approach of a horrible monster, powerful enough to easily destroy the few woses that lived in the area. They quickly moved off (quickly for woses, anyway), but Bramwythl was left behind — in their haste, no-one had remembered to find him and tell him of the danger.
    
    He was taken quite unawares by the Basilisk, and turned to stone before he even recognized the beast. His petrified form still stands there today, warmed by the sun’s rays, under an open sky. His greatest wish has been granted.
    (inscribed by Elvish Pillager)

note: [unit]
en: The last words spoken by Grand Marshal Aethec Corryn: “Talael Ryndoc! I am through searching for you! I shall make my way back to Haldric’s Hall, and inform the court that you were too much of a coward to attend our duel! Your disgrace shall be more agonizing than the death I’d have given you!”
    
    Perhaps he should not have shouted quite so loudly...
en_GB: The last words spoken by Grand Marshal Aethec Corryn: ‘Talael Ryndoc! I am through searching for you! I shall make my way back to Haldric’s Hall, and inform the court that you were too much of a coward to attend our duel! Your disgrace shall be more agonizing than the death I’d have given you!’
    
    Perhaps he should not have shouted quite so loudly....

note: [multiplayer]: id=multiplayer_2p_Dark_Forecast
en: Dark Forecast is a survival scenario for solitaire or two-player team-based play against randomly-spawned AI units. Victory is achieved by surviving and defeating all enemy waves. During the course of play, the terrain will change based on random weather effects.
    
    Note: You need to use the default map settings for the scenario to work right.
en_GB: Dark Forecast is a survival scenario for solitaire or two-player team-based play against randomly-spawned AI units. Victory is achieved by surviving and defeating all enemy waves. During the course of play, the terrain will change based on random weather effects.
    
    Note: You need to use the default map settings for the scenario to work correctly.

note: [side]
en: teamname^Revolt
en_GB: Revolt

note: [side]
en: teamname^Human
en_GB: Human

note: [message]: speaker=narrator
en: Your aim is to survive the spawning waves of units and defeat the final archenemies.
    
    The spawning waves are randomly generated and will be different each time Dark Forecast is played.
    
    They appear along the north, south, and west map edges — though they are most likely to spawn on the west edge. The waves appear at somewhat regular intervals.
    
    The weather will also change randomly, affecting the layout of the map.
    
    
    <b>Dark Forecast was made by:</b>
    
    <span color='green'>jb:</span>
    • Map design, spawn groups, and scenario concept
    
    <span color='green'>Rhuvaen:</span>
    • WML implementation
en_GB: Your aim is to survive the spawning waves of units and defeat the final arch-enemies.
    
    The spawning waves are randomly generated and will be different each time Dark Forecast is played.
    
    They appear along the north, south, and west map edges — though they are most likely to spawn on the west edge. The waves appear at somewhat regular intervals.
    
    The weather will also change randomly, affecting the layout of the map.
    
    
    <b>Dark Forecast was made by:</b>
    
    <span color='green'>jb:</span>
    • Map design, spawn groups, and scenario concept
    
    <span color='green'>Rhuvaen:</span>
    • WML implementation

note: [message]
en: The inhabitants are rumored to be a strange alliance of man and beast, and our claim is not going to be unopposed. We must be prepared for the surprises of this land.
en_GB: The inhabitants are rumoured to be a strange alliance of man and beast, and our claim will not be unopposed. We must be prepared for the surprises of this land.

note: [message]: speaker=second_unit
en: Cheers of your enemy are the last thing you hear as you slip into death...their joy fills your last moments with pure hate.
en_GB: Cheers of your enemy are the last thing you hear as you slip into death... their joy fills your last moments with pure hate.

note: [multiplayer]: id=multiplayer_Hamlets
en: Warfare transforms the simple farms and villages of a peaceful region into a subtly parceled battlefield. Designed by Doc Paterson.
en_GB: Warfare transforms the simple farms and villages of a peaceful region into a subtly parcelled battlefield. Designed by Doc Paterson.

note: [multiplayer]: id=multiplayer_Hellhole
en: Once, the town of Myrilel was a tranquil village at the easternmost reaches of humankind. This changed forever upon the rise of the lich warlord Mal-Ravanal, who ripped a gate of unspeakable dark sorcery in the center of town as the first gathering point for his armies of death. Though Mal-Ravanal was defeated, Myrilel remains a place made desolate and ruined, the gate an eternal scar on the land that to this day summons forth legions of wandering undead.
en_GB: Once, the town of Myrilel was a tranquil village at the easternmost reaches of humankind. This changed for ever upon the rise of the lich warlord Mal-Ravanal, who ripped a gate of unspeakable dark sorcery in the centre of town as the first gathering point for his armies of death. Though Mal-Ravanal was defeated, Myrilel remains a place made desolate and ruined, the gate an eternal scar on the land that to this day summons forth legions of wandering undead.

en: Your aim is to survive spawning waves of units and defeat the final archenemies. Spawns are randomly generated and will be different each time Isle of Mists is played. The waves appear at somewhat regular intervals. The weather will also change randomly, affecting the layout of the map.
en_GB: Your aim is to survive spawning waves of units and defeat the final arch-enemies. Spawns are randomly generated and will be different each time Isle of Mists is played. The waves appear at somewhat regular intervals. The weather will also change randomly, affecting the layout of the map.

note: [side]
en: teamname^Invaders
en_GB: Invaders

note: [side]
en: teamname^Defenders
en_GB: Defenders

note: [message]
en: You arrive near a mystic shrine, where the apparitions of ancient armies are forever trapped and doomed to eternally cleanse the isle of all interlopers.
en_GB: You arrive near a mystic shrine, where the apparitions of ancient armies are for ever trapped and doomed to eternally cleanse the isle of all interlopers.

note: [side]
en: teamname^Shapeshifter
en_GB: Shapeshifter

note: [note]
en: The map contains mausoleums and campfires that shift the time of the day by one step toward night and day, respectively.
en_GB: The map contains mausoleums and campfires that shift the time of the day by one step towards night and day, respectively.

note: [multiplayer]: id=multiplayer_Island_of_the_Horatii
en: Controlling the central island is often the key to victory in this 3 player free for all map.
en_GB: Controlling the central island is often the key to victory in this 3-player free-for-all map.

note: [multiplayer]: id=multiplayer_Bath_of_Glory
en: The distant, legendary city of Malisat is famed for many great works — among its most prized being the enormous complex known as the Bath of Glory. Made to be a relaxing paradise to weary soldiers returning home, the Bath is a stunning oasis built where once was nothing but sand. In time, it has become a city unto its own, with arts and music flourishing about the wild culture centered on the baths. The complex's vastness means flared tempers between wealthy nobles can turn into veritable battlegrounds — but even this has become a form of entertainment woven into the allure of the Bath.
en_GB: The distant, legendary city of Malisat is famed for many great works — among its most prized being the enormous complex known as the Bath of Glory. Made to be a relaxing paradise to weary soldiers returning home, the Bath is a stunning oasis built where once was nothing but sand. In time, it has become a city unto its own, with arts and music flourishing about the wild culture centred on the baths. The complex's vastness means flared tempers between wealthy nobles can turn into veritable battlegrounds — but even this has become a form of entertainment woven into the allure of the Bath.

note: [side]
en: teamname^Team 1
en_GB: Team 1

note: [side]
en: teamname^Team 2
en_GB: Team 2

note: [multiplayer]: id=multiplayer_4p_Hamlets
en: Warfare transforms the simple farms and villages of a peaceful region into a subtly parceled battlefield.
en_GB: Warfare transforms the simple farms and villages of a peaceful region into a subtly parcelled battlefield.

note: [multiplayer]: id=multiplayer_Isars_Cross
en: A very small 2 vs. 2 map. Close quarters fighting means the successful rotation of units and planning of moves is important. Teams set for players 1 &amp; 4 vs. 2 &amp; 3 (northeast vs. southwest). Designed for 75 starting gold, 20 villages.
en_GB: A very small 2 vs 2 map. Close-quarters fighting means the successful rotation of units and planning of moves is important. Teams set for players 1 &amp; 4 vs 2 &amp; 3 (north-east vs south-west). Designed for 75 starting gold, 20 villages.

note: [side]
en: teamname^Southwest
en_GB: South-West

note: [side]
en: teamname^Northeast
en_GB: North-East

note: [multiplayer]: id=multiplayer_King_of_the_Hill
en: Controlling the area around the central keep is very lucrative in this 4 player FFA map. Works fine 2 vs. 2 as well. There are 36 villages.
en_GB: Controlling the area around the central keep is very lucrative in this 4-player free-for-all map. Works fine with 2 vs 2 as well. There are 36 villages.

note: [side]
en: teamname^Southeast
en_GB: South-East

note: [side]
en: teamname^Northwest
en_GB: North-West

note: [multiplayer]: id=multiplayer_Loris_River
en: 2 vs. 2 map centered around a river with keeps in opposite corners. Designed for players 1 &amp; 4 vs. 2 &amp; 3. There are 28 villages.
en_GB: 2 vs 2 map centred around a river with keeps in opposite corners. Designed for players 1 &amp; 4 vs 2 &amp; 3. There are 28 villages.

note: [multiplayer]: id=multiplayer_Paths_of_Daggers
en: A 2 vs. 2 map with 5 separate paths of engagement. Balanced to be played east vs. west (1 &amp; 4 vs. 2 &amp; 3), but works well with any teams or FFA.
en_GB: A 2 vs 2 map with 5 separate paths of engagement. Balanced to be played east vs west (1 &amp; 4 vs 2 &amp; 3), but works well with any teams or free-for-all.

note: [multiplayer]: id=multiplayer_Ruins_of_Terra-Dwelve
en: Battle over the legendary treasures of the ancient ruins of Terra-Dwelve. Large multi-fronted 2 vs. 2 set in a vast underground complex.
en_GB: Battle over the legendary treasures of the ancient ruins of Terra-Dwelve. Large multi-fronted 2 vs 2 set in a vast underground complex.

note: [multiplayer]: id=multiplayer_Siege_Castles
en: A 4 player map where 4 mighty castles face off at the convergence of two rivers. Works well as 2 vs. 2 or FFA. There are approximately 45 villages.
en_GB: A 4-player map where 4 mighty castles meet at the convergence of two rivers. Works well as 2 vs 2 or free-for-all. There are approximately 45 villages.

note: [multiplayer]: id=multiplayer_Xanthe_Chaos
en: A 2 vs. 2 map with auxiliary keeps, and a large messy battle in the center common.
en_GB: A 2 vs 2 map with auxiliary keeps, and a large messy battle in the centre common.

note: [multiplayer]: id=multiplayer_Auction-X
en: 4 players surround a central keep, play vs. the AI survival style, or as a FFA or 4 vs. 1. The center player will need more gold in a 4 vs. 1 or FFA, and the best way to determine how much is an auction, LOWEST bid wins. It is a very small map so 75 gold is recommended for the other players.
en_GB: 4-players surround a central keep, play vs the AI in survival style, or as a free-for-all or 4 vs 1. The centre player will need more gold in a 4 vs 1 or free-for-all, and the best way to determine how much is an auction, LOWEST bid wins. It is a very small map so 75 gold is recommended for the other players.

note: [side]
en: teamname^Center
en_GB: Centre

note: [side]
en: teamname^Team 3
en_GB: Team 3

note: [side]
en: teamname^Team 4
en_GB: Team 4

note: [side]
en: teamname^Monsters
en_GB: Monsters

note: [message]: speaker=narrator
en: You have lost this game, but fear not. You can always try again. And again. And again. *Muahahaha*
en_GB: You have lost this game, but fear not. You can always try again. And again. And again. *Mua ha ha ha*

note: [multiplayer]: id=multiplayer_The_Manzivan_Traps
en: A 3 vs. 3 map. The Manzivan Traps are widely known as a difficult and confusing area of terrain where it is easy to end up out of position or over extended. Teams set for players 145 vs. 236 (east vs. west). Designed for 100 starting gold, has 33 villages.
en_GB: A 3 vs 3 map. The Manzivan Traps are widely known as a difficult and confusing area of terrain where it is easy to end up out of position or over-extended. Teams set for players 1/4/5 vs 2/3/6 (east vs west). Designed for 100 starting gold, has 33 villages.

note: [multiplayer]: id=multiplayer_Volcano
en: A 3 vs. 3 battle to control the ashes of a kingdom long ago collapsed from a volcanic eruption. It has 36 villages.
en_GB: A 3 vs 3 battle to control the ashes of a kingdom long ago collapsed from a volcanic eruption. It has 36 villages.

note: [multiplayer]: id=multiplayer_Waterloo_Sunset
en: A 3 vs. 3 map. Flexible coordination of your alliance is required to avoid being outnumbered. Teams set for players 145 vs. 236 (north vs. south), but having players 146 or 136 as a team is also interesting. Designed for 150 starting gold, has 44 villages.
en_GB: A 3 vs 3 map. Flexible co-ordination of your alliance is required to avoid being outnumbered. Teams set for players 1/4/5 vs 2/3/6 (north vs south), but having players 1/4/6 or 1/3/6 as a team is also interesting. Designed for 150 starting gold, has 44 villages.

note: [multiplayer]: id=multiplayer_8p_Mokena_Prairie
en: Inspired from Morituri, this 8 player map creates an epic battle scene that requires two teams to coordinate on both offense and defense.
en_GB: Inspired from Morituri, this 8-player map creates an epic battle scene that requires two teams to co-ordinate on both offence and defence.

note: [multiplayer]: id=multiplayer_8p_Morituri
en: Teamwork and tactics are key to victory in this unusual battlefield, where eight armies fight to the finish.
en_GB: Teamwork and tactics are the key to victory in this unusual battlefield, where eight armies fight to the finish.

note: [multiplayer]: id=multiplayer_Merkwuerdigliebe
en: A very small 3 vs. 3 vs. 3 map. A 60sec timer is recommended due to the large number of players. The teams are players 159 vs. 267 vs. 348 (north vs. southeast vs. southwest). There are very few villages per player, so 3 gold per villages is recommended.
en_GB: A very small 3 vs. 3 vs. 3 map. A 60sec timer is recommended due to the large number of players. The teams are players 159 vs. 267 vs. 348 (north vs. south-east vs. south-west). There are very few villages per player, so 3 gold per villages is recommended.
