Units: convert header and italic help markup to Pango markup

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Charles Dang 2018-04-02 15:40:06 +11:00 committed by Celtic Minstrel
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@ -62,14 +62,14 @@ _ "Despite orcs reliance on raw strength, few of their children are destined
Drakes are inherently magical creatures, with a mysterious internal fire fueling their very lives. This can easily be witnessed when one of their kind perishes in combat; its internal fire is released, burning their remains in to ashes. Their internal fire is also their greatest weakness; it makes them extremely vulnerable to cold attacks. Despite their magical nature, drakes are incapable of channeling magic in a controlled manner. While the magic imbued within a drakes body enables it to spit fire and gives it life, they have no willful control over the functions of this magic.
<header>text='Society'</header>
<big>Society</big>
Drakes are a relatively warlike race and their societies can be best described as cultured martial societies. The core of a drake tribe is a small group of veteran warriors headed by a mutually respected — or simply feared — dominant who rules the society with an iron fist. Every drake is expected to earn their place in the strict hierarchy, to obey their superiors and command their inferiors. Entry to the ruling elite is only possible through challenging and defeating a superior in single combat, which is the way the hierarchy within the elite itself is established. The use of deception of any kind towards any fellow drake is, without exception, seen as cowardly and unacceptable.
While their warlike nature and sense of territory drives them to defend their territories savagely, drakes rarely invade or trespass on areas already occupied by the other major races. Instead, they settle in unpopulated areas to establish their own territory there. They primarily feed on large game they hunt in the lowlands around their homes, but hatchlings and lower caste drakes are known to feed also on certain kinds of moss and fungi they cultivate deep in their caverns. The only technology drakes value is armor- and weapon-smithing, and neither know or need other science and culture besides this. However, the few implements they do fashion are almost unrivaled in quality, only matched by those produced in the finest Dwarvish foundries.
Drakes hatch from eggs and usually live naturally between 20 to 30 years. Death in battle is the most preferred way for a drake to leave this world. Unlike the elder members of other races, drakes naturally grow more aggressive and reckless towards the ends of their natural lives, perhaps to help ensure their place in the heroic legends of their kind.
<header>text='Geography'</header>
<big>Geography</big>
Drakes originated from an archipelago of volcanic islands called <ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' text='Great Ocean'</ref>. A combination of population pressure and the subsidence of many of their home islands has caused colonies of drakes to spread to the <ref>dst='great_continent' text='Great Continent'</ref>. Drakes tend to make their homes in mountain caverns near volcanoes to protect their eggs, hatchings and forges. While drakes naturally prefer warmth, their internal fire is more than capable of sustaining them even in a relatively cold climate, a feature which has allowed them to populate even some of the mountains of the far north of the Great Continent."
num_traits=2
undead_variation=drake
@ -203,10 +203,10 @@ The means by which gryphons are able to fly despite their great weight has been
plural_name= _ "race^Humans"
description= _"The race of men is an extremely diverse one. Although they originally came from the Old Continent, men have spread all over the world and split into many different cultures and races. Although they are not imbued with magic like other creatures, humans can learn to wield it and are able to learn more types than most others. They have no extra special abilities or aptitudes except their versatility and drive. While often at odds with other races, they can occasionally form alliances with the less aggressive races such as elves and dwarves. The less scrupulous among them do not shrink back from hiring orcish mercenaries, either. They have no natural enemies, although the majority of men, like most people of all races, have an instinctive dislike of the undead. Men are shorter than the elves, but taller still than dwarves. Their skin color can vary, from almost white to dark brown.
<header>text='Subjects of the Crown'</header>
<big>Subjects of the Crown</big>
Many different groups of men exist, but the majority of them on the Great Continent live under the rule of the Crown of Wesnoth. The humans first appeared on the Great Continent from a land far across the ocean to the West, the Green Isle, and soon established their capital at the inland city of Weldyn. Over the following centuries they have built up a number cities across the continent. The soldiers from the Crown of Wesnoth protect the country, forming the most organized military force in the known world. Its warriors come from the main provinces, where all men are conscripted at an early age.
<header>text='The Clansmen'</header>
<big>The Clansmen</big>
The eastern provinces of Wesnoth, known as the Clan Homelands, have a geography consisting of more open plains and rolling hills than the western, more civilized provinces. They are home to the Horse Clans, who are allied with the Crown of Wesnoth but operate independently and maintain their own identity. Some consider them to be a tributary state, which sends food and soldiers to Crown in exchange for protection. Others say they are on equal footing with the western half of Wesnoth. In any case, the eastern provinces do not have a conscript army the way Western Wesnoth does. Training for fighting is part of the way of life of the Clans; the parents teach the children to ride horses, fight and shoot a bow from an early age. In general, the Clan warriors are less organized than the civilized fighters, and the strengths and weaknesses of these groups complement each other."
num_traits=2
{HUMAN_NAMES}
@ -271,7 +271,7 @@ Saurians live spectacularly short lives by comparison to most of the other races
id=mechanical
name= _ "race^Mechanical"
plural_name= _ "race+plural^Mechanical"
description= _ "Animated neither by natural life nor by necromancy, the term <italic>text='mechanical'</italic> describes a created artifact of an intelligent being. Most mechanical things neither move nor think on their own, but some do so as a result of magical enchantment."
description= _ "Animated neither by natural life nor by necromancy, the term <i>mechanical</i> describes a created artifact of an intelligent being. Most mechanical things neither move nor think on their own, but some do so as a result of magical enchantment."
num_traits=1
ignore_global_traits=yes
{TRAIT_MECHANICAL}
@ -329,7 +329,7 @@ Saurians live spectacularly short lives by comparison to most of the other races
plural_name= _ "race^Orcs"
description= _"In appearance, orcs resemble humans but with some bestial features. They are taller, sturdier and stronger than humans. They are warlike, savage, and cruel by nature. Their blood is darker and thicker than that of humans, and they have little care for personal hygiene or their personal appearance. Although Orcs are violent even among themselves, they are pack-oriented; an orc never travels alone or lives in groups smaller than half a dozen.
<header>text='Society'</header>
<big>Society</big>
Almost every orc is a member of a tribe or a clan. Relations between neighboring tribes are usually violent, except in cases of a mutual enemy threatens their existence or prospects of great plunder override mutual animosity. Occasionally, a single strong chieftain may emerge to lead multiple tribes from time to time, usually through intimidation of followers. An orc tribe in times of peace tends to focus almost solely on strengthening itself in preparation for the next armed conflict. Orcs are known to possess a crude system of writing — usually in blood — although its most commonly used to trade insults or threats among tribal leaders.
Orc societies are based on little else but strength; might makes right, and a leader leads and survives only as long as no one manages to wrest the title from him. A constant struggle for power simmers among potential tribal chiefs. An orcish leader rarely lives more than a handful of years to enjoy his absolute authority before being killed for his position — although history knows some notable exceptions. Orcs hold no particular honor code and while indisputable raw strength is usually the preferred method of displaying power, assassination, poisoning and backstabbing are completely viable means to further ones own goals.
@ -354,7 +354,7 @@ Orcs who were not the strongest of their litter tend to specialize in other skil
Trolls are seen by many as being little more than yet another race of savage monsters. This common misconception is in part perpetuated by orcs to persuade trolls to join their armies. Because they are rather simple and do not understand the ways of other races or sometimes cannot even tell them apart, it is usually easy for an orcish band to convince a group of trolls that by joining them they get to exact revenge on those that have before hunted them. These new recruits are then directed to attack whoever the orcs themselves are currently in conflict with, whether previously a foe of the trolls or not, accumulating even more enemies for the misled trolls. The most common enemy of trolls are dwarves, and the animosity between these two races is ancient.
<header>text='Geography'</header>
<big>Geography</big>
Trolls have inhabited the mountains of the Great Continent longer than the dwarves who migrated there. Trolls are a common sight on the mountain ranges north and east of Wesnoth, and wherever Orcish hordes travel."
num_traits=2
undead_variation=troll
@ -377,7 +377,7 @@ Trolls have inhabited the mountains of the Great Continent longer than the dwarv
Necromancy is almost solely limited to humans. Even the legends of magically apt races like elves and merfolk tell of very few of their kind who have ever delved in the dark arts. It is surmised that necromantic magic requires great adaptability and a flexible mind, extremes of which are most commonly found in humans. The ultimate goal of most necromancers is to turn the same art of preserving and imbuing life upon themselves, to alter themselves at whatever cost, to ultimately escape death by preserving their own mind and spirit.
<header>text='Geography'</header>
<big>Geography</big>
While undead lords arrived on the Great Continent in considerable numbers only in the wake of Haldric I, they were not completely unheard of by elves and dwarves before that."
num_traits=1
ignore_global_traits=yes