correct markup for subtopics

This commit is contained in:
Nils Kneuper 2008-01-13 11:29:14 +00:00
parent 094af61f8f
commit e3090cabce

View file

@ -56,16 +56,14 @@
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 vulnerable 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 drake's body enables it to spit fire and gives it life, they have no willful control over its functions of this magic.
Society:
<header>text='Society'</header>
While Drakes seem to be a relatively warlike race, and their societies can be best described as a cultured martial society. A small group of veteran warriors headed by a mutually respected - or simply feared - leader 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 lessers. Entry to the highest ruling classes practically only happens through challenging and defeating a superior in single combat, which is the way the hierarchy inside the ruling class 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 drive them to defend their own territories savagely, drakes rarely invade or trespass on areas already occupied of the other major races. Instead, they most commonly 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 of moss and fungi they cultivate deep in their cavers. The only technology drakes value is armour- and weapon-smithing, and know or need little else in terms of science and culture besides this to survive and thrive. However the few implements they do fashion are almost unrivaled in quality, only matched by those produced in the finest Dwarven foundries.
Drakes are hatched 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, and unlike the old 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.
Geography:
<header>text='Geography'</header>
Drakes originate from the island of Morogor in the Great Ocean. However, since the island has been slowly sinking for centuries, and colonies of drakes have slowly spread to the Great Continent. Drakes tend 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
{DRAKE_NAMES}
@ -127,12 +125,10 @@ Due to their long life, elves are not driven by a primal lust of life to the ext
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 able to learn more types than most others. They have no extra special abilities or aptitudes except their versatility and drive. Although often at odds with all 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.
Subjects of the Crown:
<header>text='Subjects of the Crown'</header>
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.
The Clansmen:
<header>text='The Clansmen'</header>
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, and they just serve different purposes in the country. 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, so the parents will 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 their strengths and weaknesses complement each other."
num_traits=2
{HUMAN_NAMES}
@ -205,8 +201,7 @@ The eastern provinces of Wesnoth, known as the Clan Homelands, have a geography
plural_name= _ "race^Orcs"
description= _"In appearance, orcs are half men and half beasts. They are taller, sturdier and stronger than humans, which is matched by their savagery and lack of intelligence. Their blood is darker and thicker than that of normal humans and they have little care for personal hygiene or their personal appearance. Although Orcs are violent and warlike creatures, they possess an odd social kinship with one another; an orc never travels long or lives alone in groups smaller than half a dozen.
Society:
<header>text='Society'</header>
Almost every orc are a member of a tribe or a clan. Relations between neighbouring tribes are usually violent, except in cases of a mutual enemy threatens their existence or prospects of great plunder overrides mutual animosity. In addition, 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 almost solely focus on strengthening itself in preparation for the next armed conflict. Orcs are known to possess a very simple system for symbolic writing - usually in blood - although it's most commonly used to trade insults or threats between 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 usually exists for power between 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 honour code and while undisputable raw strength is usually the preferred method of displaying power, assassination, poisoning and backstabbing are completely viable means to further one's own goals.
@ -227,8 +222,7 @@ The oldest known orcs have been around 50 to 60 years of age, but very few indiv
Trolls are seen by many as being little more than a yet another race of savage monsters. This common misconception is in part perpetuated by orc to persuade trolls to join their armies. Because they are rather simple and do not understand the ways of other races or sometimes can 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.
Geography:
<header>text='Geography'</header>
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
ignore_global_traits=yes
@ -248,8 +242,7 @@ 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 mermen 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.
Geography:
<header>text='Geography'</header>
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