Wesnoth 1.10 - en to gd translation catalogue (525 entries)

note: [time]: id=underground
en: Underground
gd: Fon talamh

note: [berserk]: id=berserk
en: berserk
gd: caothach a’ chatha

note: [berserk]: id=berserk
en: Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred.
gd: Cò dhiubh an cleachd thu seo airson ionnsaighe no dìona, cha sguir an sabaid mus fhaigh aon de na cathaich bàs no gus an deach 30 cuairtean de dh’ionnsaighean seachad.

note: [chance_to_hit]: id=magical
en: magical
gd: draoidheach

note: [chance_to_hit]: id=magical
en: This attack always has a 70% chance to hit regardless of the defensive ability of the unit being attacked.
gd: Tha seans bualaidh de 70% aig an ionnsaigh seo an-còmhnaidh ge b’ e dè an comas dìona a tha aig an aonad air an toir thu ionnsaigh.

note: [firststrike]: id=firststrike
en: first strike
gd: ciad bhuille

note: [firststrike]: id=firststrike
en: This unit always strikes first with this attack, even if they are defending.
gd: Bualaidh an t-aonad seo an toiseach leis an ionnsaigh seo, fiù ’s nuair a bhios e a’ dìon.

note: [heals]: id=healing
en: heals +4
gd: slànachadh +4

note: [heals]: id=healing
en: female^heals +4
gd: slànachadh +4

note: [heals]: id=healing
en: Allows the unit to heal adjacent allied units at the beginning of our turn.
    
    A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.
    A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.
gd: Leigidh seo leis an aonad aonadan ri thaobh a shlànachadh aig toiseach gach cuairte.
    
    Gheibh aonad fo chùram an t-slànaigheir seo suas gu 4 PB sa chuairt air neo thèid stad a chur air puinsean fad cuairte.
    Cha ghabh aonad air puinnseanachadh leigheas le slànaighear is feumaidh e cùram a shireadh ann am baile no le aonad lighiche.

note: [heals]: id=healing
en: heals +8
gd: slànachadh +8

note: [heals]: id=healing
en: female^heals +8
gd: slànachadh +8

note: [heals]: id=healing
en: This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.
    
    A unit cared for by this healer may heal up to 8 HP per turn, or stop poison from taking effect for that turn.
    A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.
gd: Cuiridh an t-aonad seo eòlas luibheanach is draoidheach còmhla gus aonadan a shlànachadh nas luaithe na b’ urrainneadh air a’ bhlàr gu h-àbhaisteach.
    
    Gheibh aonad fo chùram an t-slànaigheir seo suas gu 8 PB sa chuairt air neo thèid stad a chur air puinsean fad cuairte.
    Cha ghabh aonad air puinseanachadh leigheas le slànaighear is feumaidh e cùram a shireadh ann am baile no le aonad lighiche.

note: [section]: id=encyclopedia [topic]: id=..encyclopedia
en: Encyclopedia
gd: Leabhar mòr-eòlais

note: [topic]: id=..encyclopedia
en: <ref>dst='..geography' text='Geography'</ref>
gd: <ref>dst='..geography' text='Cruinn-eòlas'</ref>

note: [section]: id=geography [topic]: id=..geography
en: Geography
gd: Cruinn-eòlas

note: [topic]: id=arkan_thoria
en: Arkan-thoria
gd: Argantara

note: [topic]: id=arkan_thoria
en: A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</ref> and running east to the Listra.
gd: Seo abhainn a shruthas bho <ref>dst='heart_mountains' text='Mhonadh na Cridhe'</ref> chun an Liostra gu ear.

note: [topic]: id=great_ocean
en: Great Ocean
gd: An Cuan Mòr

note: [topic]: id=great_ocean
en: Lies to the west of the <ref>dst='great_continent' text='continent'</ref> and all rivers eventually flow to it. Far to the west in the the Great Ocean is a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>.
gd: Seo an cuan taobh siar na <ref>dst='great_continent' text='mòr-thìre'</ref> is sruthaidh na h-uile abhainn ann mu dheireadh thall. Fad air falbh gu siar sa Chuan Mhòr, tha innis-mhuir mhòr ris an canar <ref>dst='morogor' text='Morogor'</ref>.

note: [topic]: id=morogor
en: Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great Ocean'</ref> west of the <ref>dst='green_isle' text='Green Isle'</ref> and east of the <ref>dst=old_continent text='Old Continent'</ref>.
    It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.
    The central island of the archipelago is also called ‘Morogor’.
gd: Seo innis-mhuir sa <ref>dst='great_ocean' text='Chuan Mhòr'</ref> gu siar air an <ref>dst='green_isle' text='Eilean Uaine'</ref> is gu ear air an t-<ref>dst=old_continent text='Seann Mhòr-thìr'</ref>.
    Tha <ref>dst='..race_drake' text='dràic'</ref> a’ fuireach ann gu h-àraidh.
    Canar “Morogor” ris an eilean meadhanach aig an innis-mhuir seo.

note: [topic]: id=green_isle
en: Green Isle
gd: Eilean Uaine

note: [topic]: id=green_isle
en: A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>.
gd: Seo eilean mòr sa <ref>dst='great_ocean' text='Chuan Mhòr'</ref>.

note: [topic]: id=old_continent
en: Old Continent
gd: An t-Seann Mhòr-thìr

note: [topic]: id=old_continent
en: Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the <ref>dst='great_ocean' text='Great Ocean'</ref>.
gd: Tha seo gu siar air <ref>dst='morogor' text='Morogor'</ref> thar a’ <ref>dst='great_ocean' text='Chuain Mhòir'</ref>.

note: [topic]: id=great_continent
en: Great Continent
gd: A’ Mhòr-thir Fharsaing

note: [topic]: id=great_continent
en: The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of Wesnoth'</ref> lies. Its west coast is surrounded by the <ref>dst='great_ocean' text='Great Ocean'</ref>.
gd: Seo a’ mhòr-thìr air a bheil an <ref>dst='kingdom_wesnoth' text='Rìoghachd Bheasnaid'</ref>. Tha oirthir siar ’ga chuairteachadh leis a’ <ref>dst='great_ocean' text='Chuan Mhòr'</ref>.

note: [topic]: id=irdya
en: Irdya
gd: Irdia

note: [topic]: id=irdya
en: The name of the world in which the kingdom of <ref>dst='kingdom_wesnoth' text='Wesnoth'</ref> is situated is ‘Irdya’. This term is, however, only rarely used in the era depicted by the main map. People normally just say “the world” or, poetically, “the wide green world”.
gd: Is “Irdia” a th’ air a’ phàirt den t-saoghail sa bheil rìoghachd <ref>dst='kingdom_wesnoth' text='Bheasnaid'</ref>. Cha chleachdar an t-ainm seo gu tric ma-thà san linn a sheallas am prìomh mhapa. Cha chanar ach “an saoghal” ris mar as trice no “an saoghal farsaing uaine” ann am beurla nam filidh.

note: [topic]: id=kingdom_wesnoth
en: Kingdom of Wesnoth
gd: An Rìoghachd Bheasnaid

note: [topic]: id=kingdom_wesnoth
en: The Kingdom of Wesnoth is located in the north-central portion of the <ref>dst='great_continent' text='Great Continent'</ref>. Most of the mainline campaigns revolve around it. It is bounded on the map by the Great River to the north, the shore of the Great Ocean to the west, the Aethenwood to the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the Bitter Swamp to the southeast (lower right corner of the main map).
    
    Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. It is bounded to the south (off-map) by dense woods of which the Aethenwood may be considered a northernmost extension.
    
        • Notable cities:
              ◦ Weldyn: The capital of Wesnoth.
              ◦ Aldril: City lying on the Bay of Pearls.
              ◦ Blackwater Port: City lying south of the Bay of Pearls.
              ◦ Carcyn: Located between the Grey Woods and the Great River.
              ◦ Dan’Tonk: Wesnoth’s largest city, located in the center of the country, just west and north of Weldyn.
              ◦ Soradoc: The northernmost border outpost of Wesnoth, controls the confluence of the Weldyn River and the Great River.
              ◦ Fort Tahn: The southernmost border outpost, controls the north/south road crossing the River Aethen.
              ◦ Tath: Important fort city north of Dan’Tonk, exerts control over the wilderness country around the east of the Brown Hills and north to the Ford of Abez.
    
        • Notable land features:
              ◦ Gryphon Mountain: Home of the fabled Gryphons
              ◦ Ford of Abez: Shallow part of the Great River, it is usually controlled by Wesnothian forces
              ◦ Weldyn River: It branches from the Great River and goes south
              ◦ Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort Tahn, this plain is Wesnoth’s bread basket and home to most of its population
              ◦ Dulatus Hills: These rolling hills bordering the Great Central Plain provide much of Wesnoth’s livestock and agriculture
              ◦ Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-populated and occasionally very dangerous.
              ◦ Horse Plains: Region of rolling plains just south of the Great River, bounded by Glyn’s Forest to the west and the River Weldyn to the east; the southern reach merges into the Central Plain. Home of the powerful Clans; the best horses in Wesnoth are bred here.
              ◦ Estmark Hills: Largish range rising south of the Great River and east of the Weldyn River. The northernmost portion, nearest the River Weldyn, has at various times been settled by Wesnothians, but the Kingdom’s control is tenuous at best and banditry is common.
              ◦ Glyn’s Forest: Sometimes known as the Royal Forest, named for one of Haldric II’s sons
              ◦ Gray Woods: Large forest in the heart of the wilds of Wesnoth, located between Carcyn and Aldril and generally considered to be haunted
              ◦ Green Swamp: Large swamp in the heart of the wilds of Wesnoth, south of Aldril. It receives drainage from the Brown Hills and feeds into the Great River. (Not shown on the main map.)
gd: Tha an Rìoghachd Bheasnaid gu tuath ann am meadhan na <ref>dst='great_continent' text='Mòr-thìre Farsainge'</ref>. Innsidh a’ mhòrchuid de dh’iomairtean a’ phrìomh-loidhne sgeulachd mu dhèidhinn. Is na crìochan aice an Abhainn Mòr gu tuath, oirthir a’ Chuain Mhòir gu siar, Coille Aidhean gu <ref>dst='southwest_elven_lands' text='iar-dheas'</ref> agus a’ Bhoglach Searbh gu ear-dheas (san oisean deas gu h-ìosal air a’ phrìomh mhapa).
    
    Tha roinn crìche Bheasnaid taobh thall Abhainn Aidhean gu deas air Dùn Tàin. Thig e gu crìch gu deas le coilltean dùmhail (taobh a-muigh a’ mhapa) is chan eil Coille Aidhean ach am pàirt as tuathaile dhiubh.
    
    
    <header>text='Bailtean cudromach'</header>
    
    <bold>text='Bealdan:'</bold> Cathair-bhaile Bheasnaid.
    
    <bold>text='Aildril:'</bold> Baile taobh a’ Bhàigh Neamhnaidich.
    
    <bold>text='Port an Uisge Dhuibh:'</bold> Baile gu deas air A’ Bhàgh Neamhnaideach.
    
    <bold>text='Cargain:'</bold> Eadar A’ Choille Ghlas is an Abhainn Mòr.
    
    <bold>text='Dan Tong:'</bold> Am baile as motha ann am Beasnad ann am meadhan na dùthcha gu iar-thuath air Bealdan.
    
    <bold>text='Soradag:'</bold> An gearastan crìche as tuathaile aig Beasnad a chumas smachd air an tìr mu aonachadh Abhainn Bhealdain is na h-Aibhne Mòire.
    
    <bold>text='Dùn Tàin:'</bold> An gearastan crìche as deasaile aig Beasnad a chumas smachd air an rathad gu tuath is deas thar Abhainn Aithean.
    
    <bold>text='Tath:'</bold> Seo baile cudromach gu tuath air Dan Tong is tha am fàsach mu taobh an ear nan Cnoc Donna is gu tuath air Àth Abais fo a smachd.
    
    
    <header>text='Cruth-tìre cudromach'</header>
    
    <bold>text='Sgùrr nan Iolairean-leòmhainn:'</bold> Dachaigh nan iolairean-leòmhainn faoinsgeulach
    
    <bold>text='Àth Abais:'</bold> Pàirt eu-domhainn den Abhainn Mòr a tha fo smachd muinntir Bheasnaid mar as trice
    
    <bold>text='Abhainn Bhealdain:'</bold> Seo meur na h-Aibhne Mòire a shruthas gu deas
    
    <bold>text='Am Mòr-raon Meadhanach:'</bold> Seo an raon eadar Bealdan, Dan Tong is Dùn Tàin far an tèid a’ mhòrchuid den bhiadh a thogail is a’ mhòrchuid de mhuinntir Bheasnaid a’ fuireach
    
    <bold>text='Tulaichean Dhuladais:'</bold> Solaraichidh na tulaichean seo ri taobh a’ Mhòr-raoin Mheadhanaich pàirt mhòr den àrachas is den sprèidh aig Beasnad
    
    <bold>text='Na Cnuic Dhonna:'</bold> Fàsach timcheall air Sgùrr nan Iolairean-leòmhainn anns nach eil mòran a’ fuireach is a dh’fhaodas a bhith glè chunnartach.
    
    <bold>text='Magh nan Each:'</bold> Raon de mhaghan gu deas air an Abhainn Mhòr agus eadar Frith Ghlin gu siar is Abhainn Bhealdain gu ear agus tha am Mòr-raon Meadhanach dìreach gu deas air. Seo dachaigh nan cinnidhean cumhachdach is tha na h-eich nas fhearr aig Beasnad ’gan àrachadh an-seo.
    
    <bold>text='Am Monadh Earach:'</bold> Seo monadh mòr gu deas air an Abhainn Mhòr is gu ear Abhainn Bhealdain. Rinn muinntir Bheasnaid tuineachadh san raon tuath dheth faisg air Abhainn Bhealdain bho àm gu àm, ach chan eil smachd làidir aig an rìgh air is bidh fògaraichean ann gu tric.
    
    <bold>text='Frith Ghlin:'</bold> Chaidh a’ choille seo ainmeachadh a-rèir mach Taldraig II is canar Am Frith Rìoghail ris cuideachd
    
    <bold>text='A’ Choille Ghlas:'</bold> Seo coille mhòr ann an cridhe fàsach Bheasnaid eadar Cargain is Aildril is thathar den bheachd gu bheil tathaich oirre
    
    <bold>text='A’ Bhoglach Uaine:'</bold> Seo boglach mhòr ann an cridhe fàsach Bheasnaid gu deas air Aildril. Thèid a biathachadh le uisge Cnuic Donna is falbhaidh an uisge don Abhainn Mhòr. (Chan eilear ’ga sealltainn air a’ phrìomh mhapa.)

note: [topic]: id=elensefar
en: Elensefar
gd: Eleansafar

note: [topic]: id=elensefar
en: Elensefar is at times a province of <ref>dst='kingdom_wesnoth' text='Wesnoth'</ref>, at times an independent country, and at times in a treaty federation with Wesnoth. Its borders are the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the <ref>dst='great_ocean' text='ocean'</ref> to the west. More information is found in the historical narrative of Wesnoth.
    
        • Notable cities:
              ◦ Elensefar: The capital, located on an island in the <ref>dst='great_river' text='Great River'</ref> delta
              ◦ Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth
        • Notable land features:
              ◦ <ref>dst='great_river' text='Great River'</ref>: It is very wide at this point, and only ships can cross it.
gd: Tha Eleansafar ’na shiorrachd aig <ref>dst='kingdom_wesnoth' text='Beasnad'</ref> aig amannan is ’na dhùthaich neo-eisimeileach aig amannan is ann an caidreachas le Beasnad aig amannan eile. Is iad na crìochan aice an Abhainn Mòr gu tuath, loidhne neo-phongail le Beasnad gu ear, Am Bàgh Neamhnaideach gu deas is an <ref>dst='great_ocean' text='cuan'</ref> gu siar. Tha barrachd fiosrachaidh ri fhaighinn ann an sgeulachdan eachdraidheil Bheasnaid.
    
    
    <header>text='Bailtean cudromach'</header>
    
    <bold>text='Eleansafar:'</bold> An cathair-bhaile ann an eilean ann an inbhir na h-
    <ref>dst='great_river' text='Aibhne Mòire'</ref>
    
    <bold>text='Cargain:'</bold> Baile air crìochan Beasnaid is Eleansafar; tha connspaid eadar an dà dhùthaich cò leis am baile
    
    
    <header>text='Cruth-tìre cudromach'</header>
    
    <ref>dst='great_river' text='An Abhainn Mòr'</ref>: Tha i glè leathann san àite seo is chan fhaigh thu thairis oirre ach le bàta.

note: [topic]: id=northlands
en: Northlands
gd: An Taobh Tuath

note: [topic]: id=northlands
en: There is no government of the Northlands. Various groups of orcs, dwarves, barbarian men and even elves populate the region. The northern and eastern borders are not defined, the southern border is the <ref>dst='great_river' text='Great River'</ref>, and the western border is the <ref>dst='great_ocean' text='Great Ocean'</ref>.
    
        • Notable cities:
              ◦ Glamdrol: An Orcish tribal capital
              ◦ Wesmere: The location of the Ka’lian — the Elvish Council
              ◦ Dwarven Doors: A mixed human/dwarven town in the region of Knalga in the southern Heart Mountains. A major trade center.
              ◦ Dallben and Delwyn: Human villages originally built by settlers who crossed the Great River during Wesnoth’s Golden Age expansion. Now abandoned. The forested area northeast of Elensefar, where these villages were located, was named the Annuvin province by men but was known by the elves as Wesmere.
    
        • Notable land features:
              ◦ Heart Mountains: A virtually impassable barrier between the river country and the Northern Plains.
              ◦ Heartfangs: the particularly forbidding stretch of high peaks southwest of Lake Vrug and north of the Forest of Wesmere. The most inhospitable and dangerous portion of the Heart Mountains; only hermits, madmen, and mages live there.
              ◦ Swamp of Dread: a very large bog located between the Heart Mountains and the Great River. A notoriously dangerous place.
              ◦ Lake Vrug: A large mountain lake whose river carves the only pathway through the Northern Mountains
              ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is the elvish name; among humans it is called Longlier.
              ◦ River Listra: The south-running tributary of the Great River into which the Arkan-thoria empties.
              ◦ Lintanir Forest: The southernmost portion of the Great Northern Forest, a gigantic wood whose eastern and northern boundaries are known only the elves. Their capitol, Elensiria, has only seldom been visited by humans.
              ◦ Great River: The origin of this river is somewhere in the east of the northern lands
gd: Chan eil riaghaltas coitcheann san Taobh Tuath. Tha diofar bhuidhnean de dheamhain, troichean, daoine bhorba is eadhon sìthichean a’ fuireach ann. Chan eil na crìochan gu tuath is ear stèidhichte. Is an t-<ref>dst='great_river' text='Abhainn Mòr'</ref> a’ chrìoch gu deas is an <ref>dst='great_ocean' text='Cuan Mòr'</ref> a’ chrìoch gu siar.
    
    
    <header>text='Bailtean cudromach'</header>
    
    <bold>text='Glamdrail:'</bold> Cathair-bhaile aig cinneadh nan deamhan
    
    <bold>text='Loch Bheasa:'</bold> Seo far a bheil an an Ca’lian stèidhichte — comhairle nan sìthichean
    
    <bold>text='Dorsan nan Troich:'</bold> Baile ann an roinn Knalga ceann a deas Monadh na Cridhe far a bheil an dà chuis troichean is an cinne-daonna a’ fuireach. Tha e ’na ionad malairt cudromach.
    
    <bold>text='Dallban is Deallan:'</bold> Bailtean beaga a’ chinne-daonna a chaidh a thogail le tuinichean bho thùs a thàinig thar na h-Aibhne Mòire nuair a mheudaich Beasnad san linn òr. Tha iad trèigte a-nis. Chanadh an cinne-daonna Siorrachd Anubhain ris an raon coillteach gu ear-thuath air Eleansafar far an robh na bailtean seo, ach tha Loch Bheasa aig na sìthichean air.
    
    
    <header>text='Cruth-tìre cudromach'</header>
    
    <bold>text='Monadh na Cridhe:'</bold> Cnap-starra nach gabhar thairis air cha mhòr eadar tìr nan aibhnichean is na maghan taobh tuath.
    
    <bold>text='Tosgan a’ Chridhe:'</bold> Na sgurran iargalta gu iar-dheas air Loch Bhrug is gu tuath air Coille Loch Bheasa. Seo an raon as cunnartaiche is cruaidhe aig Monadh na Cridhe; chan fhuirich ach aonarain, daoine air chuthach is draoidhean ann.
    
    <bold>text='Boglach an Sgàtha:'</bold> Seo boglach mòr eadar Monadh na Cridhe is an Abhainn Mòr. ’S e àite cunnartach eagalach a th’ ann.
    
    <bold>text='Loch Bhrug:'</bold> Loch mòr sa mhonadh is ’s e an abhainn aige an aon shlighe tro na beanntan taobh tuath
    
    <bold>text='Argantara:'</bold> An abhainn a thig à Loch Bhrug. Seo an t-ainm a tha aig na sìthichean oirre; canaidh an cinne-daonne An Abhainn Fhada rithe.
    
    <bold>text='Abhainn Liostra:'</bold> Seo leas-abhainn na h-Aibhne Mòire a shruthas gu deas is tha an Argantara a’ sruthadh ann fhèin.
    
    <bold>text='Coille Liontainir:'</bold> Seo an roinn as fhaide deas aig a’ choille mhòir tuaith, coille a tha cho mòr ’s nach eil ach na sìthichean eòlach air na crìochan gu ear is tuath aice. ’S gann gun deach daoine a’ tadhal air a’ chathair-bhaile Elensiria aca.
    
    <bold>text='An Abhainn Mhòr:'</bold> Tha tùs na h-aibhne seo àiteigin taobh an ear nan tìrean tuatha

note: [topic]: id=southwest_elven_lands
en: Southwest Elven Lands
gd: Tìr Iar-dheas nan Sìthichean

note: [topic]: id=southwest_elven_lands
en: The Wood Elves are separate from those of the north, and have only intermittent relations with them and most other countries. Its borders are the Green Swamp to the northeast, the desert (not shown) to the south, and the <ref>dst='great_ocean' text='Ocean'</ref> to the west.
    
        • Notable cities
              ◦ None known
        • Notable land features:
              ◦ Aethen Forest: The largest southern forest, it extends far to the southwest—much farther than is charted—and is home to <ref>dst='..race_elf' text='elves'</ref>.
gd: Tha sìthichean na coille eadar-dhealaichte bhon fheadhainn a tha a’ fuireach taobh tuath is chan dèan iad conaltradh leotha no leis a’ mhòrchuid de dhùthchannan eile gu tric. Is na crìochan aig an dùthaich am Boglach Uaine gu ear-thuath, am fàsach (nach eil ’ga shealltainn) gu deas is an <ref>dst='great_ocean' text='cuan'</ref> gu siar.
    
    
    <header>text='Bailtean cudromach'</header>
    
    Neo-aithnichte
    
    
    <header>text='Cruth-tìre cudromach'</header>
    
    <bold>text='Coille Aidhean:'</bold> Seo a’ choille mhòr ceann a deas a shìneas fada gu iar-dheas—mòran nas fhaide na chaidh a chlàradh—agus tha <ref>dst='..race_elf' text='sìthichean'</ref> a’ fuireach innte.

note: [topic]: id=heart_mountains
en: Heart Mountains
gd: Monadh na Cridhe

note: [topic]: id=heart_mountains
en: A virtually impassable barrier between the <ref>dst='arkan_thoria' text='river'</ref> country and the <ref>dst='far_north' text='Northern Plains'</ref>.
gd: Seo cnap-starra nach gabh tighinn troimhe cha mhòr eadar tìr na h-<ref>dst='arkan_thoria' text='aibhne'</ref> is na <ref>dst='far_north' text='maghan taobh tuath'</ref>.

note: [topic]: id=far_north
en: Far North
gd: An Tuath Fada

note: [topic]: id=far_north
en: Cold, harsh, and inaccessible, the Far North is the ancestral home of the Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without merit) as their own. To the east lie the Unaligned Tribes of the Wild Steppe, who fell out of the control of the Clannate, instead roaming with wild human barbarians and clashing with the High Elves of the North Plains (known as North Elves in human lands). The High Elves themselves reside further east, where it is rumored they rule a vast kingdom.
    
        • Notable cities:
              ◦ Barag Gor, a city home to the Orcish Council
              ◦ Bitok
              ◦ Borstep
              ◦ Farzi
              ◦ Lmarig
              ◦ Melmog
              ◦ Prestim
              ◦ Tirigaz
              ◦ Dorest, the northernmost human city
        • Notable land features:
              ◦ Black Marshes
              ◦ Mountains of Dorth
              ◦ Mountains of Haag
              ◦ Greenwood
              ◦ Silent Forest
              ◦ Forest of Thelien
              ◦ River Oumph
              ◦ River Bork
              ◦ Frosty Wastes
              ◦ Barren Plains
gd: ’S e tìr fuar, garbh is do-ruigsinneach a th’ anns an Tuath Fada is seo an seann dachaigh aig caidreachas cinnidhean nan deamhan. Tha e gu tuath air <ref>dst='heart_mountains' text='Monadh na Cridhe'</ref> air a bheil Hagaid-Dargor aig na deamhain is iad a’ cumail a-mach (gun airidheachd) gur ann leothasan a tha e. Tha cinnidhean saora nach eil fo smachd a’ chaidreachais tuilleadh a’ fuireach gu ear air an Fheur Fhiadhaich is a’ siubhal le an toil fhèin còmhla ri daoine bhorba is a’ sabaid an aghaidh nan àrd-shìthichean aig na maghan taobh tuath (aithnichte mar na sìthichean tuathail ann an dùthchannan na cinne-daonna). Tha na h-àrd-shìthichean fhèin a’ fuireach nas fhaide gu ear is thathar den bheachd gu bheil rìoghachd mhòr aca ann.
    
    
    <header>text='Bailtean cudromach'</header>
    
    <bold>text='Barag Gor'</bold>, am baile far a bheil comhairle nan deamhan stèidhichte
    Biotog
    Borstap
    Farsaidh
    Lmarag
    Mealmag
    Preasdan
    Tiriogas
    Dorast, am baile as fhaide tuath aig a’ chinne-daonna
    
    
    <header>text='Cruth-tìre cudromach:'</header>
    
    A’ Bhoglach Dhubh
    Beanntan Dortha
    Monadh Hàig
    A’ Choille Ghorm
    A’ Choille Bhalbh
    Coille Thelian
    Abhainn Ùma
    Abhainn Bhorc
    Am Fàsach Fuar
    Am Magh Seasg

note: [section]: id=introduction [topic]: id=..introduction
en: Introduction
gd: Ro-ràdh

note: [section]: id=gameplay [topic]: id=..gameplay
en: Gameplay
gd: A’ cluiche a’ gheama

note: [section]: id=traits_section [topic]: id=..traits_section
en: Traits
gd: Feartan

note: [section]: id=units [topic]: id=..units
en: Units
gd: Aonadan

note: [section]: id=abilities_section [topic]: id=..abilities_section
en: Abilities
gd: Comasan

note: [section]: id=weapon_specials [topic]: id=..weapon_specials
en: Weapon Specials
gd: Ionnsaighean sònraichte

note: #-#-#-#-#  wesnoth-help.wml.pot (PACKAGE VERSION)  #-#-#-#-# [section]: id=factions_section
en: Factions
gd: Buidhnean

note: [section]: id=terrains_section [topic]: id=..terrains_section
en: Terrains
gd: Cruthan-tìre

note: [section]: id=addons [topic]: id=..addons
en: Add-ons
gd: Tuilleadain

note: [section]: id=commands [topic]: id=..commands
en: Commands
gd: Àitheantan

note: [topic]: id=..units
en: This section will list all the units you discover as you explore the world of Wesnoth. When you see a new unit during a campaign or multiplayer scenario it will be added to its race’s subsection; you can then view its page any time you wish. A unit’s page will provide a general description, its statistics, attacks, resistances, and movement and defense values.
gd: San roinn seo, gheibh thu liosta dhe na h-uile aonad ris an do thachair thu san t-saoghal Bheasnaid gu ruige seo. Gach turas a chì thu aonad ùr rè iomairte no cnàmh-sgeòil ioma-chluicheadair, thèid a chur ri earran a’ chinnidh; ’ s urrainn dhut sùil a thoirt air a dhuilleag uair sam bith a thogras tu an uairsin. Bheir duilleag aonaid dhut tuairisgeul, stadastaireachd, ionnsaighean, comasan-seasaimh agus luachan gluasaid ’s dìona.

note: [topic]: id=..abilities_section
en: Certain units have abilities that either directly affect other units or have an impact on how the unit interacts with other units. These abilities will be listed under this section as you encounter them. Each page will provide a description of what the ability does and which (currently discovered) units have it.
gd: Tha comasan aig cuid de dh’aonadan a bheir buaidh air aonadan eile gu dìreach no air mar a nì iad eadar-ghnìomh le aonadan eile. Nochdaidh na comasan seo fon earrann seo nuair a thachras tu orra. Bheir gach duilleag tuairisgeul dhut air na nì an comas agus cò na h-aonadan (air an do thachair thu mar-thà) aig a bheil e.

note: [topic]: id=..weapon_specials
en: Some weapons have special features that increase the effectiveness of attacking with them. When you see a new weapon special during a campaign or multiplayer scenario it will be added to this list; you can then view its page any time you wish. Each page will provide a description of what the weapon special does and which (currently discovered) units have it.
gd: Tha feartan sònraichte aig cuid a dh’airm a chuireas ris an èifeachdachd nuair a bheir thu ionnsaigh leotha. Nuair a thachras tu ri ionnsaigh shònraichte rè iomairte no cnàmh-sgeòil ioma-chluicheadair, thèid a chur ris an liosta seo; ’ s urrainn dhut sùil a thoirt air a dhuilleag uair sam bith a thogras tu an uairsin. Bheir gach duilleag dhut mìneachadh air na nì an ionnaigh shònraichte agus dè na h-aonadan (air a bheil thu eòlach) aig a bheil e.

note: [topic]: id=.unknown_unit
en: Unknown Unit
gd: Aonad neo-aithnichte

note: [topic]: id=.unknown_unit
en: 
    
    This unit is unknown for the moment. You must discover it in the game to be allowed to see its description.
gd: 
    
    Chan eil thu eòlach air an aonad seo fhathast. Feumaidh tu a lorg sa gheama mus fhaod thu a thuairisgeul fhaicinn.

note: [topic]: id=introduction_topic
en: Overview
gd: Foir-shealladh

note: [topic]: id=introduction_topic
en: 
    
    <italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy game somewhat unusual among modern strategy games. While other games strive for complexity, <italic>text='Battle for Wesnoth'</italic> strives for simplicity of both rules and gameplay. This does not make the game simple, however — from these simple rules arise a wealth of strategy, making the game easy to learn but a challenge to master.
gd: 
    
    ’S e geama ro-innleachd fantastachd suidhichte air cuairtean a th’ ann an <italic>text='Strì Bheasnaid'</italic> a tha caran annasach am measg geamannan ro-innleachd an latha an-diugh. Fhad ’s a tha geamannan eile a’ strì airson iom-fhillteachd, tha <italic>text='Strì Bheasnaid'</italic> a’ strì airson riaghailtean is cluiche a’ gheama simplidh. Cha dèan seo an geama fhèin simplidh co-dhiù — cruthaichidh na riaghailtean simplidh seo beartas de ro-innleachd na nì ionnsachadh a’ gheama furasta fhad ’s a bhios e fhathast dùbhlanach a bhith ’nad mhaighstir air.

note: [topic]: id=fundamentals
en: Fundamentals of Gameplay
gd: Na tha bunasach le cluiche a’ gheama

note: [topic]: id=fundamentals
en: 
    
    To begin with, it’s best to click the <bold>text='Tutorial'</bold> button at the main menu. This will take you to the interactive tutorial, which will teach you the basics of Wesnoth. After this, it is recommended that you play the Heir to the Throne campaign first — click <bold>text='Campaign'</bold> then <italic>text='Heir to the Throne'</italic>. As <italic>text='Battle for Wesnoth'</italic> can be quite challenging, you may wish to start on easy.
gd: 
    
    Mar thoiseach tòiseachaidh, mholamaid gum briog thu air a’ phutan <bold>text='Oideachadh'</bold> sa phrìomh clàr-taice. Bheir seo don oideachadh eadar-ghnìomhach thu a dh’ionnsaicheas bun-fhiosrachadh mu Bheasnad dhut. An dèidh seo, mholamaid gun cluich thu an iomairt “Oighre na cathrach” an toiseach — briog air <bold>text='Iomairt'</bold> is an uair sin air <italic>text='Oighre na cathrach'</italic>. Bhon a dh’fhaodas <italic>text='Blàr Bheasnaid'</italic> a bhith caran dùbhlanach, mholamaid gun tòisich thu air an ìre furasta.

note: [topic]: id=fundamentals
en: These pages outline all you need to know to play <italic>text='Battle for Wesnoth'</italic>. They cover how to play and the basic mechanics behind the game. As you play the game, new information is added to these pages as you come across new aspects of the game. For more detailed information on special situations and exceptions, please follow the links included.
gd: Innsidh na duilleagan seo dhut na bhios a dhìth ort gus <italic>text='Strì Bheasnaid'</italic> a chluiche. Innsidh iad dhut mar a chluicheas tu is mar a dh’obraicheas an geama gu bunasach. Fhad ’s a bhios tu a’ cluiche a’ gheama, thèid barrachd fiosrachaidh a chur air na duilleagan seo nuair a thachras tu air feartan ùra a’ gheama. Airson barrachd fiosrachaidh air suidheachaidhean sònraichte is mura-bhithean, feuch an lean thu na ceanglaichean am broinn nan duilleagan.

note: [topic]: id=fundamentals
en: While playing, keep in mind that if you mouse-over many items in the game, such as the information displayed in the status pane, a brief description will be shown explaining each item. This is especially useful when you encounter new <ref>dst='..abilities_section' text='abilities'</ref> for the first time.
gd: Fhad ’s a bhios tu a’ cluiche, cùm ’nad chuimhne gum faigh thu tuairisgeul goirid air iomadh nì sa gheama a leithid an fhiosrachaidh air an leòsan staide nuair a chumas tu an luchag air. Tha seo sònraichte feumail nuair a thachras tu air <ref>dst='..abilities_section' text='comasan'</ref> ùra airson a’ chiad turais.

note: [topic]: id=about_game
en: About the Game
gd: Mun gheama

note: [topic]: id=about_game
en: 
    
    <italic>text='Campaigns'</italic> consist of multiple scenarios that follow on from each other, telling a story. In a campaign, you often need to play more carefully, preserving your best troops so that they can be used again in later scenarios in the campaign.
gd: 
    
    Tha iomadh chnàmh-sgeul ann an <italic>text='iomairt'</italic> a leanas an dèidh càch a chèile, ag innse sgeulachd. Ann an iomairt, feumaidh tu cluiche nas cùramaiche gu tric, a’ glèidheadh na gaisgich as fhearr agad ach an cleachd thu a-rithist iad ann an cnàmh-sgeul eile nas anmoiche san iomairt.

note: [topic]: id=about_game
en: The game takes place over a series of battles, called <italic>text='scenarios'</italic>. Each scenario pits your troops against the troops of one or more adversaries. You can play against the computer, or with friends who each take turns sitting at the computer (hotseat play). If your computer is connected to a computer network, you can also play against other people connected to that network. If your computer has a connection to the Internet, you can play against other people across the Internet.
gd: Tachraidh an geama thar sreatha de chathan air a bheil <italic>text='cnàmh-sgeulan'</italic>. Cuiridh gach cnàmh-sgeul na gaisgich agad an aghaidh nam feachdan aig nàmhaid no dhà. Faodaidh tu cluiche an aghaidh a’ choimpiutair no charaidean a ghabhas na cuairtean aca air an aon choimpiutair (geama ionadail no hotseat). Ma tha ceangal dha lìonraidh agad, faodaidh tu cuideachd cluiche an aghaidh daoine a bhios ceangailte dhan lìonraidh seo. Ma tha ceangal dhan eadar-lìon agad, faodaidh tu cluiche an aghaidh daoine eile air loidhne.

note: [topic]: id=victory_and_defeat
en: Victory and Defeat
gd: Buaidh is ruaig

note: [topic]: id=victory_and_defeat
en: 
    
    When you win a scenario, the map grays over and the <bold>text='End Turn'</bold> button changes to <bold>text='End Scenario'</bold>. You can now do things like changing your save options or (if you are in a multiplayer game) chatting with other players before pressing that button to advance.
gd: 
    
    Nuair a bhuannaicheas tu cnàmh-sgeul, fàsaidh am mapa glas is tionndaidhidh am putan <bold>text='Cuairt deiseil'</bold> gu <bold>text='Cnàmh-sgeul deis'</bold>. ’S urrainn dhut rudan a dhèanamh a-nis a leithid na roghainnean sàbhalaidh agad atharrachadh no (ma tha thu ann an geama ioma-chluicheadair) cabadaich le cluicheadairean eile mus dèan thu brùthadh air a’ phutan gus leantainn air adhart.

note: [topic]: id=victory_and_defeat
en: Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at the beginning of each scenario. Usually you will achieve victory by killing all enemy leaders, and only be defeated by having your leader killed. But scenarios may have other victory objectives — getting your leader to a designated point, say, or rescuing someone, or solving a puzzle, or holding out against a siege until a certain number of turns have elapsed.
gd: Thoir an dlùth-aire air a’ phriob-bhogsa <bold>text='amasan'</bold> aig toiseach gach cnàmh-sgeòil. Mar as trice, gheibh thu buaidh ma chuireas tu às don a h-uile ceannard nàmhad is cha chaill thu ach ma gheibh an ceannard agad fhèin bàs. Co-dhiù no co-dheth, faodaidh amasan eile a bhith aig cnàmh-sgeul — do cheannard a thoirt gu àite shònraichte air a’ mhapa, mar eisimpleir, no cuideigin a thrusadh no tòimhseachan fhuasgladh no seasamh an aghaidh sèiste fad àireimh sònraichte de chuairtean.

note: [topic]: id=recruit_and_recall
en: Recruiting and Recalling
gd: Trusadh is ais-ghairm

note: [topic]: id=recruit_and_recall
en: 
    
    If you right-clicked on a castle hex and selected recruit, the new unit will appear in that hex. Otherwise, it will appear in a free hex near the keep. You may only recruit as many units as you have free hexes in your castle, and you cannot spend more gold than you actually have on recruiting.
gd: 
    
    Ma rinn thu briogadh deas air sia-cheàrnach caisteil gus trus a thaghadh, no chaidh an t-aonad san t-sia-cheàrnach sin. Mura rinn, nochdaidh e ann an sia-cheàrnach saor faisg air an daingean. Chan fhaod thu barrachd aonadan na na tha ann de shia-cheàrnaich shaora sa chaisteal agad a thrusadh is chan urrainn dhut barrachd òir na th’ agad a chosg air trusadh.

note: [topic]: id=recruit_and_recall
en: Each side begins with one leader in their keep. At the start of any battle, and at times during it, you will need to recruit <ref>dst='..units' text='units'</ref> into your army. To recruit, you must have your leader (for instance, Konrad in the <italic>text='Heir to the Throne'</italic> campaign) on the keep hex of a <ref>dst='terrain_castle' text='castle'</ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</bold>. This brings up the recruit menu, which lists units available for recruitment, along with their gold cost. Click on a unit to see its statistics, then press the recruit button to recruit it.
gd: Tòisichidh gach taobh le aon cheannard san daingean aca. Aig toiseach gach catha agus aig amannan rè a’ chatha fhèin, feumaidh tu <ref>dst='..units' text='aonadan'</ref> a thrusadh don fheachd agad. Gus trusadh, feumaidh an ceannard agad (mar eisimpleir, Conall san iomairt <italic>text='Oighre na cathrach'</italic>) a bhith air sia-cheàrnach an daingein aig <ref>dst='terrain_castle' text='caisteal'</ref>. Faodaidh tu aonadan a thrusadh an-siud ma thaghas tu <bold>text='trus'</bold> air a’ chlàr-taice no ma nì thu briogadh deas air sia-cheàrnach, a taghadh <bold>text='trus'</bold> an uair sin. Gheibh thu an clàr-taice trusaidh le seo, a sheallas a h-uile aonad a tha ri fhaighinn dhut le cosgaisean òir ’na lùib. Briog air aonad gus a stadastaireachd fhaicinn is an uair sin briog air a’ phutain <bold>text='trus'</bold> gus a thrusadh.

note: [topic]: id=recruit_and_recall
en: 
    
    Recruited units come with two random <ref>dst='..traits_section' text='traits'</ref> which modify their statistics.
gd: 
    
    Tha dà <ref>dst='..traits_section' text='fheart'</ref> air thuaiream aig gach aonad air trusadh a nì atharrachadh air an stadastaireachd.

note: [topic]: id=recruit_and_recall
en: 
    
    In later scenarios, you may also Recall survivors from earlier battles. Recalling costs a standard 20 gold and presents you with a list of all surviving units from previous scenarios.
gd: 
    
    Ann an cnàmh-sgeulan nas anmoiche, faodaidh tu cuideachd aonadan a mhair beò sna cathan roimhe ais-ghairm. Cosgaidh ais-ghairm 20 bonn òir dhut is chì thu liosta de na h-aonadan uile a mhair beò ann an cnàmh-sgeulan roimhe.

note: [topic]: id=recruit_and_recall
en: 
    
    Units not only cost gold to Recruit or Recall, they also require money to support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> for more information.
gd: 
    
    Cha chosg aonadan òr dhut a-mhàin le trusadh no ais-ghairm ach bidh òr taice a dhìth orra cuideachd. Faic <ref>dst='income_and_upkeep' text='teachd a-steach is beathachadh'</ref> airson barrachd fiosrachaidh.

note: [topic]: id=orbs
en: Orbs
gd: Cruinnichean

note: [topic]: id=orbs
en: On top of the energy bar shown next to each unit of yours is an orb. For units you control, this orb is:
gd: Tha cruinne os cionn a’ bhàir-lùiths a chì thu ri taobh gach aonaid. Airson aonadan fo do smachd, tha an cruinne seo:

note: [topic]: id=orbs
en:  green if it hasn’t moved this turn,
gd:  uaine mura h-eil an t-aonad air gluasad sa chuairt seo,

note: [topic]: id=orbs
en:  yellow if it has moved, but could still move further or attack, or
gd:  buidhe ma tha e air gluasad, ach ma tha gluasad no ionnsaigh air fhàgail dha, no

note: [topic]: id=orbs
en:  black if it can no longer move or attack, or the user ended the unit’s turn.
gd:  dubh mura 's urrainn dha gluasad no ionnsaigh a thoirt tuilleadh, no ma chuir an cleachdaiche crìoch air cuairt an aonaid.

note: [topic]: id=orbs
en:  blue if the unit is an ally you do not control.
gd:  gorm mas e caidreabhach a th’ ann air nach eil smachd agad.

note: [topic]: id=orbs
en:  Enemy units have a red orb on top of their energy bar.
gd:  Tha cruinne dearg os cionn a’ bhàir-lùiths aig aonadan nàmhad.

note: [topic]: id=hitpoints
en: Hitpoints and Experience
gd: Puingean-beatha is eòlas

note: [topic]: id=hitpoints
en: Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If the hitpoints of a unit drop below 1, the unit dies. Each unit also has a certain number of <italic>text='experience points'</italic> (XP). A freshly recruited unit starts with no experience points, and gains experience by fighting enemies.
gd: Tha àireamh shònraichte de <italic>text='phuingean-beatha'</italic> (PB) aig gach aonad. Ma tha nas lugha na 1 phuing-bheatha aig aonad, gheibh e bàs. Tha àireamh shònraichte de <italic>text='phuingean-eòlais'</italic> (PE) aig gach aonad cuideachd. Tòisichidh aonad air ùr-thrusadh gun phuing-eòlais sam bith is buannaichidh e eòlas le sabaid an aghaidh nàimhdean.

note: [topic]: id=hitpoints
en: The hitpoints and experience points are both indicated in the status pane using two numbers (the current value and the maximum value the unit can have).
gd: Chì thu na puingean-beatha is puingean-eòlais ann an leòsan staide le dà àireamh gach fear (an luach an-dràsta is na puingean as motha as urrainn a bhith aig an aonad).

note: [topic]: id=hitpoints
en: The hitpoints are also indicated by an energy bar next to each unit, which is green, yellow or red. A unit with at least 1 experience point has a blue experience bar, which turns white as the unit is about to <ref>dst='experience_and_advancement' text='advance'</ref>.
gd: Thèid na puingean-beatha a shealltainn cuideachd le bàr-lùiths uaine, buidhe no dearg ri taobh gach aonaid. Tha bàr-eòlais gorm aig aonad aig a bheil co-dhiù 1 phuing-eòlais a thionndaidheas tu geal nuair a tha e an impis <ref>dst='experience_and_advancement' text='àrdachadh'</ref> fhaighinn.

note: [topic]: id=movement
en: Movement
gd: Gluasad

note: [topic]: id=movement
en: 
    
    Each unit has a certain number of movement points which are used up when moving into a new hex, depending on the Terrain of that particular hex. For instance, grassland nearly always costs 1 movement point to enter. Exactly how many movement points are spent entering a hex depends on the unit type — in forest, elvish units only spend 1 movement point, most human and orc units spend 2, while horsemen spend 3. You can learn how many movement points a unit requires to enter a certain terrain type by right-clicking on it, selecting <bold>text='Unit Description'</bold>, and then looking at <bold>text='Terrain Modifiers'</bold>.
gd: 
    
    Tha àireamh shònraichte de phuingean-ghluasaid aig gach aonad a thèid a chaitheamh nuair a ghluaiseas tu gu sia-cheàrnach ùr e, a’ crochadh air cruth-tìre an t-sia-cheàrnaich sin. Mar eisimpleir, tha e a’ cosg 1 phuing-gluasaid mar as trice gus dol a-steach do raon-feòir. Tha cò mheud puing-ghluasaid a tha a dìth ort gu mionaideach a’ crochadh air seòrsa an aonaid — ann an coilltean, cha chaith sìthichean ach 1 phuing-ghluasaid, caithidh a’ mhòrchuid a dhaoine is deamhain 2 fhad ’s a chaith marcaichean 3. Ionnsaichidh tu cò mheud puing-ghluasaid a tha a dhìth air aonad gus dol a-steach do sheòrsa cruth-tìre ma nì thu briogadh deas air is ma thaghas tu <bold>text='Tuairisgeul an aonaid'</bold> is ma sheallas tu an uair sin air <bold>text='Atharraichearan crutha-thìre'</bold>.

note: [topic]: id=movement
en: Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on the unit you wish to move to select it, then click on the hex you wish to move it to. When a unit is selected, everywhere it can move this turn will be highlighted, and all other hexes on the map are made dull. Mousing over a highlighted hex shows the defense rating the unit would have if you moved it to that hex. Mousing over a dull hex will also show the number of turns required to reach it, and clicking will cause the unit to move towards it by the fastest route over this and subsequent turns. If you don’t use up all of a unit’s movement when you first move a unit, you may move it again. This is useful when having two units switch places. Attacking with a unit will use up its movement. Ending a move in a village you don’t already own will also use up a unit’s movement, but will still allow it to attack.
gd: Tha gluasad ann an <italic>text='Strì Bheasnaid'</italic> simplidh. Briog air an aonad a tha thu airson gluasad gus a thaghadh is an uair sin air an t-sia-cheàrnach don a bheil thu airson an aonad a ghluasad. Nuair a thèid aonad a thaghadh, thèid gach àite dham b’ urrainn dha gluasad sa chuairt seo a shoillseachadh is a h-uile sia-cheàrnach eile air a’ mhapa a dhuibhreachadh. Ma ghluaiseas tu an luchag do shia-cheàrnach soillsichte, chì thu dè an dìon a bhiodh aig an aonad air an t-sia-cheàrnach sin. Ma ghluaiseas tu an luchag air sia-cheàrnach duibhrichte, chì thu cuideachd cò mheud cuairtean a bhiodh a dhìth gus an t-aonad a ghluasad an-sin agus ma nì thu briogadh air, gabhaidh an t-aonad an rathad as giorra an comhair an t-sia-cheàrnaich seo an cuairt seo is rè nan cuairtean ri teachd. Mura h-eil thu air a h-uile puing-ghluasaid aig an aonad a chleachdadh, faodaidh tu a ghluasad a-rithist; tha seo feumail gus suaip a dhèanamh eadar dà aonad. Ma bheir aonad ionnsaigh, caithidh seo a h-uile gluasad aige. Ma ghluaiseas tu aonad gu baile nach robh fon smachd agad roimhe, caithidh seo na gluasadan cuideachd, ach faodaidh tu fhathast ionnsaigh a thoirt air aonad ri thaobh.

note: [topic]: id=movement
en: 
    
    Another thing to keep in mind while moving is <italic>text='zones of control'</italic>. Each unit generates a zone of control in the hexes immediately surrounding it, and any enemy unit entering those hexes immediately ends its movement. Learning how to use zones of control to your advantage is an important part of Wesnoth, as only <ref>dst='ability_skirmisher' text='skirmishers'</ref> can ignore zones of control.
gd: 
    
    Nuair a nì thu gluasad, bu chòir dhut an aire a thoirt air <italic>text='raointean-smachd'</italic> cuideachd. Tha raon-smachd aig gach aonad air na sia-cheàrnaich mu chuairt is thèid crìoch a chur air gluasad aonadan nàmhad sa bhad nuair a thig iad a-steach dha na sia-cheàrnaich seo. ’S e pàirt chudromach de Bheasnad a th’ ann gun ionnsaich thu mar a chleachdas tu raointean-smachd oir chan fhaod ach <ref>dst='ability_skirmisher' text='streupairean'</ref> na raointean-smachd fhàgail dhan dàrna taobh.

note: [topic]: id=movement
en: 
    
    To see where the enemy can move to during their next turn, press Ctrl-v or Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were not on the map to block their progress.
gd: 
    
    Gus faicinn càite am b’ urrainn don nàmhaid a ghluasad san ath chuairt aigesan, dèan brùthadh air Ctrl-v no Cmd-v. Seallaidh Ctrl-b no Cmd-b dhut càite am b’ urrainn don nàmhaid a ghluasad mura robh na h-aonadan agad air a’ mhapa gus a bhacadh.

note: [topic]: id=shroud_and_fog
en: Shroud and Fog of War
gd: Sgleò agus ceò cogaidh

note: [topic]: id=shroud_and_fog
en: In some scenarios, parts of the map will be hidden from you. There are two mechanisms that can be used separately or together. The <italic>text='shroud'</italic> hides both the terrain and any units at a location. However, once it is cleared, you can always see that location. The <italic>text='fog of war'</italic> only hides units and ownership of villages (other than by you or your allies). The fog of war is cleared temporarily when you have units nearby, but returns when they leave. Both the shroud and the fog of war are cleared by units. Each unit clears locations adjacent to those within one turn’s move (ignoring zones of control and enemy units).
    
    Normally you can undo a unit’s movement, as long as an event with a randomized result has not occurred, such as combat or recruitment (as most units receive random traits when recruited). Exploring hidden terrain by clearing shroud or fog will also prevent undos to a previous state. You may wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions menu. This will prevent units from clearing shroud or fog until the next randomized event or a manual update via <bold>text='Update Shroud Now'</bold> (or the end of your turn) and thereby preserve your ability to undo movement.
gd: Ann an cuid a chnàmh-sgeulan, thèid pàirtean den mhapa fhalach bhuat. Tha dà dhòigh ann a ghabhas cleachdadh fa leth no còmhla. Falaichidh <italic>text='sgleò'</italic> an dà chuid cruth-tìre is aonadan air àite. Co-dhiù, nuair bhios e air a shoilleireachadh, chì thu an t-àite seo gu bràth. Chan fhalaich <italic>text='ceò cogaidh'</italic> ach aonadan is cò aige a tha bailtean (ach na bailtean agad fhèin is aig do chaidreabhaich). Thèid ceò cogaidh a shoilleireachadh gu sealach nuair a bhios aonadan agad faisg air an àite, ach tillidh e nuair a dh’fhalbhas iad. Thèid an dà chuid sgleò is ceò cogaidh a shoilleireachadh le aonadan. Soilleirichidh gach aonad na h-àiteachan ri taobh na feadhna a ruigeadh an t-aonad seo le gluasad aon chuairte (a’ fàgail raointean-smachd is aonadan nàmhad don dàrna taobh).
    
    Gu h-àbhaisteach, ’s urrainn dhut gluasad aig aonad a neo-dhèanamh fhad ’s nach do thachair toradh air thuaiream a leithid catha no trusaidh (bhon a gheibh aonadan feartan air thuaiream nuair a thèid an trusadh). Thèid neo-dhèanamh don staid roimhe a bhacadh cuideachd nuair a rannsaicheas tu tìr fhalaichte le soilleireachadh sgleò no ceò cogaidh. ’S dòcha gum bi thu airson <bold>text='Cuir dàil air ùrachaidhean sgleò'</bold> a chur an comas ann an clàr-taice nan gnìomhan. Bacaidh seo na h-aonadan bho shoilleireachadh sgleò no ceò cogaidh gus an t-ath thachartas air thuaiream no ùrachadh a làimh le <bold>text='Ùraich sgleò an-dràsta'</bold> (no crìoch na cuairte agad) is glèidhidh seo an comas agad gus neo-dhèanamh.

note: [topic]: id=combat
en: Combat
gd: Sabaid

note: [topic]: id=combat
en: 
    
    <header>text='Order and Number of Strikes'</header>
gd: 
    
    <header>text='Òrdugh is àireamh nam buillean'</header>

note: [topic]: id=combat
en: Combat in <italic>text='Battle for Wesnoth'</italic> always takes place between units in adjacent hexes. Click on your unit, and click on the enemy you want to attack: your unit will move towards the enemy unit, and when they are next to each other, combat will begin. The attacker and defender alternate strikes until each has used their allotted number of strikes. The attacker chooses one of its weapons to attack with, and the defender retaliates with one of its attacks of the same type. There are two types of attacks: <italic>text='melee'</italic>, which usually involves weapons such as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually involves weapons such as bows, spears and fireballs.
gd: Tachraidh sabaid ann an <italic>text='Strì Bheasnaid'</italic> an-còmhnaidh eadar aonadan air dà shia-cheàrnach ri taobh càch a chèile. Briog air an aonad agad is air aonad nàmhad dhan a bheil thu airson ionnsaigh a thoirt: gluaisidh an t-aonad agad an comhair an aonaid nàmhad is nuair a bhios iad ri taobh càch a chèile, tòisichidh an t-sabaid. Bidh ionnsaigh fear seach fear aig an ionnsaighear is dìonadair gus am bi an dà aonad air na buillean a th’ aca a chaitheamh. Taghaidh an t-ionnsaighear aon de na h-airm aige gus ionnsaigh a thoirt is nì an dìonadair frith-ionnsaigh le aon de na h-ionnsaighean aige fhèin aig a bheil an aon sheòrsa. Tha dà sheòrsa de dh’ionnsaigh ann: <italic>text='dlùth'</italic> a chleachdas airm a leithid chlaidheamhan, thuaghan no thosgan mas as trice; is <italic>text='astair'</italic> a chleachdas airm a leithid bhoghachan, shleaghan no bhàlaichean-teine.

note: [topic]: id=combat
en: 
    
    The attacker gets the first strike, then the defender retaliates. Each strike either hits, doing a given amount of damage, or misses, doing no damage at all. Strikes alternate until each unit has used up all of its strikes. The number of strikes a unit has varies; for instance, an elvish fighter with a 5–4 attack may strike 4 times, each successful strike dealing 5 damage, while an orcish grunt with a 9–2 attack can only strike twice (but at 9 damage for each hit).
gd: 
    
    Gheibh an t-ionnsaighear a’ chiad bhuille is bheir an dìonadair frith-ionnsaigh an uair sin. Buailidh buille gu soirbheachail air an dàrna làimh, a’ dèanamh àireamh shònraichte de dhochann, no air an làimh eile bidh mearachd air buille is cha dèan e dochann sam bith. Bidh buillean aig gach aonad fear mu seach gus am bidh an dà chuid dhiubh air na buillean aca uile a chleachdadh. Tha an t-àireamh de bhuillean a bhios aig aonad caochlaideach; mar eisimpleir, faodaidh cathach sìthiche le ionnsaigh 5-4 bualadh 4 tursan le 5 dochann le gach buille shoirbheachail fhad ’s nach urrainn dha mhadagan deamhain le ionnsaigh 9-2 ach 2 bhuille a thoirt (ach le 9 dochainn le gach buille shoirbheachail).

note: [topic]: id=combat
en: 
    
    <header>text='Chance to Hit'</header>
gd: 
    
    <header>text='Seans bualaidh'</header>

note: [topic]: id=combat
en: 
    
    Every unit has a chance of being hit, based on the <italic>text='terrain'</italic> it is in. This is shown in the status pane, and may also be found by right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many elves have a defense rating of 70% in forest, so a unit attacking them has only a 30% chance of hitting. Conversely, the elf’s chance of hitting the attacker in return depends on what terrain the attacker is in.
gd: 
    
    Tha seans aig gach aonad gun tèid a bhualadh, stèidhichte air a’ <italic>text='chruth-tìre'</italic> air a bheil e. Chì thu seo air an leòsan staide is cuideachd ma nì thu briogadh deas air aonad, a’ taghadh <bold>text='Tuairisgeul an aonaid'</bold> is a’ sealltainn an uair sin air <bold>text='Atharraichearan crutha-thìre'</bold>. Mar eisimpleir, tha dìon de 70% aig mòran shìthichean sa choille is mar sin cha bhi ach 30% de sheans ann gum buail aonad nàmhad orra a bhios a’ toirt ionnsaigh. Air an làimh eile, tha an seans gum buail an sìthiche air an ionnsaighear a’ crochadh air a’ chruth-tìre air a bheil esan ’na sheasamh.

note: [topic]: id=combat
en: 
    
    There are two exceptions to this rule: <ref>dst='weaponspecial_magical' text='magical attacks'</ref> and <ref>dst='weaponspecial_marksman' text='marksmen'</ref>. Magical attacks always have a 70% chance to hit, regardless of terrain, and, when used offensively, marksmen always have at least a 60% chance to hit, regardless of terrain.
gd: 
    
    Tha dà mhura-bhith ann leis an riaghailt seo: <ref>dst='weaponspecial_magical' text='ionnsaighean draoidheach'</ref> is <ref>dst='weaponspecial_marksman' text='gìomanaich'</ref>. Tha seans bualaidh de 70% aig ionnsaighean draoidheach an-còmhnaidh ge b’ e dè an cruth-tìre agus nuair a bhios iad ’nan ionnsaighearan, bidh seans bualaidh de 60% air a char as lugha aig gìomanaich ge b’ e dè an cruth-tìre.

note: [topic]: id=combat
en: 
    
    <header>text=Damage</header>
gd: 
    
    <header>text=Dochann</header>

note: [topic]: id=combat
en: 
    
    Each strike which hits causes a base amount of damage depending on the attack type. For instance, an elvish fighter with a 5–4 attack does 5 base damage. This is usually modified by two things: <ref>dst='damage_types_and_resistance' text='resistance'</ref> and <ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is modified by the circumstances, select <bold>text='Damage Calculations'</bold> in the attack selection menu.
gd: 
    
    Nì gach buille a bhuaileas gu soirbheachail dochann bunasach, a’ crochadh air seòrsa na h-ionnsaighe. Mar eisimpleir, ’s e 5 de dhochann bunasach a nì cathach sìthiche aig a bheil ionnsaigh 5-4. Thèid seo atharrachadh le dà rud: <ref>dst='damage_types_and_resistance' text='comas-seasaimh'</ref> is <ref>dst='time_of_day' text='àm an latha'</ref>. Gus faicinn mar a thèid dochann atharrachadh leis na cùisean seo, tagh <bold>text='Cunntas dochainn'</bold> ann an clàr-taice roghnachadh na h-ionnsaighe.

note: [topic]: id=combat
en: 
    
    A few units have special <ref>dst='..abilities_section' text='abilities'</ref> which affect damage dealt in combat. The most common of these is <ref>dst='weaponspecial_charge' text='charge'</ref>, which doubles the damage dealt by both attacker and defender when the unit with charge attacks.
gd: 
    
    Tha <ref>dst='..abilities_section' text='comasan'</ref> sònraichte aig cuid de dh’aonadan a bheir buaidh air an dochann a thèid a thoirt seachad ann an cath. Tha <ref>dst='weaponspecial_charge' text='cruinn-leum'</ref> as cumanta ’nam measg is nì e dà uiread de dhochann air an dà chuid ionnsaighear is dìonadair nuair a bhios an t-aonad aig a bheil cruinn-leum ’na ionnsaighear.

note: [topic]: id=damage_types_and_resistance
en: Damage Types and Resistance
gd: Seòrsaichean de dhochann is comas-seasaimh

note: [topic]: id=damage_types_and_resistance
en: 
    
    Resistances work very simply: if a unit has 40% resistance against a damage type, then it will suffer 40% less damage when hit with that damage type. It is also possible for a unit to be vulnerable against some damage types. If a unit has −100% resistance against a damage type, it will suffer 100% more damage when hit by that type.
gd: 
    
    Obraichidh comasan-seasaimh ann an dòigh shimplidh: ma tha comas-seasaimh de 40% aig aonad an aghaidh seòrsa dochainn, fulaingidh e 40% nas lugha de dhochann nuair a thèid a bhualadh leis an t-seòrsa dochainn sin. Faodaidh e tachairt cuideachd gu bheil aonad so-leònta an aghaidh seòrsaichean dochainn sònraichte. Ma tha comas-seasaimh de -100% aig aonad an aghaidh seòrsa dochainn, fulaingidh e 100% a bharrachd de dhochann nuair a thèid a bhualadh leis an t-seòrsa dochainn sin.

note: [topic]: id=damage_types_and_resistance
en: In Wesnoth, there are three types of damage usually associated with physical attacks: <italic>text='blade, pierce, and impact damage'</italic>. Additionally, there are three further types of damage usually associated with magical attacks: <italic>text='fire, cold, and arcane attacks'</italic>. Different units may have resistances which alter the damage which they take from certain damage types.
gd: Ann am Beasnad, tha trì seòrsaichean cumanta de dhochann aig ionnsaighean corporra ann: dochann <italic>text='lanna'</italic>, <italic>text='bioraidh'</italic> is <italic>text='bualaidh'</italic>. A bharrachd air sin, tha trì seòrsaichean cumanta eile de dhochann aig ionnsaighean draoidheach ann: dochann <italic>text='teine'</italic>, <italic>text='fuachd'</italic> is <italic>text='dìomhair'</italic>. Faodaidh comasan-seasaimh eadar-dhealaichte a bhith aig aonadan a nì atharrachadh air an dochann a gheibh iad bho sheòrsaichean ionnsaighe sònraichte.

note: [topic]: id=damage_types_and_resistance
en: 
    
    For example, skeletons are highly resistant to blade and pierce damage, but are vulnerable to impact and fire damage, and extremely vulnerable to arcane damage.
gd: 
    
    Mar eisimpleir, tha comas-seasaimh uabhasach math aig cnàimhnich an aghaidh dochainn lanna is bhioraidh ach tha iad so-leònta an aghaidh dochainn bhualaidh is teine is uabhasach so-leònta an aghaidh dochainn dìomhair.

note: [topic]: id=damage_types_and_resistance
en: 
    
    If a strike is determined to hit, it will always do at least 1 point of damage. This applies even if the defender has 100% resistance to the damage type.
gd: 
    
    Ma bhuaileas buille gu soirbheachail, nì i an-còmhnaidh 1 phuing de dhochann air a char as lugha. Bidh seo fìor fiu ’s ma bhios comas-seasaimh de 100% aig an dìonadair an aghaidh an t-seòrsa dochainn.

note: [topic]: id=time_of_day
en: Time of Day
gd: Àm an latha

note: [topic]: id=time_of_day
en: The time of day affects the damage of certain units as follows:
     Lawful units get +25% damage in daytime, and −25% damage at night.
     Chaotic units get +25% damage at night, and −25% in daytime.
     Neutral units are unaffected by the time of day.
     Liminal units get −25% damage during both night and daytime.
gd: Tha buaidh aig àm an latha air an dochann a nì cuid de dh’aonadan:
    – Nì aonadan dligheach +25% de dhochann air an latha is -25 dheth air an oidhche.
    – Nì aonadan coimeasgach +25% de dhochann air an oidhche is -25% dheth air an latha.
    – Tha aonadan neodrach coma mu dhèidhinn oidhche no latha
    – Nì aonadan stairsnich -25% de dhochann an dà chuid air an oidhche is air an latha.

note: [topic]: id=time_of_day
en: 
    
    The current time of day can be observed under the minimap in the status pane. For the usual day/night cycle, morning and afternoon count as day, first and second watch count as night:
gd: 
    
    Chì thu dè àm an latha a th’ agad fon mheanbh-mhapa san leòsan staide. Airson a’ chearcaill àbhaisteach de dh’oidhche is latha, cunntaidh madainn is feasgar mar latha agus a’ chiad is an dàrna faire mar oidhche:

note: [time]: id=dawn [time]: id=dawn_hour [topic]: id=time_of_day
en: Dawn
gd: Camhanach

note: [time]: id=morning [topic]: id=time_of_day
en: Morning
gd: Madainn

note: [time]: id=afternoon [topic]: id=time_of_day
en: Afternoon
gd: Feasgar

note: [time]: id=dusk [time]: id=dusk_hour [topic]: id=time_of_day
en: Dusk
gd: Ciaradh

note: [time]: id=first_watch [topic]: id=time_of_day
en: First Watch
gd: A’ chiad fhaire

note: [time]: id=second_watch [topic]: id=time_of_day
en: Second Watch
gd: An dàrna faire

note: [topic]: id=time_of_day
en: Keep in mind that some scenarios take place underground, where it is perpetually night!
gd: Thoir an aire gun gabh cuid de na cnàmh-sgeulan àite fon talamh far a bheil an oidhche ann an-còmhnaidh!

note: [topic]: id=experience_and_advancement
en: Experience and Advancement
gd: Eòlas is àrdachadh

note: [topic]: id=experience_and_advancement
en: 
    
    Units have a certain amount of experience required to advance (this is 20% less for units with the Intelligent trait). Once they achieve this amount, they immediately advance to the next level, healing fully in the process. In some cases, you will be given a choice of advancement options.
gd: 
    
    Tha àireamh shònraichte de dh’eòlas a dhìth aig gach aonad mus tèid àrdachadh (20% nas lugha dheth airson aonadan leis an fheart <italic>text='glic'</italic>). Nuair a bhios an t-aonad air an àireamh seo a ruigsinn, gheibh e àrdachadh don ath rang sa bhad is làn-shlànachadh aig an aon àm. Ann an cuid de shuidheachaidhean, bidh taghadh agad eadar roghainnean àrdachaidh.

note: [topic]: id=experience_and_advancement
en: If both units survive a combat, they gain a number of experience points equal to the level of the unit they’re fighting. If a unit kills another in combat, however, it gains much more experience — 4 for a level 0 unit, 8 for level 1, 16 for level 2, 24 for level 3, and so forth.
gd: Ma mhaireas an dà aonad beò air deireadh sabaide, gheibh iad puingean-eòlais a bhios co-ionnann ri rang an aonaid ris an do shabaid iad. Co-dhiù, ma mharbhas aonad fear eile ann an sabaid, gheibh e mòran a bharrachd de dh’eòlas — 4 airson aonad le rang 0, 8 airson rang 1, 16 airson rang 2, 24 airson rang 3 is mar sin air adhart.

note: [topic]: id=experience_and_advancement
en: 
    
    While most units have three levels, not all do. Occasional units (such as <ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has reached its maximum level, it may have an <italic>text='After Maximum Level Advancement'</italic> (AMLA) available to it. The AMLA will modify the unit each time the unit reaches the experience goal, but the unit will remain the same level. The typical AMLA effect is for the unit to raise the maximum HP by 3 and full-heal it. The first AMLA will normally be reached with 150 XP gained (120 XP for intelligent units). However, gaining an AMLA becomes progressively harder for each AMLA the unit receives, and so it is usually more useful to try to advance your lower level units.
gd: 
    
    Fhad ’s a tha trì rangan aig a’ mhòrchuid a dh’aonadan, chan eil seo fìor airson a h-uile aonaid. Faodaidh ceithir a bhith aig cuid a dh’aonadan (a leithid <ref>dst='unit_Mage' text='draoidhean'</ref>, mar eisimpleir). Nuair a bhios aonad air an rang as àirde a ruigsinn, ’s dòcha gum faigh e <italic>text='Àrdachadh an dèidh an rang as àirde'</italic> (ÀDRÀ) fhathast. Nì ÀDRÀ atharrachadh air an aonad fhathast gach turas a ruigeas e an amas eòlais, ach mairidh an t-aonad air an aon rang. ’S e am buaidh as cumanta aig ÀDRÀ gum faigh an t-aonad 3 PB a bharrachd is làn-shlànachadh. Mar as trice, thèid a’ chiad ÀDRÀ a ruigsinn le 150 PE (120 PE le aonadan glice). Co-dhiù, fàsaidh e nas dorra ÀDRÀ eile a bhuannachd le gach ÀDRÀ a gheibh an t-aonad. Mar sin, tha e nas fheumaile dhut mar as trice na h-aonadan as ìsle agad àrdachadh.

note: [topic]: id=healing
en: Healing
gd: Slànachadh

note: [topic]: id=healing
en: 
    
    <italic>text='Resting'</italic>: A unit which neither moves, attacks, nor is attacked will heal 2 HP in its next turn.
gd: 
    
    <italic>text='Fois'</italic>: ma tha aonad gun a bhith a’ gluasad, ionnsaigh a thoirt no dìon, slànaichidh e 2 PhB san ath chuairt aige.

note: [topic]: id=healing
en: In combat, your units will inevitably take damage. When a unit <ref>dst='experience_and_advancement' text='advances'</ref>, it will heal fully. This can happen as you finish fighting an enemy, whether it is your turn or not. Wesnoth offers several other ways for your units to heal, all of which take place at the beginning of your turn, before you take action.
gd: Ann an cath, fulaingidh na h-aonadan agad dochann le cinnt. Nuair a thèid aonad <ref>dst='experience_and_advancement' text='àrdachadh'</ref>, gheibh e làn-shlànachadh. Faodaidh seo tachairt nuair a bhios tu deiseil le sabaid an aghaidh nàmhad, ge b’ e an tachair e sa chuairt agad fhèin no nach tachair. Tha caochladh dòigh eile ann am Beasnad ach an toir thu slànachadh dha na h-aonadan agad is tachraidh iad uile aig toiseach na cuairte agad fhèin mus dèan thu gnìomh sam bith eile.

note: [topic]: id=healing
en: 
    <italic>text='Villages'</italic>: A unit which starts a turn in a village will heal 8HP.
gd: 
    <italic>text='Bailtean'</italic>: slànaichidh aonad a bhios ann am baile aig toiseach cuairte 8 PB.

note: [topic]: id=healing
en: 
    <ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units (such as trolls) will automatically heal 8HP every turn.
gd: 
    <ref>dst='ability_regenerates' text='Ath-ghintinn'</ref>: slànaichidh cuid a dh’aonadan (a leithid athaich) 8 PB aig toiseach gach cuairte gu fèin-obrachail.

note: [topic]: id=healing
en: 
    <italic>text='Healing units'</italic>: Units with the <ref>dst='ability_heals +4' text='Heals'</ref> ability will heal each allied adjacent unit, usually <ref>dst='ability_heals +4' text='4HP'</ref> or <ref>dst='ability_heals +8' text='8HP'</ref> per turn, or prevent Poison from causing that unit damage.
gd: 
    <italic>text='Aonadan slànaigheir'</italic>: Slànaichidh aonadan aig a bheil comas <ref>dst='ability_heals +4' text='slànachaidh'</ref> gach aonad caidreabhach ri an taobh le <ref>dst='ability_heals +4' text='4 PB'</ref> no <ref>dst='ability_heals +8' text='8 PB'</ref> sa chuairt no cuiridh iad bacadh air dochann bho phuinsean air an aonad seo.

note: [topic]: id=healing
en: 
    <italic>text='Curing units'</italic>: Units with the <ref>dst='ability_cures' text='cures'</ref> ability will cure Poison in all allied adjacent units (in preference to healing, if it has that ability as well).
gd: 
    <italic>text='Aonadan lighiche'</italic>: Nì aonad aig a bheil comas <ref>dst='ability_cures' text='leigheis'</ref> leigheas air puinsean airson a h-uile aonad caidreabhach ri thaobh (seach slànachadh ma tha an comas seo aige cuideachd).

note: [topic]: id=healing
en: 
    
    Resting can be combined with other forms of healing, but villages, regeneration, healing and curing cannot combine with each other: the best option will be used. Finally, units heal fully between scenarios.
gd: 
    
    Gabhaidh fois a chur ri dòighean slànachaidh eile, ach cha ghabh bailtean, ath-ghintinn, slànachadh is leigheas a chur ri chèile: thèid an roghainn as fhearr a chleachdadh. Mu dheireadh thall, gheibh aonadan làn-shlànachadh eadar cnàmh-sgeulan.

note: [topic]: id=income_and_upkeep
en: Income and Upkeep
gd: Teachd a-steach is beathachadh

note: [topic]: id=income_and_upkeep
en: 
    
    Income is simple. You have a base income of 2 gold per turn. For every village you control, you gain one additional gold each turn. (In general this is configurable but in campaigns it is almost always one gold per village.) Thus, if you have ten villages, you would normally gain 12 gold each turn. Your upkeep costs are subtracted from this income, as detailed below.
gd: 
    
    Tha teachd a-steach simplidh. Tha teachd a-steach bunasach de 2 bhonn òir agad gach cuairt. Airson gach baile fo do smachd, gheibh thu bonn òir a bharrachd gach cuairt (gabhaidh seo rèiteachadh san fharsaingeachd, ach ann an iomairtean ’s e 1 bhonn òir a gheibh thu airson gach baile). Mar sin, nam biodh deich bailtean agad, buannaicheadh tu 12 bhonn òir sa chuairt. Thèid na cosgaisean beathachaidh agad a thoirt air falbh bho seo mar a chì thu gu h-ìosal.

note: [topic]: id=income_and_upkeep
en: In Wesnoth, it is not enough simply to recruit units and fight. You must watch your gold as well, especially in campaigns, where you can carry extra gold over from one scenario to the next. There are two aspects to this; <italic>text='income'</italic> and <italic>text='upkeep'</italic>.
gd: Ann am Beasnad, chan fhoghainn aonadan a thrusadh is sabaid. Feumaidh tu aire a thoirt air an òr agad cuideachd, gu h-àraidh ann an iomairtean far an toir thu òr a bharrachd leat bho chnàmh-sgeul gu cnàmh-sgeul. Tha dà thaobh air seo: <italic>text='teachd a-steach'</italic> is <italic>text='beathachadh'</italic>.

note: [topic]: id=income_and_upkeep
en: 
    
    Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal to its level. You can support as many levels worth of units as you have villages, without paying any upkeep. However, for each level of unit beyond the number of villages you have, you must pay one gold per turn. For example, if you have twelve level one units and ten villages, you would have to pay two gold each turn in upkeep.
gd: 
    
    Tha beathachadh reusanta simplidh cuideachd. Tha beathachadh a dhìth air gach aonad a bhios co-ionnan ri rang. ’S urrainn dhut taic a thoirt do dh’àireamh de rangan de dh’aonadan suas gu àireamh nam bailtean a th’ agad gun a bhith a’ pàigheadh beathachadh. Co-dhiù, ma bhios barrachd rangan de dh’aonadan na bailtean agad, feumaidh tu bonn òr a phàigheadh sa chuairt airson gach rang seachad air àireamh nam bailtean agad. Mar eisimpleir, nam biodh dusan aonad air rang a h-aon agad is deich bailtean, dh’fheumadh tu dà bhonn òir de bheathachadh a phàigheadh sa chuairt.

note: [topic]: id=income_and_upkeep
en: 
    
    Upkeep costs are subtracted from your income, so in the case of twelve levels of units and ten villages, your resultant Income would be 10 gold per turn.
gd: 
    
    Thèid cosgaisean beathachaidh a thoirt air falbh bhon teachd a-steach agad, mar sin nam biodh dusan rang de dh’aonadan agad is deich bailtean, bhiodh teachd a-steach de 10 buinn òir air fhàgail dhut sa chuairt.

note: [topic]: id=income_and_upkeep
en: 
    
    There are two important exceptions to upkeep: units with the loyal trait and leaders never incur upkeep. Units you begin the scenario with (such as Delfador), or units who join you during a scenario (such as the horseman in the second scenario of <italic>text='Heir to the Throne'</italic>) will usually have the <italic>text='loyal'</italic> trait. The unit you are playing (such as Konrad) will almost always be a leader.
gd: 
    
    Tha dà mhura-bhith cudromach ann le beathachadh: cha bhith beathachadh a dhìth air aonadan leis an fheart dìleas no air ceannardan. Mar as trice, bidh am feart <italic>text='dìleas'</italic> aig aonadan a bhios agad aig toiseach cnàmh-sgeòil (a leithid Dheilfeadair) no aig aonadan a ghabhas san fheachd agad rè cnàmh-sgeòil (a leithid nam marcaichean san dàrna cnàmh-sgeul aig <italic>text='Oighre na cathrach'</italic>). Bidh an t-aonad a chluicheas tu fhèin (a leithid Conall) ’na cheannard mar as trice.

note: [topic]: id=wrap_up
en: Wrap Up
gd: Facal-deiridh

note: [topic]: id=wrap_up
en: This concludes the fundamentals of Wesnoth. You might want to read up on basic strategy, or familiarize yourself with <ref>dst='..traits_section' text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</ref>, but you now know everything you need to know to play the <italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!
gd: Seo deireadh a’ bhun-fhiosrachaidh air Beasnad. ’S dòcha gu bheil thu airson leughadh mu ro-innleachd bhunasach no barrachd ionnsachadh mu <ref>dst='..traits_section' text='fheartan'</ref> is <ref>dst='..abilities_section' text='comasan'</ref>, ach tha a h-uile rud agad a-nis a bhios a dhìth ort gus an iomairt <italic>text='Oighre na cathrach'</italic> a chluiche. Gabh tlachd is guma math a thèid leat!

note: [topic]: id=about
en: ingame_help_item^Contributors
gd: Co-thabhartaichean

note: [topic]: id=license
en: License
gd: Ceadachas

note: [topic]: id=..traits_section
en: 
    
    The traits that are available to all non-undead units are <ref>dst='traits_intelligent' text='intelligent'</ref>, <ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>.
gd: 
    
    Seo na feartan a tha ri fhaighinn do dh’aonadan seach closaich: <ref>dst='traits_intelligent' text='glic'</ref>, <ref>dst='traits_quick' text='luath'</ref>, <ref>dst='traits_resilient' text='spionnadail'</ref> no <ref>dst='traits_strong' text='làidir'</ref>.

note: [topic]: id=..traits_section
en: Most units have two traits. However, undead units are assigned the single trait <italic>text='undead'</italic>, and woses do not receive any traits. Traits are modifications that change a unit’s attributes slightly. They are usually randomly assigned to a unit when it is recruited.
gd: Tha dà fheart aig a’ mhòrchuid a dh’aonadan. Co-dhiù, chan fhaigh na closaich ach aon fheart is ’s e seo <italic>text='closach'</italic> is chan fhaigh gillean-dubha feart sam bith. ’S e atharraichean a th’ anns na feartan a nì beagan atharrachaidh air buadhan aig aonad. Mar as trice, thèid an toirt do dh’aonad air thuaiream nuair a thèid a thrusadh.

note: [topic]: id=..traits_section
en: 
    
    Other traits that may be assigned to units are <ref>dst='traits_dextrous' text='dextrous'</ref>, <ref>dst='traits_loyal' text='loyal'</ref>, and <ref>dst='traits_undead' text='undead'</ref>.
gd: 
    
    Seo feartan eile a dh’fhaodadh a bhith aig aonad: <ref>dst='traits_dextrous' text='teòma'</ref>, <ref>dst='traits_loyal' text='dìleas'</ref> no <ref>dst='traits_undead' text='closach'</ref>.

note: [topic]: id=traits_intelligent
en: Intelligent
gd: Glic

note: [topic]: id=traits_intelligent
en: 
    
    <italic>text='Intelligent'</italic> units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the <italic>text='After Maximum Level Advancement'</italic> (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits.
gd: 
    
    Tha aonadan <italic>text='glice'</italic> glè fheumail aig toiseach iomairte oir ruigidh iad rangan nas àirde nas luaithe. Nas fhaide air adhart san iomairt, chan eil glic a cheart cho feumail air sgàth ’s nach eil atharraichean mòra ann le <italic>text='Àrdachadh an dèidh an rang as àirde'</italic> (ÀDRÀ). Ma tha aonadan ‘as àirde ìre’ agad, ’s dòcha gum b’ fhearr leat aonadan le feartan na b’ ion-mhiannaichte ais-ghairm.

note: [topic]: id=traits_intelligent
en: Intelligent units require 20% less experience than usual to advance.
gd: Tha 20% as lugha a dhìth air aonadan glice na tha àbhaisteach de dh’eòlas gus àrdachadh.

note: [topic]: id=traits_quick
en: Quick
gd: Luath

note: [topic]: id=traits_quick
en: 
    
    Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions.
gd: 
    
    Is <italic>text='luath'</italic> am feart a mhothaicheas tu nas fhasa, gu h-àraidh le aonadan nach gluais astar mòr a leithid athaich no coisridh throm. Cuiridh am feart luath gu mòr ri gluasadachd an aonaid air cruth-tìre garbh agus tha e cudromach seo a chur ’nad chuimhne nuair a chuireas tu ro-innleachd airson an fheachd agad an gnìomh. A bharrachd air sin, chan eil aonadan luatha cho buan ’s a tha aonadan eile is chan eil iad cho math air seasamh ann an suidheachaidhean strìtheil.

note: [topic]: id=traits_quick
en: <italic>text='Quick'</italic> units have 1 extra movement point, but 5% less HP than usual.
gd: Tha 1 phuing gluasaid a bharrachd air aonadan <italic>text='luatha'</italic>, ach tha 5% nas lugha de PhB aca na tha àbhaisteach.

note: [topic]: id=traits_resilient
en: Resilient
gd: Spionnadail

note: [topic]: id=traits_resilient
en: 
    
    Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents.
gd: 
    
    Faodaidh aonadan <italic>text='spionnadail'</italic> a bhith feumail anns gach suidheachadh iomairte is tha e ’na fheart feumail dha dh’aonad sam bith. Tha e feumail gu h-àraidh nuair a bhios e aig aonad aig a bheil measgachadh de dhìon math, comasan-seasaimh àrda no beagan phuingean-beatha. Tha aonadan spionnadail cianail fhèin feumail gus seasamh air àiteachan cudromach an aghaidh nan nàimhdean.

note: [topic]: id=traits_resilient
en: <italic>text='Resilient'</italic> units have 4 HP plus 1 HP per level more than usual.
gd: Tha 4 PB agus 1 PhB gach rang a bharrachd na tha àbhaisteach aig aonadan <italic>text='spionnadail'</italic>.

note: [topic]: id=traits_strong
en: Strong
gd: Làidir

note: [topic]: id=traits_strong
en: 
    
    While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow.
gd: 
    
    Ged a tha e feumail do gach aonad aig a bheil ionnsaigh dlùth, tha am feart <italic>text='làidir'</italic> nas èifeachdaiche le aonadan aig a bheil iomadh ionnsaigh a leithid a’ chathaich shìthiche. Faodaidh aonadan làidir a bhith glè fheumail nuair nach eil ach glè bheag a bharrachd de dhochann a dhìth gus nàmhaid a sgrios.

note: [topic]: id=traits_strong
en: <italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 more HP.
gd: Nì aonadan <italic>text='làidir'</italic> 1 dhochann a bharrachd airson gach buille shoirbheachail ann an cath dlùth is tha 1 PhB a bharrachd aca.

note: [topic]: id=traits_fearless
en: Fearless
gd: Neo-eagalach

note: [topic]: id=traits_fearless
en: Aversion to light and dark holds no sway over these brave individuals.
gd: Tha na saighdearan calma seo coma mu dhèidhinn eagail ron dorchadas no solas.

note: [topic]: id=traits_feral
en: Feral
gd: Allaidh

note: [topic]: id=traits_feral
en: Dwellings of sentient beings are not easily used for cover by feral creatures of low intelligence. As a result, <italic>text='feral'</italic> units receive a maximum of 50% defense in any land-based village regardless of base terrain.
gd: Chan urrainn do chreutairean allaidh le tuigse bheag na h-àiteachan-còmhnaidh aig bithean mothachail a chleachdadh mar chòmhdachadh gu furasta. A thoradh air sin, gheibh aonadan <italic>text='allaidh'</italic> 50% de dhìon air a char as motha ann am baile air talamh, ge b’ e dè an cruth-tìre.

note: [topic]: id=traits_loyal
en: Loyal
gd: Dìleas

note: [topic]: id=traits_loyal
en: 
    
    During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death.
gd: 
    
    Ann an iomairt, ’s mathaid gun roghnaich cuid a dh’aonadan gun lean iad am feachd agad le an toil fhèin. Tha am feart <italic>text='dìleas'</italic> aig na h-aonadan seo. Ged a bhiodh òr a dhìth ort fhathast gus an ath-ghairm, cha bhi cosgaisean beathachaidh ’nan lùib. Faodaidh seo an dèanamh fìor-luachmhor feadh iomairte faide nuair a dh’fhàsas an t-òr gann ort. Cha tèid am feart seo a thoirt do dh’aonadan air an trusadh idir, mar sin ’s mòr a ghabhainn mun cuirinn à dreuchd no do bhàs gòrach iad.

note: [topic]: id=traits_loyal
en: <italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost.
gd: Chan eil cosgais bheathachaidh an lùib aonadan <italic>text='dìleas'</italic>. Leis a’ mhòrchuid a dh’aonadan, feumaidh tu beathachadh a phàigheadh aig deireadh gach cuairte a tha co-ionnan ris an rang. Cha phàigh thu seo airson aonadan dìleas.

note: [topic]: id=traits_undead
en: trait^Undead
gd: Closach

note: [topic]: id=traits_undead
en: 
    
    Undead units generally have undead as their only trait. Since undead units are the bodies of the dead, risen to fight again, poison has no effect upon them. This can make them invaluable in dealing with foes who use poison in conjunction with their attacks.
gd: 
    
    ’S e <italic>text='closach'</italic> an aon fheart a tha aig aonadan closaich. Bhon a tha aonadan closaich ’nam bodhaigean nam mairbh air an èirigh ach an dèan iad sabaid a-rithist, chan eil buaidh aig puinsean orra. Faodaidh iad a bhith fìor-luachmhor an aghaidh nàimhdean a chleachdas puinsean leis an ionnsaighean.

note: [topic]: id=traits_undead
en: <italic>text='Undead'</italic> units are immune to poison, drain, and plague.
gd: Tha dìonachd aig aonadan <italic>text='closaich'</italic> an aghaidh puinsein, sùigh is plàighe.

note: [topic]: id=traits_mechanical
en: trait^Mechanical
gd: Innealach

note: [topic]: id=traits_mechanical
en: 
    
    Mechanical units generally have mechanical as their only trait. Since mechanical units don’t really have life, drain, poison, and plague have no effect upon them.
gd: 
    
    ’S e <italic>text='innealach'</italic> an aon fheart a tha aig aonadan innealach. Bhon nach eil beatha aig innealan, chan eil buaidh aig sùgh, puinsean no plàigh orra.

note: [topic]: id=traits_mechanical
en: <italic>text='Mechanical'</italic> units are immune to poison, drain, and plague.
gd: Tha dìonachd aig aonadan <italic>text='innealach'</italic> an aghaidh puinsein, sùigh is plàighe.

note: [topic]: id=traits_elemental
en: trait^Elemental
gd: Dùileach

note: [topic]: id=traits_elemental
en: 
    
    Elemental units generally have elemental as their only trait. Since elemental units are energy-based beings, drain, poison, and plague have no effect upon them.
gd: 
    
    ’S e <italic>text='dùileach'</italic> an aon fheart a tha aig aonadan dùileach. Bhon a tha iad beò air bonn cumhachd, chan eil buaidh aig sùgh, puinsean no plàigh orra.

note: [topic]: id=traits_elemental
en: <italic>text='Elemental'</italic> units are immune to poison, drain, and plague.
gd: Tha dìonachd aig aonadan <italic>text='dùileach'</italic> an aghaidh puinsein, sùigh is plàighe.

note: [topic]: id=traits_dextrous
en: Dextrous
gd: Teòma

note: [topic]: id=traits_dextrous
en: 
    
    Dextrous is a trait possessed only by elves. The elven people are known for their uncanny grace, and their great facility with the bow. Some, however, are gifted with natural talent that exceeds their brethren. These elves inflict an additional point of damage with each arrow.
gd: 
    
    Chan fhaod ach aonadan nan sìthichean a bhith <italic>text='teòma'</italic>. Tha na sìthichean ainmeil airson an loinne drùidhtiche is an t-sàr-chomais aca leis a’ bhogha. Co-dhiù, tha tàlant nàdarra aig cuid a bheir barr air an corr. Nì na sìthichean seo puing dochainn a bharrachd le gach saighead.

note: [topic]: id=traits_dextrous
en: <italic>text='Dextrous'</italic> units do 1 more damage for every successful strike in ranged combat.
gd: Nì aonadan <italic>text='teòma'</italic> 1 dhochann a bharrachd airson gach buille shoirbheachail ann an sabaid astair.

note: [topic]: id=traits_healthy
en: Healthy
gd: Fallain

note: [topic]: id=traits_healthy
en: 
    
    <italic>text='Healthy'</italic> units have 1 HP plus 1 HP per level more than usual and rest heal the usual 2 HP after each turn they did not fight. They also suffer a quarter less damage from poison.
gd: 
    
    Tha 1 PhB agus 1 PhB airson gach rang a bharrachd na tha àbhaisteach aig aonadan <italic>text='fallain'</italic> is slànaichidh iad 2 PhB an dèidh gach cuairte nach robh iad a’ sabaid. Cuideachd, chan fhaigh iad ach cairteal den dochann bho phuinsean.

note: [topic]: id=traits_healthy
en: Renowned for their vitality, some dwarves are sturdier than others and can rest even when travelling.
gd: Cliùiteach airson am beòthalachd, tha cuid de na troichean nas buana na càch agus ’s urrainn dhaibh fois a ghabhail fiù ’s nuair a bhios iad a’ siubhal.

note: [topic]: id=traits_dim
en: Dim
gd: Dùr

note: [topic]: id=traits_dim
en: 
    
    Dim is a trait all too common in goblins and other lesser species. There are reasons these species are lesser, and this is one of them.
gd: 
    
    Tha am feart <italic>text='dùr'</italic> fiadhaich cumanta am measg ’nam bòcan is ’nan cinealan nas lugha eile. Tha adhbharan ann carson a tha iad beag agus ’s e seo aonan dhiubh.

note: [topic]: id=traits_dim
en: Units with trait <italic>text='dim'</italic> suffer a 20% increase in experience required to advance.
gd: Tha 20% de dh’eòlas a bharrachd a dhìth air aonadan <italic>text='dùra'</italic> gus àrdachadh.

note: [topic]: id=traits_slow
en: Slow
gd: Slaodach

note: [topic]: id=traits_slow
en: 
    
    Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance.
gd: 
    
    Le bodhaigean tiugha is cearbach, gheibh an fheadhainn <italic>text='slaodach'</italic> aig na bòcain is cinealan eile peanas gluasaid ach air an làimh eile tha beagan fulangais a bharrachd aca.

note: [topic]: id=traits_slow
en: <italic>text='Slow'</italic> units have −1 movement but 5% more hitpoints.
gd: Tha -1 gluasad aig aonadan <italic>text='slaodach'</italic> ach 5% a bharrachd de phuingean-beatha.

note: [topic]: id=traits_weak
en: Weak
gd: Lag

note: [topic]: id=traits_weak
en: Units with trait <italic>text='weak'</italic> get a −1 increment in hitpoints and melee damage.
gd: Gheibh aonadan leis an fheart <italic>text='lag'</italic> 1 phuing-bheatha nas lugha agus nì iad 1 phuing nas lugha de dhochann ann an sabaid dhlùth.

note: [topic]: id=traits_aged
en: trait^Aged
gd: Aosta

note: [topic]: id=traits_aged
en: Units with trait <italic>text='aged'</italic> get a −8 increment in hitpoints and a −1 increment in movement and melee damage.
gd: Gheibh aonadan leis an fheart <italic>text='aosta'</italic> 8 puingean-beatha is 1 phuing gluasaid as lugha agus nì iad 1 phuing as lugha de dhochann ann an sabaid dhlùth.

note: [topic]: id=..terrains_section
en: Game maps feature a variety of terrains that affect both unit movement and a unit’s defensive capability in combat.
gd: Tha caochladh crutha-thìre air mapaichean geama a bheir buaidh an dà chuid air gluasad nan aonadan is an comas dìona aca ann an cath.

note: [topic]: id=..addons
en: The degree of customization offered by the Wesnoth engine allows players to create their own game content, including new scenarios, campaigns, and much more beyond what is offered in the official content bundled with the game.
gd: Gabhaidh inneal Bheasnaid gnàthachadh dhan ìre as urrainn do chluicheadairean an t-susbaint aca fhèin a chruthachadh, a’ gabhail a-steach cnàmh-sgeulan agus iomairtean ùra agus mòran a bharrachd na na thèid a thoirt dhut mar shusbaint oifigeil le stàladh bunasach a’ gheama.

note: [topic]: id=using_addons
en: Using Add-ons
gd: A’ cleachdadh tuilleadain

note: [topic]: id=using_addons
en: 
    
    <header>text='Campaigns and Scenarios'</header>
gd: 
    
    <header>text='Iomairtean agus cnàmh-sgeulan'</header>

note: [topic]: id=using_addons
en: The game supports different types of add-on content, which are not all available in every gameplay mode.
gd: Cuiridh an geama taic ri iomadh seòrsa de thuilleadan ’s chan eil gach fear dhiubh ri fhaighinn anns gach uile modh cluiche.

note: [topic]: id=using_addons
en: 
    
    Single-player campaigns are collections of scenarios that fit together to tell a story. Both stand-alone scenarios—if intended to be played as such—and regular campaigns are available from the <italic>text='Campaigns'</italic> menu at the title screen.
gd: 
    
    ’S e cruinneachaidhean de chnàmh-sgeulan a th’ anns na h-iomairtean aon-chluicheadair a chaidh a chur ri chèile gus sgeulachd innse. Tha an dà chuid cnàmh-sgeulan fa leth – ma thathar an dùil gun cluich thu mar seo iad – agus iomairtean àbhaisteach ri am faighinn on chlàr-taice <italic>text='Iomairtean'</italic> air an sgrìn tiotail.

note: [topic]: id=using_addons
en: 
    
    <header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>
gd: 
    
    <header>text='Iomairtean, cnàmh-sgeulan agus pacaidean mapa ioma-chluicheadair'</header>

note: [topic]: id=using_addons
en: 
    
    <italic>text='Multiplayer'</italic> games can be played in fully customized, scripted scenarios or even specially designed campaigns. There are also packs providing sets of individual multiplayer scenarios.
gd: 
    
    ’S urrainn dhut geamannan <italic>text='Ioma-chluicheadair'</italic> a chluich ann an cnàmh-sgeulan gnàthaichte ’s làn-sgriobtaichte no fiù ’s ann an iomairtean a chaidh a dhealbhachadh air an son. Tha pacaidean ann cuideachd a bheir seata de chnàmh-sgeulan ioma-chluicheadair fa leth dhut.

note: [topic]: id=using_addons
en: 
    
    <header>text='Multiplayer Eras and Factions'</header>
gd: 
    
    <header>text='Linntean agus buidhnean ioma-chluicheadair'</header>

note: [topic]: id=using_addons
en: 
    
    For gameplay purposes, various races of creatures in the world cooperate with each other in factions. Factions are grouped in balanced sets with a common theme; for example, the main factions of Wesnoth can be found in the included Default Era.
    
    In <italic>text='Multiplayer'</italic> mode, you can choose an era when creating a new game, and players can pick from the available factions for that era when setting up their sides and teams.
gd: 
    
    Ri linn cluiche a’ gheama, co-obraichidh caochladh de chinnidhean an t-saoghail ann am buidhnean. Chaidh buidhnean a chur ri chèile le cuspair coitcheann ’s le meidh eatorra; mar eisimpleir, gheibh thu na prìomh bhuidhnean aig Beasnad san linn tùsail.
    
    Sa mhodh <italic>text='Ioma-chluicheadair'</italic>, ’s urrainn dhut linn a thaghadh nuair a chruthaicheas tu geama ùr agus ’s urrainn dha na cluicheadairean taghadh bho na buidhnean a tha ri làimh san linn sin nuair a shuidhicheas iad na taobhan agus sgiobaidhean aca.

note: [topic]: id=using_addons
en: 
    
    <header>text='Multiplayer Modifications'</header>
gd: 
    
    <header>text='Atharraichean ioma-chluicheadair'</header>

note: [topic]: id=using_addons
en: 
    
    Modifications are optional scenario- and era-independent scripts for <italic>text='Multiplayer'</italic> games that can alter the default ruleset in various ways. You can choose and configure modifications when creating a new game.
gd: 
    
    ’S e sgriobtaichean roghainneil airson geamannan <italic>text='Ioma-chluicheadair'</italic> a th’ anns na h-atharraichean a bhios neo-eisimeileach bho chnàmh-sgeul no iomairt agus as urrainn dha na riaghailtean tùsail atharrachadh ann an iomadh dòigh. ’S urrainn dhut atharraichean a thaghadh ’s a rèiteachadh nuair a chruthaicheas tu geama ùr.

note: [topic]: id=using_addons
en: 
    
    <header>text='Creator Resources'</header>
gd: 
    
    <header>text='Goireasan cruthachaidh'</header>

note: [topic]: id=using_addons
en: 
    
    Content authors can use resource packs available on the add-ons server to enrich their own content with existing assets such as images, music, and code. These are not generally intended for direct use in-game; however, other playable add-ons may depend on them and suggest or require their installation during download.
gd: 
    
    ’S urrainn do dh’ùghdaran susbainte pacaidean ghoireasan bho fhrithealaiche nan tuilleadan a chleachdadh gus cur ris an t-susbaint aca fhèin le nithean a leithid dhealbhan, ciùil no còd. Chan eilear an dùil gun cleachd thu ann an geama iad mar a tha iad. Co-dhiù, bidh tuilleadain eile an eisimeil dhaibh ’s dòcha agus molaidh no iarraidh iadsan gun stàlaich thu goireasan nuair a luchdaicheas tu a-nuas iad ma bhios feum orra.

note: [topic]: id=installing_addons
en: Installing Add-ons
gd: A’ stàladh tuilleadain

note: [topic]: id=installing_addons
en: User-made add-ons can be obtained and updated through the <italic>text='Add-ons'</italic> option in the main menu. After connecting to the add-ons server (by default <italic>text='add-ons.wesnoth.org'</italic>), you will be presented with a list of add-ons available on the server for downloading.
    
    The installation status for each add-on is shown below each entry. For add-ons that are <italic>text='upgradable'</italic> or <italic>text='outdated'</italic> on the server, their installed and published versions will be shown in the <italic>text='Version'</italic> column.
    
    To search for add-ons by keywords, type any relevant terms in any order in the <bold>text='Filter'</bold> box, separated by spaces. You can also sort the add-on list by clicking the column headers. It is also possible to choose to only display add-ons of specific categories by clicking on the <bold>text='Options'</bold> button in the top-right corner.
    
    To install an add-on, select it from the list and click <bold>text='OK'</bold>, or simply double-click on the add-on’s title. The <bold>text='Description'</bold> button provides you with additional details about the add-on, such as its full description, installation status, and available languages.
gd: Gheibh agus ùraichidh tu tuilleadain a chaidh a dhèanamh le cleachdaichean leis an roghainn <italic>text='Tuilleadain'</italic> air a' phrìomh chlàr-taice. Nuair a bhios tu air ceangal ri frithealaiche nan tuilleadan (seo <italic>text='add-ons.wesnoth.org'</italic> a ghnàth), thèid liosta a shealltainn dhut dhe na tuilleadain as urrainn dhut luchdadh a-nuas on fhrithealaiche ud.
    
    Chì thu staid an stàlaidh aig bonn gach tuilleadain. Mas e <italic>text='gabhaidh ùrachadh'</italic> no <italic>text='ro shean air an fhrithealaiche'</italic> a th’ ann an staid an tuilleadain, chì thu àireamh an tionndaidh stàlaichte ’s an tionndaidh fhoillsichte sa cholbh <italic>text='Tionndadh'</italic>.
    
    Ma tha thu airson faclan-luirg a chleachdadh gus tuilleadan a lorg, sgrìobh na faclan iomchaidh ann an òrdugh sam bith sa bhogsa <bold>text='Criathrag'</bold> le beàrnan eatorra. ’S urrainn dhut liosta nan tuilleadan a sheòrsachadh cuideachd le briogadh air ceann-sgrìobhadh cuilbh. Cuideachd, ’s urrainn dhut am putan <bold>text='Roghainnean'</bold> aig a’ bharr gu deas a chleachdadh gus nach seall thu ach tuilleadain de sheòrsa sònraichte.
    
    Gus tuilleadan a stàladh, tagh air an liosta e agus briog air <bold>text='Ceart ma-thà'</bold> no dèan briogadh dùbailte air tiotal an tuilleadain. Bheir am putan <bold>text='Tuairisgeul'</bold> barrachd fiosrachaidh mun tuilleadan dhut a leithid tuairisgeul slàin, staid an stàlaidh agus cànanan rim faighinn.

note: [topic]: id=removing_addons
en: Removing Add-ons
gd: A’ toirt tuilleadain air falbh

note: [topic]: id=removing_addons
en: To remove add-ons, choose <bold>text='Remove Add-ons'</bold> in the add-ons server connection dialog. You will be presented with options to remove any number of add-ons you currently have installed.
    
    It is not possible to remove add-ons for which there is publishing information (<italic>text='.pbl'</italic> files) attached, in order to prevent its accidental loss. If necessary, you must manually delete the information files or the add-ons themselves using a file manager provided by your platform.
gd: Gus tuilleadain a thoirt air falbh, tagh <bold>text='Thoir tuilleadain air falbh'</bold> sa chòmhradh airson ceangal dha fhrithealaiche. Thèid roghainnean a shealltainn dhut gus an uiread a thogras tu dhe na tuilleadain air an stàladh a thoirt air falbh.
    
    Cha ghabh tuilleadan a thoirt air falbh ris a bheil fiosrachadh foillseachaidh (faidhle <italic>text='.pbl'</italic>) ceangailte ach nach caill thu am fiosrachadh le mearachd. Ma bhios feum air seo, feumaidh tu na faidhlichean fiosrachaidh no na tuilleadain fhèin a sguabadh às a làimh le manaidsear fhaidhlichean an t-siostam-obrachaidh agad.

note: [topic]: id=general_commands
en: General commands
gd: Àitheantan choitcheann

note: [topic]: id=debug_commands [topic]: id=general_commands [topic]: id=mp_commands
en: These commands can either be issued via the command line by prefixing them with ':' (as shown here) or via the chat by prefixing them with '/' (press 'm' first to open the chat line).
gd: ’S urrainn dhut na h-àitheantan seo a chleachdadh bhon loidhne-àithne leis an ro-leasachan “:” (mar a sheallas sinn an-seo) no sa chabadaich leis an ro-leasachan “/” (brùth air “m” an toiseach gus an loidhne cabadaich fhosgladh).

note: [topic]: id=general_commands
en: 
    Clear chat messages.
gd: 
    Falamhaich teachdaireachdan na cabadaich.

note: [topic]: id=general_commands
en: 
    Switch debug mode on (does not work in multiplayer). See <ref>dst='debug_commands' text='debug mode commands'</ref>.
    Debug mode is turned off by quitting the game or :nodebug.
gd: 
    Cuir am modh dì-bhugachaidh air (chan obraich seo sa mhodh ioma-chluicheadair). Faic <ref>dst='debug_commands' text='àitheantan a’ mhodh dhì-bhugachaidh'</ref>.
    Thèid am modh dì-bhugachaidh a chur dheth nuair a dh’fhàgas tu an geama no le :nodebug.

note: [topic]: id=general_commands
en: 
    Set or toggle player on side between human and AI player. The player/client who controls that side needs to issue this command. If no second parameter is supplied, toggle bewteen human and AI. If it is ‘on’, set an AI controller. If it is ‘off’ set a human controller. Defaults to the currently active side if no parameter is supplied.
gd: 
    Suidhich no toglaich cluicheadair aig an taobh <italic>text='side'</italic> eadar cluicheadair daonna is IF. Feumaidh an cluicheadair/cliant aig a bheil smachd air an taobh sin an àithne a chur seachad. Mur cuir thu am paramadair mu dheireadh ann, toglaichidh seo eadar duine is IF. Mas e “on” a th’ ann, suidhichidh seo smachdaichear IF. Mas e “off” a th’ ann, suidhichidh seo smachdaichear daonna. Thèid an taobh a bhios gnìomhach aig an àm a chleachdadh mur sònraich thu paramadair.

note: [topic]: id=general_commands
en: 
    Display the controller status of a side.
gd: 
    Seall an staid aig an smachd air taobh.

note: [topic]: id=general_commands
en: 
    Toggle the display of the current frames per second.
gd: 
    Toglaich taisbeanadh nam frèam gach diog làithreach.

note: [topic]: id=general_commands
en: 
    Switch a log domain to a different log level.
gd: 
    Gearr leum gu leibheil loga <italic>text='level'</italic> eile airson na h-àrainn loga <italic>text='domain'</italic>.

note: [topic]: id=general_commands
en: 
    Redraws the screen and reloads any image files that have been changed.
gd: 
    Ath-tharraingidh seo an sgrìn is ath-luchdaichidh e gach faidhle deilbh a tha air atharrachadh.

note: [topic]: id=general_commands
en: 
    Bring up theme selection menu.
gd: 
    Seall clàr-taice taghadh an ùrlair.

note: [topic]: id=general_commands
en: 
    Quit the scenario (without prompting).
gd: 
    Fàg an cnàmh-sgeul (gun mo bhrodadh).

note: [topic]: id=general_commands
en: 
    Save the game (without prompting).
gd: 
    Sàbhail an geama (gun mo bhrodadh).

note: [topic]: id=general_commands
en: 
    Save the game and quit the scenario (without prompting).
gd: 
    Sàbhail an geama is fàg an cnàmh-sgeul (gun mo bhrodadh).

note: [topic]: id=mp_commands
en: Multiplayer commands
gd: Àitheantan ioma-chluicheadair

note: [topic]: id=mp_commands
en: 
    Ban a user in a multiplayer game by the IP address used by that username and kick him. Can be used on users not in the game but on the server. (Of course they won’t be kicked then.)
gd: 
    Toirmisg cleachdaiche bho gheama ioma-chluicheadair leis an t-seòladh IP a chleachdas an t-ainm cleachdaiche <italic>text='username'</italic> is thoir a bhròg dha. Gabhaidh seo cleachdadh air cluicheadairean nach eil a’ gabhail pàirt sa gheama ach a bhios air an fhrithealaiche. (Gun a bhròg a thoirt dhaibh co-dhiù, mar a shaoildeadh tu.)

note: [topic]: id=mp_commands
en: 
    Change the controller for side (write here the number of the side) to username (write here the nickname of the player or observer). You can check what side belongs to which player in the <bold>text='Scenario Settings'</bold> dialog (Press the <bold>text='More'</bold> button in the <bold>text='Status Table'</bold> (alt+s by default) to get there.). The host can change control of any side.
gd: 
    Atharraich an smachdaichear aig an taobh <italic>text='side'</italic> (sgrìobh àireamh an taoibh an-seo) gus an t-ainm cleachdaiche <italic>text='username'</italic> (sgrìobh far-ainm a’ chluicheadair no an amhairc an-seo). ’S urrainn dhut sùil a thoirt air cò leis a bhios gach taobh sa chòmhradh <bold>text='Roghainnean a’ chnàmh-sgeòil'</bold> (Brùth air a’ phutan <bold>text='Tuilleadh'</bold> ann an <bold>text='Clàr a’ choir'</bold> (alt+s a ghnàth) gus faighinn ann.). ’S urrainn dhan òstair an smachd air taobh sam bith atharrachadh.

note: [topic]: id=mp_commands
en: 
    Launch a dialog to assist the host in changing the human controllers of sides.
gd: 
    Tòisich air còmhradh a bheir taic dhan òstair gus na daoine air a bheil smachd air taobh atharrachadh.

note: [topic]: id=mp_commands
en: 
    Toggle the idle state for a side. The host may make a side idle after a network disconnection.
gd: 
    Toglaich co-dhiubh a bheil taobh ’na thàmh. ’S urrainn dhan òstair taobh a chur ’na thàmh nuair a chaidh an ceangal dhan lìonra a bhriseadh.

note: [topic]: id=mp_commands
en: 
    Kick a user in multiplayer. They will be able to rejoin the game. If you just want to change control of their side(s) use the :control command instead.
gd: 
    Thoir a’ bhròg dhan chluicheadair <italic>text='username'</italic> ann an geama ioma-chluicheadair. ’S urrainn dha pàirt a ghabhail sa gheama a-rithist. Mur eil thu ach air atharrachadh cò leis a tha an smachd air an taobh aige, cleachd an àithne :control an àite seo.

note: [topic]: id=mp_commands
en: 
    Send a private message to a user. When in a game, it is not possible to send private messages to players who are currently controlling a side in the same game.
gd: 
    Cuir teachdaireachd phrìobhaideach gu cleachdaiche. Nuair a bhios tu ann an geama, chan urrainn dhut teachdaireachd phrìobhaideach a chur gu cluicheadair aig a bheil smachd air taobh san aon gheama.

note: [topic]: id=mp_commands
en: 
    Mute a specific observer. If no username is supplied the muted usernames are displayed.
gd: 
    Mùch amhairc sònraichte. Mur toir thu ainm cleachdaiche (<italic>text='username'</italic>) seachad, thèid na h-ainmean cleachdaiche air am mùchadh a shealltainn.

note: [topic]: id=mp_commands
en: 
    Toggle muting/silencing of all observers on/off.
gd: 
    Toglaich mùchadh aig a h-uile amhairc air/dheth.

note: [topic]: id=mp_commands
en: 
    Unban a user in a multiplayer game by the IP address used by that username. Can be used on users not in the game but on the server.
gd: 
    Dì-thoirmisg cleachdaiche airson geama ioma-chluicheadair leis an t-seòladh IP a chleachdas an t-ainm cleachdaiche <italic>text='username'</italic>. Gabhaidh seo cleachdadh air cluicheadairean nach eil a’ gabhail pàirt sa gheama ach a bhios air an fhrithealaiche.

note: [topic]: id=mp_commands
en: 
    Unmute a specific observer. If no username is supplied the list of muted observers is cleared.
gd: 
    Meo-mhùch amhairc sònraichte. Mur toir thu ainm cleachdaiche (<italic>text='username'</italic>) seachad, thèid liosta nan ainmean cleachdaiche air am mùchadh fhalamhachadh.

note: [topic]: id=debug_commands
en: Debug mode commands
gd: Àitheantan a’ mhodh dhì-bhugachaidh

note: [topic]: id=debug_commands
en: 
    Brings up a menu for choosing a scenario to immediately advance to in a campaign.
gd: 
    Seallaidh seo clàr-taice gus cnàmh-sgeul a thaghadh ’s tu airson dol ann sa bhad ann an iomairt.

note: [topic]: id=debug_commands
en: 
    Create a unit of the specified type on the selected hex.
gd: 
    Cruthaich aonad dhen t-seòrsa shònraichte air an t-sia-cheàrnach a thagh thu.

note: [topic]: id=debug_commands
en: 
    Toggle fog/shroud for the current side.
gd: 
    Toglaich ceò/sgleò airson an taoibh làithrich.

note: [topic]: id=debug_commands
en: 
    Adds the specified amount to the current side’s gold.
gd: 
    Bheir seo an t-uiread <italic>text='amount'</italic> de bhuinn òir dhan taobh làithreach.

note: [topic]: id=debug_commands
en: 
    Immediately advances to the next scenario in a campaign.
gd: 
    Rach dhan ath chnàmh-sgeul ann an iomairt sa bhad.

note: [topic]: id=debug_commands
en: 
    Manually set a gamestate variable to value.
gd: 
    Suidhich caochladair staid a’ gheama air luach a làimh.

note: [topic]: id=debug_commands
en: 
    Show a gamestate variable.
gd: 
    Seall caochladair staid a’ gheama.

note: [topic]: id=debug_commands
en: 
    Manually fire the specified event.
gd: 
    Adhbharaich an tachartas <italic>text='event'</italic> a làimh.

note: [topic]: id=debug_commands
en: 
    Modifies the specified property of the selected unit. Example: :unit hitpoints=100
gd: 
    Atharraichidh seo am feart sònraichte aig an aonad a thagh thu. Mar eisimpleir: :unit hitpoints=100

note: [topic]: id=debug_commands
en: 
    Makes the selected unit level up N times. Example: :unit advances=2
gd: 
    Àrdaichidh seo an t-aonad a thagh thu le N leibheilean. Mar eisimpleir: :unit advances=2

note: [heals]: id=curing
en: cures
gd: leigheas

note: [heals]: id=curing
en: female^cures
gd: leigheas

note: [heals]: id=curing
en: A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison.
gd: ’S urrainn do lighiche aonad a shlànachadh bho phuinsean, ged nach fhaigh an t-aonad slànachadh a bharrachd sa chuairt a thèid a leigheas bhon phuinsean.

note: [regenerate]: id=regenerates
en: regenerates
gd: ath-ghintinn

note: [regenerate]: id=regenerates
en: female^regenerates
gd: ath-ghintinn

note: [regenerate]: id=regenerates
en: The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing.
gd: Nì an t-aonad fèin-shlànachadh de 8 PB sa chuairt. Ma tha e puinseanaichte, bheir e am puinsean air falbh an àite an t-slànachaidh.

note: [resistance]: id=steadfast
en: steadfast
gd: seasmhach

note: [resistance]: id=steadfast
en: female^steadfast
gd: seasmhach

note: [resistance]: id=steadfast
en: This unit’s resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected.
gd: Tha dà uiread de chomas-seasaimh aig an aonad, suas gu 50% nuair a bhios e ’ga dhìon. Cha toir seo buaidh air so-leònaidhean.

note: [leadership]: id=leadership
en: leadership
gd: ceannardas

note: [leadership]: id=leadership
en: female^leadership
gd: ceannardas

note: [leadership]: id=leadership
en: This unit can lead our own units that are next to it, making them fight better.
    
    Adjacent own units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.
gd: Tha ùghdarras aig an aonad seo air na h-aonadan a bhuineas don aon taobh is a tha faisg air ach an sabaid iad nas fhearr.
    
    Nì na h-aonadan ri thaobh aig a bheil rang nas lugha barrachd dochainn sa chath. Nuair a bhios aonad dìreach ri taobh aonaid aig a bheil ceannardas is rang nas àirde, nì e 25% a bharrachd de dhochann airson gach rang de dhiofar eadar e fhèin is an t-aonad aig a bheil ceannardas.

note: [skirmisher]: id=skirmisher
en: skirmisher
gd: streupaire

note: [skirmisher]: id=skirmisher
en: female^skirmisher
gd: streupaire

note: [skirmisher]: id=skirmisher
en: This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control.
gd: Tha an t-aonad seo math air faighinn seachad air nàimhdean gu luath is leigidh e seachad gach raon-smachd an nàmhad.

note: [illuminates]: id=illumination
en: illuminates
gd: soillseachadh

note: [illuminates]: id=illumination
en: female^illuminates
gd: soillseachadh

note: [illuminates]: id=illumination
en: This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.
    
    Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk.
gd: Soillsichidh an t-aonad seo an raon mu chuairt ach an sabaid aonadan dligheach nas fhearr is aonadan coimeasgach nas miosa.
    
    Sabaididh gach aonad dìreach ri taobh an aonaid seo mar an robh an ciaradh ann nuair a bhios an oidhche ann agus mar an robh an latha ann nuair a bhios an ciaradh ann.

note: [teleport]: id=teleport
en: teleport
gd: tele-phortadh

note: [teleport]: id=teleport
en: female^teleport
gd: tele-phortadh

note: [teleport]: id=teleport
en: This unit may teleport between any two empty villages owned by its side using one of its moves.
gd: Faodaidh an t-aonad seo tele-phortadh eadar dà bhaile falamh fo do smachd, a’ cleachdadh aon de na gluasadan aige.

note: [hides]: id=ambush
en: ambush
gd: fàth

note: [hides]: id=ambush
en: female^ambush
gd: fàth

note: [hides]: id=ambush
en: This unit can hide in forest, and remain undetected by its enemies.
    
    Enemy units cannot see this unit while it is in forest, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.
gd: ’S urrainn don aonad seo fhalach sa choille ach nach faic na nàimhdean e.
    
    Chan fhaic aonadan nàmhad an t-aonad seo fhad ’s a bhios e sa choille ach nuair a bhios aonad aig an nàmhaid dìreach ri thaobh. Caillidh a’ chiad aonad nàmhad a chì e a h-uile gluasad a bhiodh air fhàgail dha.

note: [hides]: id=nightstalk
en: nightstalk
gd: stalc-oidhche

note: [hides]: id=nightstalk
en: The unit becomes invisible during night.
    
    Enemy units cannot see this unit at night, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.
gd: Chan fhaicear an t-aonad seo air an oidhche.
    
    Chan fhaic aonadan nàmhad an t-aonad seo air an oidhche ach nuair a bhios aonad aig an nàmhaid dìreach ri thaobh. Caillidh a’ chiad aonad nàmhad a chì e a h-uile gluasad a bhiodh air fhàgail dha.

note: [hides]: id=nightstalk
en: female^nightstalk
gd: stalc-oidhche

note: [hides]: id=concealment
en: concealment
gd: falach

note: [hides]: id=concealment
en: female^concealment
gd: falach

note: [hides]: id=concealment
en: This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it.
    
    Enemy units can not see this unit while it is in a village, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.
gd: ’S urrainn don aonad seo fhalach ann am bailtean (ach bailtean uisge) gus nach fhaic a nàimhdean e ach nuair a bhios iad ri thaobh.
    
    Chan fhaic aonadan nàmhad an t-aonad seo fhad ’s a bhios e ann am baile ach nuair a bhios aonad aig an nàmhaid dìreach ri thaobh. Caillidh a’ chiad aonad nàmhad a chì e a h-uile gluasad a bhiodh air fhàgail dha.

note: [hides]: id=submerge
en: submerge
gd: bàthadh

note: [hides]: id=submerge
en: female^submerge
gd: bàthadh

note: [hides]: id=submerge
en: This unit can hide in deep water, and remain undetected by its enemies.
    
    Enemy units cannot see this unit while it is in deep water, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.
gd: ’S urrainn don aonad seo fhalach ann an uisge domhainn ach nach fhaic a nàimhdean e.
    
    Chan fhaic aonadan nàmhad an t-aonad seo fhad ’s a bhios e ann an uisge domhainn ach nuair a bhios aonad aig an nàmhaid dìreach ri thaobh. Caillidh a’ chiad aonad nàmhad a chì e a h-uile gluasad a bhiodh air fhàgail dha.

note: [dummy]: id=feeding
en: feeding
gd: ithe

note: [dummy]: id=feeding
en: female^feeding
gd: ithe

note: [dummy]: id=feeding
en: This unit gains 1 hitpoint added to its maximum whenever it kills a unit, except units that are immune to plague.
gd: Gheibh an t-aonad seo 1 phuing-bheatha as motha a bharrachd gach turas a mharbhas e aonad aig nach eil dìon an aghaidh plàighe.

note: [unstore_unit]
en: +1 max HP
gd: +1 de PB as motha

note: [damage]: id=backstab
en: backstab
gd: cùl-shàthadh

note: [damage]: id=backstab
en: When used offensively, this attack deals double damage if there is an enemy of the target on the opposite side of the target, and that unit is not incapacitated (turned to stone or otherwise paralyzed).
gd: Nuair a chleachdas tu e gus ionnsaigh a thoirt, nì an ionnsaigh seo dà uiread de dhochann ma bhios nàmhaid an targaid an taobh mu choinneamh a bhios comasach (gun reòthadh air no gun chomas gluasaid a dhìth air adhbharan eile).

note: [plague]: id=plague({TYPE}), type={TYPE} [plague]: id=plague, type=Walking Corpse
en: plague
gd: plàigh

note: [plague]: id=plague({TYPE}), type={TYPE}
en: When a unit is killed by a Plague attack, that unit is replaced with a unit identical to and on the same side as the unit with the Plague attack. This doesn’t work on Undead or units in villages.
gd: Nuair a thèid aonad a mharbhadh le ionnsaigh plàighe, thèid aonad co-ionnan eile a chur ’na àite a shabaideas às leth an nàmhad aig an robh an ionnsaigh plàighe. Chan obraich seo an aghaidh aonadan closaich no ann am baile.

note: [plague]: id=plague, type=Walking Corpse
en: When a unit is killed by a Plague attack, that unit is replaced with a Walking Corpse on the same side as the unit with the Plague attack. This doesn’t work on Undead or units in villages.
gd: Nuair a thèid aonad a mharbhadh le ionnsaigh plàighe, thèid corp coisiche a chur na àite a shabaideas às leth an nàmhad aig an robh an ionnsaigh plàighe. Chan obraich seo an aghaidh aonadan closach no ann am baile.

note: [slow]: id=slow
en: slows
gd: maille

note: [slow]: id=slow
en: This attack slows the target until it ends a turn. Slow halves the damage caused by attacks and the movement cost for a slowed unit is doubled. A unit that is slowed will feature a snail icon in its sidebar information when it is selected.
gd: Cuiridh an ionnsaigh seo maille air an amas gus an crìochnaich e cuairt. Cha dèan aonad le maille air ach an dàrna leth de dhochann is tha cosgais ghluasaid dhùbailte aige. Chì thu ìomhaigheag seilcheige san fhiosrachadh bàr-taoibh aige nuair a thaghas tu e.

note: [petrifies]: id=petrifies
en: petrifies
gd: clach-thionndadh

note: [petrifies]: id=petrifies
en: This attack petrifies the target, turning it to stone. Units that have been petrified may not move or attack.
gd: Tionndaidhidh an ionnsaigh seo an targaid gu cloich. Chan urrainn do dh’aonadan air an an tionndadh gu cloich gluasad no ionnsaighean a thoirt.

note: [chance_to_hit]: id=marksman
en: marksman
gd: gìomanach

note: [chance_to_hit]: id=marksman
en: When used offensively, this attack always has at least a 60% chance to hit.
gd: Nuair a bheir an t-aonad ionnsaigh, bidh seans de 60% air a char as lugha ann gum buail e gu soirbheachail.

note: [swarm]: id=swarm
en: swarm
gd: sgaoth

note: [swarm]: id=swarm
en: The number of strikes of this attack decreases when the unit is wounded. The number of strikes is proportional to the percentage of its of maximum HP the unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the number of strikes.
gd: Thèid àireamh buillean na h-ionnsaighe seo a lùghdachadh nuair a bhios an t-aonad air a leònadh. Tha àireamh nam buillean co-rèireach ri ceudad nam PB as motha a tha aig an aonad. Mar eisimpleir, nuair a bhios 3/4 de na PB as motha aig an aonad, chan fhaigh e ach 1/4 de na buillean aige.

note: [damage]: id=charge
en: charge
gd: cruinn-leum

note: [damage]: id=charge
en: When used offensively, this attack deals double damage to the target. It also causes this unit to take double damage from the target’s counterattack.
gd: Nuair a chleachdas tu e gus ionnsaigh a thoirt, nì an ionnsaigh seo dà uiread de dhochann air an targaid. Cuideachd, gheibh an t-aonad seo dà uiread de dhochann bho fhrith-ionnsaigh leis an targaid.

note: [drains]: id=drains
en: drains
gd: sùgh

note: [drains]: id=drains
en: This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down).
gd: Sùghaidh an t-aonad seo slàinte bho aonadan beòtha, ’ga shlànachadh fhèin leis an dàrna leth de dhochann a nì e (air a chuairteachadh sìos).

note: [poison]: id=poison
en: poison
gd: puinsean

note: [poison]: id=poison
en: This attack poisons living targets. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP. Poison can not, of itself, kill a unit.
gd: Puinseanaichidh an ionnsaigh seo targaidean beòtha. Caillidh aonadan puinseanaichte 8 PB gach cuairt gus an tèid an leigheas no gus nach bi ach 1 PB aca. Chan urrainn dha phuinsean aonad a mharbhadh leis fhèin.

note: [advancement]: id=amla_default
en: Max HP bonus +3, Max XP +20%
gd: Duais PhB as motha +3, PE as motha +20%

note: [time]: id=midday [time]: id=midday_hour
en: Midday
gd: Meadhan-latha

note: [time]: id=midnight [time]: id=midnight_hour
en: Midnight
gd: Meadhan-oidhche

note: [time]: id=indoors
en: Indoors
gd: Taobh a-staigh

note: [time]: id=deep_underground
en: Deep Underground
gd: Fada fon talamh

note: [time]: id=second_watch_hour1
en: Second Watch — First Hour
gd: An dàrna faire — a’ chiad uair

note: [time]: id=second_watch_hour2
en: Second Watch — Second Hour
gd: An dàrna faire — an dàrna uair

note: [time]: id=second_watch_hour3
en: Second Watch — Third Hour
gd: An dàrna faire — an treas uair

note: [time]: id=second_watch_hour4
en: Second Watch — Fourth Hour
gd: An dàrna faire — a’ cheathramh uair

note: [time]: id=second_watch_hour5
en: Second Watch — Fifth Hour
gd: An dàrna faire — a’ chòigeamh uair

note: [time]: id=second_watch_hour6
en: Second Watch — Sixth Hour
gd: An dàrna faire — an t-siathamh uair

note: [time]: id=morning_hour1
en: Morning — First Hour
gd: Madainn — a’ chiad uair

note: [time]: id=morning_hour2
en: Morning — Second Hour
gd: Madainn — an dàrna uair

note: [time]: id=morning_hour3
en: Morning — Third Hour
gd: Madainn — an treas uair

note: [time]: id=morning_hour4
en: Morning — Fourth Hour
gd: Madainn — a’ cheathramh uair

note: [time]: id=afternoon_hour1
en: Afternoon — First Hour
gd: Feasgar — a’ chiad uair

note: [time]: id=afternoon_hour2
en: Afternoon — Second Hour
gd: Feasgar — an dàrna uair

note: [time]: id=afternoon_hour3
en: Afternoon — Third Hour
gd: Feasgar — an treas uair

note: [time]: id=afternoon_hour4
en: Afternoon — Fourth Hour
gd: Feasgar — a’ cheathramh uair

note: [time]: id=afternoon_hour5
en: Afternoon — Fifth Hour
gd: Feasgar — a’ chòigeamh uair

note: [time]: id=afternoon_hour6
en: Afternoon — Sixth Hour
gd: Feasgar — an t-siathamh uair

note: [time]: id=first_watch_hour1
en: First Watch — First Hour
gd: A’ chiad fhaire — a’ chiad uair

note: [time]: id=first_watch_hour2
en: First Watch — Second Hour
gd: A’ chiad fhaire — an dàrna uair

note: [time]: id=first_watch_hour3
en: First Watch — Third Hour
gd: A’ chiad fhaire — an treas uair

note: [time]: id=first_watch_hour4
en: First Watch — Fourth Hour
gd: A’ chiad fhaire — a’ cheathramh uair

note: [time]: id=dawn1
en: First Dawn
gd: A’ chiad chamhanach

note: [time]: id=dawn2
en: Second Dawn
gd: An dàrna camhanach

note: [time]: id=morning1
en: First Morning
gd: A’ chiad madainn

note: [time]: id=morning2
en: Second Morning
gd: An dàrna madainn

note: [time]: id=midday1
en: First Midday
gd: A’ chiad mheadhan-latha

note: [time]: id=midday2
en: Second Midday
gd: An dàrna meadhan-latha

note: [time]: id=afternoon1
en: First Afternoon
gd: A’ chiad fheasgar

note: [time]: id=afternoon2
en: Second Afternoon
gd: An dàrna feasgar

note: [time]: id=dusk1
en: First Dusk
gd: A’ chiad chiaradh

note: [time]: id=dusk2
en: Second Dusk
gd: An dàrna ciaradh

note: [time]: id=short_dark
en: The Short Dark
gd: An dorchadas goirid

note: [time]: id=long_dark1
en: The Long Dark (1)
gd: An dorchadas fada (1)

note: [time]: id=long_dark2
en: The Long Dark (2)
gd: An dorchadas fada (2)

note: [time]: id=long_dark3
en: The Long Dark (3)
gd: An dorchadas fada (3)

note: [time]: id=long_dark4
en: The Long Dark (4)
gd: An dorchadas fada (4)

en: 
    
    Special Notes:
gd: 
    
    Aire sònraichte:

en:  Spirits have very unusual resistances to damage, and move quite slowly over open water.
gd:  Tha comas-seasaimh neo-àbhaisteach aig spioradan an aghaidh dochainn is gluaisidh iad gu slaodach thar uisgeachan fosgailte.

en:  This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures.
gd:  Nì an ionnsaigh dhìomhair aig an aonad seo droch dhochann air creutairean draoidheach is fiù ’s cuid dheth air creutairean àbhaisteach.

en:  This unit is capable of basic healing.
gd:  Tha comas-slànachaidh bunasach air an aonad seo.

en:  This unit is capable of rapid healing.
gd:  Tha comas-slànachaidh luath air an aonad seo.

en:  This unit is capable of healing those around it, and curing them of poison.
gd:  Tha an t-aonad seo comasach air an fheadhainn mu chuairt a shlànachadh is an leigheas bho phuinsean.

en:  This unit is capable of neutralizing the effects of poison in units around it.
gd:  Tha an t-aonad seo comasach air na buaidhean aig puinsean a thoirt air falbh bho aonadan mu chuairt.

en:  This unit regenerates, which allows it to heal as though always stationed in a village.
gd:  Tha ath-ghintinn aig an aonad seo is slànaichidh e an-còmhnaidh mar an robh e ann am baile.

en:  The steadiness of this unit reduces damage from some attacks, but only while defending.
gd:  Lùghdaichidh seasmhachd an aonaid seo an dochann bho cuid a dh’ionnsaighean, ach a-mhàin nuair a bhios e a’ dìon.

en:  The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level.
gd:  Leigidh an ceannardas aig an aonad seo leis na h-aonadan mu chuairt a leanas an aon taobh barrachd dochainn a thoirt seachad ann an sabaid, ged nach obraich seo ach do dh’aonadan air ìre ìosal.

en:  This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them.
gd:  Tha an t-aonad seo eòlach air streupaireachd is faodaidh e raon-smachd a nàimhdean fhàgail don dàrna taobh is gluasad mu thimcheall orra gun bhacadh.

en:  Illumination increases the lighting level in adjacent areas.
gd:  Cuiridh soillseachadh solas a bharrachd air na raointean mun cuairt.

en:  This unit can use one move to teleport between any two empty villages controlled by its side.
gd:  ’S urrainn don aonad seo gluasad a chleachdadh gus tele-phortadh eadar dà bhaile falamh a tha fo ùghdarras an taobh aige.

en:  In woodlands, this unit’s ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking.
gd:  Ann an coilltean, air sàilleibh a sgil fàtha chan fhaic nàimhdean an t-aonad seo mus eil e dìreach ri an taobh no mus tàinig e am follais le ionnsaigh.

en:  This unit is able to hide at night, leaving no trace of its presence.
gd:  ’S urrainn dhan aonad seo falach air an oidhche gun lorgan air.

en:  This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it.
gd:  ’S urrainn don aonad seo falach ann am bailtean (ach bailtean uisge) is a chumail neo-mhothaichte le a nàimhdean ach an fheadhainn dìreach ri thaobh.

en:  This unit can move unseen in deep water, requiring no air from the surface.
gd:  ’S urrainn don aonad seo a ghluasad ann an uisge domhainn is chan fhaic duine e, gun fheum air adhar bhon uachdar.

en:  This unit gains 1 hitpoint added to its maximum whenever it kills a living unit.
gd:  Gheibh an t-aonad seo 1 phuing-bheatha as motha a bharrachd gach turas a mharbhas e aonad beò.

en:  Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead.
gd:  Gach turas a chleachdas an t-aonad seo caothach a’ chatha, leanaidh e air a’ toirt ionnsaigh gus am bi e fhèin no a nàmhaid marbh.

en:  If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy.
gd:  Ma tha nàmhaid an amais an taobh mu choinneamh an amais nuair a bheir an t-aonad seo ionnsaigh, faodaidh an t-aonad seo cùl-shàthadh a dhèanamh is dochann dùbailte adhbharachadh a’ snàgadh gu cùlaibh an nàmhad aige.

en:  Foes who lose their life to the plague will rise again in unlife, unless they are standing on a village.
gd:  Èiridh an fheadhainn a chailleas am beatha don phlàigh a-rithist ’nan closach mura h-eil iad ’nan seasamh ann am baile.

en:  This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn.
gd:  Tha an t-aonad seo comasach air maille a thoirt air a nàimhdean gus nach bhith ach leth-phàirt den astar is dochann ionnsaighe aca gu deireadh na cuairte.

en:  The ability to turn the living to stone makes this unit extremely dangerous.
gd:  Nì an comas gus an fheadhainn beò a reòthadh an t-aonad seo glè chunnartach.

en:  This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack.
gd:  Leigidh gìomanachd an aonaid seo leis nàimhdean a bhualadh le deagh sheans, ach a-mhàin nuair a bheir e fhèin ionnsaigh.

en:  This unit has magical attacks, which always have a high chance of hitting an opponent.
gd:  Tha ionnsaighean draoidheach aig an aonad seo aig a bheil an-còmhnaidh deagh sheans bualaidh air an nàmhaid.

en:  The swarming attacks of this unit become less deadly whenever its members are wounded.
gd:  Caillidh ionnsaighean sgaotha an aonaid seo pàirt den cumhachd aca nuair a thèid a bhuill a leònadh.

en:  Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation.
gd:  Le ionnsaigh cruinn-leum, nì is gheibh thu dà uimhir de dhochann. Cha toir seo buaidh air dìoladh dìona.

en:  During battle, this unit can drain life from victims to renew its own health.
gd:  Ann an sabaid, ’s urrainn dhan aonad seo beatha a shùgh air falbh bho ìobairtean gus e fhèin a shlànachadh.

en:  The length of this unit’s weapon allows it to strike first in melee, even in defense.
gd:  Leigidh faide an airm aig an aonaid seo leis bualadh an toiseach ann an cath dlùth, fiù ’s nuair a bhios e ’ga dhìon fhèin.

en:  The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures.
gd:  Gabhaidh na h-ìobairtean aig puinsean an aonaid seo dochann gu cunbhalach gus tèid an leigheas ann am baile no le aonad aig a bheil leigheas.

note: [trait]: id=loyal
en: loyal
gd: dìleas

note: [trait]: id=loyal
en: female^loyal
gd: dìleas

note: [trait]: id=loyal
en: Zero upkeep
gd: Gun bheathachadh

note: [trait]: id=undead
en: undead
gd: closach

note: [trait]: id=undead
en: female^undead
gd: closach

note: [trait]: id=elemental [trait]: id=mechanical [trait]: id=undead
en: Immune to drain, poison, and plague
gd: Dìonachd an aghaidh puinsein, sùigh is plàighe.

note: [trait]: id=mechanical
en: mechanical
gd: innealach

note: [trait]: id=mechanical
en: female^mechanical
gd: innealach

note: [trait]: id=elemental
en: elemental
gd: dùileach

note: [trait]: id=elemental
en: female^elemental
gd: dùileach

note: [trait]: id=strong
en: strong
gd: làidir

note: [trait]: id=strong
en: female^strong
gd: làidir

note: [trait]: id=dextrous
en: dextrous
gd: teòma

note: [trait]: id=dextrous
en: female^dextrous
gd: teòma

note: [trait]: id=quick
en: quick
gd: luath

note: [trait]: id=quick
en: female^quick
gd: luath

note: [trait]: id=intelligent
en: intelligent
gd: glic

note: [trait]: id=intelligent
en: female^intelligent
gd: glic

note: [trait]: id=resilient
en: resilient
gd: spionnadail

note: [trait]: id=resilient
en: female^resilient
gd: spionnadail

note: [trait]: id=healthy
en: healthy
gd: fallain

note: [trait]: id=healthy
en: female^healthy
gd: fallain

note: [trait]: id=healthy
en: Always rest heals
gd: Slànaichidh e an-còmhnaidh mar an robh e ’na thàmh

note: [trait]: id=fearless
en: fearless
gd: neo-eagalach

note: [trait]: id=fearless
en: female^fearless
gd: neo-eagalach

note: [trait]: id=fearless
en: Fights normally during unfavorable times of day/night
gd: Sabaididh e gu h-àbhaisteach aig amannan an oidhche no latha mì-fhàbharach

note: [trait]: id=feral
en: feral
gd: allaidh

note: [trait]: id=feral
en: female^feral
gd: allaidh

note: [trait]: id=feral
en: Receives only 50% defense in land-based villages
gd: Chan fhaigh e ach 50% de dhìon ann am bailtean air talamh.

note: [trait]: id=weak
en: weak
gd: lag

note: [trait]: id=weak
en: female^weak
gd: lag

note: [trait]: id=slow
en: slow
gd: slaodach

note: [trait]: id=slow
en: female^slow
gd: slaodach

note: [trait]: id=dim
en: dim
gd: dùr

note: [trait]: id=dim
en: female^dim
gd: dùr

note: [trait]: id=aged
en: aged
gd: aosta

note: [trait]: id=aged
en: female^aged
gd: aosta

note: [race]: id=bats
en: race^Bat
gd: Ialtag

note: [race]: id=bats
en: race+female^Bat
gd: Ban-ialtag

note: [race]: id=bats
en: race^Bats
gd: Ialtagan

note: [race]: id=bats
en: Bats come in many shapes and sizes, and most are fairly harmless, feeding on insects and other small animals. The larger and more vicious breeds are known to pose a threat to humans and other races as well as their livestock, especially when encountered in groups. Typically nocturnal, they are often kept (and occasionally tamed) by those who share their love of the night.
gd: Tha iomadh cruth is meud aig ialtagan is chan eil a’ mhòrchuid dhiubh cunnartach a dh’itheas biastagan is beathaichean beaga eile. Faodaidh an fheadhainn nas motha is nas fhiadhaiche a bhith cunnartach don chinne-daonna is do na cinnidhean eile cho math ris an sprèidh aca, gu h-àraidh nuair a bhios buidheann dhiubh ann. Oidhcheach gu cumanta, thèid an cumail (is callachadh aig amannan) leis an fheadhainn a bhios a cheart cho measail air an oidhche.

note: [race]: id=drake
en: race^Drake
gd: Dràc

note: [race]: id=drake
en: race+female^Drake
gd: Ban-dhràc

note: [race]: id=drake
en: race^Drakes
gd: Dràic

note: [race]: id=drake
en: Drakes are large, winged and fire-breathing creatures, reminiscent of true dragons. On average, an adult drake stands around three meters tall and easily weighs more than a man and a horse combined. Their skin is made up of hard scales, resistant to most physical strikes except piercing and cold damage. Most drakes are capable of true flight and can travel long distances quickly. However, their sheer weight and bulk limits their flight ability somewhat, making them ungainly in the air. Where possible, they make use of terrain features such as hills, mountains and trees as launch points in order to gain greater height and speed. Fortunately for their enemies, they are still quite clumsy creatures and surprisingly slow in combat. This, combined with their large size, renders them easy targets for those who dare attack them.
    
    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 drake’s 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>
    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 — <ref>dst='dominant' text='dominant'</ref> 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 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. 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>
    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.
gd: ’S e creutairean mòra le sgiathan is anail teine a th’ anns na dràic is cuiridh iad na frìor-dhràgonan ’nad chuimhne. Mar as trice, bidh dràic inbheach trì meatairean a dh’àirde agus nas truime na duine is each còmhla. Tha an craiceann ’nan lannan cruaidh a sheasas an aghaidh na mòrchuid a bhuillean fiosaigeach ach bioradh no fuachd. Tha a’ mhòrchuid de na dràic comasach air itealaich is air siubhal astair mhòir gu luath. Co-dhiù, tha an comas itealaich aca caran cuingichte air sàilleibh am meud is truimeid is chan eil iad uabhasach clis san adhair. Cleachdaidh iad cruth-tìre a leithid cnuic, beanntan is craobhan gus dol air sgèith mas urrainn dhaibh ach an itealaich iad nas àirde is nas luaithe. Tha an nàimhdean fortanach gu bheil iad caran cearbach is uabhasach slaodach air a’ bhlàr. Air a shàilleibh is air sàilleabh am meud mòr, ’s e amasan furasta a th’ annta airson na feadhna a bhios dàna gu leòr gus ionnsaigh a thoirt orra.
    
    ’S e creutairean draoidheach a th’ anns na dràic is tha teine dìomhair ’nam broinn a tha ’na thùs cumhachd airson am beatha fhèin. Chithear seo gu furasta nuair a chaochlas fear diubh air a’ bhlàr; thèid an teine a tha annta a shaoradh is losgaidh e iad gus nach bith ach luaithre air fhàgail. ’S e an teine a tha ’nam broinn an laigse as motha aca cuideachd oir chan urrainn dhaibh fuachd fhulang. Ged as e creutairean draoidheach a th’ annta, chan urrainn dhaibh an draoidheachd aca a stiùireadh. Ged a bheir i beatha dham bodhaigean is teine dham anail, chan eil smachd aig na dràic air an draoidheachd seo.
    
    <header>text='Sòisealtas'</header>
    Tha na dràic dèidheil air a’ chogaidh is ’s urrainnear ràdh gur e comainn còmhraige ghleusta a th’ anns na comainn aca. Tha buidheann de seann-ghaisgich aig cridhe gach cinneadh nan dràc le <ref>dst='dominant' text='triath'</ref> os cionn nan gnothaichean air a bheil spèis mhòr — no eagal — agus stiùirichidh e an cinneadh gu teann. Feumaidh gach dràc an àite aige air an rangachd teann a chosnadh, gèilleadh ri òrduighean nan uachdaranan is na h-ìochdarain a stiùireadh. Chan fhaigh iad àite am measg nan ceannardan ach ma buail beum-sgéithe agus fàd-còmhraig an aghaidh uachdarain gu soirbheachail agus seo an dòigh a thèid rangachadh a stèidheachadh am measg nan ceannardan fhèin. Thathar a' bheachdachadh air mealladh sam bith a nì dràc air dràc eile mar ghnìomh neo-thaitneach gealtach.
    
    Ged a bhios iad dèidheil air a' chogaidh is a dhìonas iad an ranntairean gu fiadhaich, cha tèid no bris dràic a-steach air raointean sa bheil na slòigh mhòra eile a' fuireach. 'S fhearr leotha tuineachadh ann an raointean falamh gus an ranntairean a stèidheachadh an-siud. Ithidh iad sitheann gu h-àraidh a shealgas iad faisg air na taighean aca, ach ithidh na h-iseanan is buill nan treubhan ìsle còinneach is balgan-buachair a thogas iad sna h-uamhan domhainn aca. Chan eil dràic dèidheil air teicneolas ach air ceàrdachd airm is armachd is chan eil iad eòlach air saidheans no cultar eile. Co-dhiù no co-dheth, tha na h-acainnean a nì iad às àirde càileachd is chan eil an seise ann ach na nì na troichean sna taighean-fùirneis as fhearr aca.
    
    Guirear dràic bho uighean is fàsaidh iad eadar 20 gu 30 bliadhna a dh'aois mar as trice. Is am bàs air a' bhlàr am bàs as fhearr leotha. Eu-coltach ri seanairean nan sluaghan eile, fàsaidh na dràic nas ionnsaighiche is nas cion-umhaile nuair a theannas iad ri deireadh am beatha, 's dòcha ach am faigh iad àite sna faoinsgeulachdan mu an gasgaich.
    
    <header>text='Cruinn-eòlas'</header>
    Tha dràic à innis-mhuir de beanntan-teine air a bheil <ref>dst='morogor' text='Morogor'</ref> sa <ref>dst='great_ocean' text='Chuan Mhòr'</ref> bho thùs. Bhon na dh'fhàs an sluagh ro mhòr is gun deach cuid de na h-eileanan dachaigh aca fodha, sgaoil tuineachasan nan dràc don <ref>dst='great_continent' text='Mhòr-thir Fharsaing'</ref>. 's fearr le dràic a bhith a' fuireach ann an uamhan sna beanntan faisg air beanntan-teine gus an uighean is iseanan is na fùirneisean aca a dhìon. Ged as toil leotha sìde bhlàth, cumaidh an teine ’nam broinn iad a' dol fiu 's ann an aimsir fhuar is mar sin, chaidh leotha tuineachadh ann an cuid de na beanntan fada tuath air a' Mhòr-thir Fharsaing.

note: [race]: id=dwarf
en: race^Dwarf
gd: Troich

note: [race]: id=dwarf
en: race+female^Dwarf
gd: Troich

note: [race]: id=dwarf
en: race^Dwarves
gd: Troichean

note: [race]: id=dwarf
en: The dwarves are a race famed for their miners, blacksmiths, merchants and warriors. Considered as the third oldest race on the great continent after the elves and trolls, their early history is shrouded in mystery. Legends tell of a time long forgotten when their people began emerging from their underground world through caves. Nothing is known about their life prior to their arrival, or their reasons for entering the surface world, but they have been an integral part of the history of the continent since. Soon after their emergence from the underground, the dwarves entered into conflict with the original inhabitants of the land, the elves. The original reason for their dispute has been lost to history, but the two races have since fought three long wars, interrupted by a few decades of peace. During these wars the dwarves could not dislodge the elves from the deep forests in the south, but managed to consolidate their position in hills and the mountains in the north of the continent, known now as the Northlands. Since then they have constructed fantastic fortifications and settlements deep within the mountains and crags of their territory.
    
    Possibly due to their isolation, the dwarves are generally distrustful or hostile towards most other races, particularly the elves. The single exception to this temperament is towards humans. This could be traced back to the era of Haldric I and the arrival of humans and orcs to the continent. At this point the dwarves began allowing some humans, mostly dissidents and outlaws from the Kingdom of Wesnoth, to settle in certain areas of the Northlands. Their motivation was unsurprising. The plight of these individuals reminded the dwarves of their early history of persecution, eliciting a sense of solidarity. The dwarves also had much to gain in forming a bond with these outcasts. They would settle in areas where dwarves disliked living themselves; plains, forests, and swamps, freeing them from defending these areas.
    
    Dwarves are of small stature by human measure, but they are by no means fragile. Their warriors, tough and powerful are both feared and respected throughout the continent for their prowess in battle. In addition, dwarves are known for their calculating intellects and superb craftsmanship. Dwarven smiths are renowned for their deadly weapons and heavy armor. These accouterments are unrivaled in quality, possibly only matched by those produced by drake armorers. Their intelligence and natural inquisitiveness has also made them the most technically advanced race on the continent. One of their most famous, and feared, discoveries was a mysterious powder that produces an immense explosion when exposed to fire or sparks. Certain dwarf warriors use this powder to hurl small objects at tremendous speeds. Given their technological inclinations, many dwarves tend to distrust magic users. However some practice a form of magic based on the engraving of runes. Called runesmiths, they use these carvings to enchant items in order to augment certain aspects of their natures.
gd: Tha muinntir nan troichean cliùiteach air sàilleabh nam mèinnearan, goibhnean, luchd-malairt is gaisgich. Thathar den bheachd gur e an treas sluagh a bu shine a th’ annta às dèidh nan sìthichean is athach is chan eil mòran eòlais againn mun eachdraidh tràth aca. Tha na faoinsgeulachdan ag innse dhuinn mun t-seann aimsir nuair a thòisich am muinntir a’ fàgail an t-saoghail fon talamh aca tro uamhan. Chan eil eòlas againn mu am beatha mus tàinig iad no carson a thàinig iad don t-saoghal uachdarach, ach tha iad ’nam pàirt chudromach ann an eachdraidh na mòr-thìre bhon àm ud. Cha b’ fhada às dèidh an teachd air an uachdar gun do thòisich iad air còmhstri an aghaidh muinntir nan sìthichean a bha a’ fuireach ann bho thùs. Chan eil fios againn tuilleadh dè dh’adhbharaich a’ chonnspaid, ach tha an dà shluagh air strì ann an trì cogaidhean fada mòra le beagan dheicheadan de sìth eatorra. Rè nan cogaidhean ud, cha deach leis na troichean na sìthichean fuadach bho na coilltean domhainn aca gu deas, ach fhuair iad àite sheasmhach sna cnuic is beanntan ceann a tuath na mòr-thìre ris an canar An Taobh Tuath. Thog iad daingnean is bailtean drùidhteach domhainn sna beanntan is creagan an ranntair bhon àm ud.
    
    Dh’fhaoidte gur e gu bheil iad a’ fuireach fad air falbh bho na slòigh eile as coireach gu bheil na troichean amharasach no nàimhdeil an aghaidh na mòr-cuid de na slòigh eile is an aghaidh nan sìthichean gu h-àraidh. Is a’ chinne-daonna an aon eisgeachd air seo. Thathar den bheachd gun do thòisich an dàimh eatorra ri linn Taldraig I nuair a thàinig a’ chinne-daonna is na deamhain don mhòr-thìr. ’S ann aig an àm ud gun tug na troichean cead do chuid a dhaoine tuineachadh ann an sgìrean sònraichte san Taobh Tuath, ’s bu easaontaichean is fògraich bho Rìoghachd Bheasnaid a bh’ anns a’ mhòrchuid dhiubh. Chan eil iongnadh air na h-adhbharan aca. Thug cruaidh-chàs nan daoine ud an eachdraidh tràth fhèin de thòrachd an cuimhne nan troichean is dh’adhbharaich seo co-fhaireachdainn annta. Fhuair na troichean buannachd às an dàimh ris na fògraich seo cuideachd. Bhiodh iadsan a’ tuineachadh ann an sgìrean nach bu toil leis na troichean fhèin a leithid mhaghan, choilltean no bhoglach is cha do leig iad fhèin leas na sgìrean seo a dhìon.
    
    Tha troichean beag an coimeas daoine ach chan eil iad lag ann an dòigh sam bith. Tha na gaisgich aca cruaidh is cumhachdach is tha na comasan aca air a’ bhlàr cliùiteach is eagalach air feadh na mòr-thìre. A bharrachd air sin, tha na troichean ainmeil airson nan inntinnean geura is ceàird drùidhteach. Tha goibhnean nan troichean cliùiteach airson nan arm marbhtach is armachd truime. Chan eil an leithid ann a thaobh càileachd ach ’s dòcha armachd nan dràc. Air sàilleibh an inntinnean is feòrachas nàdarra is iadsan an sluagh as adhartaiche a thaobh teicneolais air a’ mhòr-thìr. Is pùdar dìomhair a nì spreadhadh mòr sa bhad nuair a cuirear teine no sradan ris aon de na buill-thionnsgnadh as cliùitiche is eagalaiche aca. Cleachdaidh cuid a throichean am pùdar seo gus nithean beaga a thilgeil uabhasach luath. Leis an nàdar teicneolach, tha mòran throichean amharasach an aghaidh na feadhna a chleachdas draoidheachd. Co-dhiù, tha cuid eile dhiubh ri draoidheachd bhunasach stèidhichte air rùn-sgrìobhadh. Canar goibhnean rùn-litreach riutha is cleachdaidh iad an sgrìobhadh ud gus nithean a chur fo gheasaibh gus gleusan sònraichte ’nam broinn a mheudachadh.

note: [race]: id=elf
en: race^Elf
gd: Sìthiche

note: [race]: id=elf
en: race+female^Elf
gd: Ban-sìthiche

note: [race]: id=elf
en: race^Elves
gd: Sìthichean

note: [race]: id=elf
en: Compared to humans, elves are somewhat taller, more agile but less sturdy. They have slightly pointy ears, pale skin and usually blond hair. Few differences between humans and elves are more pronounced than the Elves’ unusually long life — most, unless claimed by illness, accident or war, live a full two and a half centuries. While some elves possessing a high magical aptitude have been known to live an additional full century, most elves begin to grow physically frail at some point between 250 and 300 years of age and pass away rapidly (generally within a year or two) thereafter.
    
    Elves are naturally imbued with magic to a small degree. Though most are unable to channel it directly, its latent presence gives them their keen senses and long life. Many elves have magic-driven talents such as marksmanship or stealth, allowing them to achieve tasks that most normal beings would find astonishing. Those elves that learn to wield this power in more general ways can become truly formidable in its use. Many choose to use their gift to heal others.
    
    A few elves, venturing far down the paths of magic and mysticism, become sensitive to the presence of cold iron and can even be burned by it. Elvish legend hints that this was more common in the far past.
    
    Elves spend much of their time honing their talents and skills. Those not adept at the magical arts typically devote their time honing their physical skills. As a result, elves excel at archery, which is perhaps their most important method of warfare. Most elvish troops carry a bow and no other race can rival their archers in speed and accuracy. All elves also share an intense affection for unspoiled nature. They often feel uncomfortable in open unvegetated spaces. They live primarily in the forests of the Great Continent; the Aethenwood in the southwest, Wesmere in the northwest, and the great northern woods of which the Lintanir Forest is the southernmost edge.
    
    Elves are the eldest race of the continent, with the possible exception of trolls. Many of their settlements cannot be reliably dated, undoubtedly having existed for over a millennium.
gd: An coimeas ris a’ chinne-daonna, tha sìthichean beagan nas àirde is nas sùbailte ach chan eil iad cho bunanta. Tha na cluasan aca rud beag biorach is tha craiceann is falt bàn orra mar as trice. ’S e am beatha fada aig na sìthichean an diofar as fhollaisiche eatorra is a’ chinne-daonna — bidh a’ mhòrchuid dhiubh beò fad dà linn gu leth mura faigh iad bàs le tinneas, tubaist no cogadh. Fhad ’s a tha comas draoidheach iongantach aig cuid dhiubh a mhaireas beò fiù ’s linn nas fhaide, fàsaidh a’ mhòrchuid de na sìthichean breòite nuair a bhios iad eadar 250 is 300 bliadhna a dh’aois is caochlaidh iad gu luath (an dèidh bliadhna no dhà) an uair sin.
    
    Tha co-dhiù beagan draoidheachd am broinn gach sìthiche gu nàdarra. Ged nach bi a’ mhòrchuid dhiubh comasach air a cleachdadh a rèir an toil fhèin, bheir a làthaireachd mothachadh geur is beatha fada dhaibh. Tha tàlantan co-cheangailte ri draoidheachd aig mòran shìthichean a leithid gìomanachd no teòmachd a leigeas leotha gnìomhan a choileanadh a bhiodh iongantach don chinne-daonna. Faodaidh na sìthichean a dh’ionnsaicheas mar a chleachdar a’ chumhachd seo ann an dòighean nas fharsainge fàs eagalach math oirre. Roghnaichidh mòran dhiubh an tàlant aca a chleachdadh gus càch a shlànachadh.
    
    Fàsaidh cuid de na sìthichean a ghabhas slighe na draoidheachd so-leònta an aghaidh làthaireachd iarrainn fhuair is faodaidh gun tèid fiù ’s an losg leis. Tha beul-aithris nan sìthichean ag innse dhuinn gum biodh seo nas cumanta bho chionn aimsir.
    
    Cuiridh na sìthichean mòran den ùine aca seachad a’ toirt gleus air na sgilean is tàlantan aca. Obraichidh an fheadhainn aig nach eil comas draoidheachd air na sgilean corporra aca. Mar thoradh air seo, tha na sìthichean uabhasach math air boghadaireachd is ’s e seo am modh cogaidh as cudromaiche a th’ aca, ’s dòcha. Bidh bogha aig a’ mhòrchuid a shaighdearan is chan eil cinneadh sam bith eile cho luath is amaiseach leis an cuid boghadaireachd. Tha gràdh mòr aig a h-uile sìthiche air an nàdar neo-mhillte. Gu tric, bidh iad mì-chofhurtail ann an àiteachan fosgailte gun lusan. Tha a’ mhòrchuid dhiubh a’ fuireach ann an coilltean na Mòr-thire Farsainge; ann an Coille Aidhean san iar-dheas, ann an Coille Loch Bheasa san iar-thuath is sna coilltean mòra an taoibh thuaith, Coille Liontainir ’nam measg.
    
    ’S e an cinneadh as sine air an tìr-mhòr a th’ anns na sìthichean seach na h-athaich ’s dòcha. Cha ghabh aois chinnteach a chur air a’ mhòrchuid de na tuineachaidhean aca ach tha mòran dhiubh nas sine na mìle bliadhna gun teagamh.

note: [race]: id=falcon, description=
en: race^Falcon
gd: Seabhag

note: [race]: id=falcon, description=
en: race+female^Falcon
gd: Seabhag

note: [race]: id=falcon, description=
en: race^Falcons
gd: Seabhagan

note: [race]: id=goblin
en: race^Goblin
gd: Bòcan

note: [race]: id=goblin
en: race+female^Goblin
gd: Bana-bhòcan

note: [race]: id=goblin
en: race^Goblins
gd: Bòcain

note: [race]: id=goblin
en: Goblins are, despite their appearance, born as siblings to the orcs and members of the same race. While other races usually bear children singly or in pairs, orcs will have large litters of children all at once, causing their populations to explode rather quickly. Within any litter, there will only be one or two true orcs, who will grow to the full size and strength of their race. A few more will be half-orcs, notably weaker than their big brothers, and relegated to supporting roles in combat, such as archery. The rest, often a full half of more of any litter, will be goblins. Goblins are puny and quite frail, rarely growing past the size and stature of a human child. Goblins are born into a lifetime of near-slavery to their larger kin, and used as sword-fodder in battle. They thrive in spite of their tragic fate; in part because they are so very numerous, and also because their brother orcs are well aware how dependent they are on the goblins.
    
    Goblins perform the bulk of manual labor needed by the orcs, with the sole exception of jobs that require the brute strength of true orcs. Those the orcs revel in as proof of their prowess.
gd: A dh’aindeoin an coltais a th’ orra, ’s e clann nan deamhan a th’ anns na bòcain is tha iad ’nam phàirt den aon chinneadh. Fhad ’s nach beir na cinnidhean eile ach pàiste no dhà aig an aon àm, bidh cuain mhòr de chlann aig deamhain aig an aon àm a chuireas gu mòr ris an àireamh gu luath. Am measg gach cuaine, cha bhi ach fìor-dheamhain no dhà a dh’fhàsas gu àirde is neart shlàn an cinneadh. ’S e leth-dheamhain a bhios cuid eile diubh a bhios mòran nas laige na am bràithrean mòra is nach fhaigh ach dreuchd taicidh am measg am feachdan a leithid boghadaireachd. Bidh an corr dhiubh, mar as trice barrachd na an dàrna leth, ’nam bòcain. Tha bòcain beag is caran lag is chan fhàs iad nas motha na pàiste a’ chinne-daonna mar as trice. Bidh bòcainn cha mòr ’nan tràillean dham bràithrean as motha fad am beatha is thèid an cleachdadh mar fhodar-claidheimhe air a’ bhlàr. Tha iad soirbheachail a dh’aindeoin an dàin chruaidh; air an dàrna làimh tha mòran diubh ann is air an làimh eile tha làn-fhios aig na deamhain air dè cho eisimeileach a tha iad air na bòcain.
    
    Nì na bòcain a’ mhòrchuid den obair-làimhe a bhios a dhìth air na deamhain ach na h-obraichean nach gabh dèanamh ach le neart fìor-dheamhain. Gabhaidh na deamhain tlachd às na h-obraichean sin mar fhianais air an treuntachd.

note: [race]: id=gryphon, description=
en: race^Gryphon
gd: Iolair-leòmhann

note: [race]: id=gryphon, description=
en: race+female^Gryphon
gd: Ban-iolair-leòmhann

note: [race]: id=gryphon, description=
en: race^Gryphons
gd: Iolair-leòmhannan

note: [race]: id=human
en: race^Human
gd: Duine

note: [race]: id=human
en: race+female^Human
gd: Bean

note: [race]: id=human
en: race^Humans
gd: An cinne-daonna

note: [race]: id=human
en: 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. 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>
    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>
    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.
gd: Tha muinntir na cinne-daonna uabhasach caochlaideach. Ged a thàinig iad bhon t-Seann Mhòr-thìr bho thùs, sgaoil iad air feadh an t-saoghail is sgoilt iad ’nan iomadh sluagh is cultar. Ged nach eil draoidheachd ’nam broinn mar a tha am broinn creutairean eile, ’s urrainn dhaibh ionnsachadh mar a chleachdas iad i is barrachd seòrsaichean dhi ionnsachadh na càch. Chan eil comasan sònraichte aca ach an iol-chomas is spionnadh. Ged a bhios iad ri còmhstri an aghaidh cinnidhean eile gu tric, nì iad caidreabhach le cinnidhean a leithid nan sìthichean is troichean nach eil ro ionnsaigheach. Nì an fheadhainn cruaidh fastadh air saighdearan-duaise deamhain cuideachd. Chan eil nàimhdean aca bho thùs ged a tha fuath nàdarra aig a’ mhòrchuid dhaibh air na closaich mar a tha aig grunn chinnidhean eile. Tha daoine nas lugha na sìthichean ach nas àirde na troichean. Chan eil an aon dath aig craiceann nan daoine uile ’s faodaidh caochladh dheth a bhith ann eadar geal is donn dorcha.
    
    <header>text='Ìochdaran a’ Chrùin'</header>
    Tha iomadh buidheann de dhaoine ann, ach tha a’ mhòrchuid den fheadhainn a tha a’ fuireach air a’ Mhòr-thir Fharsaing fo ùghdarras Crùn Bheasnaid. Thàinig a’ chinne-daonna don Mhòr-thir Fharsaing bho thìr fad air falbh thar a’ chuain gu siar, an Eilean Uaine is cha b’ fhada gus an do stèidhich iad an cathair-bhaile aca ann am Bealdan ann am meadhan tìre. Tha iad air bailtean eile a thogail air feadh na mòr-thìre thar nan linntean. Dìonaidh saighdearan crùin Bheasnaid an dùthaich is ’s ann iadsan a tha ’na arm as eagraichte san t-saoghal. Tha na gaisgich aca às na prìomh shiorrachdan far an tèid na h-uile fireannach òg a thogail don arm.
    
    <header>text='Na Cinnidhean'</header>
    Is na siorrachdan ear aig Beasnad dùthaich nan cinnidhean is tha maghan is cnuic nas fhosgailte ann na sna siorrachdan taobh siar. Tha Cinnidhean nan Each a’ fuireach ann a tha ’nan caidreabhach le crùn Bheasnaid ach tha iad neo-eisimeileach agus fèin-aithne fa leth aca. Tha cuid a’ beachdachadh orra mar stàit fo chìs a chuireas biadh is saighdearan don Chrùn, ’gam malairt airson dìona. Tha cuid eile den bheachd gu bheil inbhe co-ionnan eatorra is taobh siar Bheasnaid. Co-dhiù no co-dheth, cha tèid na h-òganaich a’ togail don arm sna siorrachdan taobh an ear mar a thèid taobh siar Bheasnaid. Tha an trèanadh airson sabaid ’na phàirt de dhòigh-bheatha nan cinnidhean is ionnsaichidh na pàrantan don chuid cloinne marcachd, sabaid is boghadaireachd bhon òige. Chan eil gaisgich nan cinnidhean cho eagraichte ’s a tha gaisgich an airm Bheasnaid, is cuidichidh neartan an dàrna buidhinn le laigsean a’ bhuidhinn eile.

note: [race]: id=khalifate
en: race^Khalifate Human
gd: Duine a' Chèileafaid

note: [race]: id=khalifate
en: race+female^Khalifate Human
gd: Bean a' Chèileafaid

note: [race]: id=khalifate
en: race+plural^Khalifate
gd: Muinntir a' Chèileafaid

note: [race]: id=khalifate
en: This race does not have a description yet.
gd: Chan eil mìneachadh airson a’ chinnidh seo ri làimh fhathast.

note: [race]: id=lizard, description=
en: race^Saurian
gd: Laghairt

note: [race]: id=lizard, description=
en: race+female^Saurian
gd: Laghairt

note: [race]: id=lizard, description=
en: race^Saurians
gd: Laghairtean

note: [race]: id=mechanical
en: race^Mechanical
gd: Innealach

note: [race]: id=mechanical
en: race+plural^Mechanical
gd: Innealaichean

note: [race]: id=mechanical
en: 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.
gd: Tha toir beatha nàdarra no marbh-dhraoidheachd bith do na h-<italic>text='innealaich'</italic> ach ’s e buill-cheàirde a th’ annta a chaidh a chruthachadh le creutair mothachail. Cha ghluais a’ mhòrchuid de nithean innealach le an toil fhèin is chan eil smuaintean aca fhèin, ach seo a nì cuid co-dhiù air sàilleibh geasaidh.

note: [race]: id=merman
en: race^Merman
gd: Duine-mara

note: [race]: id=merman
en: race^Mermaid
gd: Bean-mara

note: [race]: id=merman
en: race^Mermen
gd: Sluagh-mara

note: [race]: id=merman
en: Something like a fusion between humans and fish, the merfolk are an enigmatic race with both piscine and humanoid attributes. They have strong tails that lend themselves to quick movement in any watery environment while their dextrous hands and intelligent minds allow fine craftsmanship and toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air without difficulty. Despite being able to survive on land, they are much quicker and more agile in the water and will rarely be found far from the ocean. They are typically wary of dry land, as they are awkward and clumsy there and they struggle greatly to move over rough or forested terrain.
gd: ’S e seòrsa de dh’aonta eadar daoine is èisg a th’ anns an t-sluagh-mhara is ’s e sluagh annasach a th’ annta le feartan èisg is daonna. Tha earbaill threuna orra a bheir gluasad luath dhaibh ann an àrainneachd uisgeach sam bith fhad ’s a leigeas an làmhan teòma is inntinnean geura leotha gu bheil iad ri ceàrd ealanta. Tha an sluagh-mara leth-uisgeach bho thùs is gabhaidh iad anail an dà chuid san adhair no fon uisge gun duilgheadas. Ged as urrainn dhaibh tighinn beò air an tìr, tha iad nas luaithe clis san uisge is ’s gann gun siubhal iad fad air falbh bhon chuan. Tha iad amharasach a thaobh na tìre tioraime bhon a tha iad cearbach oirre is feumaidh iad strì mhòr a dhèanamh ach am faigh iad tro choille no tìr gharbh.

note: [race]: id=monster
en: race^Monster
gd: Biast

note: [race]: id=monster
en: race+female^Monster
gd: Biast

note: [race]: id=monster
en: race^Monsters
gd: Biastan

note: [race]: id=monster
en: The term “monster” incorporates many hideous beasts that haunt the caves, wilderness, ocean depths, and other climes of the world. They figure largely in the tales and nightmares of its denizens, as well.
gd: Tha an abairt “biast” a’ gabhail a-steach iomadh creutair uabhasach a chuireas uamhan, fàsaichean, cuantan domhainn is aimsirean eile an t-saoghail fo chunnart. Tha àite mhòr aca ann an sgeulachdan is trom-laighean nan daoine a dh’fhuiricheas ann.

note: [race]: id=naga
en: race^Naga
gd: Naga

note: [race]: id=naga
en: race^Nagini
gd: Nagini

note: [race]: id=naga
en: race^Nagas
gd: Nagaidhean

note: [race]: id=naga
en: The serpentine nagas are one of the least understood races of the Great Continent. Part of this is due to their xenophobic nature and part is due to their alien environment. Nagas are one of the few races capable of any meaningful mobility in water, giving them access to a whole world effectively forbidden to land dwellers and further separating them from the terrestrial beings that they shun. Still, they are not true creatures of the sea, and their inability to breathe water leaves them in trepidation of the abyss. Living in coastal areas gives them an escape route on land against denizens of the deep while keeping them out of reach of those who travel by foot, wing, and hoof. Although nagas are somewhat frail in form, they are often faster and more nimble than their opponents. They sometimes find themselves at odds with merfolk when their territories overlap, but overall nagas tend to favor swamps and rivers as much as open water.
gd: Tha nagaidhean coltach ri nathraichean agus is beag ar tuigse mun deidhinn. Chan eil sinn glè eòlach orra bhon nach toil leotha coigrich is tha iad a’ fuireach ann an àrainneachd choimheach. Is na nagaidhean aon de na slòigh ghanna a bhios clis san uisge is bheir seo inntrigeadh dhaibh do shaoghal nach faigh an fheadhainn a dh’fhuiricheas air tìr faisg air. Tha seo ag adhbharachadh astar fiù ’s nas motha eatorra is na creutairean tìreach a sheachnas iad. Co-dhiù no co-dheth, chan e fìor-chreutairean na mara a th’ annta bhon nach eil iad comasach air anail a ghabhail san uisge. Mar sin, tha an t-eagal orra air an uisge domhainn. Tha iad a’ fuireach air an oirthir is mar sin ’s urrainn dhaibh teicheadh air tìr bhon fheadhainn a dh’fhuiricheas san doimhneachd agus cumail air falbh bhon fheadhainn a shiubhlas air an dà chois, air sgiath no air crubh. Ged a bhios bodhaigean caran lag orra, tha iad nas luaithe clise na an nàimhdean mar as trice. Bidh còmhraig eatorra is an sluagh-mara aig amannan nuair a bhios iad a’ tagairt an aon ranntair, ach mar as trice bidh na nagaidhean a cheart cho dèidheil air boglaich no aibhnichean ris an uisge fhosgailte.

note: [race]: id=ogre
en: race^Ogre
gd: Duin’-itheach

note: [race]: id=ogre
en: race+female^Ogre
gd: Ban-duin’-itheach

note: [race]: id=ogre
en: race^Ogres
gd: Duin’-ithich

note: [race]: id=ogre
en: Ogres are a wild and uncivilized race who dwell mainly in the wilderness of the Great Continent. Physically, they resemble humans and orcs but are larger and stronger. Even their adolescents are more than a match for most men. Ogres are distrusted in many populated areas and usually either avoid them or are driven out by force. Instead, they lurk the mountainous areas on the edges of civilization, where hungry ogre bandits provide a constant threat to travelers and caravans. While ogres are not particularly intelligent or quick, their toughness and physical strength make them a valuable asset in the armies of other races. They are especially valued by more ruthless commanders who don’t mind the ogres’ brutality. Little is known about their biology or society, if they can truly be said to have one, but they are said to attack alongside wolves and other beasts. Whether this is a sign of cooperation, domestication, or simply mutual opportunism is not known.
gd: ’S e sluagh borb fiadhaich a th’ anns na duin’-ithich a dh’fhuiricheas san fhàsach air a’ Mhòr-thìr Fharsaing. Tha coltas coltach ri daoine no deamhain orra ach tha iad nas àirde is nas treasa. ’S gann gun dèanadh duine a’ chùis air eadhon fear de an òigearan. Tha muinntir nam bailtean amharasach an aghaidh duin’-ithich gu tric is seachainidh iad na sgìrean seo no thèid am fuadach. Bidh fògraichean duin’-itheach acrach am falach sa mhonadh air oirean an t-sìobhaltais far an cuir iad taistealaich is carabhanaichean fo chunnart an-còmhnaidh. Ged nach eil duin’-ithich uabhasach glic no luath, tha iad luachmhor ann an airm shluagh eile air sàilleibh an seasmhachd is neart. Tha gu h-àraidh ceannardan cruadalach dèidheil orra a bhios coma mu dè cho brùideil a th’ anns na duin’-ithich. Chan eil mòran eòlas againn mu am bith-eòlas no, ma tha a leithid rud ann, an sòisealtas aca, ach bheir iad ionnsaigh còmhla ri madaidhean-allaidh is biastan eile. Chan eil fios againn an e co-obrachadh no callachadh a th’ ann no ma ghabhas iad an cothrom gu simplidh.

note: [race]: id=orc
en: race^Orc
gd: Deamhan

note: [race]: id=orc
en: race+female^Orc
gd: Ban-deamhan

note: [race]: id=orc
en: race^Orcs
gd: Deamhain

note: [race]: id=orc
en: In appearance, orcs are half men and half beasts. 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 normal humans and they have little care for personal hygiene or their personal appearance. Although Orcs are violent even among themselves creatures, they are pack-oriented; an orc never travels long or lives alone in groups smaller than half a dozen.
    
    <header>text='Society'</header>
    Almost every orc are 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 it’s 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 one’s own goals.
    
    Orcs mostly live in rural areas, often in foothills or mountainous regions, sometimes in caves. They grow no crops nor keep livestock, but are competent hunters as a result of their physical stature and brutality. Due to their large numbers they are capable of hunting an area virtually clean of anything larger than rodents in relatively short period of time. Due to this and their unstable leadership, orcish tribes tend to lead a semi-nomadic lifestyle, never settling in one region for too long. The larger tribes may establish themselves firmly in an area for years or even decades and build large encampments almost resembling cities, but even these are easily dismantled and abandoned if there is a need to relocate the horde.
    
    The oldest known orcs have been around 50 to 60 years of age, but very few individuals ever live to see over two or three decades before meeting their end either in war or by the hand of one of their kin. The oldest orcs are often shamans, which are perhaps the only ones most of their kind sees as being trustworthy and neutral. The origins of this custom are unknown, as the shamans do not directly contribute much to orcish societies but only act as advisors — not something orcs tend to otherwise tolerate. Shamans are in many ways the opposite of most other orcs: they are often physically withered and frail in comparison and lack skill in battle. Despite their reliance on raw strength, not nearly all orcs are destined to grow to possess any. Many orcs are born smaller and weaker than the rest, and already almost as newborns are put in their place by their stronger siblings. The stronger ones will routinely grab most of the food and thus grow stronger still, while their weaker siblings do not. Many of these individuals tend to specialize in other skills, like archery or assassination.
gd: Tha coltas de mheasgachadh eadar daoine is biastan air na deamhain. Tha iad nas àirde, nas seasmhaiche is nas treasa na a’ chinne-daonna. Tha iad dèidheil air a’ chogaidh, le nàdar borb garg annta. Tha am fuil nas duirche is nas tighe na fuil a’ chinne-daonna is tha iad coma mu dhèidhinn an coltas no slàinteachas pearsanta. Ged a bhios deamhain ainneartach eadhon an aghaidh càch a chèile, bidh iad a’ siubhal mar lomhainnean coltach ri con ged nach shiubhail iad fada is chan fhuirich iad ann am buidhnean nas lugha na sianar.
    
    <header>text='Sòisealtas'</header>
    Is gann an deamhan nach fhuirich ann an treubh no cinneadh. Bheir cinnidhean a dh’fhuiricheas faisg ionnsaigh air a chèile gu tric ach nuair a bhios co-nàmhaid ’gan cur fo cunnart no ma tha iad an dùil is dòchas gum faigh iad creach mhòr còmhla. Aig amannan, nochdaidh ceannard neartmhor a stiùiricheas iomadh cinneadh a bhios air a cheannardas a bhuannachd le maoidheadh air a luchd-leantainn mar as trice. Rè nan amannan sìtheil, bidh treubh nan deamhan trang ’ga neartachadh fhèin gus ullachadh airson an ath chòmhstri. Tha siostam sgrìobhaidh amh aig na deamhain — le fuil gu minig — ged a tha e ’ga chleachdadh leis an dàrna ceannard gus an dàrna ceannard a nàrachadh no a bhagairt mar as trice.
    
    Cha mhòr nach eil sòisealtas nan deamhan stèidhichte ach air neart; ’s ann a bhios a’ chòir mar a chumar i is chan eil ùghdarras no bith beò aig ceannard ach gus an toir fear eile a mhoraireachd buaithe. Tha còmhstri a’ dol an-còmhnaidh eadar an fheadhainn a bhios a’ feuchainn ri dol ’nan ceannardan. ’S gann gum mair uachdaran nan deamhan beò nas fhaide na beagan bhliadhnaichean gus an tèid a mharbhadh air sàilleibh a shuidheachaidh — ged a bha eisgeachdan ainmeil air seo sna linntean a dh’fhalbh. Chan eil còd onair sònraichte aig na deamhain is ’s fhearr leotha an neart aca a shealltainn gus an cumhachd a dhearbhadh. Thig riutha foill-mhuirt, puinnseanachadh no cùl-shàthadh a dhèanamh air sàilleibh amasan pearsanta.
    
    Tha a’ mhòrchuid de na deamhain a’ fuireach air an dùthaich air cnuic no air a’ mhonadh mar as trice no ann an uamhan aig amannan. Cha chuir iad sìol is cha tog iad sprèidh ach tha iad ’nan sealgairean comasach bhon a tha iad neartmhor brùideil. Bhon a tha grunn dhiubh ann, ’s urrainn dhaibh gach creutair nas motha na luchag a’ bhios a’ fuireach san raon aca a mharbhadh rè ùine ghoirid. Is seo agus an ceannardas neo-sheasmhach as adhbhar gu bheil iad ’nan luchd-siubhail mar as trice is nach fhuirich iad san aon sgìre fad ùine mhòr. ’S dòcha gun seas treubhan mòra san aon sgìre fad bliadhnaichean no fiù ’s deicheadan is gun tog iad campachaidhean mòra a tha coltach ri bailtean, ach ’s urrainn dhaibh an toirt às a chèile is fhàgail ma tha feum aca air imrich gu àiteigin eile.
    
    Ràinig na deamhain as sine air a bheil sinn eòlach aois eadar 50 is 60 bliadhna ach cha mhair a’ mhòrchuid dhiubh beò nas fhaide na fichead no deich air fhichead bliadhna mus tèid am marbhadh sa chogadh no le neach-dàimh. ’S e seumain a th’ anns na deamhain as sine mar as trice oir is iadsan an fheadhainn a bheilear a’ meas mar earbsach is neo-pàirteach leis a’ mòrchuid de na deamhain eile. Chan eil fios again cò às a thàinig an gnàth seo bhon nach cuir na seumain mòran ri comainn nan deamhan ach tha iad ’nan comhairlichean — rud ris nach sheas na deamhain le deamhain eile. Tha na seumain an dearbh-chaochladh de na deamhain eile ann an iomadh dòigh: tha iad lag seargta gu tric is chan eil iad sgileil air a’ bhlàr. Ged a chuireas iad earbsa ann an neart, chan eil neart aig a h-uile deamhan. Tha iomadh deamhan ann a bhios nas lugha is nas laige na càch is thèid an cur far an dòghach le an co-dhaltan as treasa. Togaidh an fheadhainn neartmhor a’ mhòrchuid den bhiadh is fàsaidh iad nas treasa buileach fhad ’s nach fhàs an col-dhaltan as laige. Ionnsaichidh an fheadhainn lag sgilean sònraichte a leithid boghadaireachd no foill-mhuirt.

note: [race]: id=troll
en: race^Troll
gd: Athach

note: [race]: id=troll
en: race+female^Troll
gd: Ban-athach

note: [race]: id=troll
en: race^Trolls
gd: Athaich

note: [race]: id=troll
en: Trolls are ancient creatures, one of the oldest known races known to inhabit the Great Continent. They are large, slow, simple-minded, and live extremely long lives inside deep caves or atop high mountains. The most unique characteristic of trolls is an internal vitality that sustains and heals them from within. As a result they live very different lives from almost any known creature. Trolls have few real needs: they require little food or water, and thus they have little incentive to pursue much besides protection from those who are hostile towards them. This in turn means they rarely have to worry about anything and can spend much of their time sleeping or in contemplation. Trolls have a curious affinity with nature. They do not relate with living things like elves do, but instead with earth and stone. They are also somewhat curious of their surroundings and many younger whelps even enjoy traveling and seeing the world. As trolls grow older they tend to become increasingly passive, gradually losing interest in their environment and spending more of their time sleeping in a quiet, familiar corner of their home cave. This is until they finally pass away as their bodies themselves slowly turn into lifeless statues of stone.
    
    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 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.
    
    <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.
gd: ’S e creutairean àrsaidh a th’ anns na athaich, aon de na slòigh as sine air a bheil sin eòlach a tha a’ fuireach air a’ Mhòr-thìr Fharsaing. Iad iad mòr, slaodach is caran dùr is bith beathannan uabhasach fada aca ann an uamhan domhainn no air mullach nan àrd-bheann. Tha bith annasach ’nam broinn a chumas beò is a shlànaicheas iad. Mar thoradh air seo, tha am beathannan gu tur eadar-dhealaichte bho bheatha creutair sam bith eile. Chan eil mòran a dhìth air athaich: chan eil iad feumach ach air beagan bìdh is uisge is mar sin chan eil iad an toir air dad ach an dìon iad iad fhèin bhon fheadhainn a bheireadh ionnsaigh orra. Mar sin, chan eil mòran dragh orra is cuiridh iad seachad am beatha ’nan cadal no a’ meòmhrachadh. Tha dàimh iongantach aca ris an t-saoghal nàdarra. Chan eil iad dàimheach ri creutairean beò mar a tha na sìthichean ach seadh ris an talamh is a’ chloich. Tha iad caran feòrachail a thaobh an t-saoghail timcheall orra is ’s toil le cuid a chuileanan òga siubhal is an saoghal fhaicinn. Nuair a dh’fhàsas athach nas sine, fàsaidh e nas maille is caillidh e ùidh san àrainneachd is cumaidh e seachad barrachd ùine ’na chadal ann an oisean socair na h-uamha dachaigh aige. Rè ùine, thèid a bodhaig ’na h-ìomhaigh cloiche nuair a theannas am bàs air.
    
    Cha chreid mòran nach e ach sluagh eile de bhiastan borba a th’ anns na h-athaich. Sgaoilidh na deamhain am bheachd meallta cumanta seo air sgàth ’s gun cuidich am beachd seo gun gabh na h-athaich sna h-airm aca. Bhon a tha iad caran dùr is cha tuig iad dòighean nan sluagh eile no chan urrainn dhaibh fiù ’s an aithneachadh bho càch a chèile, bidh e furasta do buidheann de dheamhain mar as trice gun dearbh iad air buidheann de dh’athaich gun toireadh iad taic dhaibh gus dìoghaltas a ghabhail an aghaidh na feadhna a shealg iad roimhe. Innsidh na deamhain don fheadhainn air an ùr-thrusadh an uairsin cò air a bu chòir iad ionnsaigh a thoirt is ’s e nàmhaid nan deamhain a bhios ann, nàmhaid nan athach ann no às. Mar sin, cuiridh iad ri nàimhdean nan athach air am mealladh. Is na troichean na nàimhdean as cumanta aig na h-athaich is tha an nàimhdeas air a mhairsinn bho linntean mòra.
    
    <header>text='Cruinn-eòlas'</header>
    Bha athaich a’ fuireach ann am beanntan na Mòr-thìre Farsaing mus tàinig na troichean ann. Chithear athaich gu tric air a’ mhonadh gu tuath is ear air Beasnad agus àite sam bith a shiubhlas buidhnean de dheamhan.

note: [race]: id=undead
en: race^Undead
gd: Closach

note: [race]: id=undead
en: race+female^Undead
gd: Ban-chlosach

note: [race]: id=undead
en: race+plural^Undead
gd: Closaich

note: [race]: id=undead
en: Undead are not really a single race of creatures, although often treated as such. Almost any dead creature can, by a sufficiently skilled necromancer, be reanimated and rise again in undeath. Undead are for the most part unnatural but mindless constructs, obeying whoever created them without question nor thought. A greater mystery of necromancy is in how constructs are sustained without continuous effort from the necromancer. An undead creature does not require the constant attention of the necromancer to command and sustain, but can work autonomously according to the commands of its master. Only rarely, perhaps once every few months, does the necromancer need to maintain his creation.
    
    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.
    
    <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.
gd: Chan e cinneadh a th’ anns na closaich dha-rìribh ged a thèid dèiligeadh riutha mar sin gu tric. Faodaidh cha mhòr gach creutair tionndadh ’na chlosach ma thèid èirigh le marbh-dhraoidh a bheir ana-bheatha dha. ’S e cumaidhean mì-nàdarra is gun toinisg a th’ anns a’ mhòrchuid de na closaich, is leanaidh iad air òrdugh sam bith leis an neach a rinn iad gun cheist no smuain. Chan eil sinn a’ tuigsinn gu bhuileach fhathast mar a chumas am marbh-dhraoidh na cumaidhean seo a’ dol gun fheum air spàirn leantainneach bhuaithe. Chan eil feum air aire leantainneach leis a’ mharbh-dhraoidh air a’ chlosach ach an gabh òrduighean a thoirt dha no a chumail bhon a nì an cumadh an gnothach leis fhèin gus òrduighean a mhaighstir a choileanadh. Is ainneamh, aon turas gach ràithe ’s dòcha, gum feum am marbh-dhraoidh an aire a thoirt air na chruthaich e gus a chumail a’ dol.
    
    Cha mhòr nach eil ach a’ chinne-daonna ri marbh-dhraoidheachd. Is fiù ’s gann na sgeulachdan mu bhuill de shlòigh a bhios comasach air draoidheachd a leithid an t-sluaigh-mhara no nan sìthichean a bhith an sas sna h-ealain dhubha. Thathar an dùil gu bheil so-chaochlaideachd mhòr is inntinn shùbailte a dhìth gus a bhith ri marbh-dhraoidheachd is tha na buadhan seo aig buill den chinne-daonna nas trice na aig càch. Is an t-amas deireannach aig a’ mhòrchuid de na marbh-dhraoidhean gum mair iad fhèin beò gu bràth tuilleadh le taic na draoidheachd aca is gun teich iad bhon bhàs le cumail nan inntinnean is anman, ge b’ e dè na fiachan.
    
    <header>text='Cruinn-eòlas'</header>
    Ged nach tàinig mòran uachdaran closach don Mhòr-thir Fharsaing ach an cois Taldraig I, bhiodh na sìthichean is troichean eòlach air a leithid roimhe.

note: [race]: id=wolf, description=
en: race^Wolf
gd: Madadh-allaidh

note: [race]: id=wolf, description=
en: race+female^Wolf
gd: Bana-mhadadh-allaidh

note: [race]: id=wolf, description=
en: race^Wolves
gd: Madaidhean-allaidh

note: [race]: id=wose
en: race^Wose
gd: Gille-dubh

note: [race]: id=wose
en: race^Woses
gd: Gillean-dubha

note: [race]: id=wose
en: The mighty wose resides within the deepest forests of the known world. To the untrained eye, the wose appears to be nothing more than an oddly shaped, yet noble, tree. As guardians of the forest, the woses share a deeper connection to the woodlands than even the elves. While the woses are a peaceful race, disturbance of the ancient forests, which they tend, will incite the wrath of nature itself. Woses are slow moving creatures that may spend centuries standing in one location undisturbed by the ebb and flow of time.
    
    Although they practice no magic of their own, the woses share a deep connection to faerie. What little is known of this ancient race comes from elvish scholars who believe that this mystical power, which the mightiest elves have dedicated their lives to master, is inherent to the wose. Though woses resemble them, they share no ancestry with trees. Woses are believed to be some of the oldest creatures in the world, perhaps even more ancient than the forests in which they dwell, and it is thought that the power of faerie has given these beings the eternal task of serving as wardens of the forest.
    
    Woses are not warlike in the least and are ill-accustomed to combat. They will however respond with indiscriminate violence in defense of their forested territory. Woses are slow moving and are vulnerable away from the woodlands. Due to their close connection with faerie, woses are particularly sensitive to the arcane. The hardwood that makes the wose nigh-impervious to physical assault has left it grievously vulnerable to flame. Their thick bark and ability to harness the power of faerie to regenerate quickly when injured allows the wose to survive an enemy onslaught long enough to respond with a crushing might belied by its peaceful, plodding nature. Within its forest home, the wose can disappear amongst the trees and ambush even the best-trained elvish scout.
    
    The life span of the wose is unknown, although the most ancient members of this race have lived many hundreds of years and have grown to massive heights. It is thought that unless a wose falls in battle, it will find no natural end. Content to pass the centuries standing like a sentry, uninterested in the goings-on of the civilized world, the wose will stir only to march to the defense of the natural world and the forests it calls home.
gd: Fuirichidh na gillean-dubha mòra domhainn an an coilltean ar saoghail. Mur eil thu eòlach orra, cha mhothaich thu ach craobh uasail air a bheil cruth neònach. Tha dàimh ris a’ choille aig na gillean-dubha a tha fiù ’s nas doimhne na an dàimh a tha aig na sìthichean ris air sgàth ’s gur e luchd-glèidhidh na coille a th’ annta. Ged a tha na gillean-dubha sìtheil bho thùs, ’s mòr am fearg ma nì duine cron air na coilltean àrsaidh. ’S e creutairean slaodach a th’ anns na gillean-dubha a chaitheadh bliadhnaichean mòra ’nan seasamh air an aon àite gun ruith na h-ama a chur dragh orra.
    
    Tha dàimh dhlùth eadar na sìthichean ’s na gillean-dubha ged nach eil iad fhèin ri draoidheachd. Thàinig an eòlas beag a th’ againn air a’ chinnidh àrsaidh seo bho sgoilearan nan sìthichean a bheil den bheachd gu bheil cumhachd rùnach na draoidheachd am broinn nan gillean-dubha gu nàdarra. Ged a tha iad coltach riutha, cha tàinig na gillean-dubha bhon aon sìol ’s a thàinig na craobhan. Thathar den bheachd gur e aon de na creutairean as sine fon ghrèin a th’ anns na gillean-dubha, nas sine na na coilltean sna bheil iad a’ còmhnaidh ’s dòcha agus gun do ghabh iad uallach air na coilltean air sgàth na cumhachd draoidhich annta.
    
    Chan eil na gillean-dubha measail no sgileil air a’ chogadh idir. Freagraidh iad le spàirn mhòr co-dhiù nuair a bhios na coilltean aca fo chunnart. Gluaisidh na gillean-dubha gu slaodach ’s bidh iad so-leònta nuair a dh’fhàgas iad na coilltean. Tha gillean-dubha mothachail air draoidheachd dhìomhair ri linn an dàimh rithe. Seasaidh iad an aghaidh ionnsaighean fiosaigeach air sàilleibh fiodh cruaidh nam bodhaigean ach bidh iad so-leònta an aghaidh teine air an aon adhbhar. Ath-ghinidh an slàinte gu luath leis an rùsg tiugh ’s a’ chumhachd dhraoidheach a tha ’nam broinn agus ged nach saoileadh tu e bhon nàdar shlaodach shìtheil a tha annta, seasaidh iad an aghaidh nàmhaid le brùthadh mòr fiù ’s nuair a bhios iad air an leònadh. Tha na gillean-dubha comasach air dol ’nam falach am measg nan craobhan eadhon bho na rabhadairean as eòlaiche aig na sìthichean ach an dèan iad fàth orra.
    
    Chan eil fios againn air dè cho fada ’s a mhaireas beatha gille-dhuibh ach tha an fheadhainn as sine dhiubh linntean a dh’aois agus air fàs cianail fhèin mòr. Thathar den bheachd nach caochail gille-dubh idir mus faigh e bàs le còmhstri. Bidh gille-dubh sona ’na sheasamh mar fhreiceadan fad linntean gun diù air tachartasan ann an saoghail càich agus cha ghluais e mus tig an àm an saoghal nàdarra agus na coilltean-dachaigh aige a dhìon.

en: Help
gd: Cobhair

en: <header>text='Units having this special attack'</header>
gd: <header>text='Aonadan aig a bheil an ionnsaigh shònraichte seo'</header>

en: <header>text='Units having this ability'</header>
gd: <header>text='Aonadan aig a bheil an comas seo'</header>

en: Leaders:
gd: Ceannardan:

en: Recruits:
gd: Luchd air trusadh:

en: Era:
gd: Linn:

en: Factions:
gd: Buidhnean:

en: Factions are only used in multiplayer
gd: Cha tèid buidhnean a chleachdadh ach ann an geamannan ioma-chluicheadair

en: Base Terrain:
gd: Cruth-tìre bunasach:

en: level
gd: rang

en: Advances from:
gd: Àrdaichidh e bho:

en: Advances to:
gd: Àrdaichidh e gu:

en: Base unit:
gd: Aonad bunasach:

en: Base units:
gd: Aonadan bunasach:

en: Variations:
gd: Caochlaidhean:

en: race^Miscellaneous
gd: Measgaichte

en: Race:
gd: Cinneadh:

en: Abilities:
gd: Comasan:

en: Ability Upgrades:
gd: Àrdachadh chomasan:

en: HP:
gd: PB:

en: Moves:
gd: Gluasadan:

en: Vision:
gd: Lèirsinn:

en: Jamming:
gd: Casg:

en: Cost:
gd: Cosgais:

en: Alignment:
gd: Co-thaobhadh:

en: Required XP:
gd: PE a dhìth:

en: unit help^Attacks
gd: Ionnsaighean

en: unit help^Name
gd: Ainm

en: Type
gd: Seòrsa

en: Strikes
gd: Buillean

en: Range
gd: Astar

en: Special
gd: Sònraichte

en: Resistances
gd: Comasan-seasaimh

en: Attack Type
gd: Seòrsa na h-ionnsaighe

en: Resistance
gd: Comas-seasaimh

en: Terrain Modifiers
gd: Atharraichearan crutha-thìre

en: Terrain
gd: Cruth-tìre

en: Defense
gd: Dìon

en: Movement Cost
gd: Cosgais ghluasaid

en: Vision Cost
gd: Cosgais lèirsinne

en: Jamming Cost
gd: Cosgais caisg

en: <header>text='Units of this race'</header>
gd: <header>text='Aonadan aig a’ chinneadh seo'</header>

en:  < Back
gd: < Air ais

en: Forward >
gd: Air adhart >

en: Reference to unknown topic:
gd: Iomradh dha chuspair neo-aithnichte:

en: corrupted original file
gd: faile tùsach coirbte

en: Close
gd: Dùin

en: The Battle for Wesnoth Help
gd: Cobhair aig Strì Bheasnaid

en: Parse error when parsing help text:
gd: Mearachd parsaidh le parsadh an teacsa taice:
