# #-#-#-#-#  wesnoth.cpp1.po (Battle for Wesnoth VERSION)  #-#-#-#-#
# Japanese translations for Battle for Wesnoth package.
# This file is distributed under the same license as the Battle for Wesnoth package.
# Automatically generated, 2005.
# Nobuhito Okada <okyada@gmail.com>, 2005-2006.
# MATSUMOTO Yuji <matumoto@marron.cias.osakafu-u.ac.jp>, 2005.
# naoki iimura <amatubu@gmail.com>, 2005-2008.
# yma <yma9yma@gmail.com>, 2011.
# IWAI, Masaharu <iwaim.sub@gmail.com>, 2010-2012.
#
#   確認用SJIS範囲外UNICODE文字「 • 」 かぎかっこの中身が中点的なものとして表示されていれば、
#   あなたの編集環境はSJIS範囲外UNICODEを正常に扱えています。
#   そうでない場合はwesnoth日本語wiki(http://wikiwiki.jp/wesnoth/)にリンクがある2ch本スレなどでご質問ください。
#
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth dev-trunk\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2015-04-05 03:22-0300\n"
"PO-Revision-Date: 2012-07-09 05:15+0900\n"
"Last-Translator: IWAI, Masaharu <iwaim.sub@gmail.com>\n"
"Language-Team:  <wesnoth-ja-translate@lists.sourceforge.jp>\n"
"Language: ja\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: KBabel 1.11.2\n"
"X-Poedit-Language: Japanese\n"

#. [time]: id=underground
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:531
#: data/core/macros/schedules.cfg:99
msgid "Underground"
msgstr "地下"

#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:666
#: data/core/macros/abilities.cfg:562
msgid "berserk"
msgstr "狂戦"

#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:668
#: data/core/macros/abilities.cfg:563
#, fuzzy
#| msgid ""
#| "Berserk:\n"
#| "Whether used offensively or defensively, this attack presses the "
#| "engagement until one of the combatants is slain, or 30 rounds of attacks "
#| "have occurred."
msgid ""
"Whether used offensively or defensively, this attack presses the engagement "
"until one of the combatants is slain, or 30 rounds of attacks have occurred."
msgstr ""
"狂戦:\n"
"攻撃においても防御においても、この攻撃が戦いで使われた場合、いずれかの戦闘ユ"
"ニットが倒されるまで交戦をやめません。もしくは 30 回の攻撃が行われるまで。"

#. [chance_to_hit]: id=magical
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:677
#: data/core/macros/abilities.cfg:641
msgid "magical"
msgstr "魔法"

#. [chance_to_hit]: id=magical
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:679
#: data/core/macros/abilities.cfg:642
#, fuzzy
#| msgid ""
#| "Magical:\n"
#| "This attack always has a 70% chance to hit regardless of the defensive "
#| "ability of the unit being attacked."
msgid ""
"This attack always has a 70% chance to hit regardless of the defensive "
"ability of the unit being attacked."
msgstr ""
"魔法:\n"
"この攻撃は攻撃されるユニットが持っているどんな防御能力も関係なく常に命中率が "
"70% となります。"

#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:688
#: data/core/macros/abilities.cfg:686
#, fuzzy
#| msgid "firststrike"
msgid "first strike"
msgstr "先制"

#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:690
#: data/core/macros/abilities.cfg:687
#, fuzzy
#| msgid ""
#| "First Strike:\n"
#| "This unit always strikes first with this attack, even if they are "
#| "defending."
msgid ""
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
"先制:\n"
"このユニットは、たとえ防御時であっても常にこの攻撃で先に攻撃します。"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
#: data/core/macros/abilities.cfg:10
msgid "heals +4"
msgstr "回復 +4"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17
#: data/core/macros/abilities.cfg:11
msgid "female^heals +4"
msgstr "回復 +4"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18
#: data/core/macros/abilities.cfg:12
#, fuzzy
#| msgid ""
#| "Heals +4:\n"
#| "Allows the unit to heal adjacent allied units at the beginning of our "
#| "turn.\n"
#| "\n"
#| "A unit cared for by this healer may heal up to 4 HP per turn, or stop "
#| "poison from taking effect for that turn.\n"
#| "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."
msgid ""
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
"\n"
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"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."
msgstr ""
"回復 +4:\n"
"このユニットは隣接した友好的なユニットをターン開始時に回復させます。\n"
"\n"
"このユニットに治療されるユニットは 1 ターンに最大でHPが 4 回復します。もしく"
"は、そのターンに毒の効果が発動しないようにします。\n"
"毒を受けているユニットの解毒を行うことはできません。村で回復させるか、治療ユ"
"ニットを捜して下さい。"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:44
#: data/core/macros/abilities.cfg:29
msgid "heals +8"
msgstr "回復 +8"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:45
#: data/core/macros/abilities.cfg:30
msgid "female^heals +8"
msgstr "回復 +8"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:46
#: data/core/macros/abilities.cfg:31
#, fuzzy
#| msgid ""
#| "Heals +8:\n"
#| "This unit combines herbal remedies with magic to heal units more quickly "
#| "than is normally possible on the battlefield.\n"
#| "\n"
#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
#| "poison from taking effect for that turn.\n"
#| "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."
msgid ""
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"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."
msgstr ""
"回復 +8:\n"
"このユニットは薬草と魔法を組み合わせて、戦場で通常可能であったよりも素早くユ"
"ニットを回復します。\n"
"\n"
"このユニットに治癒されるユニットは 1 ターンに最大でHPが 8 回復します。もしく"
"は、そのターンに毒の効果が発動しないようにします。\n"
"毒を受けているユニットの解毒を行うことはできません。村で回復させるか、治療ユ"
"ニットを捜して下さい。"

#. [section]: id=encyclopedia
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
msgid "Encyclopedia"
msgstr "事典"

#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:14
msgid "<ref>dst='..geography' text='Geography'</ref>"
msgstr "<ref>dst='..geography' text='地理'</ref>"

#. [section]: id=geography
#. [topic]: id=..geography
#: data/core/encyclopedia/geography.cfg:11
#: data/core/encyclopedia/geography.cfg:18
msgid "Geography"
msgstr "地理"

#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:25
msgid "Arkan-thoria"
msgstr "Arkan-thoria"

#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:26
msgid ""
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
"ref> and running east to the Listra."
msgstr ""
"<ref>dst='heart_mountains' text='中心山脈'</ref>から東に流れる川で Listra 川"
"に合流します。"

#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:31
msgid "Great Ocean"
msgstr "大洋"

#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:32
msgid ""
"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>."
msgstr ""
"<ref>dst='great_continent' text='大陸'</ref>の西に広がり、すべての河川は最終"
"的に太洋に注ぎ込みます。大洋のはるか西には<ref>dst='morogor' text='Morogor'</"
"ref>と呼ばれる広大な多島海.が存在します。"

#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:37
msgid "Morogor"
msgstr "Morogor"

#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:38
msgid ""
"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>.\n"
"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
"The central island of the archipelago is also called ‘Morogor’."
msgstr ""
"多島海です。それは <ref>dst='green_isle' text='Green Isle （緑の島）'</ref>と"
"<ref>dst=old_continent text='旧大陸'</ref>の間の<ref>dst='great_ocean' "
"text='大洋'</ref>のどこかにあります。\n"
"大部分の島には<ref>dst='..race_drake' text='ドレーク'</ref>が居住していま"
"す。\n"
"多島海最大の島も「Morogor」と呼ばれます。"

#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:45
msgid "Green Isle"
msgstr "Green Isle （緑の島）"

#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:46
msgid ""
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr "<ref>dst='great_ocean' text='大洋'</ref>に存在する大きな島です。"

#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:51
msgid "Old Continent"
msgstr "旧大陸"

#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:52
msgid ""
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
"<ref>dst='morogor' text='Morogor'</ref>から見て<ref>dst='great_ocean' "
"text='大洋'</ref>.の向こう側の西方に横たわっています。"

#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:57
msgid "Great Continent"
msgstr "大陸"

#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:58
msgid ""
"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>."
msgstr ""
"<ref>dst='kingdom_wesnoth' text='Wesnoth 王国'</ref>が存在する大陸であり、そ"
"の西岸はすべて<ref>dst='great_ocean' text='大洋'</ref>.です。"

#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:63
msgid "Irdya"
msgstr "Irdya"

#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:64
msgid ""
"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”."
msgstr ""
"<ref>dst='kingdom_wesnoth' text='Wesnoth 王国'</ref>がある世界全体の名前で"
"す。しかしながら、この単語「Irdya」はこの時代には非常にまれにしか使用されず、"
"通常人々は「世界」とだけ呼ぶか、詩的表現として「広い緑の世界」と言いました。"

#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:69
msgid "Kingdom of Wesnoth"
msgstr "Wesnoth 王国"

#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:70
msgid ""
"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).\n"
"\n"
"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.\n"
"\n"
"    • Notable cities:\n"
"          ◦ Weldyn: The capital of Wesnoth.\n"
"          ◦ Aldril: City lying on the Bay of Pearls.\n"
"          ◦ Blackwater Port: City lying south of the Bay of Pearls.\n"
"          ◦ Carcyn: Located between the Grey Woods and the Great River.\n"
"          ◦ Dan’Tonk: Wesnoth’s largest city, located in the center of the "
"country, just west and north of Weldyn.\n"
"          ◦ Soradoc: The northernmost border outpost of Wesnoth, controls "
"the confluence of the Weldyn River and the Great River.\n"
"          ◦ Fort Tahn: The southernmost border outpost, controls the north/"
"south road crossing the River Aethen.\n"
"          ◦ 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.\n"
"\n"
"    • Notable land features:\n"
"          ◦ Gryphon Mountain: Home of the fabled Gryphons\n"
"          ◦ Ford of Abez: Shallow part of the Great River, it is usually "
"controlled by Wesnothian forces\n"
"          ◦ Weldyn River: It branches from the Great River and goes south\n"
"          ◦ 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\n"
"          ◦ Dulatus Hills: These rolling hills bordering the Great Central "
"Plain provide much of Wesnoth’s livestock and agriculture\n"
"          ◦ Brown Hills: Wasteland surrounding Gryphon Mountain that is not "
"well-populated and occasionally very dangerous.\n"
"          ◦ 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.\n"
"          ◦ 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.\n"
"          ◦ Glyn’s Forest: Sometimes known as the Royal Forest, named for "
"one of Haldric II’s sons\n"
"          ◦ Gray Woods: Large forest in the heart of the wilds of Wesnoth, "
"located between Carcyn and Aldril and generally considered to be haunted\n"
"          ◦ 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.)"
msgstr ""
"Wesnoth 王国は<ref>dst='great_continent' text='大陸'</ref>の中央に位置しま"
"す。キャンペーンの多くはこの国を中心に展開します。国境は、北は大いなる川、西"
"は大洋に面した海岸、<ref>dst='southwest_elven_lands' text='南西'</ref>は "
"Aethenwood の大森林の端、そして南東は Bitter 湿地（苦い湿地、大マップの右下）"
"です。\n"
"\n"
"Fort Tahn を越えた Aethen 川の南側は Wesnoth における開拓中の地域です。その南"
"端（マップ外）は Aethenwood の大森林の延長とも考えられる dense の森です。\n"
"\n"
"    • 主要な都市\n"
"          ◦ Weldyn: Wesnoth 王国の首都\n"
"          ◦ Aldril: 真珠の入り江の面する都市\n"
"          ◦ Blackwater Port: 真珠の入り江の南に位置する都市\n"
"          ◦ Carcyn: Grey Woods（灰色森）と大いなる川の間に位置する都市\n"
"          ◦ Dan’Tonk: Weddyn のすぐ西、国土の中央に位置する Wesnoth 最大の都"
"市\n"
"          ◦ Soradoc: 北部方面の国境周辺の軍事都市であり、 Weldyn 川と大いなる"
"川が分かれる地点を管理しています。.\n"
"          ◦ Fort Tahn: 南部方面の軍事都市であり、南北の交通路が Aethen 川を横"
"切る地点を管理しています。\n"
"          ◦ Tath: Dan'Tonkの北にある要塞都市。Brown 丘陵の東や Abez の浅瀬の"
"北に広がる荒野の住人を威嚇しています。\n"
"\n"
"    • 主要な地形特徴\n"
"          ◦ グリフォンの山(Gryphon Mountain): 伝説的なグリフォンのすみかで"
"す。\n"
"          ◦ Abezの浅瀬(Ford of Abez): 大いなる川の浅くなっている部分で、普段"
"は Wesnoth軍の管理下にあります。\n"
"          ◦ Weldyn 川(Weldyn River): 大いなる川から別れて南に流れます。\n"
"          ◦ 中央大平原(Great Central Plain): Weldyn、Dan'Tonk、そして Fort "
"Tahn によって囲まれた地域で、この平原はWesnothのパン籠（穀倉地帯）であり、そ"
"の人口の大部分が住んでいます。\n"
"          ◦ Dulatus 丘陵(Dulatus Hills): 中央大平原と接しているゆるやかな起伏"
"の続く丘陵地帯はWesnothの家畜と農産物の多くを供給しています。\n"
"          ◦ Brown 丘陵（茶色丘陵、Brown Hills）: 人口が少なく、時として非常に"
"危険な、グリフォンの山を取り巻いている不毛地帯\n"
"          ◦ 馬平原(Horse Plains): 大いなる川のすぐ南に広がるやや起伏のある平"
"原です。それは西の Glyn の森、東の Weldyn 川で区切られ、南では中央大平原に溶"
"け込んでいます。そこは強力な Clan 集団の本拠地で、 Wesnoth 中でもっとも優秀な"
"馬はここで生産されます。\n"
"          ◦ 東方丘陵地帯(Estmark Hills): 大いなる川の南方かつ Weldyn 川の東方"
"の広大な地域です。その最北の部分かつ Weldyn 川沿いには Wesnoth 人が入植してい"
"ますが、その地域への王国の支配は不安定で略奪が横行しています。\n"
"          ◦ Glyn の森(Glyn’s Forest): Haldric２世の息子の一人にちなんで名付け"
"られた、王家の森として知られる森。\n"
"          ◦ Gray Woods（灰色森）: Wesnoth の荒野の中心に位置する大きな森で、"
"Carcyn と Aldril の間に位置し、一般的に幽霊が出ると考えられています。\n"
"          ◦ Green 湿地（緑の湿地、Green Swamp）: Aldril の南、Wesnoth の荒野"
"の中心にある大きな湿地。その水は Brown 丘陵を水源とし、大いなる川に流れ込む。"
"（流れ込む部分は大マップには表示されていません）"

#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:100
msgid "Elensefar"
msgstr "Elensefar"

#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:101
msgid ""
"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.\n"
"\n"
"    • Notable cities:\n"
"          ◦ Elensefar: The capital, located on an island in the "
"<ref>dst='great_river' text='Great River'</ref> delta\n"
"          ◦ Carcyn: City on the Wesnoth–Elensefar border, disputed with "
"Wesnoth\n"
"    • Notable land features:\n"
"          ◦ <ref>dst='great_river' text='Great River'</ref>: It is very wide "
"at this point, and only ships can cross it."
msgstr ""
"Elensefar は、ある時は<ref>dst='kingdom_wesnoth' text='Wesnoth 王国'</ref>の"
"一地方であり、またある時は独立国、そしてまたある時は緩やかな盟約により "
"Wesnoth と結ばれた同盟国であったりする地域です。北は大いなる川、東はあいまい"
"に定められた Wesnoth との国境、南は真珠の入江、西は<ref>dst='great_ocean' "
"text='大洋'</ref>がそれぞれ Elensefarの領域を区切っています。Elensefarについ"
"てのより詳しい情報は、Wesnoth の歴史を参照してください。\n"
"\n"
"    • 主要な都市\n"
"          ◦ Elensefar: 首都、<ref>dst='great_river' text='大いなる川'</ref>の"
"三角州上の島に位置する。\n"
"          ◦ Carcyn: Wesnoth と Elensefar の国境線上の都市、Wesnoth との係争"
"地\n"
"    • 主要な地形特徴\n"
"          ◦ <ref>dst='great_river' text='大いなる川'</ref>: この付近では川幅"
"が広く、渡るには船が必要。."

#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:112
msgid "Northlands"
msgstr "北の土地"

#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:113
#, fuzzy
#| msgid ""
#| "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>.\n"
#| "\n"
#| "    • Notable cities:\n"
#| "          ◦ Glamdrol: An Orcish tribal capital\n"
#| "          ◦ Romyr: Another Orcish tribal capital\n"
#| "          ◦ Wesmere: The location of the Ka’lian — the Elvish Council\n"
#| "          ◦ Dwarven Doors: A mixed human/dwarven town in the region of "
#| "Knalga in the southern Heart Mountains. A major trade center.\n"
#| "          ◦ 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.\n"
#| "\n"
#| "    • Notable land features:\n"
#| "          ◦ Heart Mountains: A virtually impassable barrier between the "
#| "river country and the Northern Plains.\n"
#| "          ◦ 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.\n"
#| "          ◦ Swamp of Dread: a very large bog located between the Heart "
#| "Mountains and the Great River. A notoriously dangerous place.\n"
#| "          ◦ Lake Vrug: A large mountain lake whose river carves the only "
#| "pathway through the Northern Mountains\n"
#| "          ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is "
#| "the elvish name; among humans it is called Longlier.\n"
#| "          ◦ River Listra: The south-running tributary of the Great River "
#| "into which the Arkan-thoria empties.\n"
#| "          ◦ 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.\n"
#| "          ◦ Great River: The origin of this river is somewhere in the "
#| "east of the northern lands"
msgid ""
"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>.\n"
"\n"
"    • Notable cities:\n"
"          ◦ Glamdrol: An Orcish tribal capital\n"
"          ◦ Wesmere: The location of the Ka’lian — the Elvish Council\n"
"          ◦ Dwarven Doors: A mixed human/dwarven town in the region of "
"Knalga in the southern Heart Mountains. A major trade center.\n"
"          ◦ 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.\n"
"\n"
"    • Notable land features:\n"
"          ◦ Heart Mountains: A virtually impassable barrier between the "
"river country and the Northern Plains.\n"
"          ◦ 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.\n"
"          ◦ Swamp of Dread: a very large bog located between the Heart "
"Mountains and the Great River. A notoriously dangerous place.\n"
"          ◦ Lake Vrug: A large mountain lake whose river carves the only "
"pathway through the Northern Mountains\n"
"          ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is the "
"elvish name; among humans it is called Longlier.\n"
"          ◦ River Listra: The south-running tributary of the Great River "
"into which the Arkan-thoria empties.\n"
"          ◦ 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.\n"
"          ◦ Great River: The origin of this river is somewhere in the east "
"of the northern lands"
msgstr ""
"北の土地を統一する政府はありません。オークやドワーフや野蛮人やエルフなどがそ"
"れぞれ集団を作って住んでいます。北の土地から「さらに北」や東の境界線は不明瞭"
"ですが、南は<ref>dst='great_river' text='大いなる川'</ref>、西は"
"<ref>dst='great_ocean' text='大洋'</ref>が境界線です。\n"
"\n"
"    • 主要な都市\n"
"          ◦ Glamdrol: オークの有力部族の首都\n"
"          ◦ Romyr: オークの別部族の首都\n"
"          ◦ Wesmere: Ka’lian — エルフ評議会が開かれる場所\n"
"          ◦ Dwarven Doors（ドワーフの扉）: 人間とドワーフが入り混じって居住し"
"ている街で、中心山脈の南斜面にある Knalga 地域に位置します。交易の中心地で"
"す。\n"
"          ◦ Dallben と Delwyn: 人間の村であり、最初は Wesnoth黄金時代の拡張期"
"に大いなる川を渡った入植者によって建設されました。その後放棄され、Elensefar "
"北東の森林地帯に戻っていましたが, これらの村は再び居住されるようになり新たに "
"Annuvin 地方と名づけられましたが居住者は人間ではなく Wesmere のエルフでし"
"た。\n"
"\n"
"    • 主要な地形特徴\n"
"          ◦ 中心山脈(Heart Mountains): 川沿いの地方と北部平原の間にあるほとん"
"ど通行不能な障壁です。\n"
"          ◦ 心臓の牙(Heartfangs): 特に険しい一連の高峰の山頂です。それは "
"Vrug 湖の南で Wesmere の森の北に位置します。中心山脈の中でもそこは誰も寄せ付"
"けない危険な場所で、世捨て人と気が狂った連中と魔法使いだけがその住人です。\n"
"          ◦ 恐怖の沼地(Swamp of Dread): 中心山脈と大いなる川の間にある広大な"
"沼地です。悪名高い危険な場所です。\n"
"          ◦ Vrug 湖: 周囲を山岳に囲まれた大きな湖でそこから流れ出す川は北部の"
"山岳地帯に唯一の交通路を作っています。\n"
"          ◦ Arkan-thoria: Vrug 湖から流れ出す川です。これはエルフの名称であ"
"り、人間は Longlier と呼びます。\n"
"          ◦ Listra 川: 大いなる川の北から南に流れる支流で Arkan-thoria の流れ"
"を飲み込んでしまいます。\n"
"          ◦ Lintanir の大森林(Lintanir Forest): 大北部森林地帯(Great "
"Northern Forest)の一部を構成する大森林で、その東と北の境界線はエルフだけが"
"知っています。彼らの首都である Elensiria に人間が入ることはめったにありませ"
"ん。\n"
"          ◦ 大いなる川: この川の源流は北の土地のどこかにあると思われます。"

#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:134
msgid "Southwest Elven Lands"
msgstr "南西のエルフ王国"

#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:135
msgid ""
"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.\n"
"\n"
"    • Notable cities\n"
"          ◦ None known\n"
"    • Notable land features:\n"
"          ◦ 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>."
msgstr ""
"南の森のエルフは北部の他の種族達とは隔絶した暮らしを営んでおり、よそ者との関"
"係も良好だとは言えません。彼らの住む領域は、北東は Green 湿地（緑の湿地）、南"
"は砂漠（表示されません）、西は<ref>dst='great_ocean' text='大洋'</ref>によっ"
"て区切られています。\n"
"\n"
"    • 主要な都市\n"
"          ◦ 不明\n"
"    • 主要な地形特徴\n"
"          ◦ Aethen の森(Aethen Forest): 南部で最大の森。地図に記されるよりも"
"遠く南西の方角に広がる。<ref>dst='..race_elf' text='エルフ族'</ref>.の故郷。"

#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:145
msgid "Heart Mountains"
msgstr "中心山脈"

#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:146
msgid ""
"A virtually impassable barrier between the <ref>dst='arkan_thoria' "
"text='river'</ref> country and the <ref>dst='far_north' text='Northern "
"Plains'</ref>."
msgstr ""
"<ref>dst='arkan_thoria' text='Arkan-thoria'</ref> 川周辺地域と"
"<ref>dst='far_north' text='北部平原'</ref>の間にある.ほとんど通行不能な山々で"
"す。"

#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:151
msgid "Far North"
msgstr "さらに北の土地"

#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:152
#, fuzzy
#| msgid ""
#| "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.\n"
#| "\n"
#| "    • Notable cities:\n"
#| "          ◦ Barag Gor, a city home to the Orcish Council\n"
#| "          ◦ Bitok\n"
#| "          ◦ Borstep\n"
#| "          ◦ Castelfrang\n"
#| "          ◦ Farzi\n"
#| "          ◦ Festog\n"
#| "          ◦ Grisbi\n"
#| "          ◦ Lmarig\n"
#| "          ◦ Melmog\n"
#| "          ◦ Prestim\n"
#| "          ◦ Tirigaz\n"
#| "    • Notable land features:\n"
#| "          ◦ Swamp of Desolation\n"
#| "          ◦ Mountains of Dorth\n"
#| "          ◦ Mountains of Haag\n"
#| "          ◦ Green Forest\n"
#| "          ◦ Silent Forest\n"
#| "          ◦ Forest of Thelien\n"
#| "          ◦ River Oumph\n"
#| "          ◦ River Bork\n"
#| "          ◦ Wild Steppe"
msgid ""
"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.\n"
"\n"
"    • Notable cities:\n"
"          ◦ Barag Gor, a city home to the Orcish Council\n"
"          ◦ Bitok\n"
"          ◦ Borstep\n"
"          ◦ Farzi\n"
"          ◦ Lmarig\n"
"          ◦ Melmog\n"
"          ◦ Prestim\n"
"          ◦ Tirigaz\n"
"          ◦ Dorest, the northernmost human city\n"
"    • Notable land features:\n"
"          ◦ Black Marshes\n"
"          ◦ Mountains of Dorth\n"
"          ◦ Mountains of Haag\n"
"          ◦ Greenwood\n"
"          ◦ Silent Forest\n"
"          ◦ Forest of Thelien\n"
"          ◦ River Oumph\n"
"          ◦ River Bork\n"
"          ◦ Frosty Wastes\n"
"          ◦ Barren Plains"
msgstr ""
"極めて寒く、交通の不便な土地ですが、「さらに北の土地」は昔オーク連合があった"
"場所です。<ref>dst='heart_mountains' text='中心山脈'</ref>（オークは Haggid-"
"Dargor と呼び何の利点もないのに所有権を主張しています）の北に広がっています。"
"その東部にかけてはオーク連合から離れた未統一の各部族が荒野の平原に散在してい"
"ます。彼らは人間の野蛮人と手を組み高地エルフ（人間界では北部エルフとして知ら"
"れています）との間で北部平原を巡って衝突しています。高地エルフ自身ははるか東"
"まで広がっており大王国を築いていると噂されています。\n"
"\n"
"    • 主要な都市\n"
"          ◦ Barag Gor: オーク評議会が開かれる都市です。\n"
"          ◦ Bitok\n"
"          ◦ Borstep\n"
"          ◦ Castelfrang\n"
"          ◦ Farzi\n"
"          ◦ Festog\n"
"          ◦ Grisbi\n"
"          ◦ Lmarig\n"
"          ◦ Melmog\n"
"          ◦ Prestim\n"
"          ◦ Tirigaz\n"
"    • Notable land features:\n"
"          ◦ Swamp of Desolation\n"
"          ◦ Mountains of Dorth\n"
"          ◦ Mountains of Haag\n"
"          ◦ Green Forest\n"
"          ◦ Silent Forest\n"
"          ◦ Forest of Thelien\n"
"          ◦ River Oumph\n"
"          ◦ River Bork\n"
"          ◦ Wild Steppe"

#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:10 data/core/help.cfg:85
msgid "Introduction"
msgstr "はじめに"

#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:16 data/core/help.cfg:136
msgid "Gameplay"
msgstr "ゲームの遊び方"

#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:22 data/core/help.cfg:358
msgid "Traits"
msgstr "特性"

#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:31 data/core/help.cfg:91
msgid "Units"
msgstr "ユニット"

#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:40 data/core/help.cfg:100
msgid "Abilities"
msgstr "能力"

#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:48 data/core/help.cfg:109
msgid "Weapon Specials"
msgstr "特殊武器"

#. #-#-#-#-#  wesnoth-help.wml.pot (PACKAGE VERSION)  #-#-#-#-#
#. [section]: id=factions_section
#: data/core/help.cfg:56 src/help.cpp:1291 src/help.cpp:1293
msgid "Factions"
msgstr "党派"

#. [section]: id=terrains_section
#. [topic]: id=..terrains_section
#: data/core/help.cfg:63 data/core/help.cfg:492
msgid "Terrains"
msgstr "地形"

#. [section]: id=addons
#. [topic]: id=..addons
#: data/core/help.cfg:71 data/core/help.cfg:500
msgid "Add-ons"
msgstr ""

#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:77 data/core/help.cfg:565
msgid "Commands"
msgstr "コマンド"

#. [topic]: id=..units
#: data/core/help.cfg:92
msgid ""
"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.\n"
"\n"
msgstr ""

#. [topic]: id=..abilities_section
#: data/core/help.cfg:101
#, fuzzy
#| msgid ""
#| "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 topic as you encounter them.\n"
#| "\n"
msgid ""
"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.\n"
"\n"
msgstr ""
"ある種のユニットは他のユニットに直接影響を与える能力があるか、あるいはそのユ"
"ニットが他のユニットにどのように作用するかにおいてインパクトをもちます。これ"
"らの能力は遭遇した時にこのトピックの下に一覧表示されます。\n"
"\n"

#. [topic]: id=..weapon_specials
#: data/core/help.cfg:110
msgid ""
"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.\n"
"\n"
msgstr ""

#. [topic]: id=.unknown_unit
#: data/core/help.cfg:119
msgid "Unknown Unit"
msgstr "不明なユニット"

#. [topic]: id=.unknown_unit
#: data/core/help.cfg:120
msgid ""
"\n"
"\n"
"This unit is unknown for the moment. You must discover it in the game to be "
"allowed to see its description."
msgstr ""
"\n"
"\n"
"このユニットは現在のところ不明です。このユニットの詳細を見るためには、ゲーム"
"の中で見つけなければなりません。"

#. [topic]: id=introduction_topic
#: data/core/help.cfg:127
msgid "Overview"
msgstr "概要"

#. [topic]: id=introduction_topic
#: data/core/help.cfg:128
msgid ""
"\n"
"\n"
"<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."
msgstr ""
"\n"
"\n"
"<italic>text='Battle for Wesnoth'</italic> は、現代風ストラテジーゲームとは一"
"風異なる、ターン制のファンタジーストラテジーゲームです。 他のゲームがルールと"
"ゲームプレイの複雑さを目指しているのに対して、<italic>text='Battle for "
"Wesnoth'</italic> はルールとゲームプレイの両方がシンプルであるように心懸けて"
"います。しかしながら —このためにゲームがつまらなくなるということではありませ"
"ん。これらの単純なルールから、学ぶのは簡単でもマスターするのが困難な豊富な戦"
"術が生じるのです。"

#. [topic]: id=fundamentals
#: data/core/help.cfg:142
msgid "Fundamentals of Gameplay"
msgstr "遊び方の基礎"

# これが終わったら、「王位継承者」キャンペーンを最初にプレイすることをお勧めします。<bold>text='キャンペーン'</bold>、そして<italic>text='「王位継承者」'</italic>をクリックして下さい。<italic>text='Battle for Wesnoth'</italic> はとても難しいため、<italic>text='易しい'</italic>レベルから始めたいと思うかもしれません。
#. [topic]: id=fundamentals
#: data/core/help.cfg:143
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"ゲームを最初に始めたら、メインメニューの<bold>text='チュートリアル'</bold>の"
"ボタンをクリックするとよいでしょう。これは、あなたに Wesnoth の基本を教える対"
"話的なチュートリアルです。次にお勧めするキャンペーンはチュートリアルの最後に"
"表示されます。"

#. [topic]: id=fundamentals
#: data/core/help.cfg:143
msgid ""
"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."
msgstr ""
"このページでは、あなたが <italic>text='Battle for Wesnoth'</italic> をプレイ"
"するために知っておく必要のある全てについて、簡単に説明します。これには、遊び"
"方からゲームの背後にある基本的なメカニズムまで含みます。ゲームをプレイしてい"
"き、新しい局面を迎える度に新しい情報がこれらのページに追加されます。特殊な例"
"外や状況におけるより詳細な情報については、そこからのリンクを辿って下さい。"

#. [topic]: id=fundamentals
#: data/core/help.cfg:148
msgid ""
"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."
msgstr ""
"プレイ中にゲーム上の多くの項目の上にマウスを乗せると、ステータスペインに表示"
"される情報のような、それぞれの項目についての簡単な説明が表示されることを覚え"
"ておきましょう。これは、あなたが新しい<ref>dst='..abilities_section' text='能"
"力'</ref>を初めて発見した時には特に便利です。"

#. [topic]: id=about_game
#: data/core/help.cfg:153
msgid "About the Game"
msgstr "ゲームについて"

# [ja] 意訳: 一連の物語を織りなす複数のシナリオ
#. [topic]: id=about_game
#: data/core/help.cfg:154
msgid ""
"\n"
"\n"
"<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."
msgstr ""
"\n"
"\n"
"<italic>text='キャンペーン'</italic>は、一連の物語を織りなす複数のシナリオか"
"らなっています。キャンペーンでは多くの場合、後のシナリオで再び使うための最高"
"の軍隊達を生き残らせるため、より注意してプレイする必要があります。"

#. [topic]: id=about_game
#: data/core/help.cfg:154
msgid ""
"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."
msgstr ""
"ゲームは、<italic>text='シナリオ'</italic>と呼ばれる一連の戦闘の上で行われま"
"す。各シナリオでは、あなたの軍隊は一つあるいは複数の敵の軍隊と戦うことになり"
"ます。コンピュータ相手や、交互にコンピュータ操作を入れかわる友達と一緒にプレ"
"イ（ホットシートプレイ）することができます。もしコンピュータがネットワークに"
"つながっているなら、そのネットワークに接続された他の人達と対戦することも可能"
"です。インターネット接続があれば、インターネット経由で他の人達と戦うことがで"
"きます。"

#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:162
msgid "Victory and Defeat"
msgstr "勝利と敗北"

#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:163
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"シナリオに勝利したとき、マップは灰色に覆われ、「<bold>text='ターン終了'</"
"bold>」ボタンが「<bold>text='シナリオ終了'</bold>」に変わるでしょう。このボタ"
"ンを押して先に進む前に、保存オプションを変更したり、（マルチプレイヤーゲーム"
"の場合には）ほかのプレイヤーとチャットしたりといったことができます。"

#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:163
msgid ""
"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."
msgstr ""
"それぞれのシナリオ開始時に表示される<bold>text='目標'</bold>のポップアップ"
"ボックスに注意してください。通常は敵のリーダーすべてを倒せば勝利し、あなたの"
"リーダーが殺されることだけが敗北となるでしょう。しかしシナリオによってはほか"
"の勝利目標があるかもしれません。例えば、リーダーを指定された場所に移動させる"
"とか、誰かを助けるとか、パズルを解くとか、指定されたターン数が過ぎるまで包囲"
"攻撃に対抗するとか。"

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:172
msgid "Recruiting and Recalling"
msgstr "雇用と召還"

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:173
#, fuzzy
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"城ヘクスで右クリックをして「雇用する」を選択すると、新しいユニットがそのヘク"
"スに出現します。主搭の周りの空いたヘクスに出現する場合もあります。城の空いて"
"いるヘクスだけユニットを雇用することができます。雇用するときには所持金より多"
"くのゴールドを消費することはできません。"

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:173
#, fuzzy
msgid ""
"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."
msgstr ""
"各陣営は主塔に一人のリーダーがいる状態で開始します。戦闘の開始時点やその途中"
"では何度か、自軍に<ref>dst='..units' text='ユニット'</ref>を雇用する必要があ"
"るでしょう。雇用するためにはリーダー（例えば「王位継承者」では Konrad ）を"
"<ref>dst='terrain_castle' text='城'</ref>の主搭の位置に置く必要があります。そ"
"こで、メニューから「雇用する」を選択するか、ヘクスを右クリックして"
"<bold>text='雇用する'</bold>を選択することで雇用することができます。すると、"
"雇用することが可能なユニットと必要金額の一覧を示す雇用メニューが表示されま"
"す。その数値を見るにはユニットをクリックして、雇用するにはそれから「雇用す"
"る」ボタンを押して下さい。"

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:175
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst='..traits_section' "
"text='traits'</ref> which modify their statistics."
msgstr ""
"\n"
"\n"
"雇用されたユニットはその数値を変化させる二つのランダムな<ref>dst='.."
"traits_section' text='特性'</ref>を持ちます。"

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:177
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"後のシナリオでは、前の戦闘の生存者を召還することもできます。召還には通常 20 "
"ゴールドかかり、前のシナリオからの全生存ユニットの一覧を示します。"

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:179
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"ユニットは雇用と召還にゴールドが必要なだけでなく、維持にも金がかかります。よ"
"り詳細な情報は、<ref>dst='income_and_upkeep' text='収入と維持'</ref>を参照し"
"てください。"

#. [topic]: id=orbs
#: data/core/help.cfg:188
msgid "Orbs"
msgstr "宝珠"

#. [topic]: id=orbs
#: data/core/help.cfg:189
msgid ""
"On top of the energy bar shown next to each unit of yours is an orb. For "
"units you control, this orb is:"
msgstr ""
"各ユニットの隣に示される体力バーの上にあるのは宝珠です。あなたが動かすユニッ"
"トについて、宝珠は、"

#. [topic]: id=orbs
#: data/core/help.cfg:190
msgid " green if it hasn’t moved this turn,"
msgstr "このターンにまだ動いていないなら緑色、"

#. [topic]: id=orbs
#: data/core/help.cfg:191
msgid " yellow if it has moved, but could still move further or attack, or"
msgstr "移動したがまだ動いたり攻撃したりできるなら黄色、"

#. [topic]: id=orbs
#: data/core/help.cfg:192
#, fuzzy
#| msgid ""
#| " red if it can no longer move or attack, or the user ended the unit’s "
#| "turn."
msgid ""
" black if it can no longer move or attack, or the user ended the unit’s turn."
msgstr "赤はそのターンでは移動も攻撃も終了したことを示します。"

#. [topic]: id=orbs
#: data/core/help.cfg:193
msgid " blue if the unit is an ally you do not control."
msgstr "あなたが操作できない同盟のユニットなら、宝珠は青色です。"

#. [topic]: id=orbs
#: data/core/help.cfg:194
#, fuzzy
#| msgid " Enemy units have no orb on top of their energy bar."
msgid " Enemy units have a red orb on top of their energy bar."
msgstr "敵ユニットには、体力バーの上に宝珠がありません。"

#. [topic]: id=hitpoints
#: data/core/help.cfg:201
msgid "Hitpoints and Experience"
msgstr "ヒットポイントと経験"

#. [topic]: id=hitpoints
#: data/core/help.cfg:202
msgid ""
"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."
msgstr ""
"各ユニットは何ポイントかのヒットポイント（HP）を持っています。ユニットのヒッ"
"トポイントが 1 より小さくなると、ユニットは死んでしまいます。また各ユニットは"
"何ポイントかの経験値（XP）も持っています。新しく雇用されたユニットには全く経"
"験がありませんが、敵と戦うことで経験を得ます。"

#. [topic]: id=hitpoints
#: data/core/help.cfg:206
msgid ""
"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)."
msgstr ""
"ヒットポイントと経験値は共にステータスペインに二つの数字（現在の値と、ユニッ"
"トがもつ最大値）を使って表示されます。"

#. [topic]: id=hitpoints
#: data/core/help.cfg:207
msgid ""
"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>."
msgstr ""
"ヒットポイントは各ユニットの隣にある体力バーでも示され、緑や黄色や赤となりま"
"す。1 ポイントでも経験値をもったユニットは、青色の経験バーが表示され、そのユ"
"ニットが<ref>dst='experience_and_advancement' text='昇進'</ref>する頃には白に"
"変わります。"

#. [topic]: id=movement
#: data/core/help.cfg:214
msgid "Movement"
msgstr "移動"

#. [topic]: id=movement
#: data/core/help.cfg:215
msgid ""
"\n"
"\n"
"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>."
msgstr ""
"\n"
"\n"
"各ユニットは一定の移動力を持ち、新しいヘクスに入るときに、そのヘクスの地形に"
"依存して消費されます。例えば、草原はほとんど常に必要な移動力は 1 です。正確に"
"どれだけの移動力がヘクスに入るときに消費されるのかは、ユニットの種類に依存し"
"ます。森ではエルフのユニットが消費する移動力は 1 ですが、ほとんどの人間とオー"
"クは 2 を消費し、乗馬ユニットでは 3 となります。ユニットが地形ごとにどれだけ"
"の移動力を必要とするか知りたければ、ユニットをクリックして「ユニットの解説」"
"を選択して<italic>text='地形修正'</italic>を見てください。"

#. [topic]: id=movement
#: data/core/help.cfg:215
msgid ""
"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."
msgstr ""
"<italic>text='Battle for Wesnoth'</italic> での移動は単純です。単に動かしたい"
"ユニットをクリックして、向かわせたい場所のヘクスをクリックするだけです。ユ"
"ニットが選択されると、そのターンで移動可能な全てのヘクスがハイライトされ、そ"
"の他全てのヘクスは薄暗くなります。ハイライトされたヘクスの上にマウスを乗せる"
"と、そのヘクスに移動した時にそのユニットが持つことになる防御率が表示されま"
"す。暗いヘクスの上にマウスカーソルをあわせると、そこに到り着くのに何ターン必"
"要かが表示されて、クリックすると、そのユニットはそこに向かう最速の通り道で、"
"今回および以降のターンに渡って移動します。最初にユニットを動かす時にもしユ"
"ニットの移動を使い切らなければ、再度それを動かすことができます。これは二つの"
"ユニットの位置を交換する時に使えます。ユニットを使って攻撃すると、その移動は"
"使い切ってしまいます。あなたがまだ所有していない村で移動を終えることもまたユ"
"ニットの移動を使い切ることになりますが、さらにそれに攻撃させることは可能で"
"す。"

#. [topic]: id=movement
#: data/core/help.cfg:217
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"移動中に気をつけなければならないもう一点は、「支配ゾーン」です。各ユニットは"
"隣接する周囲に支配ゾーンを生成しており、これらのヘクスに侵入してきた敵対ユ"
"ニットは直ちに移動を終了します。支配ゾーンの活用方法を学ぶことは Wesnoth の重"
"要な一部分であり、<ref>dst='ability_skirmisher' text='散兵'</ref>のみが支配"
"ゾーンを無視できます。"

#. [topic]: id=movement
#: data/core/help.cfg:219
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"次のターンの間に敵がどこまで動けるかを見るには、Ctrl-v か Cmd-v を押して下さ"
"い。Ctrl-b か Cmd-b では、その敵が、進行をブロックするあなたのユニットがいな"
"いとしたら、どこまで動けるかを示します。"

#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:228
msgid "Shroud and Fog of War"
msgstr "幕と戦雲（霧）"

#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:229
msgid ""
"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).\n"
"\n"
"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."
msgstr ""
"いくつかのシナリオでは、マップの一部が隠されています。これには二つの仕組みが"
"あり、それぞれ別々に使われることも、一緒に使われることもあります。幕は地形も"
"ユニットも全て隠してしまいます。しかしながら、それが一度取り除かれれば、常に"
"その位置を見ることができます。戦雲（霧）はユニットと村の所有者（あなたかあな"
"たの同盟軍のもの以外の）だけを隠します。霧はあなたのユニットが近くにいるとき"
"には一時的に晴れますが、離れれば元に戻ります。幕も霧もユニットによって取り除"
"かれます。それぞれのユニットは 1 ターンで移動できる範囲を取り除きます（支配"
"ゾーンや敵ユニットは無視して）。\n"
"\n"
"通常はユニットの移動を取り消すことができます。ランダムな結果が起こる、戦闘や"
"雇用（ほとんどのユニットは雇用されるときにランダムな特性を得るため）といった"
"イベント以外は。幕や霧を取り除いて隠されていた地形を探検することも元の状態に"
"取り消すことができません。アクションメニューの「幕の更新を遅らせる」を有効に"
"したいと思うかもしれません。この機能は次のランダムな結果が起こるイベントか、"
"「幕を更新する」をクリックして手動で更新する（あるいはターンを終了する）まで"
"の間、ユニットを動かしても幕や霧を取り除きません。これによって移動の取り消し"
"を行うことができます。"

#. [topic]: id=combat
#: data/core/help.cfg:238
msgid "Combat"
msgstr "戦闘"

#. [topic]: id=combat
#: data/core/help.cfg:239
msgid ""
"\n"
"\n"
"<header>text='Order and Number of Strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='順序と攻撃回数'</header>"

#. [topic]: id=combat
#: data/core/help.cfg:239
msgid ""
"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."
msgstr ""
"<italic>text='Battle for Wesnoth'</italic> における戦闘は、必ず、隣接するヘク"
"スにいるユニットの間で行われます。自分のユニットをクリックして、攻撃したい敵"
"ユニットをクリックすると、あなたのユニットは敵ユニットに向かって移動し、隣接"
"した時に戦闘が始まります。攻撃側と防御側は それぞれ割り当てられている攻撃回数"
"を使って交互に攻撃します。攻撃側は使用する武器の一つを選んで、防御側は同じタ"
"イプの攻撃の一つを使って反撃します。攻撃には二つのタイプ、剣や斧や刀などを使"
"う格闘と、弓からの矢や槍や火の玉を飛ばす投射があります。"

#. [topic]: id=combat
#: data/core/help.cfg:241
msgid ""
"\n"
"\n"
"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)."
msgstr ""
"\n"
"\n"
"攻撃側が先制攻撃を行い、次に防御側が反撃します。各攻撃は、命中してある量のダ"
"メージを与えるか、外して全くダメージが与えられないかのどちらかとなります。こ"
"れはどちらかのユニットが攻撃回数分を使い切るまで交互に行われます。攻撃回数は"
"ユニットによって異なり、例えば 5-4 の剣での攻撃をもつエルフの戦士は 5 ダメー"
"ジを与える攻撃を 4 回行いますが、一方で 9-2 をもつオークの兵卒は 2 回しか攻撃"
"できません（一振り 9 ダメージですが）。"

#. [topic]: id=combat
#: data/core/help.cfg:243
msgid ""
"\n"
"\n"
"<header>text='Chance to Hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='命中率'</header>"

#. [topic]: id=combat
#: data/core/help.cfg:245
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"各ユニットは位置している地形によって命中を受ける確率が決まります。これはス"
"テータスペインに表示されますし、そのユニットを右クリックし、「ユニットの解"
"説」を選択して、<italic>text='地形修正'</italic>を見ることでもわかります。例"
"えば、エルフの多くは森において 70% の防御率があり、彼らに命中させる確率は残"
"り 30% しかありません。反対に、エルフが攻撃側に反撃するときの命中率は、攻撃ユ"
"ニットのいる地形に依存します。"

#. [topic]: id=combat
#: data/core/help.cfg:247
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"このルールには二つの例外があります。<ref>dst='weaponspecial_magical' text='魔"
"法'</ref>と<ref>dst='weaponspecial_marksman' text='射撃'</ref>による攻撃で"
"す。魔法による攻撃は地形に関係なく常に命中率は 70% になり、射撃は攻撃時に限"
"り、地形に関わらず常に最低でも 60% の命中率になります。"

#. [topic]: id=combat
#: data/core/help.cfg:249
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text='ダメージ'</header>"

#. [topic]: id=combat
#: data/core/help.cfg:251
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"各攻撃が命中することによる基本のダメージ量は、攻撃型に依存します。例えば、"
"5-4 の剣を持つエルフの戦士は基本ダメージ 5 で攻撃します。通常、この値は二つの"
"事柄、<ref>dst='damage_types_and_resistance' text='抵抗力'</ref>と"
"<ref>dst='time_of_day' text='時刻'</ref>によって修正されます。基本ダメージが"
"これらの状況によってどう修正されるかを見るには、攻撃選択メニューの"
"<italic>text='ダメージ計算'</italic>を選択して下さい。"

#. [topic]: id=combat
#: data/core/help.cfg:253
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"いくつかのユニットは、戦闘時のダメージに影響を与える特殊な<ref>dst='.."
"abilities_section' text='能力'</ref>を持ちます。そのような特殊能力で最も一般"
"的なものは<ref>dst='weaponspecial_charge' text='突撃'</ref>です。 突撃を持つ"
"ユニットが攻撃すると、攻撃側と防御側の両方のダメージ量が倍となります。"

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:261
msgid "Damage Types and Resistance"
msgstr "ダメージ型と抵抗値"

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:262
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"抵抗力は非常に単純に働きます。もしユニットがある攻撃型に対して 40% の抵抗力を"
"持っているなら、その攻撃を受けたときにはダメージを 40% 軽減します。ユニットが"
"ある攻撃型に弱点を持つこともあります。もしユニットがある攻撃型に対して −100% "
"の抵抗力を持っているなら、その攻撃を受けたときにはダメージが 100% 増加しま"
"す。"

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:262
msgid ""
"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."
msgstr ""
"Wesnoth には物理的攻撃に関連する斬撃、貫通、打撃の三つのダメージ型がありま"
"す。さらに、魔法的攻撃に関連する火炎、冷気、秘術の三つのダメージ型がありま"
"す。ユニットごとにダメージ型によって、異なる抵抗力を持ちます。"

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:264
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"例えば、スケルトンは斬撃と貫通に対しては高い抵抗力を持ちます。しかし、打撃と"
"火炎には弱く、さらに秘術に対しては非常に脆弱です。"

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:266
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"もし攻撃が命中すれば、少なくとも 1 ポイントのダメージは必ず与えられます。これ"
"は、たとえ防御側がそのダメージの種類に 100% の耐性を持っていても、ということ"
"です。"

#. [topic]: id=time_of_day
#: data/core/help.cfg:274
msgid "Time of Day"
msgstr "時刻"

#. [topic]: id=time_of_day
#: data/core/help.cfg:275
msgid ""
"The time of day affects the damage of certain units as follows:\n"
" Lawful units get +25% damage in daytime, and −25% damage at night.\n"
" Chaotic units get +25% damage at night, and −25% in daytime.\n"
" Neutral units are unaffected by the time of day.\n"
" Liminal units get −25% damage during both night and daytime."
msgstr ""
"ゲーム内での時刻は、次のように特定のユニットのダメージに影響します:\n"
" 秩序ユニットは昼間は +25% のダメージ修正、夜間は −25% のダメージ修正を得ま"
"す。\n"
" 混沌ユニットは夜間は +25% のダメージ修正、昼間は −25% のダメージ修正を得ま"
"す。\n"
" 中立ユニットは時間の影響を受けません。\n"
" 薄明ユニットは昼間も夜間も −25% のダメージ修正を得ます。修正されないのは夜明"
"けと夕方のみです。"

#. [topic]: id=time_of_day
#: data/core/help.cfg:279
msgid ""
"\n"
"\n"
"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:\n"
msgstr ""
"\n"
"\n"
"ゲーム内での時刻はステータスペインの小マップの下で観察できます。通常の昼と夜"
"のサイクルについて、朝と午後は昼間とみなし、夜と深夜は夜間とみなします。\n"

#. [time]: id=dawn
#. [time]: id=dawn_hour
#. [topic]: id=time_of_day
#: data/core/help.cfg:282 data/core/macros/schedules.cfg:6
#: data/core/macros/schedules.cfg:265
msgid "Dawn"
msgstr "夜明け"

#. [time]: id=morning
#. [topic]: id=time_of_day
#: data/core/help.cfg:283 data/core/macros/schedules.cfg:17
msgid "Morning"
msgstr "朝"

#. [time]: id=afternoon
#. [topic]: id=time_of_day
#: data/core/help.cfg:284 data/core/macros/schedules.cfg:35
msgid "Afternoon"
msgstr "午後"

#. [time]: id=dusk
#. [time]: id=dusk_hour
#. [topic]: id=time_of_day
#: data/core/help.cfg:285 data/core/macros/schedules.cfg:44
#: data/core/macros/schedules.cfg:377
msgid "Dusk"
msgstr "夕方"

#. [time]: id=first_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:286 data/core/macros/schedules.cfg:55
msgid "First Watch"
msgstr "夜"

#. [time]: id=second_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:287 data/core/macros/schedules.cfg:79
msgid "Second Watch"
msgstr "深夜"

#. [topic]: id=time_of_day
#: data/core/help.cfg:289
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!"
msgstr ""
"地下で行われるシナリオがあることに気をつけましょう。ここでは常に夜となりま"
"す！"

#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:296
msgid "Experience and Advancement"
msgstr "経験と昇進"

#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:297
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"ユニットは昇進に必要な経験値が決まっています（「知的」な特性を持つユニットな"
"ら通常より 20% 少なくて済みます）。ユニットがこの値に達すると、そのユニットは"
"直ちに次のレベルに上がり、HP が最大まで回復します。場合によっては、クラスチェ"
"ンジ先の選択を行います。"

#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:297
msgid ""
"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."
msgstr ""
"もし両方のユニットが戦闘に生き残ったのなら、そのユニットは戦闘相手のレベルに"
"応じた経験値を得ます。もし相手ユニットを倒したのなら、そのユニットはより多く"
"の経験値を得ます。レベル 0 なら 4、レベル 1 なら 8、レベル 2 なら 16、レベル "
"3 なら 24 となります。以降も同様です。"

#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:299
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"ほとんどのユニットはレベル 3 までありますが、全てではありません。いくつかの"
"（<ref>dst='unit_Mage' text='魔術師'</ref>のような）ユニットはレベル 4 まであ"
"ります。一度ユニットが最高レベルに達すると、最高位後昇進 After Maximum Level "
"Advancement （AMLA）が有効になります。ユニットが経験の目標値に到達する度に "
"AMLA はユニットを修正しますが、そのユニットは同じレベルに留まり続けます。典型"
"的な AMLA の効果は、最大 HP を 3 増加させるとともに完全に回復させることです。"
"最初の AMLA は通常 150 XP （知的ユニットは 120 XP ）得ることで到達します。し"
"かしながら AMLA の獲得は、ユニットが AMLA を受ける度に徐々に困難になっていく"
"ので、より低レベルのユニットを昇進させるよう試みる方がもっと有効である場合が"
"多いでしょう。"

#. [topic]: id=healing
#: data/core/help.cfg:308
msgid "Healing"
msgstr "回復"

#. [topic]: id=healing
#: data/core/help.cfg:309
msgid ""
"\n"
"\n"
"<italic>text='Resting'</italic>: A unit which neither moves, attacks, nor is "
"attacked will heal 2 HP in its next turn."
msgstr ""
"\n"
"\n"
"休息: 移動、攻撃をせず、攻撃もされなかったユニットは、次のターンに HP が 2 回"
"復します。"

#. [topic]: id=healing
#: data/core/help.cfg:309
msgid ""
"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."
msgstr ""
"戦闘において、ユニットがダメージを受けることは避けられないでしょう。ユニット"
"は<ref>dst='experience_and_advancement' text='昇進'</ref>する時に、完全回復し"
"ます。これは、あなたのターンであろうとなかろうと、敵との戦いが終了した時点で"
"起こります。その他にも Wesnoth ではあなたのユニットを回復させるいくつかの方法"
"があります。これらは全て、あなたのターン開始時に行動を起こす前に起こります。"

#. [topic]: id=healing
#: data/core/help.cfg:311
msgid ""
"\n"
"<italic>text='Villages'</italic>: A unit which starts a turn in a village "
"will heal 8HP."
msgstr ""
"\n"
"村: ターン開始時に村にいるユニットは HP が 8 回復します。"

#. [topic]: id=healing
#: data/core/help.cfg:312
msgid ""
"\n"
"<ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units "
"(such as trolls) will automatically heal 8HP every turn."
msgstr ""
"\n"
"<ref>dst='ability_regenerates' text='再生'</ref>: （トロルのような）ある種の"
"ユニットは自動的に毎ターン HP が 8 回復します。"

#. [topic]: id=healing
#: data/core/help.cfg:313
msgid ""
"\n"
"<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."
msgstr ""
"\n"
"回復ユニット: <ref>dst='ability_heals +4' text='回復'</ref>能力を持つユニット"
"は、隣接している友軍の各ユニットをターンごとに通常 <ref>dst='ability_heals "
"+4' text='4 HP'</ref> か <ref>dst='ability_heals +8' text='8 HP'</ref> 回復さ"
"せ、あるいは毒を受けたユニットがダメージを受けるのを防ぎます。"

#. [topic]: id=healing
#: data/core/help.cfg:314
msgid ""
"\n"
"<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)."
msgstr ""
"\n"
"治療ユニット: <ref>dst='ability_cures' text='治療'</ref>能力を持つユニット"
"は、隣接する全ての友軍ユニットの毒を治療します。（もし回復の能力があったとし"
"ても、毒されていたら治療するだけでそのターンは回復しません）"

#. [topic]: id=healing
#: data/core/help.cfg:315
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"休息は他の回復と組み合わせることができますが、村、再生、回復、治療は互いに組"
"み合わせることはできません。最良のものが選択されます。最後に、シナリオの間で"
"ユニットは完全に回復します。"

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:324
msgid "Income and Upkeep"
msgstr "収入と維持費"

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:325
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"収入は単純です。ターンあたり 2 ゴールドの基本収入があります。支配している各村"
"について、さらに毎ターン 1 ゴールドずつ得ることができます。従って、村を 10 個"
"持っているなら、普通は毎ターン 12 ゴールド得ることになります。この収入から、"
"次に説明する維持費が引かれます。"

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:325
msgid ""
"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>."
msgstr ""
"Wesnoth において、ユニットの雇用と戦闘はそれほど単純ではありません。特にキャ"
"ンペーンでは余分のゴールドを次に持ち越せるため、所持金に注意するべきです。こ"
"れには収入と維持費という二つの側面があります。"

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:327
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"維持費も割合単純です。各ユニットは、そのレベルに等しい維持費が必要となりま"
"す。維持費を払うことなく、占有している村の数と同じだけのレベル<italic>text=価"
"値</italic>のユニットを維持することができます。ユニットレベルの合計が所有して"
"いる村の数を超えた場合は、毎ターンその超過分のゴールドを払う必要があります。"
"例えば、12 のレベル 1 ユニットと 10 の村がある場合には、維持費としてターン毎"
"に 2 ゴールド払うことになります。"

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:329
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"維持費は収入から差し引かれるため、ユニットレベルの合計が 12 で 10 個の村の場"
"合には、差し引き合計の収入は毎ターン 10 ゴールドとなります。"

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:331
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"維持費には重要な例外が二つあります。「忠義」特性を持つユニットとリーダーには"
"維持費が全くかかりません。シナリオの最初からいるユニット（ Delfador など）"
"や、シナリオの途中で加わるユニット（「王位継承者」の二番目のシナリオでの騎兵"
"など）は、通常この忠義特性を持っています。あなたがプレイしているユニット"
"（ Konrad など）はほとんどの場合リーダーでしょう。"

#. [topic]: id=wrap_up
#: data/core/help.cfg:339
msgid "Wrap Up"
msgstr "まとめ"

#. [topic]: id=wrap_up
#: data/core/help.cfg:340
msgid ""
"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!"
msgstr ""
"これで Wesnoth の基礎は終わりです。 引き続き、あなたは基本戦術の研究や、"
"<ref>dst='..traits_section' text='特性'</ref>と<ref>dst='.."
"abilities_section' text='能力'</ref>についての解説を読みたいと思っているかも"
"しれません。しかし、この時点であなたはキャンペーン「王位継承者」を遊ぶために"
"必要な知識をすべて得ました。楽しんで下さい、そして幸運を！"

#. [topic]: id=about
#: data/core/help.cfg:345
msgid "ingame_help_item^Contributors"
msgstr "貢献者"

#. [topic]: id=license
#: data/core/help.cfg:351
msgid "License"
msgstr "ライセンス"

#. [topic]: id=..traits_section
#: data/core/help.cfg:360
msgid ""
"\n"
"\n"
"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>."
msgstr ""
"\n"
"\n"
"全てのユニット（アンデッド等以外）に割り振られる可能性がある特性は、"
"<ref>dst='traits_intelligent' text='知的'</ref>、<ref>dst='traits_quick' "
"text='敏捷'</ref>、<ref>dst='traits_resilient' text='頑強'</ref>、"
"<ref>dst='traits_strong' text='強力'</ref>です。"

#. [topic]: id=..traits_section
#: data/core/help.cfg:360
msgid ""
"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."
msgstr ""
"ほとんどのユニットは二つの特性を持っていますが、アンデッドは"
"「<italic>text='アンデッド'</italic>」の特性のみが割り当てられ、ウーズはどの"
"ような特性も得ません。特性とは、少しばかりユニットの能力を変化させる修正で"
"す。通常、それらはユニットが雇用された時にランダムに割り振られます。"

#. [topic]: id=..traits_section
#: data/core/help.cfg:362
msgid ""
"\n"
"\n"
"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>.\n"
"\n"
msgstr ""
"\n"
"\n"
"ユニットに割り振られる他の特性には、<ref>dst='traits_dextrous' text='器用'</"
"ref>、<ref>dst='traits_loyal' text='忠義'</ref>、<ref>dst='traits_undead' "
"text='アンデッド'</ref>があります。\n"
"\n"

#. [topic]: id=traits_intelligent
#: data/core/help.cfg:372
msgid "Intelligent"
msgstr "知的"

#. [topic]: id=traits_intelligent
#: data/core/help.cfg:373
msgid ""
"\n"
"\n"
"<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."
msgstr ""
"\n"
"\n"
"知的なユニットは次のレベルへと早く進むため、キャンペーンの開始時には大変便利"
"です。最高位後昇進（AMLA）はレベルアップほど重要な変化ではないため、キャン"
"ペーンの後半では知的はそれほど有用ではなくなります。もし多くの最高レベルユ"
"ニットがいるなら、より望ましい特性をもつユニットを召還したほうがよいかもしれ"
"ません。"

#. [topic]: id=traits_intelligent
#: data/core/help.cfg:373
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
"知的なユニットは通常よりもレベルアップに必要な経験が 20% 少なく済みます。"

#. [topic]: id=traits_quick
#: data/core/help.cfg:380
msgid "Quick"
msgstr "敏捷"

#. [topic]: id=traits_quick
#: data/core/help.cfg:381
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"敏捷は、特にトロルや重歩兵のような動きの遅いユニットで、最も注目に値する特性"
"です。「敏捷」特性をもつユニットはしばしば荒い地形において素晴らしく増加した"
"機動力があるため、あなたの軍隊を配備する時に考慮すべきです。また敏捷なユニッ"
"トは、この特性を持たないユニットよりも頑丈ではないため、激戦地を保持し続ける"
"ことには向いていません。"

#. [topic]: id=traits_quick
#: data/core/help.cfg:381
msgid ""
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
"HP than usual."
msgstr ""
"敏捷なユニットは移動力が 1 多くなりますが、HP が通常より 5% 少なくなります。"

#. [topic]: id=traits_resilient
#: data/core/help.cfg:388
msgid "Resilient"
msgstr "頑強"

#. [topic]: id=traits_resilient
#: data/core/help.cfg:389
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"頑強なユニットはキャンペーンの全ての段階において便利であり、全てのユニットに"
"とって便利な特性です。少ないヒットポイントで良い防御力や高い耐性の組み合わせ"
"をもつようなユニットには、回復力は特性としてしばしば非常に助けとなります。頑"
"強なユニットは、敵に対して戦略的な拠点を保持する上で、特に便利となります。"

#. [topic]: id=traits_resilient
#: data/core/help.cfg:389
msgid ""
"<italic>text='Resilient'</italic> units have 4 HP plus 1 HP per level more "
"than usual."
msgstr ""
"頑強なユニットは通常より 4 に加えレベルごとに 1 だけ HP が多くなります。"

#. [topic]: id=traits_strong
#: data/core/help.cfg:396
msgid "Strong"
msgstr "強力"

#. [topic]: id=traits_strong
#: data/core/help.cfg:397
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"全ての接近戦ユニットにとって便利ですが、特に「強力」は、エルフの戦士のような"
"多い攻撃回数をもつユニットで最大の効果があります。わずかな追加ダメージによっ"
"て、傷つけるだけの攻撃をとどめの一撃へと変えるような場合、強力なユニットは大"
"変便利です。"

#. [topic]: id=traits_strong
#: data/core/help.cfg:397
msgid ""
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
"strike in melee combat, and have 1 more HP."
msgstr ""
"強力なユニットは格闘時に各命中毎に 1 多いダメージを与え、1 多い HP を持ちま"
"す。"

#. [topic]: id=traits_fearless
#: data/core/help.cfg:404
msgid "Fearless"
msgstr "勇敢"

#. [topic]: id=traits_fearless
#: data/core/help.cfg:405
msgid "Aversion to light and dark holds no sway over these brave individuals."
msgstr "勇敢な者にとっては、光や闇が嫌いであってもそれに怯むことはありません。"

#. [topic]: id=traits_feral
#: data/core/help.cfg:410
msgid "Feral"
msgstr "野生"

#. [topic]: id=traits_feral
#: data/core/help.cfg:411
msgid ""
"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."
msgstr ""
"知性に劣った野生動物にとって繊細な存在である住居を使って身を隠すのは簡単では"
"ありません。その結果、「野生」ユニットは陸にある村の元の地形にかかわらず最大 "
"50% の回避率しか得られません。"

#. [topic]: id=traits_loyal
#: data/core/help.cfg:416
msgid "Loyal"
msgstr "忠義"

#. [topic]: id=traits_loyal
#: data/core/help.cfg:417
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"キャンペーンの間、ある種のユニットは自分自身の意思でプレイヤーの指揮下に入る"
"ことを選択します。これらのユニットは忠義特性を持つとされます。彼等は召還され"
"る際には支払いが必要ですが、維持費は全くかかりません。これは長いキャンペーン"
"の間に金の貯えが不足した時などには、貴重なものとなります。この特性は雇用され"
"たユニットには決して与えられないため、このようなユニットを解雇したり、愚かな"
"死に追いやることは、とても知恵が無いといえます。"

#. [topic]: id=traits_loyal
#: data/core/help.cfg:417
msgid ""
"<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."
msgstr ""
"忠義ユニットには維持費がかかりません。ほとんどのユニットは、各ターンの終了時"
"に、そのレベルに等しい維持費がかかりますが、忠義ユニットにはこの費用がかかり"
"ません。"

#. [topic]: id=traits_undead
#: data/core/help.cfg:424
msgid "trait^Undead"
msgstr "アンデッド"

#. [topic]: id=traits_undead
#: data/core/help.cfg:425
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"アンデッドのユニットは基本的に唯一の特性として「<italic>text='アンデッド'</"
"italic>」を持っています。アンデッドのユニットは再び戦うために甦った死んだ肉体"
"であるため、毒は全く効きません。このため、攻撃において毒を使う敵を相手にする"
"場合に、貴重な存在となります。"

#. [topic]: id=traits_undead
#: data/core/help.cfg:425
msgid ""
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
msgstr ""
"アンデッドユニットは毒に免疫があります。同様に、生命吸収や疫病は彼らには効き"
"ません。"

#. [topic]: id=traits_mechanical
#: data/core/help.cfg:432
msgid "trait^Mechanical"
msgstr "機械"

#. [topic]: id=traits_mechanical
#: data/core/help.cfg:433
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"機械ユニットは基本的に唯一の特性として「<italic>text='機械'</italic>」を持っ"
"ています。機械ユニットは本当に生きているわけではないため、生命吸収、毒、疫病"
"は全く効きません。"

#. [topic]: id=traits_mechanical
#: data/core/help.cfg:433
msgid ""
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"機械ユニットは毒に免疫があります。同様に、生命吸収や疫病は彼らには効きませ"
"ん。"

#. [topic]: id=traits_elemental
#: data/core/help.cfg:440
msgid "trait^Elemental"
msgstr "超自然"

#. [topic]: id=traits_elemental
#: data/core/help.cfg:441
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"超自然ユニットは基本的に唯一の特性として「<italic>text='超自然'</italic>」を"
"持っています。超自然ユニットは超自然的な力による存在のため、生命吸収、毒、疫"
"病は全く効きません。"

#. [topic]: id=traits_elemental
#: data/core/help.cfg:441
msgid ""
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"超自然ユニットは毒に免疫があります。同様に、生命吸収や疫病は彼らには効きませ"
"ん。"

#. [topic]: id=traits_dextrous
#: data/core/help.cfg:448
msgid "Dextrous"
msgstr "器用"

#. [topic]: id=traits_dextrous
#: data/core/help.cfg:449
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"器用はエルフにのみ備わっている特性です。エルフの者達は不思議な優雅さをもち、"
"弓を扱うことに非常に才能があることで知られています。しかしながら、ある者は同"
"胞を上回る天性の才能を与えられています。これらのエルフは一矢毎に追加のダメー"
"ジポイントを与えることができます。"

#. [topic]: id=traits_dextrous
#: data/core/help.cfg:449
msgid ""
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
"strike in ranged combat."
msgstr "器用なユニットは投射戦での各命中毎に 1 多いダメージを与えます。"

#. [topic]: id=traits_healthy
#: data/core/help.cfg:456
msgid "Healthy"
msgstr "壮健"

#. [topic]: id=traits_healthy
#: data/core/help.cfg:457
msgid ""
"\n"
"\n"
"<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."
msgstr ""
"\n"
"\n"
"壮健なユニットは HP が通常よりも 1 に加えレベルごとに 1 多く、戦闘をしなかっ"
"たターンの後に通常 HP が 2 回復します。さらに彼らは毒のダメージを 4 分の 1 に"
"減らします。"

#. [topic]: id=traits_healthy
#: data/core/help.cfg:457
msgid ""
"Renowned for their vitality, some dwarves are sturdier than others and can "
"rest even when travelling."
msgstr ""
"ドワーフの中には体力があることで有名なものがおり、他のドワーフよりもたくまし"
"く、移動している間でも休むことができます。"

#. [topic]: id=traits_dim
#: data/core/help.cfg:464
msgid "Dim"
msgstr "凡愚"

#. [topic]: id=traits_dim
#: data/core/help.cfg:465
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"凡愚は、ゴブリンやその他の劣った種族には非常に一般的な特性です。これらの種族"
"が劣っているのには複数の理由がありますが、これはその一つです。"

#. [topic]: id=traits_dim
#: data/core/help.cfg:465
msgid ""
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
"experience required to advance."
msgstr ""
"凡愚の特性を持ったユニットは、レベルアップに必要な経験値が 20% 増加します。"

#. [topic]: id=traits_slow
#: data/core/help.cfg:472
msgid "Slow"
msgstr "遅鈍"

#. [topic]: id=traits_slow
#: data/core/help.cfg:473
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"ゴブリンやその他の種族の肥満体で不器用で足の遅い個体は移動力にペナルティを受"
"けますが、その代わりにわずかに耐久力が上昇します。"

#. [topic]: id=traits_slow
#: data/core/help.cfg:473
msgid ""
"<italic>text='Slow'</italic> units have −1 movement but 5% more hitpoints."
msgstr ""
"遅鈍なユニットは移動力が 1 少なくなりますが、HP が通常より 5% 多くなります。"

#. [topic]: id=traits_weak
#: data/core/help.cfg:480
msgid "Weak"
msgstr "非力"

#. [topic]: id=traits_weak
#: data/core/help.cfg:481
msgid ""
"Units with trait <italic>text='weak'</italic> get a −1 increment in "
"hitpoints and melee damage."
msgstr ""
"非力の特性を持つユニットは、HP が 1 少なくなると同時に、格闘攻撃で与えるダ"
"メージが毎回 1 少なくなります。"

#. [topic]: id=traits_aged
#: data/core/help.cfg:486
msgid "trait^Aged"
msgstr "老齢"

#. [topic]: id=traits_aged
#: data/core/help.cfg:487
msgid ""
"Units with trait <italic>text='aged'</italic> get a −8 increment in "
"hitpoints and a −1 increment in movement and melee damage."
msgstr ""
"老齢の特性を持つユニットは、HP が 8 少なくなると同時に、格闘攻撃で与えるダ"
"メージが毎回 1 少なくなります。"

#. [topic]: id=..terrains_section
#: data/core/help.cfg:493
#, fuzzy
#| msgid ""
#| "Game maps feature a variety of terrains that affect both unit movement "
#| "and a unit’s defensive capability in combat.\n"
#| "\n"
msgid ""
"Game maps feature a variety of terrains that affect both unit movement and a "
"unit’s defensive capability in combat."
msgstr ""
"ゲームにおけるマップはさまざまな地形によって特徴づけられています。地形はユ"
"ニットの移動と戦闘におけるユニットの防御能力の双方に影響します。\n"
"\n"

#. [topic]: id=..addons
#: data/core/help.cfg:501
msgid ""
"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.\n"
"\n"
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:511
msgid "Using Add-ons"
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:512
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text=Damage</header>"
msgid ""
"\n"
"\n"
"<header>text='Campaigns and Scenarios'</header>"
msgstr ""
"\n"
"\n"
"<header>text='ダメージ'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:512
msgid ""
"The game supports different types of add-on content, which are not all "
"available in every gameplay mode."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:514
msgid ""
"\n"
"\n"
"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."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:516
#, fuzzy
#| msgid "<header>text='Units having this special attack'</header>"
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
msgstr "<header>text='この特別な攻撃が可能なユニット'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:518
msgid ""
"\n"
"\n"
"<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."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:520
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Order and Number of Strikes'</header>"
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Eras and Factions'</header>"
msgstr ""
"\n"
"\n"
"<header>text='順序と攻撃回数'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:522
msgid ""
"\n"
"\n"
"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.\n"
"\n"
"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."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:526
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Order and Number of Strikes'</header>"
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Modifications'</header>"
msgstr ""
"\n"
"\n"
"<header>text='順序と攻撃回数'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:528
msgid ""
"\n"
"\n"
"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."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:530
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Chance to Hit'</header>"
msgid ""
"\n"
"\n"
"<header>text='Creator Resources'</header>"
msgstr ""
"\n"
"\n"
"<header>text='命中率'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:532
msgid ""
"\n"
"\n"
"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."
msgstr ""

#. [topic]: id=installing_addons
#: data/core/help.cfg:541
msgid "Installing Add-ons"
msgstr ""

#. [topic]: id=installing_addons
#: data/core/help.cfg:542
msgid ""
"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.\n"
"\n"
"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.\n"
"\n"
"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.\n"
"\n"
"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."
msgstr ""

#. [topic]: id=removing_addons
#: data/core/help.cfg:555
msgid "Removing Add-ons"
msgstr ""

#. [topic]: id=removing_addons
#: data/core/help.cfg:556
msgid ""
"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.\n"
"\n"
"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."
msgstr ""

#. [topic]: id=general_commands
#: data/core/help.cfg:571
msgid "General commands"
msgstr "一般的なコマンド"

#. [topic]: id=debug_commands
#. [topic]: id=general_commands
#. [topic]: id=mp_commands
#: data/core/help.cfg:573 data/core/help.cfg:616 data/core/help.cfg:654
msgid ""
"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).\n"
"\n"
msgstr ""

#. [topic]: id=general_commands
#: data/core/help.cfg:575
msgid ""
"\n"
"Clear chat messages.\n"
"\n"
msgstr ""
"\n"
"チャットメッセージを消去します。\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:578
msgid ""
"\n"
"Switch debug mode on (does not work in multiplayer). See "
"<ref>dst='debug_commands' text='debug mode commands'</ref>.\n"
"Debug mode is turned off by quitting the game or :nodebug.\n"
"\n"
msgstr ""
"\n"
"デバッグモード（開発用）を有効にします（マルチプレイヤーでは使用不可）。"
"<ref>dst=debug_commands text='デバッグモードコマンド'</ref>を参照してくださ"
"い。\n"
"デバッグモードはゲームを終了した場合、もしくは :nodebug コマンドで無効になり"
"ます。\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:582
msgid ""
"\n"
"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.\n"
"\n"
msgstr ""
"\n"
"陣営のプレイヤーを人間と AI のいずれかに設定、もしくは切り替えます。その陣営"
"を操作しているプレイヤー／クライアントがこのコマンドを実行する必要がありま"
"す。2 つめの引数が指定されなかった場合、人間と AI の間で切り替えられます。2 "
"つめのパラメータが「 on 」なら、AI が操作するように設定されます。「 off 」な"
"ら人間が操作するように設定されます。パラメータを何も指定しなかった場合、現在"
"プレイ中の陣営とみなされます。\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:585
msgid ""
"\n"
"Display the controller status of a side.\n"
"\n"
msgstr ""

#. [topic]: id=general_commands
#: data/core/help.cfg:588
msgid ""
"\n"
"Toggle the display of the current frames per second.\n"
"\n"
msgstr ""
"\n"
"現在のフレームレートの表示を切り換えます。\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:591
msgid ""
"\n"
"Switch a log domain to a different log level.\n"
"\n"
msgstr ""
"\n"
"ログの範囲を異なるログレベルに切り替えます。\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:594
msgid ""
"\n"
"Redraws the screen and reloads any image files that have been changed.\n"
"\n"
msgstr ""
"\n"
"画面を再描画し、変更された画像ファイルを再読み込みします。\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:597
msgid ""
"\n"
"Bring up theme selection menu.\n"
"\n"
msgstr ""
"\n"
"テーマ選択メニューを呼び出します。\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:600
msgid ""
"\n"
"Quit the scenario (without prompting).\n"
"\n"
msgstr ""
"\n"
"シナリオを終了します（確認なし）。\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:603
msgid ""
"\n"
"Save the game (without prompting).\n"
"\n"
msgstr ""
"\n"
"ゲームを保存します（確認なし）。\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:606
msgid ""
"\n"
"Save the game and quit the scenario (without prompting)."
msgstr ""
"\n"
"ゲームを保存してシナリオを終了します（確認なし）。"

#. [topic]: id=mp_commands
#: data/core/help.cfg:615
msgid "Multiplayer commands"
msgstr "マルチプレイヤーコマンド"

#. [topic]: id=mp_commands
#: data/core/help.cfg:618
msgid ""
"\n"
"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.)\n"
"\n"
msgstr ""
"\n"
"マルチプレイヤーゲームでそのユーザー名に使われている IP アドレスからの参加を"
"禁止し、ユーザーの接続を切ります。ゲーム中に存在していないユーザーでもサー"
"バー上にいれば使用可能です。（当然その際に追い出されはしません）\n"
"\n"

#. [topic]: id=mp_commands
#: data/core/help.cfg:621
msgid ""
"\n"
"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.\n"
"\n"
msgstr ""
"\n"
"陣営（ここに陣営の番号を入れる）を操作する人をユーザー名（ここにプレイヤーも"
"しくは観戦者のニックネームを入れる）に変更します。どの陣営がどのプレイヤーに"
"属しているかは「シナリオ設定」ダイアログで確認することができます（「ステータ"
"ス表」（デフォルトでは alt+s ）の「次」ボタンを押すことによって表示されま"
"す）。ホストはどの陣営の操作権でも変更できます。\n"
"\n"

#. [topic]: id=mp_commands
#: data/core/help.cfg:624
msgid ""
"\n"
"Launch a dialog to assist the host in changing the human controllers of "
"sides.\n"
"\n"
msgstr ""

#. [topic]: id=mp_commands
#: data/core/help.cfg:627
msgid ""
"\n"
"Toggle the idle state for a side. The host may make a side idle after a "
"network disconnection.\n"
"\n"
msgstr ""

#. [topic]: id=mp_commands
#: data/core/help.cfg:630
msgid ""
"\n"
"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.\n"
"\n"
msgstr ""
"\n"
"マルチプレイヤーでユーザーの接続を切ります。接続を切られたユーザーはゲームに"
"再び加わることができます。陣営の操作を変更したい場合は、代わりに :control コ"
"マンドを使用してください。\n"
"\n"

#. [topic]: id=mp_commands
#: data/core/help.cfg:633
msgid ""
"\n"
"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.\n"
"\n"
msgstr ""
"\n"
"プライベートメッセージを送ります。同じゲーム内でいずれかの陣営を操作していな"
"いプレイヤーにはメッセージを送ることができません。\n"
"\n"

#. [topic]: id=mp_commands
#: data/core/help.cfg:636
msgid ""
"\n"
"Mute a specific observer. If no username is supplied the muted usernames are "
"displayed.\n"
"\n"
msgstr ""
"\n"
"指定した観戦者が発言できないようにします。ユーザー名が指定されなかった場合は"
"発言できないユーザー名が表示されます。\n"
"\n"

#. [topic]: id=mp_commands
#: data/core/help.cfg:639
msgid ""
"\n"
"Toggle muting/silencing of all observers on/off.\n"
"\n"
msgstr ""
"\n"
"すべての観戦者が発言できないようにするかどうかを切り替えます。\n"
"\n"

#. [topic]: id=mp_commands
#: data/core/help.cfg:642
msgid ""
"\n"
"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.\n"
"\n"
msgstr ""
"\n"
"マルチプレイヤーゲームでそのユーザー名に使われている IP アドレスからの参加禁"
"止を解除します。そのユーザーがゲーム中にいる必要はありませんが、サーバー上に"
"存在しなければなりません。\n"
"\n"

#. [topic]: id=mp_commands
#: data/core/help.cfg:645
msgid ""
"\n"
"Unmute a specific observer. If no username is supplied the list of muted "
"observers is cleared."
msgstr ""
"\n"
"指定した観戦者の発言禁止を解除します。ユーザー名が指定されなかった場合は発言"
"禁止ユーザーの一覧が消去されます。"

#. [topic]: id=debug_commands
#: data/core/help.cfg:653
msgid "Debug mode commands"
msgstr "デバッグモードコマンド"

#. [topic]: id=debug_commands
#: data/core/help.cfg:656
msgid ""
"\n"
"Brings up a menu for choosing a scenario to immediately advance to in a "
"campaign.\n"
"\n"
msgstr ""
"\n"
"移動するキャンペーン中のシナリオを選択するメニューを立ち上げます。\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:659
msgid ""
"\n"
"Create a unit of the specified type on the selected hex.\n"
"\n"
msgstr ""
"\n"
"指定されたタイプのユニットを選択されたヘクスに作成します。\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:662
msgid ""
"\n"
"Toggle fog/shroud for the current side.\n"
"\n"
msgstr ""
"\n"
"プレイ中の陣営の霧／幕を切り換えます。\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:665
msgid ""
"\n"
"Adds the specified amount to the current side’s gold.\n"
"\n"
msgstr ""
"\n"
"指定された量のゴールドをプレイ中の陣営に追加します。\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:668
msgid ""
"\n"
"Immediately advances to the next scenario in a campaign.\n"
"\n"
msgstr ""
"\n"
"キャンペーン中の次のシナリオへ移動します。\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:671
msgid ""
"\n"
"Manually set a gamestate variable to value.\n"
"\n"
msgstr ""
"\n"
"ゲームの状態をあらわす変数を手入力で指定された値に設定します。\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:674
msgid ""
"\n"
"Show a gamestate variable.\n"
"\n"
msgstr ""
"\n"
"ゲームの状態をあらわす変数を表示します。\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:677
msgid ""
"\n"
"Manually fire the specified event.\n"
"\n"
msgstr ""
"\n"
"指定されたイベントを手動で起こします。\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:680
msgid ""
"\n"
"Modifies the specified property of the selected unit. Example: :unit "
"hitpoints=100\n"
"\n"
msgstr ""
"\n"
"選択されたユニットの指定されたプロパティを変更します。例: :unit "
"hitpoints=100\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:683
msgid ""
"\n"
"Makes the selected unit level up N times. Example: :unit advances=2"
msgstr ""
"\n"
"選択されたユニットを N 回レベルアップさせます。例: :unit advances=2"

#. [heals]: id=curing
#: data/core/macros/abilities.cfg:49
msgid "cures"
msgstr "治療"

#. [heals]: id=curing
#: data/core/macros/abilities.cfg:50
msgid "female^cures"
msgstr "治療"

#. [heals]: id=curing
#: data/core/macros/abilities.cfg:51
#, fuzzy
#| msgid ""
#| "Cures:\n"
#| "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."
msgid ""
"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."
msgstr ""
"治療:\n"
"治療者は、毒を受けたユニットを治療することができます。ただし、毒から治療され"
"たそのターン内には、さらなる回復は受けられません。"

#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:73
msgid "regenerates"
msgstr "再生"

#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:74
msgid "female^regenerates"
msgstr "再生"

#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:75
#, fuzzy
#| msgid ""
#| "Regenerates:\n"
#| "The unit will heal itself 8 HP per turn. If it is poisoned, it will "
#| "remove the poison instead of healing."
msgid ""
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr ""
"再生:\n"
"このユニットはターンごとに自身の HP を 8 回復します。毒を受けているなら、回復"
"する代わりに毒を取り除きます。"

#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:94
msgid "steadfast"
msgstr "装甲"

#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:95
msgid "female^steadfast"
msgstr "装甲"

#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:96
#, fuzzy
#| msgid ""
#| "Steadfast:\n"
#| "This unit’s resistances are doubled, up to a maximum of 50%, when "
#| "defending. Vulnerabilities are not affected."
msgid ""
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
"装甲:\n"
"防御時、このユニットの抵抗力は最大で 50% まで倍増します。弱点には影響がありま"
"せん。"

#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:109 data/core/macros/abilities.cfg:131
#: data/core/macros/abilities.cfg:165 data/core/macros/abilities.cfg:211
#: data/core/macros/abilities.cfg:269
msgid "leadership"
msgstr "統率"

#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:110 data/core/macros/abilities.cfg:132
#: data/core/macros/abilities.cfg:166 data/core/macros/abilities.cfg:212
#: data/core/macros/abilities.cfg:270
msgid "female^leadership"
msgstr "統率"

#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:111 data/core/macros/abilities.cfg:133
#: data/core/macros/abilities.cfg:167 data/core/macros/abilities.cfg:213
#: data/core/macros/abilities.cfg:271
#, fuzzy
#| msgid ""
#| "Leadership:\n"
#| "This unit can lead our own units that are next to it, making them fight "
#| "better.\n"
#| "\n"
#| "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."
msgid ""
"This unit can lead our own units that are next to it, making them fight "
"better.\n"
"\n"
"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."
msgstr ""
"統率:\n"
"このユニットは隣接した自軍ユニットを指揮し、それらがうまく戦えるようにしま"
"す。\n"
"\n"
"隣接している低レベルの自軍が所有するユニットは戦闘時により多くのダメージを与"
"えるようになります。このユニットとのレベルの差に応じて、与えるダメージが 25% "
"ずつ増加します。"

#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:337
msgid "skirmisher"
msgstr "散兵"

#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:338
msgid "female^skirmisher"
msgstr "散兵"

#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:339
#, fuzzy
#| msgid ""
#| "Skirmisher:\n"
#| "This unit is skilled in moving past enemies quickly, and ignores all "
#| "enemy Zones of Control."
msgid ""
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
"Zones of Control."
msgstr ""
"散兵:\n"
"このユニットは敵のそばを素早く移動するという能力を持ち、すべての敵の支配ゾー"
"ンを無視できます。"

#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:352
msgid "illuminates"
msgstr "照明"

#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:353
msgid "female^illuminates"
msgstr "照明"

#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:354
#, fuzzy
#| msgid ""
#| "Illuminates:\n"
#| "This unit illuminates the surrounding area, making lawful units fight "
#| "better, and chaotic units fight worse.\n"
#| "\n"
#| "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."
msgid ""
"This unit illuminates the surrounding area, making lawful units fight "
"better, and chaotic units fight worse.\n"
"\n"
"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."
msgstr ""
"照明:\n"
"このユニットは周囲を明るくして、秩序ユニットを戦いやすく、混沌ユニットを戦い"
"にくくします。\n"
"\n"
"すべての隣接ユニットは、夜には夕方であるかのように、夕方には昼であるかのよう"
"に戦うことになります。"

#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:366
msgid "teleport"
msgstr "瞬間移動"

#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:367
msgid "female^teleport"
msgstr "瞬間移動"

#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:368
#, fuzzy
#| msgid ""
#| "Teleport:\n"
#| "This unit may teleport between any two empty villages owned by its side "
#| "using one of its moves."
msgid ""
"This unit may teleport between any two empty villages owned by its side "
"using one of its moves."
msgstr ""
"瞬間移動:\n"
"このユニットは移動力を 1 使うことで、その陣営が所有する誰もいない 2 つの村の"
"間を瞬間移動することができます。"

#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:404 data/core/macros/abilities.cfg:406
msgid "ambush"
msgstr "伏兵"

#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:405 data/core/macros/abilities.cfg:407
msgid "female^ambush"
msgstr "伏兵"

#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:408 data/core/macros/abilities.cfg:411
#, fuzzy
#| msgid ""
#| "Ambush:\n"
#| "This unit can hide in forest, and remain undetected by its enemies.\n"
#| "\n"
#| "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."
msgid ""
"This unit can hide in forest, and remain undetected by its enemies.\n"
"\n"
"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."
msgstr ""
"伏兵:\n"
"このユニットは森に隠れることができます。そのため、森にいれば敵に見つかること"
"はありません。\n"
"\n"
"このユニットが森にいるときは、敵のユニットはこのユニットの隣にいる場合以外"
"は、このユニットを見つけることはできません。このユニットを初めて見つけた敵ユ"
"ニットは、それ以上移動することはできません。"

#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:428 data/core/macros/abilities.cfg:429
#: data/core/macros/abilities.cfg:433
msgid "nightstalk"
msgstr "隠密"

#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:430 data/core/macros/abilities.cfg:435
#, fuzzy
#| msgid ""
#| "Nightstalk:\n"
#| "The unit becomes invisible during night.\n"
#| "\n"
#| "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."
msgid ""
"The unit becomes invisible during night.\n"
"\n"
"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."
msgstr ""
"隠密:\n"
"このユニットは夜間は見えなくなります。\n"
"\n"
"このユニットは夜には見つけることはできません。敵がこのユニットの隣にいる場合"
"を除いて。このユニットを初めて見つけた敵ユニットはそれ以上移動することはでき"
"ません。"

#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:434
msgid "female^nightstalk"
msgstr "隠密"

#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:452 data/core/macros/abilities.cfg:457
msgid "concealment"
msgstr "潜伏"

#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:453 data/core/macros/abilities.cfg:458
msgid "female^concealment"
msgstr "潜伏"

#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:454 data/core/macros/abilities.cfg:459
#, fuzzy
#| msgid ""
#| "Concealment:\n"
#| "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.\n"
#| "\n"
#| "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."
msgid ""
"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.\n"
"\n"
"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."
msgstr ""
"潜伏:\n"
"このユニットは村に隠れることができ（水中の村は例外です）、敵に見つけられるこ"
"とはありません。敵がこのユニットの隣にいる場合を除いて。\n"
"\n"
"このユニットが村にいるときは、このユニットを見つけることはできません。敵がこ"
"のユニットの隣にいる場合を除いて。このユニットを初めて見つけた敵ユニットはそ"
"れ以上移動することはできません。"

#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:476 data/core/macros/abilities.cfg:481
msgid "submerge"
msgstr "潜水"

#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:477 data/core/macros/abilities.cfg:482
msgid "female^submerge"
msgstr "潜水"

#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:478 data/core/macros/abilities.cfg:483
#, fuzzy
#| msgid ""
#| "Submerge:\n"
#| "This unit can hide in deep water, and remain undetected by its enemies.\n"
#| "\n"
#| "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."
msgid ""
"This unit can hide in deep water, and remain undetected by its enemies.\n"
"\n"
"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."
msgstr ""
"潜水:\n"
"このユニットは水中深くに隠れることができ、敵に見つからなくなります。\n"
"\n"
"このユニットが深い水中にいるときは、このユニットを見つけることはできません。"
"敵がこのユニットの隣にいる場合を除いて。このユニットを初めて見つけた敵ユニッ"
"トはそれ以上移動することはできません。"

#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:503
msgid "feeding"
msgstr "摂食"

#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:504
msgid "female^feeding"
msgstr "摂食"

#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:505
#, fuzzy
#| msgid ""
#| " This unit gains 1 hitpoint added to its maximum whenever it kills a "
#| "living unit."
msgid ""
"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, "
"except units that are immune to plague."
msgstr ""
" このユニットは生きているユニットを殺すことで最大ヒットポイントが 1 増加しま"
"す。"

#. [unstore_unit]
#: data/core/macros/abilities.cfg:531
msgid "+1 max HP"
msgstr "最大 HP +1"

#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:573
msgid "backstab"
msgstr "奇襲"

#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:574
#, fuzzy
#| msgid ""
#| "Backstab:\n"
#| "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)."
msgid ""
"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)."
msgstr ""
"奇襲:\n"
"攻撃時に使用された場合、もし攻撃対象の反対側にその対象の敵がいて、かつその反"
"対側のユニットが能力を奪われて（例えば石化していたり麻痺しているなど）いない"
"場合、この攻撃は倍のダメージとなります。"

#. [plague]: id=plague({TYPE}), type={TYPE}
#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:586 data/core/macros/abilities.cfg:597
msgid "plague"
msgstr "疫病"

#. [plague]: id=plague({TYPE}), type={TYPE}
#: data/core/macros/abilities.cfg:587
#, fuzzy
#| msgid ""
#| "Plague:\n"
#| "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."
msgid ""
"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."
msgstr ""
"疫病:\n"
"疫病攻撃によってユニットが倒された場合は、そのユニットは攻撃ユニットと同じク"
"ラスで同じ陣営のユニットに置き換えられます。この攻撃はアンデッドや村にいるユ"
"ニットには効果がありません。"

#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:598
#, fuzzy
#| msgid ""
#| "Plague:\n"
#| "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."
msgid ""
"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."
msgstr ""
"疫病:\n"
"疫病攻撃によってユニットが倒された場合は、そのユニットは攻撃ユニットと同じ陣"
"営の歩く死体（これも疫病攻撃を持つ）に置き換えられます。この攻撃はアンデッド"
"や村にいるユニットには効果がありません。"

#. [slow]: id=slow
#: data/core/macros/abilities.cfg:608
msgid "slows"
msgstr "遅化"

#. [slow]: id=slow
#: data/core/macros/abilities.cfg:609
#, fuzzy
#| msgid ""
#| "Slow:\n"
#| "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."
msgid ""
"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."
msgstr ""
"遅化:\n"
"この攻撃は、ターンが終わるまでターゲットを遅くします。遅化は攻撃によるダメー"
"ジを半減させ、遅化されたユニットの移動コストを倍にします。遅化を受けたユニッ"
"トは、選択するとサイドバーの情報にカタツムリのアイコンが表示されます。"

#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:618
msgid "petrifies"
msgstr "石化"

#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:619
#, fuzzy
#| msgid ""
#| "Petrify:\n"
#| "This attack petrifies the target, turning it to stone. Units that have "
#| "been petrified may not move or attack."
msgid ""
"This attack petrifies the target, turning it to stone. Units that have been "
"petrified may not move or attack."
msgstr ""
"石化:\n"
"この攻撃は標的を石化させ、石へと変えます。石化したユニットは移動や攻撃はでき"
"ません。"

#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:628
msgid "marksman"
msgstr "射撃"

#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:629
#, fuzzy
#| msgid ""
#| "Marksman:\n"
#| "When used offensively, this attack always has at least a 60% chance to "
#| "hit."
msgid ""
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr ""
"射撃:\n"
"攻撃時に使用された場合、この攻撃は命中率が最低 60% はあるようになります。"

#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:653
msgid "swarm"
msgstr "群れ"

#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:654
#, fuzzy
#| msgid ""
#| "Swarm:\n"
#| "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."
msgid ""
"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."
msgstr ""
"群れ:\n"
"ユニットが傷ついているとこの攻撃の回数が減少します。攻撃回数はそのユニットが"
"持つ HP と最大 HP の割合に比例します。例えばユニットの HP がその最大 HP の "
"3/4 だった場合、攻撃回数も 3/4 になります。"

#. [damage]: id=charge
#: data/core/macros/abilities.cfg:663
msgid "charge"
msgstr "突撃"

#. [damage]: id=charge
#: data/core/macros/abilities.cfg:664
#, fuzzy
#| msgid ""
#| "Charge:\n"
#| "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."
msgid ""
"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."
msgstr ""
"突撃:\n"
"攻撃時に使用された場合、この攻撃は標的への与えるダメージが倍となります。標的"
"からの反撃によって受けるダメージも倍となります。"

#. [drains]: id=drains
#: data/core/macros/abilities.cfg:676
msgid "drains"
msgstr "生命吸収"

#. [drains]: id=drains
#: data/core/macros/abilities.cfg:677
#, fuzzy
#| msgid ""
#| "Drain:\n"
#| "This unit drains health from living units, healing itself for half the "
#| "amount of damage it deals (rounded down)."
msgid ""
"This unit drains health from living units, healing itself for half the "
"amount of damage it deals (rounded down)."
msgstr ""
"生命吸収:\n"
"このユニットは生者から生命力を奪って、与えたダメージの半分（切り下げ）だけ自"
"分の HP を回復させます。"

#. [poison]: id=poison
#: data/core/macros/abilities.cfg:696
msgid "poison"
msgstr "毒"

#. [poison]: id=poison
#: data/core/macros/abilities.cfg:697
#, fuzzy
#| msgid ""
#| "Poison:\n"
#| "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."
msgid ""
"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."
msgstr ""
"毒:\n"
"この攻撃は生きている標的を毒状態にします。毒を受けているユニットは解毒するか "
"HP が 1 になるまで、毎ターン HP が 8 減っていきます。毒そのものでは、ユニット"
"が死ぬことはありません。"

#. [advancement]: id=amla_default
#: data/core/macros/amla.cfg:10
msgid "Max HP bonus +3, Max XP +20%"
msgstr "最大 HP ボーナス +3、最大 XP +20%"

#. [time]: id=midday
#. [time]: id=midday_hour
#: data/core/macros/schedules.cfg:26 data/core/macros/schedules.cfg:312
msgid "Midday"
msgstr "昼の 12 時"

#. [time]: id=midnight
#. [time]: id=midnight_hour
#: data/core/macros/schedules.cfg:67 data/core/macros/schedules.cfg:181
msgid "Midnight"
msgstr "夜の 12 時"

#. [time]: id=indoors
#: data/core/macros/schedules.cfg:91
msgid "Indoors"
msgstr "屋内"

#. [time]: id=deep_underground
#: data/core/macros/schedules.cfg:111
msgid "Deep Underground"
msgstr "深い地下"

#. [time]: id=second_watch_hour1
#: data/core/macros/schedules.cfg:193
msgid "Second Watch — First Hour"
msgstr "深夜(1)"

#. [time]: id=second_watch_hour2
#: data/core/macros/schedules.cfg:205
msgid "Second Watch — Second Hour"
msgstr "深夜(2)"

#. [time]: id=second_watch_hour3
#: data/core/macros/schedules.cfg:217
msgid "Second Watch — Third Hour"
msgstr "深夜(3)"

#. [time]: id=second_watch_hour4
#: data/core/macros/schedules.cfg:229
msgid "Second Watch — Fourth Hour"
msgstr "深夜(4)"

#. [time]: id=second_watch_hour5
#: data/core/macros/schedules.cfg:241
msgid "Second Watch — Fifth Hour"
msgstr "深夜(5)"

#. [time]: id=second_watch_hour6
#: data/core/macros/schedules.cfg:253
msgid "Second Watch — Sixth Hour"
msgstr "深夜(6)"

#. [time]: id=morning_hour1
#: data/core/macros/schedules.cfg:276
msgid "Morning — First Hour"
msgstr "朝(1)"

#. [time]: id=morning_hour2
#: data/core/macros/schedules.cfg:285
msgid "Morning — Second Hour"
msgstr "朝(2)"

#. [time]: id=morning_hour3
#: data/core/macros/schedules.cfg:294
msgid "Morning — Third Hour"
msgstr "朝(3)"

#. [time]: id=morning_hour4
#: data/core/macros/schedules.cfg:303
msgid "Morning — Fourth Hour"
msgstr "朝(4)"

#. [time]: id=afternoon_hour1
#: data/core/macros/schedules.cfg:321
msgid "Afternoon — First Hour"
msgstr "午後(1)"

#. [time]: id=afternoon_hour2
#: data/core/macros/schedules.cfg:330
msgid "Afternoon — Second Hour"
msgstr "午後(2)"

#. [time]: id=afternoon_hour3
#: data/core/macros/schedules.cfg:339
msgid "Afternoon — Third Hour"
msgstr "午後(3)"

#. [time]: id=afternoon_hour4
#: data/core/macros/schedules.cfg:348
msgid "Afternoon — Fourth Hour"
msgstr "午後(4)"

#. [time]: id=afternoon_hour5
#: data/core/macros/schedules.cfg:357
msgid "Afternoon — Fifth Hour"
msgstr "午後(5)"

#. [time]: id=afternoon_hour6
#: data/core/macros/schedules.cfg:366
msgid "Afternoon — Sixth Hour"
msgstr "午後(6)"

#. [time]: id=first_watch_hour1
#: data/core/macros/schedules.cfg:388
msgid "First Watch — First Hour"
msgstr "夜(1)"

#. [time]: id=first_watch_hour2
#: data/core/macros/schedules.cfg:400
msgid "First Watch — Second Hour"
msgstr "夜(2)"

#. [time]: id=first_watch_hour3
#: data/core/macros/schedules.cfg:412
msgid "First Watch — Third Hour"
msgstr "夜(3)"

#. [time]: id=first_watch_hour4
#: data/core/macros/schedules.cfg:424
msgid "First Watch — Fourth Hour"
msgstr "夜(4)"

#. [time]: id=dawn1
#: data/core/macros/schedules.cfg:478
#, fuzzy
#| msgid "First Watch"
msgid "First Dawn"
msgstr "夜"

#. [time]: id=dawn2
#: data/core/macros/schedules.cfg:488
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dawn"
msgstr "深夜"

#. [time]: id=morning1
#: data/core/macros/schedules.cfg:498
#, fuzzy
#| msgid "Morning"
msgid "First Morning"
msgstr "朝"

#. [time]: id=morning2
#: data/core/macros/schedules.cfg:507
#, fuzzy
#| msgid "Morning"
msgid "Second Morning"
msgstr "朝"

#. [time]: id=midday1
#: data/core/macros/schedules.cfg:516
#, fuzzy
#| msgid "Midday"
msgid "First Midday"
msgstr "昼の 12 時"

#. [time]: id=midday2
#: data/core/macros/schedules.cfg:525
#, fuzzy
#| msgid "Second Watch"
msgid "Second Midday"
msgstr "深夜"

#. [time]: id=afternoon1
#: data/core/macros/schedules.cfg:534
#, fuzzy
#| msgid "Afternoon"
msgid "First Afternoon"
msgstr "午後"

#. [time]: id=afternoon2
#: data/core/macros/schedules.cfg:543
#, fuzzy
#| msgid "Afternoon"
msgid "Second Afternoon"
msgstr "午後"

#. [time]: id=dusk1
#: data/core/macros/schedules.cfg:552
#, fuzzy
#| msgid "firststrike"
msgid "First Dusk"
msgstr "先制"

#. [time]: id=dusk2
#: data/core/macros/schedules.cfg:562
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dusk"
msgstr "深夜"

#. [time]: id=short_dark
#: data/core/macros/schedules.cfg:572
msgid "The Short Dark"
msgstr ""

#. [time]: id=long_dark1
#: data/core/macros/schedules.cfg:584
msgid "The Long Dark (1)"
msgstr ""

#. [time]: id=long_dark2
#: data/core/macros/schedules.cfg:596
msgid "The Long Dark (2)"
msgstr ""

#. [time]: id=long_dark3
#: data/core/macros/schedules.cfg:610
msgid "The Long Dark (3)"
msgstr ""

#. [time]: id=long_dark4
#: data/core/macros/schedules.cfg:622
msgid "The Long Dark (4)"
msgstr ""

#: data/core/macros/special-notes.cfg:3
msgid ""
"\n"
"\n"
"Special Notes:"
msgstr ""
"\n"
"\n"
"特記事項:"

#: data/core/macros/special-notes.cfg:8
msgid ""
" Spirits have very unusual resistances to damage, and move quite slowly over "
"open water."
msgstr ""
" 霊魂はダメージに対して飛び抜けた耐性があり、水の上をきわめてゆっくりと移動し"
"ます。"

#: data/core/macros/special-notes.cfg:11
msgid ""
" This unit’s arcane attack deals tremendous damage to magical creatures, and "
"even some to mundane creatures."
msgstr ""
" このユニットの秘術による攻撃は魔法で作られた者に著しいダメージを与えます。 "
"またこの世の生物にさえもかなりのダメージを与えます。"

#: data/core/macros/special-notes.cfg:14
msgid " This unit is capable of basic healing."
msgstr " このユニットには簡易な回復能力があります。"

#: data/core/macros/special-notes.cfg:17
msgid " This unit is capable of rapid healing."
msgstr " このユニットには簡易な回復能力があります。"

#: data/core/macros/special-notes.cfg:20
msgid ""
" This unit is capable of healing those around it, and curing them of poison."
msgstr ""
" このユニットはその周りにいるユニットを回復し、毒を治療することができます。"

#: data/core/macros/special-notes.cfg:23
msgid ""
" This unit is capable of neutralizing the effects of poison in units around "
"it."
msgstr " このユニットは周りにいるユニットの毒を中和する能力があります。"

#: data/core/macros/special-notes.cfg:26
msgid ""
" This unit regenerates, which allows it to heal as though always stationed "
"in a village."
msgstr ""
" このユニットは再生能力があり、これによって常に村にいるかのように回復すること"
"ができます。"

#: data/core/macros/special-notes.cfg:29
msgid ""
" The steadiness of this unit reduces damage from some attacks, but only "
"while defending."
msgstr ""
" このユニットの堅実さのおかげで、ある種の攻撃によるダメージを減らすことができ"
"ます。しかし、防御時のみです。"

#: data/core/macros/special-notes.cfg:32
msgid ""
" 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."
msgstr ""
" このユニットの統率力により、隣接する同一陣営のユニットは戦闘においてより大き"
"なダメージを与えることができます。これはより下位レベルのユニットにのみ適用さ"
"れます。"

#: data/core/macros/special-notes.cfg:35
msgid ""
" This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
"control and thus move unhindered around them."
msgstr ""
" このユニットの散兵能力により、敵の支配ゾーンを無視することができます。そのた"
"め、敵に囲まれても移動が妨害されることはありません。"

#: data/core/macros/special-notes.cfg:38
msgid " Illumination increases the lighting level in adjacent areas."
msgstr " 照明は隣接する領域を明るくします。"

#: data/core/macros/special-notes.cfg:41
msgid ""
" This unit can use one move to teleport between any two empty villages "
"controlled by its side."
msgstr ""
" このユニットは 1 回の移動を使用して、その陣営に支配されている誰もいない 2 つ"
"の村の間を瞬間移動することができます。"

#: data/core/macros/special-notes.cfg:44
msgid ""
" In woodlands, this unit’s ambush skill renders it invisible to enemies "
"unless it is immediately adjacent or has revealed itself by attacking."
msgstr ""
" 森林地では、このユニットの伏兵能力によって敵から見えなくなります。すぐ隣にい"
"るか、攻撃することによって自らあらわれた場合を除いて。"

#: data/core/macros/special-notes.cfg:47
msgid " This unit is able to hide at night, leaving no trace of its presence."
msgstr ""
" このユニットは夜間に隠れることができ、ユニットが存在したという痕跡をまったく"
"残しません。"

#: data/core/macros/special-notes.cfg:50
msgid ""
" 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."
msgstr ""
" このユニットは村（水中の村を除く）の中に隠れることができ、敵から見えなくなり"
"ます。敵の隣にいる場合を除いて。"

#: data/core/macros/special-notes.cfg:53
msgid ""
" This unit can move unseen in deep water, requiring no air from the surface."
msgstr ""
" このユニットは深海では目に触れることなく移動することができます。水面から空気"
"を得る必要もありません。"

#: data/core/macros/special-notes.cfg:56
msgid ""
" This unit gains 1 hitpoint added to its maximum whenever it kills a living "
"unit."
msgstr ""
" このユニットは生きているユニットを殺すことで最大ヒットポイントが 1 増加しま"
"す。"

#: data/core/macros/special-notes.cfg:59
msgid ""
" Whenever its berserk attack is used, this unit continues to push the attack "
"until either it or its enemy lies dead."
msgstr ""
" このユニットの狂戦攻撃が使われた場合、このユニットはそのユニット自身か敵が倒"
"れるまで攻撃し続けます。"

#: data/core/macros/special-notes.cfg:62
msgid ""
" 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."
msgstr ""
" 攻撃時に標的のユニットの反対側にそのユニットの敵がいれば、奇襲を食らわせ、倍"
"のダメージを与えるでしょう。"

#: data/core/macros/special-notes.cfg:65
msgid ""
" Foes who lose their life to the plague will rise again in unlife, unless "
"they are standing on a village."
msgstr ""
" 疫病で命を落とした敵は、死者としてよみがえるでしょう。村の上に立っていない限"
"りは。"

#: data/core/macros/special-notes.cfg:68
msgid ""
" This unit is able to slow its enemies, halving their movement speed and "
"attack damage until they end a turn."
msgstr ""
" このユニットは敵を遅くすることができ、敵のターンが終わるまでの間、敵の移動速"
"度と攻撃ダメージを半減させることができます。"

#: data/core/macros/special-notes.cfg:71
msgid ""
" The ability to turn the living to stone makes this unit extremely dangerous."
msgstr ""
" 生物を石に変えてしまう能力を持っているため、このユニットはきわめて危険です。"

#: data/core/macros/special-notes.cfg:74
msgid ""
" This unit’s marksmanship gives it a high chance of hitting targeted "
"enemies, but only on the attack."
msgstr ""
" このユニットの射撃能力のおかげで目標とされた敵に高い確率で命中します。しか"
"し、攻撃側の場合だけです。"

#: data/core/macros/special-notes.cfg:77
msgid ""
" This unit has magical attacks, which always have a high chance of hitting "
"an opponent."
msgstr ""
" このユニットは魔法攻撃を保有し、その攻撃は常に高い確率で敵に命中します。"

#: data/core/macros/special-notes.cfg:80
msgid ""
" The swarming attacks of this unit become less deadly whenever its members "
"are wounded."
msgstr ""
" このユニットの群れによる攻撃はそのメンバーが傷つくと壊滅的に弱くなります。"

#: data/core/macros/special-notes.cfg:83
msgid ""
" Using a charging attack doubles both damage dealt and received; this does "
"not affect defensive retaliation."
msgstr ""
" 突撃を使うことで、与えるダメージ、受けるダメージ共に倍となります。これは防御"
"側での反撃には影響しません。"

#: data/core/macros/special-notes.cfg:86
msgid ""
" During battle, this unit can drain life from victims to renew its own "
"health."
msgstr ""
" 戦闘中、このユニットは犠牲者から体力を奪い、自身の健康を回復することができま"
"す。"

#: data/core/macros/special-notes.cfg:89
msgid ""
" The length of this unit’s weapon allows it to strike first in melee, even "
"in defense."
msgstr ""
" このユニットの武器の長さのおかげで、たとえ防御時であっても、格闘攻撃で先に攻"
"撃します。"

#: data/core/macros/special-notes.cfg:92
msgid ""
" The victims of this unit’s poison will continually take damage until they "
"can be cured in town or by a unit which cures."
msgstr ""
" このユニットの毒による犠牲者は、村か治療能力のあるユニットによって治療される"
"まで継続的にダメージを受けるでしょう。"

#. [trait]: id=loyal
#: data/core/macros/traits.cfg:8
msgid "loyal"
msgstr "忠義"

#. [trait]: id=loyal
#: data/core/macros/traits.cfg:9
msgid "female^loyal"
msgstr "忠義"

#. [trait]: id=loyal
#: data/core/macros/traits.cfg:10
msgid "Zero upkeep"
msgstr "維持費なし"

#. [trait]: id=undead
#: data/core/macros/traits.cfg:22
msgid "undead"
msgstr "アンデッド"

#. [trait]: id=undead
#: data/core/macros/traits.cfg:23
msgid "female^undead"
msgstr "アンデッド"

#. [trait]: id=elemental
#. [trait]: id=mechanical
#. [trait]: id=undead
#: data/core/macros/traits.cfg:24 data/core/macros/traits.cfg:47
#: data/core/macros/traits.cfg:70
msgid "Immune to drain, poison, and plague"
msgstr "吸収、毒、疫病への耐性"

#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:45
msgid "mechanical"
msgstr "機械"

#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:46
msgid "female^mechanical"
msgstr "機械"

#. [trait]: id=elemental
#: data/core/macros/traits.cfg:68
msgid "elemental"
msgstr "超自然"

#. [trait]: id=elemental
#: data/core/macros/traits.cfg:69
msgid "female^elemental"
msgstr "超自然"

#. [trait]: id=strong
#: data/core/macros/traits.cfg:90
msgid "strong"
msgstr "強力"

#. [trait]: id=strong
#: data/core/macros/traits.cfg:91
msgid "female^strong"
msgstr "強力"

#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:108
msgid "dextrous"
msgstr "器用"

#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:109
msgid "female^dextrous"
msgstr "器用"

#. [trait]: id=quick
#: data/core/macros/traits.cfg:122
msgid "quick"
msgstr "敏捷"

#. [trait]: id=quick
#: data/core/macros/traits.cfg:123
msgid "female^quick"
msgstr "敏捷"

#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:139
msgid "intelligent"
msgstr "知的"

#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:140
msgid "female^intelligent"
msgstr "知的"

#. [trait]: id=resilient
#: data/core/macros/traits.cfg:152
msgid "resilient"
msgstr "頑強"

#. [trait]: id=resilient
#: data/core/macros/traits.cfg:153
msgid "female^resilient"
msgstr "頑強"

#. [trait]: id=healthy
#: data/core/macros/traits.cfg:170
msgid "healthy"
msgstr "壮健"

#. [trait]: id=healthy
#: data/core/macros/traits.cfg:171
msgid "female^healthy"
msgstr "壮健"

#. [trait]: id=healthy
#: data/core/macros/traits.cfg:172
msgid "Always rest heals"
msgstr "常時休息回復"

#. [trait]: id=fearless
#: data/core/macros/traits.cfg:189 data/core/macros/traits.cfg:202
msgid "fearless"
msgstr "勇敢"

#. [trait]: id=fearless
#: data/core/macros/traits.cfg:190 data/core/macros/traits.cfg:203
msgid "female^fearless"
msgstr "勇敢"

#. [trait]: id=fearless
#: data/core/macros/traits.cfg:191 data/core/macros/traits.cfg:204
msgid "Fights normally during unfavorable times of day/night"
msgstr "昼／夜の不利な時間帯でも通常通りに戦います"

#. [trait]: id=feral
#: data/core/macros/traits.cfg:214
msgid "feral"
msgstr "野生"

#. [trait]: id=feral
#: data/core/macros/traits.cfg:215
msgid "female^feral"
msgstr "野生"

#. [trait]: id=feral
#: data/core/macros/traits.cfg:216
#, fuzzy
msgid "Receives only 50% defense in land-based villages"
msgstr "陸にある村では防御が 50% になってしまいます"

#. [trait]: id=weak
#: data/core/macros/traits.cfg:232
msgid "weak"
msgstr "非力"

#. [trait]: id=weak
#: data/core/macros/traits.cfg:233
msgid "female^weak"
msgstr "非力"

#. [trait]: id=slow
#: data/core/macros/traits.cfg:250
msgid "slow"
msgstr "鈍重"

#. [trait]: id=slow
#: data/core/macros/traits.cfg:251
msgid "female^slow"
msgstr "鈍重"

#. [trait]: id=dim
#: data/core/macros/traits.cfg:267
msgid "dim"
msgstr "凡愚"

#. [trait]: id=dim
#: data/core/macros/traits.cfg:268
msgid "female^dim"
msgstr "凡愚"

#. [trait]: id=aged
#: data/core/macros/traits.cfg:280
msgid "aged"
msgstr "老化"

#. [trait]: id=aged
#: data/core/macros/traits.cfg:281
msgid "female^aged"
msgstr "老化"

#. [race]: id=bats
#: data/core/units.cfg:43
msgid "race^Bat"
msgstr "コウモリ"

#. [race]: id=bats
#: data/core/units.cfg:44
msgid "race+female^Bat"
msgstr "コウモリ"

#. [race]: id=bats
#: data/core/units.cfg:45
msgid "race^Bats"
msgstr "コウモリ"

#. [race]: id=bats
#: data/core/units.cfg:46
msgid ""
"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."
msgstr ""
"コウモリには様々な姿形や大きさがあり、大部分の完全に無害なものは昆虫や小動物"
"をエサにしています。人間や他種族にとって彼らの家畜と同様により大きくやっかい"
"な種類のコウモリが脅威となることが知られています。特にコウモリの集団と遭遇し"
"た場合には。通常は夜間に、彼らの暗い場所を好む性質を利用して捕らえられ（必要"
"なら飼育され）ます。"

#. [race]: id=drake
#: data/core/units.cfg:55
msgid "race^Drake"
msgstr "ドレーク族"

#. [race]: id=drake
#: data/core/units.cfg:56
msgid "race+female^Drake"
msgstr "ドレーク族"

#. [race]: id=drake
#: data/core/units.cfg:57
msgid "race^Drakes"
msgstr "ドレーク族"

#. [race]: id=drake
#: data/core/units.cfg:58
#, fuzzy
#| msgid ""
#| "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.\n"
#| "\n"
#| "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 its functions of this "
#| "magic.\n"
#| "\n"
#| "<header>text='Society'</header>\n"
#| "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.\n"
#| "\n"
#| "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 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.\n"
#| "\n"
#| "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.\n"
#| "\n"
#| "<header>text='Geography'</header>\n"
#| "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."
msgid ""
"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.\n"
"\n"
"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.\n"
"\n"
"<header>text='Society'</header>\n"
"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.\n"
"\n"
"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.\n"
"\n"
"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.\n"
"\n"
"<header>text='Geography'</header>\n"
"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."
msgstr ""
"ドレーク族は大きく、羽があり火を吐く生物で、本物のドラゴンを連想させます。平"
"均では、大人のドレークはおよそ 3 メートルの高さがあり、人間と馬をあわせた重量"
"を有に上回ります。彼らの皮膚は硬い鱗でできており、貫通と冷気によるダメージを"
"除くほとんどの物理的な攻撃に対して耐性があります。ドレーク族のほとんどは本当"
"に飛ぶことができ、素早く長距離を移動することができます。しかしながら、彼らは"
"本当に重く大きいため、彼らの飛行能力はいくらか制限され、空中では不格好になり"
"ます。可能な場所では、彼らは丘や山や木などの地形をより高い高さと速度を得るた"
"めの離陸地点として利用します。彼らの敵にとっては幸運なことに、彼らはとても不"
"器用で、戦闘において驚くほど動きが遅いのです。このことと、彼らの大きさのた"
"め、彼らをあえて攻撃しようとする者たちにとっては彼らは容易いターゲットとなり"
"ます。\n"
"\n"
"ドレーク族は本質的に魔法生物であり、まさに彼らの生命に燃料を供給する神秘な内"
"なる炎を秘めています。このことは、彼らの種族が戦闘で死ぬときに簡単に確認する"
"ことができます。内なる炎は解放され、彼らの遺骸は燃えて灰と化すのです。彼らの"
"内なる炎はまた、彼らの最大の弱点にもなります。彼らは冷気による攻撃に対して非"
"常に脆弱なのです。魔法の性質を持っているにも関わらず、彼らは魔法を制御して使"
"うことができません。ドレークの体内に吹き込まれている魔法によって火を吐くこと"
"ができ、また命を与えられていますが、彼らはこの魔法の持つ働きを意図的に制御す"
"ることはできません。\n"
"\n"
"<header>text='社会'</header>\n"
"ドレーク族は比較的好戦的な種族であり、彼らの社会は教養のある軍人の社会と表現"
"するのが最も適切でしょう。ドレークの部族の中心は、互いに尊敬された、あるいは"
"単に恐れられた、ドレーク社会を冷酷に支配する<ref>dst='dominant' text='有力"
"者'</ref>に率いられた小規模のベテラン戦士です。すべてのドレークは厳格な階級制"
"度の中で地位を得ることが求められています。上位の者には服従し、下位の者を指揮"
"することによって。支配するエリートに加わるには、上位の者に一対一で挑み、倒す"
"しかありません。このようにしてエリート自身の階級制度が構築されたのです。仲間"
"のドレークをだますことは、どんなことであっても、例外なく、臆病とみなされ、受"
"け入れられません。\n"
"\n"
"彼らの好戦的な性質と縄張りに対する感覚によって、彼らは獰猛に縄張りを守ってい"
"るのであり、ドレーク族は他の大多数の種族によってすでに占拠されている領域に侵"
"攻したり、侵入したりすることはありません。代わりに、彼らは住人のいない地域に"
"住み、そこに彼らの縄張りを構築するのです。彼らは主として生息地付近の低地で"
"狩った大きな獲物を食べますが、ふ化したばかりの者や下位の階級のドレークは彼ら"
"の洞窟の奥深くで育てているコケやキノコ類も食べることが知られています。ドレー"
"ク族が重視している唯一の技術は防具や武器を鍛造することです。そして他の科学や"
"文化については知りもしませんし必要ともしません。しかしながら彼らが作成した数"
"少ない道具は品質の面ではほとんど匹敵するものがなく、ドワーフの鋳造所で作られ"
"た最もよいものにさえ匹敵します。\n"
"\n"
"ドレーク族は卵から産まれ、通常 20 から 30 年生きます。戦いにおいて死ぬこと"
"が、ドレークにとってこの世から去る最も好まれる方法です。他の種族の年長の者た"
"ちとは異なり、ドレーク族は成長するに従ってより攻撃的になり、彼らの寿命が近づ"
"くにつれてより無謀になっていきます。おそらく、彼らの種族の英雄の伝説に確実に"
"彼らの場所を確保するために。\n"
"\n"
"<header>text='地理'</header>\n"
"ドレーク族の起源は<ref>dst='great_ocean' text='大洋'</ref>の"
"<ref>dst='morogor' text='Morogor'</ref>と呼ばれる一連の火山島にあります。人口"
"圧力と故郷の島の多くの沈降の組み合わせにより、ドレークのコロニーは徐々に"
"<ref>dst='great_continent' text='大陸'</ref>へと広がっていきました。ドレーク"
"族は彼らの卵、幼生、鍛冶場を守るために火山の近くの山岳の洞窟に生息する傾向が"
"あります。ドレーク族は生まれつき暖かいところを好みますが、彼らの内なる炎は比"
"較的寒い気候にも耐えられるのに十分な能力があり、この特徴により、彼らは大陸の"
"北部にある山々にも生息しています。"

#. [race]: id=dwarf
#: data/core/units.cfg:91
msgid "race^Dwarf"
msgstr "ドワーフ族"

#. [race]: id=dwarf
#: data/core/units.cfg:92
msgid "race+female^Dwarf"
msgstr "ドワーフ族"

#. [race]: id=dwarf
#: data/core/units.cfg:93
msgid "race^Dwarves"
msgstr "ドワーフ族"

#. [race]: id=dwarf
#: data/core/units.cfg:94
msgid ""
"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.\n"
"\n"
"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.\n"
"\n"
"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."
msgstr ""
"ドワーフ族は、抗夫、鍛冶屋、商人、戦士として有名な種族です。エルフ族とトロル"
"族に次いで、大陸で三番目に古い種族であると考えられており、彼らの近年の歴史は"
"謎に覆われています。人々が洞窟を通って地下の世界から出現した頃の長く忘れられ"
"た時代が伝説で語られています。彼らが現れる以前の生活や、地上に現れた理由に関"
"しては何も知られていませんが、それ以来、彼らは大陸の歴史の不可欠な一部分と"
"なっています。地下から現れてから間もなく、ドワーフ族は土地の先住民であるエル"
"フ族と衝突を起こしました。元々の争いの理由が何であったかは歴史の中に失われま"
"したが、それから二つの種族は数十年の平和な期間を間に挟んだ長い戦争を三回行い"
"ました。その戦争の間、ドワーフ族は南部の深い森からエルフ族を追い出すことはで"
"きなかったものの、何とか大陸北部の丘陵と山岳に居場所を固めることはできまし"
"た。これが現在北の大地として知られている地域です。以来、彼らは途方もない要塞"
"を構築して、彼らの領地の山と岩の中奥深くに住み着いています。\n"
"\n"
"おそらくその孤立によって、ドワーフ族は一般的に他の種族の大部分、特にエルフ族"
"に対しては疑い深いか、敵対的な態度を取ります。この態度の一つの例外は人間に対"
"してです。これは Haldric I 世の時代、人間とオーク族が大陸にたどり着いた時点に"
"までさかのぼることができます。ドワーフ族はある種の人間、大抵は反体制派の人間"
"と Wesnoth 王国から来た無法者ですが、彼らが北の大地の特定の地域に住むのを許可"
"し始めました。その動機は驚くようなものではありません。彼らの個人的な苦境がド"
"ワーフ族の初期の迫害の歴史を思い出させ、連帯感を引き出すようなものだったから"
"です。ドワーフ族はまたこれらの排斥された者たちと手を組むことで得るものが多く"
"ありました。ドワーフ自身が住むのを好まない場所、平原、森林、沼地へ彼らを住ま"
"わせて、それらの土地の防衛から解放されたのです。\n"
"\n"
"ドワーフ族は人間の基準からは小さい姿をしていますが、決して脆弱というわけでは"
"ありません。ドワーフの戦士は丈夫さと力強さを兼ね備えており、戦いにおける勇気"
"は大陸中で尊敬されています。更にドワーフ族は計算高さと華麗な職人芸で知られて"
"います。ドワーフの鍛冶屋はその危険な武器と重い防具で有名です。彼らの装備は品"
"質で匹敵するものがなく、おそらく釣り合うのはドレークの武具師が作るものくらい"
"でしょう。彼らの知性と詮索好きな性質により、大陸で最も技術的に進歩した種族と"
"なりました。彼らの最も有名であり、また恐れられている発見は、火や火花にさらし"
"た時に巨大な爆発を起こす不思議な粉末です。あるドワーフの戦士は小さな物体を恐"
"ろしい速度で投げつけるのにこの粉末を使います。技術に傾倒しているため、多くの"
"ドワーフは魔法使いを疑いがちです。しかしながらルーンを刻みつけることで、ある"
"種の魔術を使う者もいます。ルーン細工師と呼ばれる彼らは、物品に魔法をかけてそ"
"の性質の一面を増大させるのに彫刻を使用します。"

#. [race]: id=elf
#: data/core/units.cfg:111
msgid "race^Elf"
msgstr "エルフ族"

#. [race]: id=elf
#: data/core/units.cfg:112
msgid "race+female^Elf"
msgstr "エルフ族"

#. [race]: id=elf
#: data/core/units.cfg:113
msgid "race^Elves"
msgstr "エルフ族"

#. [race]: id=elf
#: data/core/units.cfg:115
msgid ""
"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.\n"
"\n"
"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.\n"
"\n"
"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.\n"
"\n"
"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.\n"
"\n"
"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."
msgstr ""
"人間族に比べると、エルフ族は若干背が高く、より機敏ですがあまりたくましくはあ"
"りません。彼らはわずかに先の尖った耳を持ち、皮膚は青白く、通常は金髪です。エ"
"ルフ族が非常に長い寿命を持つこと以外は人間族とエルフ族の違いはほとんどないと"
"言ってもよいでしょう。ほとんどの場合、病気や事故、戦争などによって命が奪われ"
"ることがなければ、2 世紀半もの間生きます。エルフ族の中には高い魔法の才能を"
"持った者がおり、さらに 1 世紀の間生きることが知られていますが、ほとんどのエル"
"フは 250 から 300 歳の間のどこかで、肉体的に弱くなっていき、その後すぐに（通"
"常は 1、2 年以内に）死にます。\n"
"\n"
"エルフ族は生まれつきわずかですが魔法を身につけています。ほとんどの者は直接魔"
"法を導くことができませんが、魔法が潜在的に備わっていることにより、彼らは感覚"
"が鋭く、寿命が長いのです。多くのエルフは射撃や隠密といった魔法を原動力とする"
"才能を持っていて、ほとんどの普通の生き物をにとっては驚くべきことをやってのけ"
"ます。この能力を巧みにより一般的に使うエルフたちは、この能力を使うことにおい"
"て本当に並外れたものになります。多くの者は彼らに与えられた能力を他の者を回復"
"させるために使用することを選びます。\n"
"\n"
"少数のエルフは、魔法と神秘の道を遠く深く冒険し、冷えた鉄の存在に鋭敏になり、"
"燃え上がることもできます。遠い昔はそのようなことが一般的であったことがエルフ"
"族の伝承に暗示されています。\n"
"\n"
"エルフ族は彼らの能力や技能を磨くために多くの時間を費やします。魔法能力に熟練"
"していない者はたいてい肉体的な技能を磨くことに時間を費やします。その結果、エ"
"ルフ族は弓を使うことを得意としており、これは戦争においておそらく最も重要な手"
"段となります。ほとんどのエルフ族の軍隊は弓を所持しており、他の種族たちは速度"
"においても正確さにおいても彼らの射手に対抗することはできません。また、すべて"
"のエルフは荒らされていない自然に対する愛情を共有しています。彼らはたいてい開"
"けた植物に覆われていない場所に不安を感じます。このため彼らは、南西部の "
"Aethenwood や北西部の Wesmere、あるいは南端に Lintanir の森がある北部の大森林"
"といったような大陸の森に主に居住します。\n"
"\n"
"エルフ族は大陸の中で最年長の種族です。トロルという例外の可能性を除けば。彼ら"
"の居住地の多くは全く古びていませんが、明らかに千年以上存在しています。"

#. [race]: id=falcon, description=
#: data/core/units.cfg:132
msgid "race^Falcon"
msgstr "鷹"

#. [race]: id=falcon, description=
#: data/core/units.cfg:133
msgid "race+female^Falcon"
msgstr "鷹"

#. [race]: id=falcon, description=
#: data/core/units.cfg:134
msgid "race^Falcons"
msgstr "鷹"

#. [race]: id=goblin
#: data/core/units.cfg:145
msgid "race^Goblin"
msgstr "ゴブリン"

#. [race]: id=goblin
#: data/core/units.cfg:146
msgid "race+female^Goblin"
msgstr "ゴブリン"

#. [race]: id=goblin
#: data/core/units.cfg:147
msgid "race^Goblins"
msgstr "ゴブリン"

#. [race]: id=goblin
#: data/core/units.cfg:148
msgid ""
"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.\n"
"\n"
"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."
msgstr ""
"ゴブリンは姿形とは違ってオークの兄弟として誕生した同族です。他の種族は通常一"
"人か二人の子を出産するのですが、オーク族は一度に大量の子を出産します。このこ"
"とはオーク族の急激な拡張をもたらします。同時に生まれた兄弟の中で、真のオーク"
"に育ち十分な大きさと強さを手に入れるのは一人か二人で、他には少数の兄弟が劣っ"
"たオークに育ち、大きく育った兄弟より明らかに弱く戦闘においては弓兵のような支"
"援役に回されます。残りの兄弟（しばしば半分以上）は全員ゴブリンになります。ゴ"
"ブリンはちっぽけかつ非常に脆弱であり、人間の子供の身長に達するのも珍しいこと"
"です。ゴブリンは生まれながらにして一生彼らの大きな親族の半奴隷および戦闘では"
"犠牲覚悟で敵にぶつけられることが決まっています。彼らはこの悲劇的な運命の代わ"
"りに次のことを生きがいにしています。それは、彼らが非常に数多いことと彼らの兄"
"弟のオークがゴブリンに多くを依存していることに気づいていることです。\n"
"\n"
"ゴブリンはオークが必要とする作業の大半をこなします。唯一の例外は真のオークの"
"力任せの強さを必要とすることです。その時、オーク族は彼らの武勇を証明します。"

#. [race]: id=gryphon, description=
#: data/core/units.cfg:163
msgid "race^Gryphon"
msgstr "グリフォン"

#. [race]: id=gryphon, description=
#: data/core/units.cfg:164
msgid "race+female^Gryphon"
msgstr "グリフォン"

#. [race]: id=gryphon, description=
#: data/core/units.cfg:165
msgid "race^Gryphons"
msgstr "グリフォン"

#. [race]: id=human
#: data/core/units.cfg:181
msgid "race^Human"
msgstr "人間族"

#. [race]: id=human
#: data/core/units.cfg:182
msgid "race+female^Human"
msgstr "人間族"

#. [race]: id=human
#: data/core/units.cfg:183
msgid "race^Humans"
msgstr "人間族"

#. [race]: id=human
#: data/core/units.cfg:184
msgid ""
"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.\n"
"\n"
"<header>text='Subjects of the Crown'</header>\n"
"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.\n"
"\n"
"<header>text='The Clansmen'</header>\n"
"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."
msgstr ""
"人間という種族は非常に多様です。彼らは元々旧大陸からやってきたのですが、人間"
"たちは世界中に広がり、多くの異なった文化や種族へと別れていきました。彼らは他"
"の生き物のように魔法を身につけてはいませんが、人間は魔法を使うことを学ぶこと"
"ができ、ほとんどのほかの者たちよりも多くの種類を学ぶことができます。彼らは多"
"才であること、意欲があることを除けば特別な能力や才能があるわけではありませ"
"ん。しばしば他の種族と争いますが、ときにエルフ族やドワーフ族といったあまり好"
"戦的でないと同盟を結ぶことがあります。彼らのうちあまり用心深くない者たちは"
"オークの傭兵を雇うことも恐れたりはしません。彼らには天敵はいませんが、大多数"
"の人間は、すべての種族のほとんどの者と同じく、本能的にアンデッドを嫌います。"
"人間はエルフ族よりも背が低いですが、ドワーフ族よりは背が高いです。彼らの皮膚"
"の色は、ほとんど白色から焦げ茶色までさまざまです。\n"
"\n"
"<header>text='王位の臣民'</header>\n"
"人間には多くの異なるグループが存在していますが、大陸に住む彼らの大多数は "
"Wesnoth の王位の統治下にあります。人間は最初、西部の大洋を隔てた遠くの地、"
"Green 島から大陸に現れ、すぐに内陸の都市 Weldyn に首都を設立しました。その後"
"の数世紀以上に渡り、彼らは大陸の全域に数多くの都市を築きました。Wesnoth の王"
"位によって派遣された兵士が国を守り、知られている世界の中で最も組織立った軍隊"
"が形作られています。その戦士は中心部の州からきた者たちで、そこではすべての男"
"性は若いうちに徴兵されています。\n"
"\n"
"<header>text='一族の一員たち'</header>\n"
"Wesnoth の東部の州は、一族の祖国として知られており、西部のより文明化した州に"
"比べ、その地形はより開けた平地となだらかに起伏した丘で構成されています。これ"
"らの州は騎乗の一族の本拠地であり、彼らは Wesnoth の王位と同盟しているものの、"
"彼らは独立して活動しており、独自性を保っています。ある者はこれらの州を、防衛"
"の代わりに食料や兵士を届ける属国の州と考えています。他の者は Wesnoth の西部の"
"州と対等の立場だと考えています。ともかく、東部の州には西部 Wesnoth のような徴"
"兵制はありません。戦いに備えて鍛えることは、一族にとっては生活の一部です。親"
"たちは子供たちに幼少の頃から馬に乗り、戦い、弓を射ることを教えます。概して、"
"一族の戦士たちは文明化した戦士たちよりも組織立っていません。これらのグループ"
"の長所と短所は互いに補完しあいます。"

#. [race]: id=khalifate
#: data/core/units.cfg:199
msgid "race^Khalifate Human"
msgstr "カリフェイト族"

#. [race]: id=khalifate
#: data/core/units.cfg:200
msgid "race+female^Khalifate Human"
msgstr "カリフェイト族"

#. [race]: id=khalifate
#: data/core/units.cfg:201
msgid "race+plural^Khalifate"
msgstr "カリフェイト"

#. [race]: id=khalifate
#: data/core/units.cfg:202
msgid "This race does not have a description yet."
msgstr "この一団の説明はまだありません。"

#. [race]: id=lizard, description=
#: data/core/units.cfg:213
msgid "race^Saurian"
msgstr "トカゲ族"

#. [race]: id=lizard, description=
#: data/core/units.cfg:214
msgid "race+female^Saurian"
msgstr "トカゲ族"

#. [race]: id=lizard, description=
#: data/core/units.cfg:215
msgid "race^Saurians"
msgstr "トカゲ族"

#. [race]: id=mechanical
#: data/core/units.cfg:225
msgid "race^Mechanical"
msgstr "機械"

#. [race]: id=mechanical
#: data/core/units.cfg:226
msgid "race+plural^Mechanical"
msgstr "機械"

#. [race]: id=mechanical
#: data/core/units.cfg:227
msgid ""
"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."
msgstr ""
"その起源には関係なく、「機械」という単語は知性ある存在によって作られた人工物"
"を意味します。ほとんどの機械は自ら動くことも思考することもありませんが、ある"
"物は魔法的な力によってそうします。"

#. [race]: id=merman
#: data/core/units.cfg:236
msgid "race^Merman"
msgstr "マーマン族"

#. [race]: id=merman
#: data/core/units.cfg:237
msgid "race^Mermaid"
msgstr "マーマン族の女性（マーメイド）"

#. [race]: id=merman
#: data/core/units.cfg:238
msgid "race^Mermen"
msgstr "マーマン族"

#. [race]: id=merman
#: data/core/units.cfg:240
msgid ""
"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."
msgstr ""
"人間と魚を合体させたような存在であるマーマン族は両者の特徴を兼備する謎の種族"
"です。彼らは強力な尾を持ち、すべての水中または水上で高速な移動が可能です。一"
"方、器用な手と知性を持ち高度な道具作りの技能も持ちます。生まれつき水の環境に"
"よく適応しているので、マーマン族は水中でも空気中でも何の苦労もなく呼吸できま"
"す。よって陸地でも生存自体はできますが、やはり彼らは水域で非常に敏捷かつ機敏"
"なので、水域から遠く離れた陸地ではめったに見られません。彼らは乾燥した土地で"
"は全体的に動きにくく不器用で、特に荒地や森を乗り越えるため非常に苦労するの"
"で、典型的には、彼らは乾燥した土地を嫌います。"

#. [race]: id=monster
#: data/core/units.cfg:248
msgid "race^Monster"
msgstr "モンスター"

#. [race]: id=monster
#: data/core/units.cfg:249
msgid "race+female^Monster"
msgstr "モンスター"

#. [race]: id=monster
#: data/core/units.cfg:250
msgid "race^Monsters"
msgstr "モンスター"

#. [race]: id=monster
#: data/core/units.cfg:251
msgid ""
"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."
msgstr ""
"「モンスター」という単語は多くの恐るべき猛獣の総称です。それらは洞窟・荒野・"
"海の深みそして世界の他気候の場所に出没します。また、それらは物語や悪夢的な言"
"い伝えに出現していることも多いのです。"

#. [race]: id=naga
#: data/core/units.cfg:258
msgid "race^Naga"
msgstr "ナーガ族"

#. [race]: id=naga
#: data/core/units.cfg:259
msgid "race^Nagini"
msgstr "ナーガ族の女性（ナガニ）"

#. [race]: id=naga
#: data/core/units.cfg:260
msgid "race^Nagas"
msgstr "ナーガ族"

#. [race]: id=naga
#: data/core/units.cfg:261
msgid ""
"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."
msgstr ""
"ナーガ族は大陸で最も遅く発見された種族の一つです。これには彼らのよそ者嫌いの"
"性質と変った生態が影響しています。ナーガ族は水域でまともな機動力を発揮できる"
"数少ない種族の一つです。これによって、彼らは陸の住人に邪魔されることなく、ほ"
"ぼ世界全体への交通路を効果的に確保できますし、地上からの攻撃を避けることもで"
"きます。しかし、彼らは真の海洋生物ではなく水中で呼吸することができないので、"
"深い水底に潜ることはできません。沿岸部に居住していることは、深海の住人から攻"
"撃された際に陸地への逃げ道を彼らに与えていますし、足や翼や馬で移動する者から"
"攻撃された場合には海に逃げ込むことができます。ナーガの体はいくぶん脆弱です"
"が、しばしば彼らは敵よりも高速で機敏です。彼らはマーマン族と生活圏が重なる部"
"分があるので、ときどき争いますが、結局ナーガ族は開けた水面より沼や川を好みま"
"す。"

#. [race]: id=ogre
#: data/core/units.cfg:269
msgid "race^Ogre"
msgstr "オーガ"

#. [race]: id=ogre
#: data/core/units.cfg:270
msgid "race+female^Ogre"
msgstr "オーガ"

#. [race]: id=ogre
#: data/core/units.cfg:271
msgid "race^Ogres"
msgstr "オーガ"

#. [race]: id=ogre
#: data/core/units.cfg:272
#, fuzzy
#| msgid ""
#| "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."
msgid ""
"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."
msgstr ""
"オーガは野性的で文明化されていない種族であり主に大陸の荒野に住んでいます。肉"
"体的には、彼らは人間とオークに共通点がありますが、それらを大きく強力にしたよ"
"うなものです。実際、オーガの子供の頃には大部分の人間とほとんど変りません。人"
"間の入植地ではオーガは信用されておらず、通常忌み嫌われて武力で追い払われま"
"す。よって、彼らは人間の文明から離れた山岳地帯で人目を避けて動き回っているの"
"で、空腹のオーガによる襲撃は旅人や隊商（キャラバン）にとって常に脅威です。"
"オーガは特別に知的でも敏捷でもありませんが、彼らの肉体的頑強さは味方にできれ"
"ば他種族の軍隊にとって貴重な財産です。オーガの残忍性を気にしない冷酷な司令官"
"にとっては彼らは特に利用価値があります。彼らの生態や社会（それが存在するなら"
"ば）についてはよくわかっていませんが、狼や他の獣と一緒に攻撃してくると言われ"
"ています。これが、継続的な協力関係なのか、飼いならしているのか、単に一時的な"
"機会主義なのかはわかっていません。"

#. [race]: id=orc
#: data/core/units.cfg:280
msgid "race^Orc"
msgstr "オーク族"

#. [race]: id=orc
#: data/core/units.cfg:281
msgid "race+female^Orc"
msgstr "オーク族"

#. [race]: id=orc
#: data/core/units.cfg:282
msgid "race^Orcs"
msgstr "オーク族"

#. [race]: id=orc
#: data/core/units.cfg:283
msgid ""
"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.\n"
"\n"
"<header>text='Society'</header>\n"
"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.\n"
"\n"
"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.\n"
"\n"
"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.\n"
"\n"
"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."
msgstr ""
"一見すると、オーク族は半人半獣です。彼らは人間族より背が高く、丈夫で強力で"
"す。彼らは好戦的で、獰猛で、残虐な性質を持っています。彼らの血は通常の人間よ"
"りも暗くて濃く、個人的な衛生や外見にはほとんど注意を払いません。オーク族は内"
"輪ですら暴力的であるにも関わらず、群れたがります。オークは決して単独で長旅を"
"したり、孤立した数人以下の集団で過ごしたりはしません。\n"
"\n"
"<header>text='社会'</header>\n"
"オークはほとんど全員が部族またはクランの一員です。共通の憎悪を塗り替えるほど"
"強大な、彼らの存在や繁栄を脅かす共通の敵がいない限り、通常、近隣の部族間の関"
"係は暴力的です。時には一人の強い族長が出現し、普通は従う者への脅しによって、"
"複数の部族を率いることが時々あります。平和な時のオークの部族は、次の武装衝突"
"に備えて自身を強化することにのみ注力しがちです。オーク族には粗野な、通常は血"
"を使った、筆記の仕組みがあると知られています。最も一般的な使われ方は、部族の"
"リーダー間での侮辱もしくは脅迫の交換ですが。\n"
"\n"
"オークの社会はほとんど強さにのみ基づいています。力が正義を作り、リーダーが"
"人々を率いて生き延びるのは、誰かがその称号を奪うまでです。部族の長となり得る"
"者たちの間で、権力の絶え間ない闘争が煮えていきます。歴史的にはいくつか目を引"
"く例外があるものの、オークのリーダーがその地位のために殺害されるまで、ほんの"
"数年以上生きて絶対的な権威を享受するのは極めてまれです。オークは名誉を示す特"
"定の作法を持ちません。生の強さが力を誇示する望ましい手段となっているのは明ら"
"かです。暗殺や、毒殺、不意打ちは完全に自分自身の目標を先へ進めるために取れる"
"手段です。\n"
"\n"
"オークは大抵の場合田園地帯に、しばしば小さな丘や山岳地帯に、時には洞窟に生息"
"しています。作物を育てたり家畜を飼ったりはしませんが、彼らはその身体能力と残"
"忍さの結果として有能な狩人です。彼らは大勢いるので、比較的短期間で、その地域"
"のげっ歯類より大きいものは事実上すべて狩りつくしてしまえます。このことと不安"
"定な統率により、オークの部族は半ば遊牧的な生活になってしまいがちで、一ヶ所に"
"長く居つくことはありません。より大きな部族は何年も、あるいは何十年も特定の地"
"域に堅固に定住し、ほとんど都市のような大きな野営地を建設することもあります"
"が、それでも大群衆を移住させる必要ができた時には、彼らは簡単にそれを取り壊し"
"て放棄してしまいます。\n"
"\n"
"最高齢として知られるオークは大体 50 から 60 歳ですが、戦争もしくは親族の一人"
"の手で終わりを迎える前に二十年から三十年を越えて生きる個体はごくわずかしかい"
"ません。最年長のオークはしばしば呪術師であり、彼らの種族ほとんどから信頼でき"
"る中立的な立場とみなされる恐らく唯一の存在です。この風習の起源は不明ですが、"
"呪術師はオークの社会に直接貢献はせず、ただ助言者 - 別にオークが寛容に扱うよう"
"なものではありませんが - として振舞います。呪術師とその他大部分のオークは様々"
"な点で正反対です。彼らはしばしば肉体的に衰えており、比較的脆弱で戦闘技能に欠"
"けています。粗野な強さへの信頼にも関わらず、全てに近いオークが成長してあらゆ"
"るものを支配するよう定められているわけではありません。既にほとんど生まれたば"
"かりの赤子がより強い兄弟によって彼らのところへ置かれるので、多数のオークが他"
"より小さく、弱く生まれつきます。より強いオークが日常的に食料の大部分を手にす"
"るので、強い者がより強く成長し、より弱い兄弟は育たないのです。それらの個体の"
"大部分は、弓術や暗殺術といった別の技能に特化していきます。"

#. [race]: id=troll
#: data/core/units.cfg:299
msgid "race^Troll"
msgstr "トロル"

#. [race]: id=troll
#: data/core/units.cfg:300
msgid "race+female^Troll"
msgstr "トロル"

#. [race]: id=troll
#: data/core/units.cfg:301
msgid "race^Trolls"
msgstr "トロル"

#. [race]: id=troll
#: data/core/units.cfg:302
msgid ""
"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.\n"
"\n"
"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.\n"
"\n"
"<header>text='Geography'</header>\n"
"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."
msgstr ""
"トロル族は太古の種族であり、大陸に居住していたことが知られる種族の中では最古"
"のものです。彼らは大きく、鈍重で、単純な精神と極めて長い寿命を持ち、深い洞窟"
"の中か高い山々の頂上で過ごします。トロル族の最も特徴的な性質は、彼らを中から"
"支え、そして癒す、内に秘めた生命力です。その結果、彼らは既知のあらゆる生物の"
"大部分とは相当かけ離れた生活を過ごします。トロル族が本当に必要とするものは少"
"しだけです。食料と水は少ししか必要とせず、従って、彼らに敵対するものから身を"
"守るのに加えて、追跡するような気はわずかしか持ち合わせていません。翻ってこの"
"ことは、彼らが何かを心配するようなことは滅多に無く、彼らの時間の多くを睡眠と"
"黙想に費やすことを意味します。トロル族は自然との不思議な結び付きを持っていま"
"す。彼らはエルフ族のするような命のあるものとの繋がりを持たず、代わりに大地や"
"石と繋がっています。彼らはまた、彼らを取り囲む環境にいくらか好奇心があり、多"
"くの幼い子供ですら旅をして世界を見ることを楽しみます。トロルは成長するにつれ"
"て、ますます消極的になり、周囲への興味を徐々に失っていく傾向があります。そし"
"て静かで馴染みのある故郷の洞窟の片隅で眠りに費やす時間が多くなります。これは"
"彼らが最終的にこの世を去り、彼らの肉体がひとりでにゆっくりと命を持たない石像"
"に変わっていくまで続きます。\n"
"\n"
"トロル族は多くの者から残虐な怪物の種族であるとみなされます。この共通した思い"
"違いは、軍に加わるようトロルを説得するオーク族によって、一部永続的なものと"
"なっています。彼らはむしろ単純で、他の種族の方法を理解しないか、時々彼らを見"
"分けることすらできます。オークの部隊がトロルのグループに対し、彼らに加わるこ"
"とで彼らを狩っていたものへの復讐を強いることができるようになると説得するのは"
"通常簡単です。この新兵は以前トロルの敵であったかどうかに関わらず、オーク族が"
"現在衝突している相手に攻撃するよう指示されます。そして誤解されたトロル族の敵"
"が更に溜まっていくのです。最も一般的なトロル族の敵はドワーフ族であり、二つの"
"種族の間には激しい憎悪が存在しています。\n"
"\n"
"<header>text='地理'</header>\n"
"トロル族はドワーフ族がそこに移り住むよりも前から、大陸の山々に居住してきまし"
"た。トロル族は Wesnoth の北と東の山脈に広く見られます。それにオークの大軍が通"
"るところならどこでも。"

#. [race]: id=undead
#: data/core/units.cfg:322
msgid "race^Undead"
msgstr "アンデッド"

#. [race]: id=undead
#: data/core/units.cfg:323
msgid "race+female^Undead"
msgstr "アンデッド"

#. [race]: id=undead
#: data/core/units.cfg:324
msgid "race+plural^Undead"
msgstr "アンデッド"

#. [race]: id=undead
#: data/core/units.cfg:325
#, fuzzy
#| msgid ""
#| "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 it’s master. Only rarely, perhaps once every few "
#| "months, does the necromancer need to maintain his creation.\n"
#| "\n"
#| "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.\n"
#| "\n"
#| "<header>text='Geography'</header>\n"
#| "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."
msgid ""
"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.\n"
"\n"
"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.\n"
"\n"
"<header>text='Geography'</header>\n"
"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."
msgstr ""
"アンデッドは単一の生き物の種族というわけではありませんが、しばしばそのような"
"ものとして扱われます。どんな死んだ生き物でも、ほとんどが十分に経験を積んだネ"
"クロマンサーによって、生き返り、アンデッドとなってふたたび立ち上がることがで"
"きます。アンデッドは大部分において自然に反する、しかし心のない構造物で、彼ら"
"を作った者ならば誰でも、疑問を持つことも考えることもなく従います。黒魔術のよ"
"り大きな謎はネクロマンサーからの持続的な作用なしにどのように構造物が動き続け"
"られるのかということです。アンデッドの生き物は命令し、持ちこたえるためにネク"
"ロマンサーから継続的な注意を必要とせず、主人の命令に従って独立的に働くことが"
"できます。ただまれに、おそらく数ヶ月に一度、ネクロマンサーは彼の創造物を維持"
"する必要があります。\n"
"\n"
"降霊術を使うのはほとんどもっぱら人間に限られています。魔法に長けた種族である"
"エルフ族やマーマンの伝説においてさえ、彼らの種族で黒魔術を深く研究したという"
"者はほとんどいません。降霊術の魔法を使うためには相当な適応力と、柔軟な精神が"
"必要なのだと推測することができます。こういった特徴の究極のものは、ほぼ一般的"
"に人間に見受けられます。ほとんどのネクロマンサーにとっての究極の目標は命を保"
"つとともに命を吹き込むこの同じ魔法を彼ら自身にかけ、どんな代償を払ってでも、"
"彼ら自身の頭脳と精神を保ったまま死を究極的に逃れられるように彼ら自身を変える"
"ことです。\n"
"\n"
"<header>text='地理'</header>\n"
"相当な数のアンデッドの支配者たちが大陸に到着したのは Haldric I 世の後であり、"
"それ以前にはエルフ族もドワーフ族もまったく聞いたことがありませんでした。"

#. [race]: id=wolf, description=
#: data/core/units.cfg:338
msgid "race^Wolf"
msgstr "狼"

#. [race]: id=wolf, description=
#: data/core/units.cfg:339
msgid "race+female^Wolf"
msgstr "狼"

#. [race]: id=wolf, description=
#: data/core/units.cfg:340
msgid "race^Wolves"
msgstr "狼"

#. [race]: id=wose
#: data/core/units.cfg:350
msgid "race^Wose"
msgstr "ウーズ"

#. [race]: id=wose
#: data/core/units.cfg:351
msgid "race^Woses"
msgstr "ウーズ"

#. [race]: id=wose
#: data/core/units.cfg:352
msgid ""
"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.\n"
"\n"
"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.\n"
"\n"
"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.\n"
"\n"
"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."
msgstr ""

#: src/help.cpp:52
msgid "Help"
msgstr "ヘルプ"

#: src/help.cpp:1154
msgid "<header>text='Units having this special attack'</header>"
msgstr "<header>text='この特別な攻撃が可能なユニット'</header>"

#: src/help.cpp:1220
msgid "<header>text='Units having this ability'</header>"
msgstr "<header>text='この能力を持っているユニット'</header>"

#: src/help.cpp:1253
msgid "Leaders:"
msgstr "リーダー:"

#: src/help.cpp:1262
msgid "Recruits:"
msgstr "雇用:"

#: src/help.cpp:1276
msgid "Era:"
msgstr "時代:"

#: src/help.cpp:1284
msgid "Factions:"
msgstr "党派:"

#: src/help.cpp:1294
msgid "Factions are only used in multiplayer"
msgstr "党派はマルチプレイヤーでのみ使用されます"

#: src/help.cpp:1327
#, fuzzy
#| msgid "Terrain"
msgid "Base Terrain: "
msgstr "地形"

#: src/help.cpp:1410
msgid "level"
msgstr "レベル"

#: src/help.cpp:1443
msgid "Advances from: "
msgstr "クラスチェンジ元: "

#: src/help.cpp:1445
msgid "Advances to: "
msgstr "クラスチェンジ先: "

#: src/help.cpp:1470
msgid "Base unit: "
msgstr ""

#: src/help.cpp:1475
msgid "Base units: "
msgstr ""

#: src/help.cpp:1493
#, fuzzy
#| msgid "Factions:"
msgid "Variations: "
msgstr "党派:"

#: src/help.cpp:1517 src/help.cpp:1894 src/help.cpp:2038
msgid "race^Miscellaneous"
msgstr "その他"

#: src/help.cpp:1519
msgid "Race: "
msgstr "種族: "

#: src/help.cpp:1526
msgid "Abilities: "
msgstr "能力: "

#: src/help.cpp:1542
msgid "Ability Upgrades: "
msgstr "能力のアップグレード: "

#: src/help.cpp:1557
msgid "HP: "
msgstr "HP: "

#: src/help.cpp:1558
msgid "Moves: "
msgstr "移動: "

#: src/help.cpp:1560
msgid "Vision: "
msgstr ""

#: src/help.cpp:1562
msgid "Jamming: "
msgstr ""

#: src/help.cpp:1563
msgid "Cost: "
msgstr "コスト: "

#: src/help.cpp:1564
msgid "Alignment: "
msgstr "属性: "

#: src/help.cpp:1568
msgid "Required XP: "
msgstr "必要経験値: "

#: src/help.cpp:1577
msgid "unit help^Attacks"
msgstr "攻撃"

#: src/help.cpp:1584
msgid "unit help^Name"
msgstr "名前"

#: src/help.cpp:1585
msgid "Type"
msgstr "型"

#: src/help.cpp:1586
msgid "Strikes"
msgstr "回数"

#: src/help.cpp:1587
msgid "Range"
msgstr "範囲"

#: src/help.cpp:1588
msgid "Special"
msgstr "特殊"

#: src/help.cpp:1637
msgid "Resistances"
msgstr "抵抗力"

#: src/help.cpp:1641
msgid "Attack Type"
msgstr "攻撃型"

#: src/help.cpp:1642
msgid "Resistance"
msgstr "抵抗値"

#: src/help.cpp:1672
msgid "Terrain Modifiers"
msgstr "地形による修正"

#: src/help.cpp:1676
msgid "Terrain"
msgstr "地形"

#: src/help.cpp:1677
msgid "Defense"
msgstr "防御"

#: src/help.cpp:1678
msgid "Movement Cost"
msgstr "移動コスト"

#: src/help.cpp:1682
msgid "Vision Cost"
msgstr ""

#: src/help.cpp:1685
msgid "Jamming Cost"
msgstr ""

#: src/help.cpp:2044
msgid "<header>text='Units of this race'</header>"
msgstr "<header>text='この種族のユニット'</header>"

#: src/help.cpp:2956
msgid " < Back"
msgstr " < 戻る"

#: src/help.cpp:2957
msgid "Forward >"
msgstr "進む >"

#: src/help.cpp:3065
msgid "Reference to unknown topic: "
msgstr "不明なトピックへの参照: "

#: src/help.cpp:3321
msgid "corrupted original file"
msgstr "破損した元のファイル"

#: src/help.cpp:3433
msgid "Close"
msgstr "閉じる"

#: src/help.cpp:3436
msgid "The Battle for Wesnoth Help"
msgstr "The Battle for Wesnoth ヘルプ"

#: src/help.cpp:3492
msgid "Parse error when parsing help text: "
msgstr "ヘルプ文書を解析中にエラー: "

#~ msgid "Caste"
#~ msgstr "階級"

#~ msgid ""
#~ "One of the variant forms of the drake: either be a <ref>dst='unit_Drake "
#~ "Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake Fighter' "
#~ "text='Drake Fighter'</ref>."
#~ msgstr ""
#~ "ドレークのさまざまな種類のことです。例えば<ref>dst='unit_Drake Clasher' "
#~ "text='粉砕者'</ref>や<ref>dst='unit_Drake Fighter' text='戦士'</ref>などで"
#~ "す。"

#~ msgid "Aerie"
#~ msgstr "Aerie"

#~ msgid ""
#~ "A very large castle-like structure that is home to a <ref>dst='flight' "
#~ "text='flight'</ref>. It contains the <ref>dst='breeding_pen' "
#~ "text='breeding pens'</ref>."
#~ msgstr ""
#~ "巨大な城のような構築物で<ref>dst='flight' text='飛行可能ドレーク'</ref>の"
#~ "故郷です。そこには<ref>dst='breeding_pen' text='産卵場'</ref>もあります。"

#~ msgid "Breeding Pen"
#~ msgstr "産卵場"

#~ msgid ""
#~ "The portion of an <ref>dst='aerie' text='aerie'</ref> where the "
#~ "nonsentient <ref>dst='breeder' text='Breeders'</ref> live under the "
#~ "<ref>dst='dominant' text='Dominant'</ref>’s eye."
#~ msgstr ""
#~ "<ref>dst='aerie' text='aerie'</ref> の一部分であり、そこには鈍感な"
#~ "<ref>dst='breeder' text='産卵者'</ref>が<ref>dst='dominant' text='有力"
#~ "者'</ref>の目に見える範囲で生活しています。"

#~ msgid "Breeding Cycle"
#~ msgstr "産卵周期"

#~ msgid ""
#~ "The time that passes between one <ref>dst=egg text='egg'</ref> laying to "
#~ "the next."
#~ msgstr ""
#~ "ある<ref>dst=egg text='卵'</ref>が産み落とされてから次の産卵までの時間。"

#~ msgid "World Ocean"
#~ msgstr "世界海"

#~ msgid ""
#~ "The World Ocean is the name of the open seas that surround the "
#~ "archipelago of <ref>dst='morogor' text='Morogor'</ref>. The drakes "
#~ "believe it to end at the <ref>dst='abyss' text='Abyss'</ref>, a vast and "
#~ "deadly waterfall."
#~ msgstr ""
#~ "世界海とは <ref>dst='morogor' text='Morogor'</ref> と周辺の島の外に広がる"
#~ "太洋のことです。ドレークはその果てで巨大な滝から<ref>dst='abyss' text='深"
#~ "淵'</ref>に落ち込んでいると信じています。"

#~ msgid "New Continent"
#~ msgstr "新大陸"

#, fuzzy
#~ msgid ""
#~ "The great continent to the east of <ref>dst='morogor' text='Morogor'</"
#~ "ref>. Its existence is unknown to the drakes until the flight of Galun."
#~ msgstr ""
#~ "新大陸とは <ref>dst='morogor' text='Morogor'</ref> の東方に位置する巨大大"
#~ "陸のことです。その存在は Galun の探検までドレークには知られていませんでし"
#~ "た。"

#~ msgid "Abyss"
#~ msgstr "深淵"

#~ msgid ""
#~ "In the cosmology of the Drakes, a vast and deadly waterfall where the "
#~ "ocean falls off the world-disc."
#~ msgstr ""
#~ "ドレークの世界観では、世界全体が乗っている円盤の端から太洋は巨大な滝となっ"
#~ "て流れ落ちています。"

#~ msgid "Spiral Path"
#~ msgstr "螺旋の道"

#~ msgid ""
#~ "A quasi-secret organization among the drakes devoted to avoiding a "
#~ "Malthusian final war. See also <ref>dst='straight_path' text='Straight "
#~ "Path'</ref>"
#~ msgstr ""
#~ "このドレークによる秘密結社は Malthusian の最終戦争を回避することを使命とし"
#~ "ています。<ref>dst='straight_path' text='真っ直ぐな道'</ref>も参照のこと。"

#~ msgid "Straight Path"
#~ msgstr "真っ直ぐな道"

#, fuzzy
#~ msgid ""
#~ "The drakish tradition of perpetual expansion and conquest. This term is "
#~ "mostly used by the members of the <ref>dst='spiral_path' text='Spiral "
#~ "Path'</ref>."
#~ msgstr ""
#~ "ドレークの伝統である絶え間ない拡大と征服において、この単語は主に"
#~ "<ref>dst='spiral_path' text='螺旋の道'</ref>の会員によって使用されます。"

#~ msgid "Dominant"
#~ msgstr "有力者"

#~ msgid ""
#~ "The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake "
#~ "leader, the only drake in the tribe that is allowed to reproduce with the "
#~ "<ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding "
#~ "privileges on others."
#~ msgstr ""
#~ "<ref>dst='aspirant' text='熱望者'</ref>がドレーク部族のトップに上り詰めた"
#~ "者で、その部族で<ref>dst='breeder' text='産卵者'</ref>と子孫を残すことがで"
#~ "きる唯一のドレークです。まれに彼は他のドレークに交配権を分け与えることもあ"
#~ "ります。"

#~ msgid "Vulcaniad"
#~ msgstr "噴火周期"

#~ msgid ""
#~ "The (irregular) period between consecutive eruptions of "
#~ "<ref>dst='mount_morogor' text='Mount Morogor'</ref>. The "
#~ "<ref>dst='long_count' text='Long Count'</ref> calendar is based upon it."
#~ msgstr ""
#~ "<ref>dst='mount_morogor' text='Morogor 火山'</ref>が噴火してから次に噴火す"
#~ "るまでの（一定しない）期間。<ref>dst='long_count' text='長い日数'</"
#~ "ref>（ドレーク暦）はこれを基礎にしています。"

#~ msgid "Recorder"
#~ msgstr "記録者"

#, fuzzy
#~ msgid ""
#~ "A Recorder is a Drakish scrollkeeper who has mastered the drakish "
#~ "<ref>dst='drakish_script' text='script'</ref>. The recorders are the only "
#~ "<ref>dst='caste' text='caste'</ref> of Drake not determined by biology: "
#~ "they recruit their members from all of the other castes."
#~ msgstr ""
#~ "記録者は<ref>dst='drakish_script' text='ドレークの書'</ref>の熟練者です。"
#~ "記録者は唯一体力によって地位が決まらないドレークの<ref>dst='caste' "
#~ "text='階級'</ref>です。"

#~ msgid "Laying"
#~ msgstr "横になる"

#~ msgid ""
#~ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
#~ msgstr "<ref>dst='breeding_cycle' text='産卵周期'</ref>の一部分"

#~ msgid "Hatching"
#~ msgstr "孵化"

#~ msgid "Hatchling"
#~ msgstr "ひな"

#~ msgid ""
#~ "A young drake that has not yet seen another generation hatch. The younger "
#~ "of the current generation of hatchlings are the most aggressive is the "
#~ "behavior of the <ref>dst='flight' text='flight'</ref>."
#~ msgstr ""
#~ "次の産卵周期のひなが誕生する前の若いドレークです。現世代のひなの若さは"
#~ "<ref>dst='flight' text='飛行可能ドレーク'</ref>の振る舞いから攻撃性を抽出"
#~ "したようなものです。"

#~ msgid "Fledgling"
#~ msgstr "若鳥"

#~ msgid ""
#~ "A young drake that has seen another generation hatch. If the "
#~ "<ref>dst='flight' text='flight'</ref> can afford the loss of a generation "
#~ "they start the <ref>dst='swarming' text='Swarming'</ref>."
#~ msgstr ""
#~ "次の産卵周期のひなが誕生した後の若いドレークです。もし、一時的離脱を許せる"
#~ "状況だと<ref>dst='flight' text='飛行可能ドレーク'</ref>が判断すれば、彼ら"
#~ "は<ref>dst='swarming' text='巣帰り'</ref>できるだけの能力はあります。"

#~ msgid "Breeder"
#~ msgstr "産卵者"

#~ msgid ""
#~ "The female drake. They are rare since <ref>dst='egg' text='eggs'</ref> "
#~ "that become breeders have to be handled with extra care. The number of "
#~ "breeders is also limited by the amounts of non-breeders around, since "
#~ "breeders can't take care of their food for themselves when laying. Drake "
#~ "breeders become fertile after the next <ref>dst='hatching' "
#~ "text='hatching'</ref>."
#~ msgstr ""
#~ "メスのドレークのことです。<ref>dst='egg' text='卵'</ref>から産卵者に育てる"
#~ "ためには特別に面倒を見る必要があるので彼女達は数少ない存在です。また、産卵"
#~ "者は産卵期間中に自分自身の食料を確保することができないので産卵者以外のド"
#~ "レークの数によっても制限されます。ドレークの産卵者は次の"
#~ "<ref>dst='hatching' text='孵化'</ref>を経た数でその繁殖力が評価されます。"

#~ msgid "Egg, Drake"
#~ msgstr "ドレークの卵"

#~ msgid ""
#~ "The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
#~ "text='Hatchling'</ref> will belongs to is determined by the time it is "
#~ "laid and to some extent the ambient temperature."
#~ msgstr ""
#~ "<ref>dst='hatchling' text='ひな'</ref>が所属する<ref>dst=caste text='階"
#~ "級'</ref>は以前十分保温された場所に寝かされていました。"

#~ msgid "Flight"
#~ msgstr "飛行可能ドレーク"

#~ msgid ""
#~ "Tribe of Drakes, lives in an <ref>dst='aerie' text='Aerie'</ref>, "
#~ "controlling a hunting range. Each tribe has one <ref>dst='dominant' "
#~ "text='Dominant'</ref>, who confers mating privileges."
#~ msgstr ""
#~ "ドレークの各部族は <ref>dst='aerie' text='Aerie'</ref> に（性的）狩場を"
#~ "持っています。それぞれの部族にはそれぞれ一人の<ref>dst='dominant' text='有"
#~ "力者'</ref>がおり、部族民に対して交配権の授与を決定します。"

#~ msgid "Aspirant"
#~ msgstr "熱望者"

#~ msgid ""
#~ "Male drake that has passed through a hormonal metamorphosis that makes "
#~ "him able to mate with the <ref>dst='breeder' text='breeders'</ref>. The "
#~ "secretion of the hormone is caused by hunt and combat actions in which "
#~ "the drake is involved."
#~ msgstr ""
#~ "オスのドレークはホルモンによる変身を経て<ref>dst='breeder' text='産卵者'</"
#~ "ref>と交配可能となります。ホルモンの分泌は狩りや戦闘におけるドレークの複雑"
#~ "な行動の原因です。"

#~ msgid "Ascendant"
#~ msgstr "Ascendant"

#~ msgid ""
#~ "The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
#~ msgstr ""
#~ "ドレークの名前の一つで<ref>dst='unit_Fire Dragon' text='ドラゴン'</ref>を"
#~ "意味します。"

#~ msgid "Intendant"
#~ msgstr "特別任務者"

#~ msgid ""
#~ "One of the <ref>dst='aspirant' text='Aspirant'</ref> lieutenants of a "
#~ "<ref>dst='dominant' text='Dominant'</ref>. Traditionally he has one of "
#~ "each <ref>dst=caste text='caste'</ref> other than his own. Additional "
#~ "'Intendants' are sometimes designated for special duties. Intendants are "
#~ "likeliest to be granted mating privileges, especially after a notable "
#~ "service."
#~ msgstr ""
#~ "<ref>dst='dominant' text='有力者'</ref>の部下である<ref>dst='aspirant' "
#~ "text='熱望者'</ref>の内から選抜された者です。 伝統的には彼自身のものとは異"
#~ "なる<ref>dst=caste text='階級'</ref>の仕事をすることを言いましたが、追加さ"
#~ "れた意味では「特別任務者」はその名の通り特別な任務を行うことを意味します。"
#~ "特別任務者として活躍すれば交配権を獲得する近道が開かれます。"

#~ msgid "Swarm"
#~ msgstr "群れ"

#~ msgid ""
#~ "The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
#~ "<ref>dst='aerie' text='aerie'</ref> to found a new one."
#~ msgstr ""
#~ "<ref>dst='swarmlings' text='巣立ち'</ref>とは成長に伴って "
#~ "<ref>dst='aerie' text='aerie'</ref> を離れることです."

#~ msgid "Swarming"
#~ msgstr "巣帰り"

#~ msgid ""
#~ " The <ref>dst='flight' text='flight'</ref> for a new drake "
#~ "<ref>dst='aerie' text='aerie'</ref> that recurs every "
#~ "<ref>dst='breeding_cycle' text='breeding cycle'</ref>. See "
#~ "<ref>dst='swarm' text='Swarm'</ref>"
#~ msgstr ""
#~ "<ref>dst='flight' text='飛行可能ドレーク'</ref>が繁殖のため"
#~ "<ref>dst='breeding_cycle' text='産卵周期'</ref>のたびに <ref>dst='aerie' "
#~ "text='aerie'</ref> に戻ってくることです。<ref>dst='swarm' text='群れ'</"
#~ "ref>も参照のこと。"

#~ msgid "Runners"
#~ msgstr "逃亡者"

#~ msgid "Drakish term for escaped slaves hunted as game."
#~ msgstr ""
#~ "ドレークの用語で逃亡奴隷のことであり、それはゲームとして狩られます。"

#~ msgid "Mount Morogor"
#~ msgstr "Morogor 火山"

#~ msgid ""
#~ "Volcanic mountain on the central island of the archipelago "
#~ "<ref>dst='morogor' text='Morogor'</ref>."
#~ msgstr "<ref>dst='morogor' text='Morogor'</ref>諸島の中心に位置する大火山"

#~ msgid "Long Count"
#~ msgstr "長い日数"

#~ msgid ""
#~ "The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> "
#~ "and <ref>dst=breeding_cycle text='Breeding cycles'</ref>."
#~ msgstr ""
#~ "ドレークの暦は<ref>dst='vulcaniad' text='噴火周期'</ref>と"
#~ "<ref>dst=breeding_cycle text='産卵周期'</ref>を基礎にしています。"

#~ msgid "Long Pig"
#~ msgstr "Long Pig"

#~ msgid ""
#~ "South Seas pidgin for human meat, used to translate a Drakish word with "
#~ "the same meaning."
#~ msgstr ""
#~ "南の海の向こうでの人間の食肉販売業が、ドレーク語にも同じ意味で移入されまし"
#~ "た。"

#~ msgid "Ceramics"
#~ msgstr "セラミック"

#~ msgid ""
#~ "The drakes work metal, but are are masters in the craftsmanship of making "
#~ "ceramics. Only the <ref>dst='unit_Drake Burner' text='burners'</ref> can "
#~ "generate the amount of heat to cure the pieces to full strength."
#~ msgstr ""
#~ "ドレークには金属加工の技術もありますが、特にセラミックの加工技術が優れてい"
#~ "ます。ドレークの中で<ref>dst='unit_Drake Burner' text='焼却者'</ref>だけが"
#~ "小石を溶かして強靭な物体に作り上げられます。"

#~ msgid "Drakish, script"
#~ msgstr "ドレークの書"

#~ msgid ""
#~ "The scripted language of the drakes. Stored on <ref>dst='ceramic' "
#~ "text='ceramic'</ref> tablets by members of the <ref>dst='recorder' "
#~ "text='Recorder'</ref> vocation."
#~ msgstr ""
#~ "ドレークの書かれた言葉です。それを<ref>dst='ceramic' text='セラミック'</"
#~ "ref>の平板に書き記すことが<ref>dst='recorder' text='記録者'</ref>の使命で"
#~ "す。"

#~ msgid "Drakish, language"
#~ msgstr "ドレーク語"

#~ msgid "The language spoken by the drakes."
#~ msgstr "ドレークによって使用されている言語です。"

#~ msgid "Flat"
#~ msgstr "平地"

#~ msgid ""
#~ "<italic>text='Grassland'</italic> represents open plains, whether "
#~ "cultivated, cut back for grazing, or wild. Being open ground, grassland "
#~ "is both very easy to move across, but is also difficult to defend oneself "
#~ "in. Typically, those units that perform best on grassland are either "
#~ "cavalry, or very agile units which take advantage of the open space.\n"
#~ "\n"
#~ "Most units have defense of 30 to 40% on grassland."
#~ msgstr ""
#~ "平原とは、耕されたり、放牧用に苅られたり、あるいは自然のままの開かれた平地"
#~ "を表します。開かれた大地であるために、平原では移動するのがとても容易です"
#~ "が、そこにいるものを防御することが難しくもあります。典型的には、平原で最も"
#~ "良い働きをするユニットは、騎兵か、または広い土地で有利な超俊敏なユニットで"
#~ "す。\n"
#~ "\n"
#~ "ほとんどのユニットは平原で 30 から 40% の防御を持ちます。"

#~ msgid "Road"
#~ msgstr "道路"

#~ msgid ""
#~ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
#~ "travelers passing over them. As far as gameplay is concerned, roads "
#~ "behave as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
#~ "\n"
#~ msgstr ""
#~ "道路は、多くの旅行者がその上を通ることで形ができた、踏み固められた土の道で"
#~ "す。ゲームプレイに関する限り、道路は<ref>dst='terrain_flat' text='平地'</"
#~ "ref>地形と同じになります。\n"
#~ "\n"

#~ msgid "Forest"
#~ msgstr "森"

#~ msgid ""
#~ "<italic>text='Forests'</italic> represent any woodland with significant "
#~ "undergrowth, enough to hinder passage. Though they slow nearly everyone "
#~ "down, forests do offer better defense to most units than open ground. "
#~ "Cavalry, however, have so much trouble navigating them that any benefit "
#~ "gained by stealth is negated. Elves are an exception to this general rule "
#~ "for forests. Not only do they possess full movement in forests, but they "
#~ "also gain a considerable defensive bonus. Dwarves are another exception "
#~ "to this rule; though they are able to plow through the forests without "
#~ "much loss of speed, their utter unfamiliarity with the terrain causes "
#~ "them to receive no defensive bonus.\n"
#~ "\n"
#~ "Most units have 50% defense in forests, but cavalry are limited to 30%. "
#~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted "
#~ "units. Dwarves generally receive only 30% defense in forests.\n"
#~ "\n"
#~ msgstr ""
#~ "森は、通過するのを妨げるのに十分な、大地に根差す森林地の全てを表します。ほ"
#~ "ぼ全てのものの歩みを遅くしますが、多くのユニットに対して開かれた土地より良"
#~ "い防御を与えてくれます。しかしながら騎兵にとっては、隠されることで得られる"
#~ "どのような恩恵も打ち消されるほど、操るのをひどく困難にしてしまいます。エル"
#~ "フは森での一般的な規則に対する例外です。森の中でも完全な移動ができるだけで"
#~ "なく、素晴らしい防御特典も得られるのです。ドワーフはこの規則へのもう一つの"
#~ "例外で、この地形に全く慣れていない彼等は防御特典を全く受けることができませ"
#~ "ん。\n"
#~ "\n"
#~ "多くのユニットは森で 50% の防御ですが、騎兵は 30% に制限されます。一方でエ"
#~ "ルフは乗馬中であっても 60 から 70% の防御を享受します。ドワーフは一般的に"
#~ "森では 30% の防御しか得られません。\n"
#~ "\n"

#~ msgid "Hills"
#~ msgstr "丘"

#~ msgid ""
#~ "<italic>text='Hills'</italic> represent any reasonably rough terrain, "
#~ "with enough dips and rises in the ground to provide some cover. Hills are "
#~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have "
#~ "enough familiarity with the terrain that they can pass through it without "
#~ "being slowed down. Cavalry have enough trouble navigating the terrain "
#~ "that any defensive aid lent by cover is negated.\n"
#~ "\n"
#~ "Most units have about 50% defense in hills, whereas cavalry are limited "
#~ "to 40%. Dwarves enjoy 60% defense in hills.\n"
#~ "\n"
#~ msgstr ""
#~ "丘は、地面の高低差が激しく遮蔽になるような、荒々しい土地を表します。丘はほ"
#~ "とんどの軍隊にとって進行が困難です。ドワーフとトロルとオークはこの地形に慣"
#~ "れているため、遅くなることなく通り抜けることができます。騎兵は遮蔽の助けに"
#~ "よるどのような防御も効果がなくなるほど、操るのに手こずります。\n"
#~ "\n"
#~ "ほとんどのユニットは丘で約 50% の防御を持ちますが、騎兵は 40% に抑えられま"
#~ "す。ドワーフは丘では 60% の防御を享受します。\n"
#~ "\n"

#~ msgid "Mountains"
#~ msgstr "山"

#~ msgid ""
#~ "<italic>text='Mountains'</italic> are steep enough that units often have "
#~ "to climb over obstacles to move. By this nature, they provide a "
#~ "considerable defensive bonus for most troops, but they also severely "
#~ "impede any passage through them. Most cavalry simply cannot enter "
#~ "mountainous terrain; however, elvish cavalry is an exception to this, as "
#~ "are the goblin wolf riders. Both dwarves and trolls are native to "
#~ "mountainous terrain, and have a very easy time getting around.\n"
#~ "\n"
#~ "Most units receive about 60% defense in mountains, whereas Dwarves enjoy "
#~ "70%."
#~ msgstr ""
#~ "山は、しばしば移動のために障害物を登る必要のある険しい場所です。このため多"
#~ "くの軍隊に対して素晴らしい防御を提供しますが、通り抜けて行くことをひどく妨"
#~ "げます。ほとんどの騎兵は山岳地形には入っていくことさえもできませんが、エル"
#~ "フの騎兵とゴブリンの狼乗りだけはこの例外です。ドワーフとトロルは山岳地形で"
#~ "生まれており、移動することは容易です。\n"
#~ "\n"
#~ "多くのユニットは山で 60% の防御になりますが、ドワーフは 70% を享受します。"

#~ msgid "Swamp"
#~ msgstr "沼地"

#~ msgid ""
#~ "<italic>text='Swamps'</italic> represent any sort of wetlands. Swamps "
#~ "slow down nearly everyone, and inhibit their ability to defend "
#~ "themselves. An exception to this is any race bodily skilled in navigating "
#~ "water; these receive both full movement and a defensive bonus. Those that "
#~ "make their living in the wetlands are also adept at using this terrain "
#~ "for cover.\n"
#~ "\n"
#~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians "
#~ "all generally enjoy 60%."
#~ msgstr ""
#~ "沼地はあらゆる湿地帯を表します。沼地はほぼ全てのものの動きを遅くし、自分自"
#~ "身を守る能力を制約します。これに対する例外は水中移動の身体能力をもつ全ての"
#~ "種族で、完全な移動と防御特典を受けます。湿地帯で生きる者達はこの地形を防御"
#~ "に役立てることもできます。\n"
#~ "\n"
#~ "多くのユニットは沼地で 30% の防御となります。 マーマン、ナーガ、トカゲ族は"
#~ "全て一般的に 60% を享受します。"

#~ msgid "Shallow Water"
#~ msgstr "浅瀬"

#~ msgid ""
#~ "<italic>text='Shallow water'</italic> represents any body of water deep "
#~ "enough to come up to roughly a man’s waist. This is enough to slow down "
#~ "nearly anyone and leave them wide open to attack. Dwarves, given that the "
#~ "water reaches up almost to their heads, have an extremely hard time of "
#~ "this. The exception is any race whose bodies naturally lend themselves to "
#~ "swimming, for which they receive a considerable defensive bonus and full "
#~ "movement.\n"
#~ "\n"
#~ "Most units make do with 20 to 30% defense in shallow water, whereas both "
#~ "naga and mermen enjoy 60%."
#~ msgstr ""
#~ "浅瀬はだいたい人間の腰までの深さの水の状態を表します。これはほぼ全てのもの"
#~ "の動きを遅くし、防御能力を低下させてしまいます。ドワーフは、ほぼ頭まで水が"
#~ "達してしまうため、ここにいることは非常に困難となります。例外は泳ぐための身"
#~ "体能力を生まれながらに持っている種族で、極めて高い防御特典と完全な移動を得"
#~ "ることができます。\n"
#~ "\n"
#~ "多くのユニットは浅瀬で 20 から 30% の防御を持ち、ナーガとマーマンは共に "
#~ "60% を享受します。"

#~ msgid "Deep Water"
#~ msgstr "深水"

#~ msgid ""
#~ "<italic>text='Deep water'</italic> represents any body of water deep "
#~ "enough to cover a man’s head. Most units cannot enter deep water: it is "
#~ "the domain of units which can either fly, or are exceptionally strong "
#~ "swimmers.\n"
#~ "\n"
#~ "Mermen and naga both receive 50% defense in deep water, with full "
#~ "movement."
#~ msgstr ""
#~ "深水は、人間の頭を越える深さの水の状態を表します。ほとんどのユニットは深水"
#~ "には入れず、飛ぶことができるか、泳ぐのが極めて得意なものだけが、この領域に"
#~ "入れます。\n"
#~ "\n"
#~ "深水でマーマンとナーガは共に 50% の防御と完全な移動を行います。"

#~ msgid "Frozen"
#~ msgstr "凍土"

#~ msgid ""
#~ "<italic>text='Frozen'</italic> terrain represents any flat area that is "
#~ "covered by snow or ice. Most units are slowed down on it, and have a "
#~ "harder time defending themselves. Note that swimming units, even those "
#~ "who can breathe underwater, cannot swim underneath ice.\n"
#~ "\n"
#~ "Most units have 20 to 40% defense in frozen terrain."
#~ msgstr ""
#~ "凍結した地形は、雪や氷で覆われた平らな地形を表します。ほとんどのユニットは"
#~ "この地形上で動きが遅くなるため、自分自身を守るのにも苦労します。ユニット"
#~ "は、たとえ水中で呼吸できたとしても、氷の下を泳げないことに注意してくださ"
#~ "い。\n"
#~ "\n"
#~ "ほとんどのユニットが雪原で 20 から 40% の防御になります。"

#~ msgid "Castle"
#~ msgstr "城"

#, fuzzy
#~ msgid ""
#~ "<italic>text='Castles'</italic> are any sort of permanent fortification. "
#~ "Nearly all units receive a considerable bonus to their defense by being "
#~ "stationed in a castle, and most units receive full movement in a castle. "
#~ "Stationing units in a castle represents its defensive capability. Without "
#~ "a unit in each wall hex, an enemy can simply sneak into the castle "
#~ "unchallenged, gaining the same defensive bonus as everyone inside.\n"
#~ "\n"
#~ "Most units have about 60% defense in a castle.\n"
#~ "\n"
#~ msgstr ""
#~ "城はあらゆる種類の永久的な要塞です。城に駐留することで、ほとんどすべてのユ"
#~ "ニットは防御について素晴らしい特典を受けます。またすべてのユニットは城では"
#~ "完全に移動できます。城に駐留するユニットは完全な防御能力を示します。それぞ"
#~ "れの壁のヘクスにユニットがいなければ、敵は簡単に城の中に忍び込むことがで"
#~ "き、中にいる全てのものと同様の防御特典を得ることになります。\n"
#~ "\n"
#~ "ほとんどのユニットは城で 60% の防御になります。\n"
#~ "\n"

#~ msgid "Sand"
#~ msgstr "砂地"

#~ msgid ""
#~ "The instability of <italic>text='sand'</italic> makes it harder for most "
#~ "units to cross, and leaves them wide open to attack. In contrast, the "
#~ "wide feet or snakelike bodies of the reptilian races make sand much "
#~ "easier for them to navigate.\n"
#~ "\n"
#~ "Most units receive 20 to 40% defense in sand."
#~ msgstr ""
#~ "砂の不安定さのため、多くのユニットが通り抜けが困難で、攻撃に対して無防備に"
#~ "なってしまいます。一方で巨大な足や蛇型の身体のトガケ種族は砂での行動がずっ"
#~ "と容易になります。\n"
#~ "\n"
#~ "多くのユニットは砂地において 20 から 40% の防御を持ちます。"

#~ msgid "Desert"
#~ msgstr "砂漠"

#~ msgid ""
#~ "<italic>text='Deserts'</italic> have a somewhat different composition "
#~ "than small sand pits or beaches, however for gameplay purposes they are "
#~ "identical. See <ref>dst='terrain_sand' text='sand'</ref>."
#~ msgstr ""
#~ "砂漠は小さな砂の穴や砂浜とは少しばかり性質が異なりますが、ゲームプレイの目"
#~ "的では同じ扱いです。<ref>dst='terrain_sand' text='砂地'</ref>を参照してく"
#~ "ださい。"

#~ msgid "Cave"
#~ msgstr "洞窟"

#~ msgid ""
#~ "<italic>text='Cave'</italic> terrain represents any underground cavern "
#~ "with enough room for a unit to pass. Most units are wholly unfamiliar "
#~ "with the terrain, and thus are both slowed down and hindered in defense. "
#~ "Dwarves and trolls, who make their homes in caves, both have a relatively "
#~ "easy time navigating this terrain, especially dwarves, who by dint of "
#~ "their small size can navigate many obstacles that other races cannot. "
#~ "Occasionally caves are <ref>dst='terrain_illuminated_cave' "
#~ "text='illuminated'</ref>.\n"
#~ "\n"
#~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
#~ msgstr ""
#~ "洞窟の地形はユニットが通り抜けられるだけの十分な空間のある地下の空洞を表し"
#~ "ています。ほとんどのユニットはこの地形に十分慣れておらず、それゆえ歩みが遅"
#~ "く防御を妨げられます。住まいを洞窟に作るドワーフ族とトロル族は、共にこの地"
#~ "形では比較的容易に行動し、特にドワーフ族はその小さな身体で他の種族では通れ"
#~ "ないような多くの障害物も乗り越えられます。時には、洞窟は"
#~ "<ref>dst='terrain_illuminated_cave' text='照らされている'</ref>ことがあり"
#~ "ます。\n"
#~ "\n"
#~ "多くのユニットは洞窟で 20 から 40% の防御となり、ドワーフ族は 50% です。"

#~ msgid "Rockbound Cave"
#~ msgstr "岩に囲まれた洞窟"

#~ msgid ""
#~ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of "
#~ "water and wind, carrying erosive particles that carve the rock. It "
#~ "resembles a scraggy underground cavern which reduces efficiency of most "
#~ "units, but shoulders defense. Dwarves and trolls, who are main settlers "
#~ "of caves, have a relatively easy time navigating this terrain. Dwarves, "
#~ "who by dint of their small size have the full advantage of navigation in "
#~ "such topography. Occasionally caves are "
#~ "<ref>dst='terrain_illuminated_cave' text='illuminated'</ref>\n"
#~ "\n"
#~ "Most units have about 50% defense in rocky caves, whereas cavalry are "
#~ "limited to 40%. Dwarves enjoy 60% defense in rockbound caves."
#~ msgstr ""
#~ "<italic>text='岩に囲まれた洞窟'</italic>の地形は水や風の作用によって作られ"
#~ "たものです。水や風は岩を削る浸食作用のある粒子を運んでいるのです。ごつごつ"
#~ "した地下の洞窟に似て、ほとんどのユニットの動きを妨げますが、防御力は高くな"
#~ "ります。洞窟の主要な居住者であるドワーフ族やトロル族は、比較的楽にこの地形"
#~ "を進むことができます。ドワーフ族は、その小さな体を生かし、このような地形を"
#~ "歩くのに最も有利です。時には、洞窟は<ref>dst='terrain_illuminated_cave' "
#~ "text='照らされている'</ref>ことがあります。\n"
#~ "\n"
#~ "ほとんどのユニットは岩の多い洞窟ではおよそ 50% の防御を得ます。一方騎兵は "
#~ "40% に制限されます。ドワーフ族は岩に囲まれた洞窟では 60% の防御を享受しま"
#~ "す。"

#~ msgid "Illuminated Cave"
#~ msgstr "照らされた洞窟"

#~ msgid ""
#~ "Rare patches of the underground world are illuminated by light from the "
#~ "surface shining down into the gloomy darkness. This provides an attack "
#~ "bonus for lawful units and removes the attack bonus from chaotic units. "
#~ "In all other regards this terrain is functionally identical to normal "
#~ "<ref>dst='terrain_cave' text='cave terrains'</ref>."
#~ msgstr ""
#~ "表面からの光が暗闇を照らしている地下の世界では珍しい土地です。これによって"
#~ "秩序ユニットは攻撃ボーナスを得、混沌ユニットは攻撃ボーナスを失います。それ"
#~ "以外のすべての点において、この地形は通常の<ref>dst='terrain_cave' text='洞"
#~ "窟の地形'</ref>と同じです。"

#~ msgid "Mushroom Grove"
#~ msgstr "キノコの森"

#~ msgid ""
#~ "<italic>text='Mushroom groves'</italic> are vast underground forests of "
#~ "giant mushrooms, which thrive in the damp darkness. Most units have "
#~ "trouble negotiating the spongy floor of smaller fungi, but they have "
#~ "plenty of cover behind the larger stalks. Mounted units, however, become "
#~ "completely mired and lack proper freedom of movement in combat. Undead "
#~ "units have a natural affinity for decay and function quite well in "
#~ "mushroom forests.\n"
#~ "\n"
#~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry "
#~ "receive only 20%."
#~ msgstr ""
#~ "<italic>text='キノコの森'</italic>は地下にある広大な巨大キノコでできた森で"
#~ "す。巨大キノコは湿気のある暗闇でよく育ちます。ほとんどのユニットは小さな菌"
#~ "類でできたスポンジのような床をうまく通り抜けることができませんが、大きな茎"
#~ "の背後にはたくさんの避難場所があります。しかしながら、騎乗したユニットは、"
#~ "完全につかまってしまい、戦闘において自由に動くことができません。アンデッド"
#~ "ユニットは腐食という共通点があるため、キノコの森ではとてもよく機能しま"
#~ "す。\n"
#~ "\n"
#~ "ほとんどのユニットはキノコの森において 50% から 60% の防御を得ます。一方、"
#~ "騎兵は 20% しか得ることができません。"

#~ msgid "Village"
#~ msgstr "村"

#~ msgid ""
#~ "<italic>text='Villages'</italic> represent any group of buildings, human "
#~ "or otherwise. Almost all units, even cavalry, have an easy time "
#~ "navigating villages, and most units gain a defensive bonus from being "
#~ "stationed in a village. Villages allow units the resources to clean and "
#~ "tend to their wounds, which allows any unit stationed therein to heal "
#~ "eight hitpoints each turn, or to be cured of poison.\n"
#~ "\n"
#~ "Most units have 50 to 60% defense in villages, whereas cavalry receive "
#~ "only 40%.\n"
#~ "\n"
#~ msgstr ""
#~ "村は、人間族やその他の種族の建物を意味します。騎兵のようなユニットを含むほ"
#~ "とんど全てのユニットは、村を容易に通過することができます。また、多くのユ"
#~ "ニットは村に駐留することで上手く防御できるようになります。村では、ユニット"
#~ "を清潔にし傷を介抱する能力によって、8 HPの回復、もしくは毒の治療が行われま"
#~ "す。\n"
#~ "\n"
#~ "ほとんどのユニットは村に駐留することで 50 から 60% の防御を得ますが、騎兵"
#~ "は 40% のみになります。\n"
#~ "\n"

#~ msgid "Submerged Village"
#~ msgstr "水中の村"

#~ msgid ""
#~ "<italic>text='Submerged villages'</italic> are the homes of merfolk and "
#~ "nagas. While water-dwelling creatures are at home here, land-dwellers "
#~ "have a hard time navigating and defending these villages. However, like "
#~ "any village, the facilites are available to all creatures which allow "
#~ "units to tend to their wounds. Any unit stationed in a village can heal "
#~ "eight hitpoints each turn, or be cured of poison.\n"
#~ "\n"
#~ "Merfolk and nagas have 60% defense in submerged villages, whereas land "
#~ "based units usually have a low defense."
#~ msgstr ""
#~ "水中の村は海の種族とナーガの住処です。水中にすむ生き物にとっては家にいるよ"
#~ "うなものですが、陸にすむものにとってはこれらの村を通ったりこれらの村を防御"
#~ "したりするのは困難です。しかしながら、他の村と同じように、すべての生き物の"
#~ "ための設備があり、これによって傷を癒すことができます。村に配置されているユ"
#~ "ニットはすべて各ターンに 8 HP の回復もしくは毒の治療を受けることができま"
#~ "す。\n"
#~ "\n"
#~ "海の種族とナーガは水中の村で 60% の防御を得ますが、陸のユニットは通常低い"
#~ "防御となります。"

#~ msgid "Unwalkable"
#~ msgstr "歩行不能"

#~ msgid ""
#~ "<italic>text='Unwalkable terrain'</italic> covers any chasm or gorge "
#~ "which, as the name implies, cannot be crossed simply by walking. Chasms "
#~ "are noted for sheer walls which would take days to traverse. As far as "
#~ "gameplay is concerned, only units capable of flying can cross this "
#~ "terrain."
#~ msgstr ""
#~ "歩行不能な地形は、その名の示す通り、単に歩いては渡れない亀裂や峡谷を含みま"
#~ "す。地面の割れ目は通過するのに何日もかかる垂直に切り立った壁になっていま"
#~ "す。ゲームプレイに関して言えば、空を飛ぶ能力を持ったユニットのみがこの地形"
#~ "を通過できます。"

#~ msgid "Lava"
#~ msgstr "溶岩"

#~ msgid ""
#~ "The dangers inherent in trying to walk on <italic>text='lava'</italic> "
#~ "are fairly obvious. As far as movement is concerned, lava is equivalent "
#~ "to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can "
#~ "only be crossed by those units capable of flying a considerable distance "
#~ "above it. The molten magma also produces a substantial glow, illuminating "
#~ "the area immediately above it. This provides an attack bonus for lawful "
#~ "units and removes the attack bonus from chaotic units."
#~ msgstr ""
#~ "溶岩の上を歩こうとすることによる危険は極めて明らかです。移動に関する限り、"
#~ "溶岩は<ref>dst='terrain_unwalkable' text='歩行不能'</ref>地形と同等であ"
#~ "り、十分に距離を取ってその上を飛び抜けられる能力を持ったユニットのみが、こ"
#~ "の地形を越えられます。また溶解したマグマは、そのすぐ上のエリアを明るく照ら"
#~ "す多大な光を生じます。これは秩序ユニットに対して攻撃のボーナスを与え、混沌"
#~ "ユニットからは攻撃ボーナスを奪います。"

#~ msgid "River Ford"
#~ msgstr "川の浅瀬"

#~ msgid ""
#~ "When a river happens to be extremely shallow, passing over it is a "
#~ "trivial matter for land based units. Moreover, any creature best adapted "
#~ "to swimming has full mobility even at such places in the river. As far as "
#~ "gameplay is concerned, a river ford is treated as either grassland or "
#~ "shallow water, choosing whichever one offers the best defensive and "
#~ "movement bonuses for the unit on it."
#~ msgstr ""
#~ "河川が極めて浅いならば、それを通り越えようとすることは、歩行型ユニットで"
#~ "あっても珍しいことではありません。さらには泳ぎに最も適した生き物であれば、"
#~ "河川のそのような場所であっても完全な移動を行うことができます。ゲームプレイ"
#~ "に関する限り、川の浅瀬は草原か浅い水かで、そこにいるユニットにとって最も防"
#~ "御と移動力ボーナスの大きい方が選択されます。"

#~ msgid "Coastal Reef"
#~ msgstr "沿岸の暗礁"

#~ msgid ""
#~ "<italic>text='Coastal reefs'</italic> are shallows formed by stone, coral "
#~ "and sand. This provides most land units with a more steady footing and "
#~ "defensive positions than wading in shallow water normally would and also "
#~ "grants most water-dwelling races an exceptionally high defense.\n"
#~ "\n"
#~ "Mermen and Naga both receive 70% defense on coastal reefs."
#~ msgstr ""
#~ "沿岸の暗礁は岩や珊瑚、砂によって形成される浅瀬です。ほとんどの陸のユニット"
#~ "に、通常浅瀬を渡る時よりもしっかりとした足場と防御地点を提供します。そして"
#~ "ほとんどの水棲種族には例外的に高い防御率が与えられます。\n"
#~ "\n"
#~ "マーマンとナーガは沿岸の暗礁では両方とも 70% の防御を得ます。"

#~ msgid "Bridge"
#~ msgstr "橋"

#~ msgid ""
#~ "To those capable of building one, the ability to lay a "
#~ "<italic>text='bridge'</italic> offers a liberation from the fickle nature "
#~ "of waterways, whose fords come and go with the rise and fall of the "
#~ "waterline. This is to say nothing of the luxury of dry feet, the loss of "
#~ "which is no laughing matter in the cold months of the year.\n"
#~ "\n"
#~ "For those who go by land or sea, a bridge is the best of both worlds — "
#~ "for gameplay purposes, it is treated either as grassland or the "
#~ "underlying water, whichever offers the best movement and defensive "
#~ "bonuses for the unit occupying the bridge hex. Note that a swimming unit "
#~ "and a land unit are not capable of occupying a bridge hex at the same "
#~ "time."
#~ msgstr ""
#~ "これを築ける者にとって、橋を渡すという能力は、上り下りの流れをともなう不安"
#~ "定な自然の川の流れから解放してくれます。足が濡れずにすむ贅沢は言うまでもな"
#~ "く、一年のうちの凍える何ヶ月もの間にはとても笑えない苦労をなくしてくれるの"
#~ "です。\n"
#~ "\n"
#~ "陸や海を移動する者にとって、橋はどちらの世界でも最良のものであり、ゲームプ"
#~ "レイにおける意味としては草原と浅瀬のいずれかとして扱われ、橋ヘクスを占拠す"
#~ "るユニットにとって最も防御と移動力ボーナスの大きい方が選択されます。泳ぐユ"
#~ "ニットと歩行型ユニットは同時に橋ヘクスを占拠することができないことに注意し"
#~ "て下さい。"

#~ msgid "Impassable"
#~ msgstr "通行不能"

#~ msgid ""
#~ "Obstacles that not even the most determined traveler may overcome include "
#~ "solid walls of stone and mountains so tall and steep that they are "
#~ "constantly wreathed in cloud. Even flying creatures cannot navigate the "
#~ "jagged peaks at such rarified heights, and not even the fiercest troll "
#~ "can smash through thick walls of stone."
#~ msgstr ""
#~ "どんなに決心の固い旅行者ですら踏破できない障害物には、硬い石の壁や、非常に"
#~ "高く急なため、常に雲に覆われている山々が含まれます。飛ぶことのできる生き物"
#~ "であっても、このような空気の薄い高地のギザギザの山頂を超えることはできず、"
#~ "最も荒々しいトロルですら分厚い石の壁を打ち抜くことができません。"

#~ msgid ""
#~ "Berserk:\n"
#~ "Whether used offensively or defensively, this attack presses the "
#~ "engagement until one of the combatants is slain, or 30 rounds of attacks "
#~ "have occurred."
#~ msgstr ""
#~ "狂戦:\n"
#~ "攻撃においても防御においても、この攻撃が戦いで使われた場合、いずれかの戦闘"
#~ "ユニットが倒されるまで交戦をやめません。もしくは 30 回の攻撃が行われるま"
#~ "で。"

#~ msgid ""
#~ "Magical:\n"
#~ "This attack always has a 70% chance to hit regardless of the defensive "
#~ "ability of the unit being attacked."
#~ msgstr ""
#~ "魔法:\n"
#~ "この攻撃は攻撃されるユニットが持っているどんな防御能力も関係なく常に命中率"
#~ "が 70% となります。"

#~ msgid "firststrike"
#~ msgstr "先制"

#~ msgid ""
#~ "First Strike:\n"
#~ "This unit always strikes first with this attack, even if they are "
#~ "defending."
#~ msgstr ""
#~ "先制:\n"
#~ "このユニットは、たとえ防御時であっても常にこの攻撃で先に攻撃します。"

#~ msgid ""
#~ "Feeding:\n"
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
#~ "living unit."
#~ msgstr ""
#~ "摂食:\n"
#~ "このユニットは生きているユニットを殺すことで最大ヒットポイントが 1 増加し"
#~ "ます。"

#~ msgid ""
#~ "Some weapons have special features that increase the effectiveness of "
#~ "attacking with them.\n"
#~ "\n"
#~ msgstr ""
#~ "いくつかの武器には独特な特徴があり、その武器による攻撃の効果を高めます。\n"
#~ "\n"

#, fuzzy
#~ msgid "<header>text='Race specific topics'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='命中率'</header>"
