Identity

WML ID01_A_Summer_of_Storms
Next scenario02_The_Fall
Map01_A_Summer_of_Storms.map, 37 × 27 hexes
Turns29 / 27 / 25
Carryover40%, early-finish bonus
ArchetypeOpening battle / introductory assault
Story importanceVery high
WML complexityLow–moderate
AI customizationLight
Learning valueVery high

Story & dialogue

The historical prologue establishes the Green Isle, the conflict between its kingdoms and the Wesfolk, Wesfolk necromancy, dangerous ocean routes, eastern lands, and the Southbay prince’s disastrous war. The playable scene then narrows to Haldric and King Eldaric confronting a raid.

The opening exchange introduces Haldric as eager but inexperienced, Eldaric as mentor and protector, and the raid as strategically suspicious. The Wesfolk leader’s surrender supplies the inciting revelation: the Lich-Lords opened gates to the orcish homeland, turning a local raid into an existential crisis.

Dialogue phasePurposeWML structure
Historical prologueWorldbuilding and premiseEleven [story][part] panels
Opening exchangeCharacterization and mysterystart event
Turn remindersEconomy and urgencyTurn 5 and turn 20 events
Surrender sceneReversal and setup for The FallWesfolk Leader last breath

Map description

The 37 × 27 battlefield places the Wesfolk leader in a northern keep and Haldric in a southeastern keep. Roads, villages, water, swamp, forest, hills, and mountains expose the player to varied movement and defense without a separate tutorial mode.

FeatureDesign function
Separated keepsCreates a readable assault axis.
Road corridorOffers an efficient route through rough ground.
Water and swampDiscourage a single direct approach.
Scattered villagesSupport the turn-5 economy reminder.
Hills and mountainsIntroduce defensive terrain and path constraints.

Objectives, sides, and AI

TypeCondition
VictoryDefeat the Wesfolk Leader.
DefeatDeath of Prince Haldric or King Eldaric IV; turns expire.

Haldric receives 140/120/100 gold and recruits Bowman, Horseman, Mage, and Spearman. The enemy receives 140/160/180 gold and recruits Footpad, Poacher, Thief, and Thug. Its AI uses the normal engine behavior with NO_SCOUTS and a role-based recruitment pattern.

Events

TriggerEffect
prestartCreates King Eldaric and installs objectives.
startOpening conversation.
side turnStarts revelation.ogg.
Turn 5 / turn 20Village-economy and urgency reminders.
Wesfolk Leader last breathReveals the orc invasion, stores the leader, and ends in victory.
Time overNarratively connects defeat to spoiled crops and starvation.

Assets and units

ResourceOriginUse
story/trow_intro_01.webp09.webp, scenario panel, logoCampaignHistorical prologue and title composition
Haldric and Eldaric portraitsCampaignCharacter identity and emotional variants
portraits/lady_outlaw.webp, music, UI iconsCore/sharedDialogue, score, narrator presentation
Noble Youth/Fighter, Warrior King, Wesfolk OutcastCampaignNamed cast and campaign progression
Standard loyalist and outlaw recruitsCoreTactical roster

Lessons for authors

Design interpretation. The scenario keeps the tactical goal conventional while concentrating novelty in setting, characters, and stakes. That reduces opening cognitive load.
PatternReuse lesson
Simple goal, rich contextIntroduce story complexity before objective complexity.
Mentor beside protagonistUse a supporting hero to teach and add emotional stakes.
Contextual turn remindersMake tutorial advice sound like character dialogue.
Last-breath revelationLet victory uncover the larger crisis.
Asymmetric difficulty resourcesAdjust turns and gold before writing separate AI logic.

Scenario WML · Map source