Identity

WML ID02_The_Fall
Next scenario03_A_Harrowing_Escape
Map02_The_Fall.map, 37 × 27 hexes
Turns23 / 20 / 17
Carryover40%, early-finish bonus
ArchetypeEvacuation battle / three-faction race
Story importanceCritical
WML complexityModerate–high
AI customizationModerate declarative tuning
Persistent statehave_lady, lady_store, recruit access

Story & dialogue

Summer gives way to fall, Eldaric fortifies the frontier, and the orc invasion reaches Stormvale. The opening scene immediately reframes the campaign: the human kingdom can no longer defend its home, the only escape is the southern pass, and the Wesfolk occupy that pass.

The scenario’s climax is not merely the Wesfolk leader’s defeat. Haldric must decide whether to accept her surrender and skills or reject her. Accepting creates Lady Outlaw as a loyal hero and grants access to outlaw recruits. Rejecting grants an immediate gold reward while allowing her to escape for later use. Eldaric then remains behind to cover the refugees’ retreat.

Dialogue phaseFunction
Story panelCompresses the passage of time and announces war.
Opening exchangeDefines the scenario as evacuation, not territorial defense.
Turn 14 reminderReasserts urgency before the deadline.
Surrender choiceTurns a defeated antagonist into a persistent party and roster decision.
FarewellRemoves the mentor and transfers leadership to Haldric.

Map description

The map is a 37 × 27 return to the Stormvale region, now configured as a four-side crisis. Orc leaders occupy northern and northeastern keeps, Haldric begins around the southeastern settlement, and the Wesfolk block the southern escape route. A central water system, bridges, roads, swamp, and mountain belts shape movement between these fronts.

Spatial elementImplementation effect
Two northern orc keepsCreates a pincer and makes fighting both orc leaders optional but tempting.
Wesfolk southern keepPlaces the victory target directly on the route of escape.
Player settlement near waterCreates a defensible home that the narrative says must be abandoned.
Mountain guards in the northVisualizes Eldaric’s failing defensive line.
Orc home-entry trigger at x 26–30, y 13–15Connects enemy movement into the settlement with bespoke dialogue.

Objectives and side economy

TypeCondition
VictoryDefeat the Wesfolk Leader with a side-1 unit.
DefeatDeath of Haldric or Eldaric; orcs kill the Wesfolk Leader; turns expire.
Optional rewardEach orc leader killed by side 1 yields 75 gold.
SideLeader / rosterGoldIncome and AI
1 — StormvaleHaldric, Noble Fighter; campaign recruit state carried forward140 / 120 / 100Human controlled; six starting villages
2 — WesfolkWesfolk Outcast; Footpad, Poacher, Thief, Thug90 / 120 / 150Aggression .15, caution .5, defensive grouping, passive leader; seven starting villages
3 — OrcsTan-Rarbag, Orcish Warlord120 / 160 / 200Income 6 / 9 / 12; passive leader; highly aggressive at night
4 — OrcsTan-Erang, Orcish Warrior160 / 200 / 240Income 4 / 6 / 8; highly aggressive at night
Implementation note. The player side does not redefine recruit= in this scenario. The campaign relies on the carried side state, then conditionally extends it with outlaw recruits if the surrender is accepted.

Special events and state transitions

TriggerBehavior
prestartRestores the Wesfolk leader’s experience, creates difficulty-scaled Wesfolk guardians, recalls Eldaric, creates three loyal northern guards, and installs objectives.
startExplains the collapse of the northern defense and the blocked southern pass.
Turn 14Eldaric warns that only death remains in the valley.
Orc leader death by side 1Applies LOOT 75 1.
Wesfolk last breath by side 1Opens the accept/reject choice and then ends the scenario.
Wesfolk death by an orc sideImmediate defeat because the escape route is lost.
Orc enters home trigger areaHaldric grieves; Eldaric insists on retreat.
victoryRemoves Eldaric, clears temporary storage, and prepares escaped Lady Outlaw state if necessary.

The Lady Outlaw decision

ChoiceImmediate resultPersistent result
Accept surrenderWesfolk leader is recreated on side 1 as loyal hero Lady Outlaw.have_lady=1; Thief, Thug, Poacher, and Footpad become recruitable.
Reject surrenderShe vanishes; player gains 300 / 250 / 200 gold.have_lady=0; her converted state is prepared in lady_store for later campaign logic.

Local macro: NORTH_GUARD

The scenario defines a short helper macro to create named loyal guards. On Easy they are Shock Troopers; on Normal and Hard they are Heavy Infantrymen. Parameters supply coordinates, ID, display name, and a second trait.

#define NORTH_GUARD X Y ID_STRING NAME_STRING SECOND_TRAIT_WML
    [unit]
        type=(difficulty-dependent heavy infantry)
        side=1
        id={ID_STRING}
        x={X}
        y={Y}
        [modifications]
            {TRAIT_LOYAL}
            {SECOND_TRAIT_WML}
        [/modifications]
    [/unit]
#enddef

This is a good example of a scenario-local abstraction: it removes repetition without promoting a one-off pattern into the campaign-wide utility layer.

AI analysis

AI techniquePurpose
Wesfolk low aggression, high caution, defensive groupingKeeps the objective force concentrated around the escape route.
Passive Wesfolk leaderReduces the chance that the target abandons the southern position.
Orc night-only aggressive facetMakes time of day alter strategic pressure without custom Lua.
Difficulty-scaled income and goldIncreases sustained recruitment pressure on higher difficulties.
Optional lootTempts the player to fight the flanking armies despite the evacuation deadline.

Assets and units

ResourceOriginUse
story/trow_story_02-The_Fall.jpgCampaignSingle transition story panel
Haldric surprise/annoyed portraitsCampaignFear and deliberation
portraits/lady_outlaw.webp, orc portraitsCore/sharedWesfolk and orc leaders
the_dangerous_symphony.ogg, undead_siege.ogg, battle.oggCore/sharedScenario music rotation
Noble Fighter, Warrior King, Wesfolk OutcastCampaignNamed campaign cast
Orcish leaders and recruits; outlaw recruits; heavy infantry guardsCoreBattle factions

Lessons for authors

Design interpretation. The scenario creates urgency through objective competition rather than a special countdown mechanic: the player must reach the Wesfolk before the orcs do, while optional loot rewards risky counterattacks.
PatternWhy it matters
Objective can be “stolen” by a third factionTransforms a standard leader kill into a race.
Choice bundles story, unit, roster, and economy effectsMakes the decision mechanically legible and memorable.
Mentor exits after the choiceMarks the protagonist’s transition into command.
Scenario-local helper macroReduces repetition without polluting global namespace.
Night aggression facetUses core AI configuration to create behavioral rhythm.

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