Identity

WML ID08_Clearwater_Port
Next scenario09_Fallen_Lich_Point
Map08_Clearwater_Port.map, 42 × 37 hexes
Turns32 on all difficulties
ScheduleDefault, plus illuminated lighthouse time area
Automatic enemy victoryDisabled
ArchetypeTimed evacuation defense
Story importanceCritical
WML complexityVery high
AI complexityVery high; stateful allied defense
Exit choicesFirst, second, third ship, or defeat all leaders

Story & dialogue

Clearwater Port is already evacuating its population when Haldric arrives. Commander Aethyr explains that the local army initially drove the orcs back into the Swamp of Esten, but reinforcements destroyed the defense and killed the King of Clearwater. Three more shiploads are needed before the remaining population can escape.

The opening conversation formalizes the Wesfolk as Haldric’s allies, introduces Aethyr as the local commander, and turns the scenario into a moral timing choice. The player may leave early, remain for a later ship, or fight until every enemy leader is dead. The longer the party remains, the more heroic—and mechanically rewarding—the outcome becomes.

Dialogue phaseFunction
Arrival briefingExplains the port’s losses, missing fleet, and evacuation schedule.
Wesfolk recognitionPublicly confirms Jessene’s people as allies rather than prisoners.
Three ship announcementsTurn the timetable into character-delivered tactical information.
Aethyr’s final decisionLeaves the commander behind as a tragic rear guard.
Victory detourRedirects the refugees to Fallen Lich Point for the Book of Fire and Darkness.

Map description

The 42 × 37 winter coastal map stretches from mountains and frozen inland approaches in the west to Clearwater’s harbor and open sea in the east. Haldric enters near the city, Aethyr’s forward castle and inner wall guard the eastern settlement, and three orc armies attack from the landward side. Bridges, shallow water, deep water, snow, hills, roads, villages, city terrain, and a lighthouse create several distinct defensive layers.

Map elementDesign role
Forward castleGives Aethyr’s AI a first defensive posture before falling back.
Inner city wallSupports a second defensive posture and evacuation pier.
Harbor pierHosts three different Haldric-only boarding hexes.
Large western land approachSupports three enemy recruitment fronts and player counterattacks.
Lighthouse at 34,8Uses scenery, halo, and a local time schedule to simulate illumination.
Four signpostsConnect the port to Dead-Man’s Ford, the River Road, and local geography.

Objectives and graded victory

OutcomeRequirementBonus
CowardlyHaldric boards the first ship.No early-finish bonus
NormalHaldric boards the second ship.No early-finish bonus
HeroicHaldric boards the third ship.Early-finish bonus
HeroicDefeat all three enemy leaders.Early-finish bonus
Defeat conditionReason
Haldric diesCampaign protagonist lost
Lady Jessene diesRequired companion and translator lost
Commander Aethyr diesThe port’s evacuation command collapses
The last ship leavesThe refugees are trapped by winter

Every valid victory carries 40% gold. The third ship and total enemy defeat award the scenario’s early-finish bonus even though they occur later, because the objectives explicitly define heroic success rather than using elapsed turns alone.

Sides and economy

SideLeader / rosterGold and incomeRole
1 — HaldricNoble Commander; campaign recruit list240 / 210 / 180; income 5 / 3 / 1Human-controlled relief force
2 — ClearwaterCommander Aethyr, Lieutenant; Peasant, Bowman, Spearman50 gold; income 8Stateful allied garrison
3 — Clearwater helperNo leader; hiddenNo normal economyTemporary side used during withdrawal attack handling
4 — OrcsTan-Vragar, Orcish Warlord180 / 225 / 270; income 5 / 7 / 9Land army; gains Naga recruits on turn 3
5 — OrcsTan-Burg, Orcish Warlord180 / 225 / 270; income 5 / 7 / 9Second land army
6 — OrcsUt’Tan-Vrork, Orcish Warlord240 / 300 / 360; income 8 / 12 / 16Primary high-resource enemy army

Commander Aethyr’s stateful allied AI

Side 2 is reconfigured every one of its turns. The scenario records its posture in previous_ai_position and can move among four broad modes:

FORWARD DEFENSE ├── player pushes far west ─────────────► OFFENSIVE SUPPORT └── 10+ orcs swarm forward castle ├── first withdrawal turn ───────► RETREAT FIRSTTURN ├── second withdrawal turn ──────► RETREAT SECONDTURN └── withdrawal completed ────────► CITY-WALL DEFENSE
ModeImplementation behavior
Forward defenseResets defensive AI, assigns high-value goal hexes in the outer castle, and avoids overextension.
Full retreatUses extreme caution, disables ordinary attacking, and moves troops toward the inner city.
Retreat attack workaroundTemporarily moves non-leader units to hidden side 3 for one turn so adjacent enemies can still be attacked without allowing forward movement.
City-wall defenseAssigns weighted goal hexes along the wall and avoids advancing back into the field.
Offensive supportIf at least four player units are far forward, resets side 2 to an offensive posture so it can support them.

Dynamic allied recruitment

Aethyr normally recruits inexpensive Peasants, Bowmen, and Spearmen. Peasants are limited to two so the AI does not repeatedly expose fragile units along the wall. At the start of each side-2 turn, the scenario checks the garrison’s stored gold:

Gold stateExtra recruits
60 or lessNone
More than 60Heavy Infantryman, Longbowman, Javelineer, Pikeman, Swordsman

This allows the AI to spend accumulated resources on advanced defenders when the player has not captured its villages.

Ship timetable and local macro

ShipArrivesLeavesBoarding hexVictory bonus
FirstTurn 12Turn 1831,16No
SecondTurn 20Turn 2432,14No
ThirdTurn 26Time over29,16Yes

BOARDING_EVENT SHIP_EVENT ABSCISSA ORDINATE BONUS removes three nearly identical movement events. It validates that the moving unit is Haldric, checks whether the correct ship flag is active, ends the level with the specified bonus, or explains why boarding is currently invalid.

#define BOARDING_EVENT SHIP_EVENT ABSCISSA ORDINATE BONUS
    [event]
        name=moveto
        first_time_only=no
        ...
        # Haldric + active ship flag -> victory
        # Haldric + no ship -> wait and defend
        # other unit -> Prince Haldric must board here
    [/event]
#enddef

Enemy escalation

TriggerEffect
Turn 3Side 4 gains Naga Fighter recruitment and receives 1 / 2 / 3 loyal Nagas.
Turns 10, 16, 22, 28On Normal and Hard, all three orc sides receive periodic gold.
Turns 16, 22, 28On Easy, the first reinforcement payment is omitted.
Periodic paymentSides 4–5 receive 30 / 40 / 50; side 6 receives 40 / 50 / 60.
Leader defeatedHaldric receives 75, 75, or 125 loot depending on the leader.

All orc sides use night aggression 0.75, zero caution, and no grouping during dusk and the watches.

Special events

TriggerBehavior
prestartCreates lighthouse time area and scenery, recalls the party, creates three angry Peasants, and installs graded objectives.
startExplains the evacuation and defense plan.
Peasant attacksPlays family-revenge dialogue.
Jessene attacksAnswers Aethyr’s earlier suspicion of the Wesfolk.
Ship arrival/departureAnimates a Transport Galleon, plays ambient/ship.ogg, and adds or removes the pier marker.
Haldric boards active shipEnds at the corresponding moral/tactical outcome.
Enemies defeatedEnds with heroic bonus.
victoryPlans the Fallen Lich Point detour, grants Peasant recruitment, clears ship flags, and leaves Aethyr behind.

State lifecycle

VariablePurposeCleanup
previous_ai_positionTracks Aethyr’s forward, retreat, defending, or attacking posture.Cleared at victory.
First_ShipMarks first ship as boardable.Cleared when it leaves or at victory.
Second_ShipMarks second ship as boardable.Cleared when it leaves or at victory.
Third_ShipMarks final ship as boardable.Cleared when boarded or at victory.

Assets and reuse

ResourceOriginUse
No story panelThe scenario opens directly on the strategic crisis.
Aethyr portrait and Haldric/Burin expression variantsCampaignNamed commander and party dialogue
Lighthouse scenery and aura; signposts; go-here markerCore/sharedMap landmark, interaction points, and ship boarding
Transport Galleon image and fake-movement animationCore/sharedThree timed evacuation ships
the_city_falls.ogg, undead_siege.ogg, battle.ogg, ambient/ship.oggCore/sharedBattle score and ship sound
All human, orc, goblin, Naga, and ship unit typesCoreNo scenario-specific unit definition required

Scenario WML · Map source · AI index

Lessons for campaign authors

Design interpretation. The scenario turns time into an ethical difficulty selector. The player chooses when enough has been sacrificed, while the allied AI makes the city feel defended by an actual garrison rather than decorative units.
PatternReuse lesson
Graded victoriesOffer multiple valid exits with narrative labels and different rewards.
Stateful allied AITrack posture explicitly when an ally must perform recognizable military phases.
Dynamic recruit qualityLet accumulated AI gold unlock stronger units instead of sitting unused.
Schedule-driven physical transportAnimate arrivals and departures so the turn deadline exists on the map.
Refactor repeated exits into a macroKeep three boarding interactions consistent and easy to rebalance.
Unlock a humble recruit through storyThe new Peasant recruit records the port farmers’ support.