Identity

WML ID11_Southbay_in_Winter
Next scenario12_A_Final_Spring
Map11_Southbay_in_Winter.map, 23 × 35 hexes
Turns1
ThemeCutscene_Minimal
Carryover100%, no report
ArchetypeStrategic council cutscene
Story importanceCritical
WML complexityLow–moderate
CombatNone intended
Campaign functionDefines the eastward migration plan
Map-dimension convention. Dimensions are reported as map-file lines × terrain entries per line, matching Wesnoth’s x × y coordinates.

Story and dialogue

Haldric emerges from Southbay’s sewer and gains an audience with King Addroran IX. The scene resolves several long-running political questions: whether Haldric is already a king, whether the Wesfolk will be admitted into Southbay, why the refugees must flee east rather than attempt to retake the Green Isle, and who will lead the evacuation.

Jessene reveals that she can translate the Book of Fire and Darkness, that she served as navigator and companion to Addroran’s elder son, and that the Wesfolk deliberately came from the overcrowded and monster-filled west. Her people’s central historical failure was waiting until their cities had already fallen before migrating. Addroran accepts the lesson, pledges Southbay as a winter refuge, and chooses to remain behind while Haldric and Jessene lead the young and able-bodied east.

Dialogue beatCampaign function
Haldric refuses the title “king”Separates hereditary legitimacy from possession of land and crown.
Wesfolk kept outside in snowForces Haldric to make the alliance public and political.
Jessene’s oath bargainTrades knowledge for legal inclusion of all arriving Wesfolk.
Western-origin explanationEstablishes the migration direction and larger world geography.
Addroran’s decision to remainTransfers evacuation leadership to Haldric and Jessene.
Book translation beginsSets up the Ruby’s mechanical activation in Scenario 12.

Map and staging

The 23 × 35 winter map is a compact coastal-city stage rather than a tactical battlefield. It contains snow and ice, coastal water, roads, urban castle terrain, bridges, villages, hills, forest, a lighthouse, the opened sewer trapdoor, a signpost, and two transport galleons.

Staging elementPurpose
Lighthouse with aura at 3,5Maintains continuity with Southbay’s coastal identity.
Open trapdoor at 16,17Shows the party’s physical arrival from Scenario 10.
Two galleonsForeshadow evacuation logistics before the fleet is ready.
Addroran as side-2 leaderAllows the conversation to occur among actual map units.
Full companion recallKeeps the permanent party visibly present at the strategic council.

Scenario structure

PhaseImplementation
prestartPlaces scenery and recalls Jessene, Burin, the route knight, and Minister Edren.
startRuns the entire political and migration council.
endlevelVictory with no bonus, 100% carryover, no report, no linger mode, and no replay save.

There are no objectives and no shared death macro because the player never receives a tactical turn.

Why use a scenario instead of a story screen?

CapabilityBenefit here
Persistent units on a mapThe full party and the King of Southbay share one physical scene.
Environmental continuityThe sewer exit, ships, lighthouse, and city are visible simultaneously.
Normal speaker portraits and unit IDsDialogue can address established characters without narrator-only presentation.
Campaign economy pass-throughAll current gold survives the political interlude unchanged.

Assets and reuse

ResourceOriginUse
King Addroran portraitCampaignSouthbay ruler and council host
Haldric expression portraitCampaignReaction to Addroran’s fatalism and Jessene’s revelation
Lighthouse, aura, open trapdoor, signpost, galleonsCore/sharedComplete visual staging without custom scenery
traveling_minstrels.oggCore/sharedCutscene score
Grand KnightCoreAddroran’s unit type

Scenario WML · Map source · Arc study

Lessons for campaign authors

Design interpretation. The scenario does no tactical work, but it performs major campaign work: legitimizing an alliance, defining migration policy, assigning leadership, motivating a final defense, and initiating artifact translation.
PatternReuse lesson
Political cutscene on a real mapUse environmental staging when place and logistics matter.
Knowledge-for-rights negotiationLet story agreements change faction relationships rather than only dialogue tone.
100% carryover through non-combat chaptersAvoid taxing the player for narrative interludes.
Explicit generational evacuationMake the campaign’s population-scale stakes concrete.