Identity

WML ID12_A_Final_Spring
Next scenario13_Peoples_in_Decline
Map12_A_Final_Spring.map, 47 × 47 hexes
Turns39 / 36 / 33
ScheduleDefault, plus local lighthouse schedule
Carryover40%, early-finish bonus
ArchetypeFinal homeland defense / coalition battle
Story importanceCritical
WML complexityVery high
AI complexityVery high allied defense
Major unlocksRuby attack and merfolk recruitment

Story and dialogue

Several months pass while Jessene translates the Book and Haldric experiments with the Ruby. The scenario opens by turning the artifact from a plot object into a permanent attack, then immediately interrupts the experiment with news that the orcs have seized Southbay’s frontier.

Turn 4 reveals the larger antagonist: Lich-Lord Jevyan arrives with his Familiar and Addroran’s undead son, the Fool Prince. Jevyan announces his alliance with the orcs and senses the Ruby. Turn 5 brings Lord Typhon, whose earlier agreement with the elder prince becomes a new alliance with Haldric’s refugees. Merfolk recruitment is unlocked, linking sea travel, diplomacy, and roster progression.

Story beatMechanical consequence
Ruby translation completedHaldric receives a permanent magical fire attack.
Orcs seize the frontierMain objective becomes defeating all enemy leaders.
Jevyan reveals the Fool PrincePersonalizes the undead threat and establishes Jevyan as long-term antagonist.
Typhon renews the pactMerman Fighter and Merman Hunter become recruitable.
Victory at SouthbayThe fleet departs on the newly named Eldaric.

Map description

The 47 × 47 map is the campaign’s largest documented battlefield so far. Southbay’s city and harbor occupy the central-southern region, with northern bridge castles, a river defense, western coast and lighthouse, multiple galleons, roads to the Midlands and Clearwater, and broad eastern and northern frontier terrain.

Map elementDesign role
Northern bridge castlesGive Addroran’s AI an exposed first defense line.
Southern riverbankProvides a fallback line when the bridge is overwhelmed.
Main city wallsRemain defended in every allied-AI posture.
Harbor ships and “New Southbay” signTurn victory into an immediate evacuation plan.
Closed sewer trapdoorShows that the previous infiltration route has been sealed.
Lighthouse time areaReuses the local illumination technique from Clearwater Port.

Objectives and sides

VictoryDefeat all enemy leaders.
DefeatDeath of Haldric, Jessene, King Addroran IX, or Lord Typhon if he has appeared; turns expire.
Carryover40%, with early-finish bonus.
SideLeader / rosterGold and incomeRole
1 — HaldricNoble Commander; campaign roster220 / 200 / 180Human-controlled offensive force
2 — SouthbayKing Addroran IX, Grand Knight; heavy loyalist roster200; income 13State-responsive allied city defense
3 — OrcsTan-Harak, Orcish Warlord210 / 250 / 290; income 4 / 6 / 8Night-aggressive land army
4 — OrcsTan-Hork, Orcish Warlord210 / 250 / 290; income 4 / 6 / 8Second land army
5 — OrcsTan-Gulo, Orcish Warlord; Naga and bats120 / 180 / 200; income 2 / 3 / 4Water-and-scout pressure
6 — Jevyan’s intelligence forceNo recruit leader; hiddenNo normal economyScripted Familiar, undead prince, and reinforcements

Permanent Ruby of Fire object

prestart attaches a silent, forever-duration object to Haldric:

Attack fieldValue
Nameruby of fire
Damage14 × 4
Type and rangeFire, ranged
SpecialMagical
Icon / projectileattacks/fireball.png and core fireball missile frame
Soundfire.wav

The opening animation immediately demonstrates the attack and provides comic feedback about wielding an unsocketed magical gemstone.

King Addroran’s allied AI

Side 2 is reset every turn. Unlike Clearwater’s four-state variable machine, this scenario derives its posture directly from unit positions:

ConditionResponse
Northern bridge not overrunDefend two northern castle positions and the main city walls.
At least five enemy units near the bridge, fewer than two Southbay units there, and no player units supporting itAvoid the north and reposition toward weighted southern-riverbank goals.
All conditionsAlways maintain weighted goal locations along the main wall.

The scenario also removes the leader_shares_keep candidate action, limits Addroran to one move, and gives him shallow-water movement cost 1 so he can reach a nearby healing oasis if poisoned.

Turn-based coalition events

TurnEventMechanical effect
4Jevyan, Familiar, and Fool Prince appear.Creates scripted undead units; Normal/Hard add Chocobones, Hard adds Necrophages.
5Lord Typhon arrives with two merfolk.Typhon receives a permanent Storm Trident; Merman Fighter and Hunter recruitment unlocks.
30Addroran urges haste.Late-game deadline reminder.

Lord Typhon and the Storm Trident

Typhon is created as a Merman Warrior hero, then receives a permanent object copied from the core storm-trident implementation:

AttackValue
Namestorm trident
Damage14 × 2
Type / rangeFire, ranged
SpecialMagical
PresentationLightning icon and three directional lightning animations

The object is embedded directly in the newly created hero rather than placed as a pickup, guaranteeing that Typhon always arrives with his signature weapon.

Jevyan’s scripted intelligence visit

Jevyan’s party does not behave like a conventional enemy leader. The hidden side exists for a scripted dramatic entrance:

  1. Familiar flies in as a messenger and observer.
  2. Jevyan Cloaked enters, speaks, and senses the Ruby.
  3. The Fool Prince is shown as a Death Knight.
  4. Jevyan leaves the map.
  5. Revenant and Bone Shooter remain, with more undead on higher difficulties.
  6. Familiar also departs.

This separates antagonist exposition from normal recruitment and pathfinding.

Special events

TriggerBehavior
prestartPlaces ships, lighthouse, signs, sealed sewer, recalls companions, grants Ruby attack, and installs objectives.
startDemonstrates the Ruby and begins the frontier battle.
Turn 4Jevyan intelligence scene and difficulty-scaled undead deployment.
Turn 5Typhon alliance, two loyal merfolk, permanent trident, and recruit unlock.
Signpost movementDisplays Southbay, Clearwater, Midlands, Northrun, New Southbay, and sealed-sewer text; permits undo.
Addroran last breathImmediate defeat.
Fool Prince diesAddroran mourns his son.
Addroran attacksPlays a Southbay battle cry.
Enemies defeatedNames the flagship Eldaric, confirms Jevyan’s threat, and ends with 40% carryover.
Time overJessene reports that enemy reserves have arrived.

Assets and reuse

ResourceOriginUse
Haldric and Burin expression portraits; Addroran and Typhon portraitsCampaignRuby experiment, coalition dialogue, and hero identity
Jevyan, Familiar, and campaign-specific unit spritesCampaignLong-term antagonist intelligence scene
Fool Prince Death Knight portraitCore/sharedUndead son reveal
Lighthouse, ships, trapdoor, signs, fireball and lightning artCore/sharedMap staging and artifact attacks
elvish-theme.ogg, undead_siege.ogg, battle.ogg, fire.wav, lightning soundsCore/sharedScore and magical attacks

Scenario WML · Map source · Artifact index · AI index

Lessons for campaign authors

PatternReuse lesson
Translate an artifact across several scenarios before activating itDelay mechanical payoff to make the item feel researched and consequential.
Permanent object on a heroAdd a new attack without creating another unit type or advancement branch.
Roster unlock through returning diplomacyMake an earlier worldbuilding agreement produce a later recruit list.
Position-derived allied AIA posture variable is unnecessary when current battlefield state is sufficient.
Script the villain’s visit separately from battle AIGuarantee timing, dialogue, and exit while leaving a smaller combat consequence.