Identity

WML ID13_Peoples_in_Decline
Next scenario14_Rough_Landing
Map13_Peoples_in_Decline.map, 32 × 33 hexes
Turns33 / 30 / 27
ScheduleDefault
Carryover40%, early-finish bonus
ArchetypeIsland resupply / three-leader assault
Story importanceHigh
WML complexityModerate
AI complexityModerate symmetric drake sides
Optional itemStorm Trident at 17,18

Story and dialogue

The refugees leave the Green Isle permanently aboard the Eldaric. The story panels describe a stormy eastern voyage and a slowly sinking volcanic island where Southbay’s elder prince once established a foothold among belligerent drakes.

The port appears deserted, but Jessene recognizes the island and warns that its inhabitants have rearmed. Haldric attempts peaceful resupply; the drakes answer in the name of Morogor. After the battle, the refugees replenish the fleet, while Jessene notes that the drakes will resume guarding the island and eventually face evacuation themselves.

Story beatFunction
Permanent departureCloses the Green Isle phase of the campaign.
Sinking volcanic islandMirrors the refugees’ decline with another displaced people.
Failed diplomacyIntroduces drakes through territorial hostility rather than exposition alone.
Familiar observes victoryShows Jevyan’s continuing surveillance without a direct confrontation.

Map description

The 32 × 33 map is almost entirely surrounded by deep ocean. A compact central island combines beaches, sand, scrub, swamp, tropical forest, villages, rough roads, caves, volcanic terrain, and three drake keeps. Haldric’s red galleon is staged at the crude port near the upper-left interior.

Map elementDesign role
Ocean borderMakes the island feel isolated and turns re-provisioning into a hard requirement.
Three dispersed drake keepsCreates multiple fronts on a compact map.
Storm Trident at 17,18Rewards sending a merfolk unit into central water.
Serpent spawn near the tridentMakes the item’s region an encounter rather than free loot.
Deserted crude portConnects the map to the elder prince’s failed foothold.

Objectives and sides

VictoryDefeat all enemy leaders.
DefeatDeath of Haldric, Jessene, or Lord Typhon; turns expire.
Carryover40%, with early-finish bonus.
SideLeader / rosterGold and incomeAI
1 — RefugeesHaldric and all available companions210 / 180 / 150Human controlled
2 — DrakesKegrid, Drake Flameheart80 / 110 / 140; income 2 / 4 / 6Aggression 0.75; no scouts; advanced roster above Easy
3 — DrakesGarash, Drake Flameheart80 / 110 / 140; income 2 / 4 / 6Similar, with Drake Flare available above Easy
4 — DrakesMerkush, Drake Flameheart80 / 110 / 140; income 2 / 4 / 6Similar, with Drake Thrasher available above Easy
5 — Sea creatureNo initial leader; hiddenNo village economyHosts the scripted Sea Serpent

Difficulty scaling

ElementEasyNormal / Hard
Turns3330 / 27
Player gold210180 / 150
Each drake leader’s gold80110 / 140
Each drake leader’s income24 / 6
Drake recruit tiersLevel-1 Burner, Clasher, Glider, FighterAdds selected level-2 Fire Drake, Arbiter/Flare/Thrasher, and Drake Warrior

Storm Trident pickup

OBJ_TRIDENT_STORM 17 18 (trident) uses the core item macro. Only a merfolk unit without an existing storm-trident attack can take it.

Attack fieldValue
Damage14 × 2
Type / rangeFire, ranged
SpecialMagical
DurationForever
Art and audioStorm-trident image, lightning icon, directional lightning animations and sounds

Unlike Typhon’s guaranteed trident in Scenario 12, this is a normal optional pickup. The same core effect is therefore demonstrated in two authoring contexts.

Bitey the Serpent event

The first side-1 unit to enter the trident hex schedules a nested new turn event. On the following turn:

  1. Random x and y coordinates are selected near the item.
  2. A named loyal Sea Serpent, “Bitey the Serpent,” is created for hidden side 5.
  3. A nearby side-1 unit warns the player.
  4. The camera scrolls to Bitey.
  5. The temporary coordinate variables are cleared.

Delaying the spawn until the next turn prevents the creature from interrupting the pickup interaction itself.

Special events

TriggerBehavior
prestartPlaces the core Storm Trident, recalls all possible companions including Typhon, stages the Eldaric, and installs objectives.
startIntroduces the island, failed diplomacy, and drake hostility.
Move to 17,18Schedules Bitey’s random nearby arrival on the next turn.
Enemies defeatedConfirms fleet resupply, compares drake decline to human migration, stages Familiar’s surveillance, and ends with 40% carryover.
Time overThe fleet begins starving before the island can be pacified.

Assets and reuse

ResourceOriginUse
story/trow_story_13-Peoples_in_Decline.webpCampaignSinking-island story panel
Familiar portrait and unitCampaignJevyan’s post-battle observer
Red galleon and Storm Trident itemCore/sharedFleet staging and optional permanent weapon
knalgan_theme.ogg, wanderer.ogg, underground.oggCore/sharedScenario and story music
All Drake and Sea Serpent typesCoreEntire combat faction set

Scenario WML · Map source · Core Storm Trident macro · Artifact index

Lessons for campaign authors

Design interpretation. The first overseas battle introduces a new faction and environment without introducing new campaign-specific units. Its custom identity comes from the sinking-island story, map composition, and a small optional encounter around a core item.
PatternReuse lesson
Resupply as a victory premiseGive a conventional leader-defeat battle logistical stakes.
Use another displaced people as thematic mirrorMake a new faction reinforce the campaign’s central theme.
Core item plus scripted guardianTurn an existing pickup into a scenario-specific encounter.
Three similar enemy sides with distinct advanced recruitsCreate subtle tactical differences without custom AI.
Villain surveillance after victoryMaintain antagonist continuity without interrupting the current battle.