# Faction Campaign - Barbarian ("Blood of the Clans")
#
# Format identical to knight.txt (see that file for the full key reference).
#
# The player fields (Barbarian, 10 weeks): Orc Chief, Wolf, Ogre Lord, War Troll, Cyclops.
# Every enemy below is authored to out-strength that fixed army; wins come from manual
# tactics. Barbarians have no shooters except Orc Chiefs and War Trolls, so later levels
# field heavy shooters and flyers to punish a static line - close fast and hit hard.
# Monster ids: see files/challenges/ladder.txt or FH2_DUMP_UNITS=1.

[campaign]
id = barbarian
name = Blood of the Clans
race = barbarian
weeks = 10

# Story arc (Barbarian): the clans are scattered and at each other's throats while a
# wizard-king of the lowland Enclave - an island realm across the Sea of Storms - chains
# free tribes to his war of constructs and summoned spirits. You are a warlord who would
# forge the clans into one fist. First you must break the rival tribes and the sellswords
# set against you; then seize a fleet of longships and fight your way across the sea
# itself - through the renegade's war-barges and the storm the Enclave's magi raise
# against your sails (levels 3-4 are fought on the decks, terrain = water).
# Land the horde on the Enclave's shore, storm the foundry, and finally the wizard-king's
# tower, where titans and genies guard a throne of stolen magic. Barbarians despise
# sorcery; this is a war to end it.

[level]
name = The Feuding Clans
story = The clans bleed each other while the real enemy gathers. Crush the goblin rabble of a rival chief and take the first step to uniting the horde.
enemy = 12:660, 12:660, 12:1320, 13:695, 13:693
terrain = grass

[level]
name = Wolves of the Ridge
story = A rival warband refuses your banner. Their wolfriders are swift and their orc chiefs sling stones - run them down before they scatter your line.
enemy = 15:175, 15:175, 15:250, 14:150, 14:150
objective = swift:8
terrain = wasteland

[level]
name = The Renegade's Fleet
story = A traitor warlord sold the eastern clans to the wizard-king - and with them the only longships on this coast. His trolls hurl stones from war-barges across the strait, his cyclops commands the flagship. Board them, kill the beast, and the horde has its fleet.
enemy = 20:70, 19:70, 19:70, 18:60, 18:60
objective = killstack:20
terrain = water

[level]
name = The Storm-Binders
story = The horde is deep in open water when the Enclave's magi bind the sea itself against you. The sky turns black, waves rise up walking, the storm-wind takes shape, and witch-fire dances between the masts. Sorcery made weather - break it on the last stretch of open water, with the Enclave's cliffs in sight.
enemy = 66:109, 66:109, 65:101, 65:101, 64:197
terrain = water

[level]
name = The Foundry Gate
story = The foundry's gates are too strong to break at once. Draw the garrison into battle and hold your ground until the clans drag their rams into place. Once the gate falls, the furnaces will finally be within reach.
enemy = 42:414, 42:412, 31:294, 31:294, 43:317
objective = survive:8
terrain = beach

[level]
name = The Wizard-King's Tower
story = The wizard-king Sarakin bars the last gates of his tower-castle, summoning titans and genies from a font of stolen magic. He is the finest spellcaster in the lowlands and he will spend that font on you - lightning down the breach, your best axes struck blind at the wall. Storm it anyway, and the clans will never again bow to a spellcaster.
enemy = 47:22, 46:21, 45:15, 45:13, 61:6
enemyhero = Sarakin
enemyspells = Chain Lightning, Blind, Mass Slow, Mass Curse, Paralyze
enemymagic = 8:8
siege = attack:wizard
terrain = snow
