# Faction Campaign - Sorceress
#
# One campaign per file. Format:
#   [campaign]
#     id    = <stable id, used to store progress>
#     name  = <display name>
#     race  = knight|barbarian|sorceress|warlock|wizard|necromancer
#     weeks = <weeks of Well growth for the given fixed army>   (default 10)
#
#   [level]   (repeat, in order; the player's fixed army is the same every level)
#     name    = <display name>
#     story   = <one-line story text>
#     enemy   = id:count, ...   (up to 5 stacks; must be STRONGER on paper than the army)
#     terrain = grass|snow|swamp|lava|desert|dirt|wasteland|beach|water
#
# The player fields (Sorceress, 10 weeks): 80 Battle Dwarf, 60 Grand Elf, 50 Greater Druid,
# 40 Unicorn, 30 Phoenix. Every enemy below is authored to out-strength that army; wins come
# from manual tactics - shooters (Elf, Druid) kept safe, Phoenix and Unicorn used to break the
# enemy's fastest threats. Monster ids: see files/challenges/ladder.txt or FH2_DUMP_UNITS=1.

[campaign]
id = sorceress
name = The Whitewood Wardens
race = sorceress
weeks = 10

# Story arc (Sorceress): you are the warden-enchantress of the Whitewood, the last of the old
# living forests. From the ashen south a Warlock cabal is felling and burning the wood to lay
# bare the wellspring of magic beneath its roots. First their handlers drive corrupted beasts
# ahead of the fires; then hired barbarian axes; then the Warlocks' own gargoyles, minotaurs and
# hydras; and at the last, their dragon flights - the Black Dragons among them immune to every
# spell you know, so the final battles are won by the blade and the wing alone, not by sorcery.

[level]
name = The Blightwood
story = The southern eaves are dying. Beasts twisted by the Warlocks' handlers - wolves gone grey, a gorgon, a hungry ghost - come raging out of the smoke. Turn them back at the treeline.
enemy = 15:200, 15:200, 15:350, 62:150, 60:100
terrain = grass

[level]
name = The Poachers' Camp
story = The corrupted beasts were driven by hired hands. Barbarian poachers camp in a felled glade, salting the earth so nothing will grow again. Burn them out first.
enemy = 14:200, 14:200, 14:375, 15:333, 16:300
objective = protect:25
terrain = dirt

[level]
name = The Minotaur Legion
story = The warlock Kastore drives the main host against the heartwood castle itself, hydras dragging siege-fire between the trees. Man the walls, let the turrets sing, and hold your fortress until the legion breaks.
enemy = 34:150, 34:150, 35:150, 31:90, 31:90
enemyhero = Kastore
siege = defend
terrain = grass

[level]
name = Firewyrm Fledglings
story = The Warlocks have brought their wyrmlings to the burning. Green dragons, young but vast, torch whole groves in a pass - and your spells still bite them, if only just.
enemy = 36:40, 35:179, 35:179, 32:100, 32:97
objective = killstack:36
terrain = lava

[level]
name = The Dragon Flight
story = The cabal's black dragons take wing - proof against every enchantment you command. No spell will touch them here. Win this with the blade, the Phoenix, and the charge of the Unicorns.
enemy = 38:14, 38:14, 37:14, 32:20, 35:75
objective = survive:8
terrain = wasteland

[level]
name = The Arch-Warlock
story = At the wellspring the arch-warlock Alamar waits behind his full dragon flight and his last minotaurs. He has drunk deep of the roots he came to burn: chain lightning off his fingertips, meteors on your archers, your Unicorns struck blind mid-charge. Break him over the roots of the world, and let the Whitewood grow green again.
enemy = 38:15, 37:15, 36:10, 35:30, 34:25
enemyhero = Alamar
enemyspells = Chain Lightning, Meteor Shower, Blind, Mass Slow, Berserker
enemymagic = 8:8
terrain = lava
