DS236 | Wesnoth | Echoes of Invasion: Whirlwind Tour of Weldyn | Part 1 of 5

Battle for Wesnoth
Battle for Wesnoth
DS236 | Wesnoth | Echoes of Invasion: Whirlwind Tour of Weldyn | Part 1 of 5
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Tric and Heppa arrive in Weldyn, the capital of Wesnoth, but not without a minor magical mishap first.

GM Notes

The Battle for Wesnoth video game is a tactical turn-based strategy game that also involves some resource management. Each unit needs to be paid its level in gold every turn. The standard day/night cycle has six parts: dawn, morning, afternoon, dusk, first watch, and second watch. This is the source of my payment schedule for mercenaries in Rhodri’s caravan. The day/night cycle also provides bonuses or penalties to units based on their alignment. The four alignments are chaotic, neutral, lawful, and liminal. Most elvish units are neutral (getting no bonuses), and most Dunefolk units are liminal (getting bonuses at dawn and dusk). So you may sometimes hear us reference those things. I don’t hew closely to it in my adversary stat blocks, but sometimes it results in a setback here or a boost there.

This arc contains major spoilers for the Battle for Wesnoth campaign The South Guard, and of course spoilers for Eastern Invasion. There are also references to the Rise of Wesnoth and Heir to the Throne.

Our character art by Del Borovic and the map we refer to (by me!) can be found here.

Our music is sampled from Return to Wesnoth by Matthias Westlund (aka West), licensed under CC BY-SA 4.0, part of The Battle for Wesnoth Project. Visit them at wesnoth.org.

Need context? Jump to the start of the series!