The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)
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- revansurik
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The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)
Hi everyone! It's been a(nother) long while, but I'd like to present you my newest campaign...
The Bearer of Waters
When change is wrought upon the land
Fiery heavens crush the small and the great
Wider grow the seas of sand
And oases no longer the thirst sate
But in the past may salvation be sought
In the depths of myth and memory
When forefathers the desert fought
And emerged through veils of victory
Fly, then, on the wings of the bold
With the Dunes' sons and daughters
Into the mists of eras untold
To return as the Bearer of Waters...

As the thread's title suggests, it's a campaign centred on the Dunefolk; it has 26-29 scenarios, 3 of which are dialogue-only and 3 entirely optional.
Choices you make throughout the story lead to unique possibilities and consequences, and you can equip your units with special items to be found across certain scenarios (similar to Eastern Invasion).
Downloading the 'Aquarius Music Pack' is not mandatory, but strongly recommended.

Map of the southern Great Continent (with references to other Dunefolk-centred campaigns)
As always, I'd love to hear your feedback! What did you think of the narrative, the gameplay, the balacing, and the scenario design? What do you think could be improved?
The Bearer of Waters
When change is wrought upon the land
Fiery heavens crush the small and the great
Wider grow the seas of sand
And oases no longer the thirst sate
But in the past may salvation be sought
In the depths of myth and memory
When forefathers the desert fought
And emerged through veils of victory
Fly, then, on the wings of the bold
With the Dunes' sons and daughters
Into the mists of eras untold
To return as the Bearer of Waters...

As the thread's title suggests, it's a campaign centred on the Dunefolk; it has 26-29 scenarios, 3 of which are dialogue-only and 3 entirely optional.
Choices you make throughout the story lead to unique possibilities and consequences, and you can equip your units with special items to be found across certain scenarios (similar to Eastern Invasion).
Downloading the 'Aquarius Music Pack' is not mandatory, but strongly recommended.

Map of the southern Great Continent (with references to other Dunefolk-centred campaigns)
As always, I'd love to hear your feedback! What did you think of the narrative, the gameplay, the balacing, and the scenario design? What do you think could be improved?
Author of the Dragon Trilogy.
If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy ;-)
If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy ;-)
Re: The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)
S2
I fully expected greens units to either leave the battle or turn to my side once I accomplish the optional objective. At least story wise it doesn't make sense for them to keep fighting (me).
I fully expected greens units to either leave the battle or turn to my side once I accomplish the optional objective. At least story wise it doesn't make sense for them to keep fighting (me).
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- revansurik
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Re: The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)
Thanks for the feedback!Konrad2 wrote: February 1st, 2026, 9:02 pm S2
I fully expected greens units to either leave the battle or turn to my side once I accomplish the optional objective. At least story wise it doesn't make sense for them to keep fighting (me).
Yes, they were supposed to have disappeared once Zaina surrendered, I must've forgotten to 'kill' her side once she did
Author of the Dragon Trilogy.
If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy ;-)
If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy ;-)
Re: The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)
S3
orders Now I am
-> orders. Now I am
(fun fact, you forgot to take care of the +2 income in this scenario, so I can earn old in S3)
(very much less fun fact, carryover of 40% is applied at the end of the scenario)
S4
Mansur, the loyal Dune Soldier 'recruited' in S3, has 5 traits. (strong, intelligent, loyal, loyal, strong)
Looks like you added 'loyal, strong' instead of replacing the previous traits..? S6
If my ally has currently no Rider unit, part of the dialogue is missing when discovering them. (Makes sense because you assign the scout role to this unit line, but it sucks for the story)
I think it's a bit unfortunate that the drakes have the same teamcolor as my allies.
so they may pray on my people
-> so they may prey on my people
Fairuzas AMLA:
profficient
-> proficient
S7
sweeps it away
-> sweeps it away.
Context: I first scouted the shipwreck, then encountered the naga. After encountering the naga, my objectives are to investigate the shipwreck to the west (already did that) and to investigate the camp to the east. The Dune Luminary I rescued is left behind when I take the boat to finish off the Corsair. S8
Why does 'Stormy Dawn' benefit lawful units more than 'Stormy Day'?
It would make sense story wise if the prisoners did not spawn with full health. (Fits better the 'you are not in a shape to fight' narrative)
S10
I think something went wrong with unstoring my rescued allies. I rescued all of the prisoners in S9, but now I only get 2 allied units?
Amine's Shield (item)
According to the description the item shines with a powerful light such that during the night adjacent units fight like it's daytime. It 'only' turns night into dawn and dawn into day, so description is inaccurate or the implementation is wrong.
S11
It would make sense/enhance the story if units that get 'hit' by the fire breath take damage.
S12
Again, drakes and Sultanas troops have the same teamcolor.
Fairuzas AMLA
When picking feather touch, and afterwards picking the AMLA that enhances my melee hit chance, the 'slow, precision' of feather touch is replaced with 'precision' Same thing happens to her ranged slow when upgrading hit chance for ranged
Last Flower of the Ancients
1) Why is there no lose condition for the drakes reaching the cave first?
2) Why do the golems not switch to being allies once I reach the cave. :C
Last Flower of the Ancients, Camp
Maybe the light of wisdom guide you
-> May the light of wisdom guide you
Secrets of the Abyss
The allied merfolk have 'Selsebil Guardians' as teamname.
Achievement: Recruiting Nereus awards the 'recruit all special companions' even though I didn't recruit the Naga. (Maybe they exclude one another? Unclear)
Emerald Hell
The 'Robyn is still inside' dialogue doesn't trigger.
When discovering the King Roc, my ship appears on the map. Nothing stopping it from just leaving / now I have to protect it. Is that intentional?
Suggestion: Please make it possible for anyone to pick up the items in Emerald Hell, and let them be equipped in the next scenario. As it is, you need to now 10-15 turns in advance where to send which unit to be allowed to pick up these items. Which makes for a very annoying first run in that scenario when you realize you need to backtrack half the scenario. Echoes of the Winds
The enemy scorpions have the attack special 'poison, magic, poison' -> poison being redundant (likely weapon specials got appended instead of replacing)
Crystal Desert
The ghosts and monsters don't leave the hex they start in. So no attacks or ambushes.
Also, the ice ghosts have the melee specials 'drain, slow, drain' -> drain being redundant (likely weapon specials got appended instead of replacing)
Taking a break of the campaign for a bit.
Replays
orders Now I am
-> orders. Now I am
(fun fact, you forgot to take care of the +2 income in this scenario, so I can earn old in S3)
(very much less fun fact, carryover of 40% is applied at the end of the scenario)
S4
Mansur, the loyal Dune Soldier 'recruited' in S3, has 5 traits. (strong, intelligent, loyal, loyal, strong)
Looks like you added 'loyal, strong' instead of replacing the previous traits..? S6
If my ally has currently no Rider unit, part of the dialogue is missing when discovering them. (Makes sense because you assign the scout role to this unit line, but it sucks for the story)
I think it's a bit unfortunate that the drakes have the same teamcolor as my allies.
so they may pray on my people
-> so they may prey on my people
Fairuzas AMLA:
profficient
-> proficient
S7
sweeps it away
-> sweeps it away.
Context: I first scouted the shipwreck, then encountered the naga. After encountering the naga, my objectives are to investigate the shipwreck to the west (already did that) and to investigate the camp to the east. The Dune Luminary I rescued is left behind when I take the boat to finish off the Corsair. S8
Why does 'Stormy Dawn' benefit lawful units more than 'Stormy Day'?
It would make sense story wise if the prisoners did not spawn with full health. (Fits better the 'you are not in a shape to fight' narrative)
S10
I think something went wrong with unstoring my rescued allies. I rescued all of the prisoners in S9, but now I only get 2 allied units?
Amine's Shield (item)
According to the description the item shines with a powerful light such that during the night adjacent units fight like it's daytime. It 'only' turns night into dawn and dawn into day, so description is inaccurate or the implementation is wrong.
S11
It would make sense/enhance the story if units that get 'hit' by the fire breath take damage.
S12
Again, drakes and Sultanas troops have the same teamcolor.
Fairuzas AMLA
When picking feather touch, and afterwards picking the AMLA that enhances my melee hit chance, the 'slow, precision' of feather touch is replaced with 'precision' Same thing happens to her ranged slow when upgrading hit chance for ranged
Last Flower of the Ancients
1) Why is there no lose condition for the drakes reaching the cave first?
2) Why do the golems not switch to being allies once I reach the cave. :C
Last Flower of the Ancients, Camp
Maybe the light of wisdom guide you
-> May the light of wisdom guide you
Secrets of the Abyss
The allied merfolk have 'Selsebil Guardians' as teamname.
Spoiler:
Emerald Hell
The 'Robyn is still inside' dialogue doesn't trigger.
When discovering the King Roc, my ship appears on the map. Nothing stopping it from just leaving / now I have to protect it. Is that intentional?
Suggestion: Please make it possible for anyone to pick up the items in Emerald Hell, and let them be equipped in the next scenario. As it is, you need to now 10-15 turns in advance where to send which unit to be allowed to pick up these items. Which makes for a very annoying first run in that scenario when you realize you need to backtrack half the scenario. Echoes of the Winds
The enemy scorpions have the attack special 'poison, magic, poison' -> poison being redundant (likely weapon specials got appended instead of replacing)
Crystal Desert
The ghosts and monsters don't leave the hex they start in. So no attacks or ambushes.
Also, the ice ghosts have the melee specials 'drain, slow, drain' -> drain being redundant (likely weapon specials got appended instead of replacing)
Taking a break of the campaign for a bit.
Replays
Spoiler:
Re: The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)
Hello, I have a question to ask, is it intended for the eminents to not appear as a playable unit despite being stated in the objective to be one of the loss condition should one of them die?
- lhybrideur
- Posts: 573
- Joined: July 9th, 2019, 1:46 pm
Re: The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)
Thanks for the answer, I've thought it's a bug or something
Re: The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)
A wonderful campaign! Sorry, I don't have much specific to say after the first playthrough, other than bossfights were too easy. In Temple of Souls, I ran into a bug where, having once switched Selke to her mer-shape, any later attempt to do so would trigger the right-click menu correctly but her sprite would not display correctly and of course, her landing on the target pad would not activate the cut scene. I had to start the scenario over again. Thank you for this lovely campaign!!
Re: The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)
Hi,
I am enjoying the campaign, thank you for creating it. The level up mechanisms are quite fun and I also like the story.
I encountered a possible bug.
Temple of Souls
objective: find a human tomb with fadlan
I went and killed the corrupted mage/ the priestess and the scenario advanced, which I guess is not the intention.
I am enjoying the campaign, thank you for creating it. The level up mechanisms are quite fun and I also like the story.
I encountered a possible bug.
Temple of Souls
objective: find a human tomb with fadlan
I went and killed the corrupted mage/ the priestess and the scenario advanced, which I guess is not the intention.
Re: The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)
In The Golden Horde, I kill Eminent Suleyman and all enemies disappear but it doesn't trigger a victory.
Apart from that I've been enjoying the campaign so far.
Edit: solved it by quitting Wesnoth and starting the scenario from the beginning.
Apart from that I've been enjoying the campaign so far.
Edit: solved it by quitting Wesnoth and starting the scenario from the beginning.
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- revansurik
- Posts: 611
- Joined: October 17th, 2012, 11:40 pm
- Location: Brazil
- Contact:
Re: The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)
Version 1.0.2 is out!
Code: Select all
Changelog v. 1.0.2
Scenarios
- Greater than Gold: if Zaina is convinced to withdraw, her whole side also disappears.
- The Phoenix City: fixed Mansur's duplicated traits; carryover gold now at 100%
- The Feather and the Sword: Drake side now has a different colour than allies
- Flowers of Evil: rescued allies no longer have full HP
- Iron Storm: all rescued allies from previous scenario should now appear
- Duet in the Woods: Drake enemy spawns with a proper team of bodyguards
- Emerald Hell: The Revenge should no longer be movable or vulnerable to enemy attacks
- Units
- Nerfed Dwarvish Airscout and Dragonwing a little
- Fairuza's "Feather's Touch" attack no longer has 'precision'; 'featherblade' amla should no longer overrides other weapon specials
Miscelanea
- various typos correctedAuthor of the Dragon Trilogy.
If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy ;-)
If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy ;-)
Re: The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)
I've come across this same bug, is there anyway to fix this without completely starting from scratch? Since I have no idea why this is happening.levante wrote: May 31st, 2026, 12:58 pm In The Golden Horde, I kill Eminent Suleyman and all enemies disappear but it doesn't trigger a victory.
Apart from that I've been enjoying the campaign so far.
Edit: solved it by quitting Wesnoth and starting the scenario from the beginning.
And I don't feel good about using debug to force the map into a win condition. That works but I feel like I'm missing out on something important
- revansurik
- Posts: 611
- Joined: October 17th, 2012, 11:40 pm
- Location: Brazil
- Contact:
Re: The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)
Seems like I overlooked this bugKyezoar wrote: September 1st, 2026, 1:52 amI've come across this same bug, is there anyway to fix this without completely starting from scratch? Since I have no idea why this is happening.levante wrote: May 31st, 2026, 12:58 pm In The Golden Horde, I kill Eminent Suleyman and all enemies disappear but it doesn't trigger a victory.
Apart from that I've been enjoying the campaign so far.
Edit: solved it by quitting Wesnoth and starting the scenario from the beginning.
And I don't feel good about using debug to force the map into a win condition. That works but I feel like I'm missing out on something important
I'll give it a look as soon as I can, just a questions:
- which version are you playing (1.18 or 1.19)?
- did you defeat any other enemy leader before defeating Suleyman? If yes, which?
- when you defeated Suleyman, did you get his 'last breath' message? Also, after he disappeared, did you get the conversation between the heroes (where they discuss what to do next)?
Author of the Dragon Trilogy.
If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy ;-)
If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy ;-)
Re: The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)
Hi! Big fan of your work.revansurik wrote: September 2nd, 2026, 4:16 pmSeems like I overlooked this bugKyezoar wrote: September 1st, 2026, 1:52 amI've come across this same bug, is there anyway to fix this without completely starting from scratch? Since I have no idea why this is happening.levante wrote: May 31st, 2026, 12:58 pm In The Golden Horde, I kill Eminent Suleyman and all enemies disappear but it doesn't trigger a victory.
Apart from that I've been enjoying the campaign so far.
Edit: solved it by quitting Wesnoth and starting the scenario from the beginning.
And I don't feel good about using debug to force the map into a win condition. That works but I feel like I'm missing out on something important![]()
I'll give it a look as soon as I can, just a questions:
- which version are you playing (1.18 or 1.19)?
- did you defeat any other enemy leader before defeating Suleyman? If yes, which?
- when you defeated Suleyman, did you get his 'last breath' message? Also, after he disappeared, did you get the conversation between the heroes (where they discuss what to do next)?
Anyway uh:
I am playing on the most recent version of 1.18, whatever Steam defaults to since that's how I'm playing Wesnoth
I did technically beat the elf leader using Robyn, but others booked it after defeating enough of their units sans the Drake Leader and the "other guy" that shows after like 10 turns I think? Suleyman just randomly walked out into the field so I took the opportunity to fry his ass.
When I did get Suleyman I did get the convo before he passed but once that "other guy" says "retreat" the convo ends and only all of my and my allies units are left. I tried breaking the dam to see if that would fix anything but that didn't see to do anything.
Re: The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)
I didn't see this being adressed in the changelog of the last update. Is this still bugged, or did you fix it but forgot to put it in the changelog?Konrad2 wrote: February 3rd, 2026, 10:36 pm Crystal Desert
The ghosts and monsters don't leave the hex they start in. So no attacks or ambushes.
Also, the ice ghosts have the melee specials 'drain, slow, drain' -> drain being redundant (likely weapon specials got appended instead of replacing)