Nerissa’s Invasion

Nerissa’s Invasion is the Expedition scenario currently running. A drowned court has risen out of the vortex off the coast; its commander Nerissa holds the deep water while her raiders push inland toward your fortress. You have one hour to reach her.
The Battlefield
Eleven strategic points, joined by thirteen roads. Your fortress sits at one end; the vortex — Nerissa’s lair — sits at the other, and cannot be captured. It is cleared only by killing what stands on it.
Two routes run from your fortress to the vortex, and they are almost exactly the same length — a shade under two minutes of marching if you never stop. Everything between them is worth holding: a field hospital, three supply villages, a fortified port and an artillery battery.
Three shipwrecks lie along the way. They start neutral and quiet, but a wreck in enemy hands becomes a factory that keeps producing raiders for as long as they hold it.
The Whole Map
Eleven points and thirteen roads, drawn from the live scenario data. Your fortress is at the bottom; Nerissa and her garrison hold the vortex at the top. Two routes run between them, and they are within a couple of seconds of the same length — there is no safe side.

| # | Point | At the start | Time to take |
|---|---|---|---|
| 1 | The Vortex | Enemy — Nerissa, 2 royal guards, 4 raiders | Cannot be captured |
| 2 | Shipwreck | Neutral | 30s |
| 3 | Shipwreck | Neutral | 30s |
| 4 | Artillery battery | Neutral | 90s |
| 5 | Shipwreck | Neutral | 30s |
| 6 | Fortified port | Neutral | 90s |
| 7 | Supply village | Neutral | 90s |
| 8 | Supply village | Neutral | 90s |
| 9 | Supply village | Neutral | 90s |
| 10 | Field hospital | Neutral | 90s |
| 11 | Your fortress | Yours | 180s for the enemy to break |
The Points and What They Give
Eleven points, seven kinds. Colour tells you who holds one: blue is yours, red the enemy’s, and pale stone is neutral.







The Lair Garrison
Enemies here are not defeated in a single battle. Each one must be beaten a set number of times before it is destroyed — that count is its health bar, and it is shared by everyone in the Expedition. Every captain’s win chips the same pool down.
| Enemy | On the map | Wins to destroy | Role |
|---|---|---|---|
Nerissa | 1 | 50 | The commander. The Expedition is won the moment she falls. |
Royal guard | 2 | 20 each | Shields Nerissa — she cannot be touched while a guard stands. |
Crab raider | 2 | 20 each | Marches out of the lair to take your points. |
Shark raider | 2 | 20 each | Marches out of the lair to take your points. |
Wreck packs | Produced | 1–2 each | Spawned by enemy-held shipwrecks; some hunt your teams directly. |
The Shipwrecks Never Stop
A wreck the enemy holds produces a fresh pack every 45 seconds, and its spawns march away to fight elsewhere — so the wreck never fills up and never stops. Left alone for the hour, three wrecks will bury you in bodies. Taking a wreck silences it instantly; losing it starts it again. Holding the wrecks is the difference between a controlled advance and a war of attrition.
The Shape of a Run
Winning and Losing
- Victory is Nerissa’s destruction — nothing else ends the Expedition early. You do not need to hold the map, and you do not need to clear the wrecks; they are means, not objectives.
- Defeat comes two ways: the hour expires, or the invasion takes your fortress. The fortress is the one point you cannot trade away — a three-raider push takes it in about a minute if nobody answers, so leaving home completely undefended is how a strong offensive still loses.
What Actually Wins
- Take the shipwrecks early. Every minute one stays red is another pack marching at you.
- Hold the artillery battery. It opens every battle you fight anywhere on the map with a bombardment.
- Keep a field hospital. Knocked-out teams come back three times faster there, and it is the only place hero wounds are treated.
- Send carriers to the lair. A team fighting at the vortex bleeds continuously and cannot refuel there.
- Split the work. Ten captains all sitting at the vortex means nobody is holding the roads behind them.
What You Bring Home
Everything an Expedition pays comes as chests, opened afterwards from your bag. There are five kinds, each in six grades — the grade rises with the difficulty you played and with what you achieved, and the contents scale with it.





How Chests Are Earned
- Simply taking part — every captain who contributed gets a base pile.
- Beating a particular enemy, with Nerissa herself paying the richest.
- The expedition’s collective kill count, shared by everyone.
- Expedition achievements — holding a point kind all the way to the end, or never letting your fortress be dented.
- Your own contribution: your score, your share of it, and your final rank.
On top of the chests, every hero on a team still standing at the end earns experience — multiplied by the difficulty, and by far the largest single payout for beating Nerissa. Give up and you forfeit all of it.
Rewards
Your reward is a set of chests, scaled by the difficulty you played and by how much you actually contributed — fighting, taking ground and delivering supply all count. Every hero on a team still standing at the end also earns experience, and that experience is multiplied by difficulty. Winning matters: the Expedition Campaign → only counts expeditions you win.
Nerissa
Royal guard
Shark raider
Wreck packs