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Dev Diary #3 Narrative: Story and Lore

Hi everyone and welcome to a new Dev Diary about Story and Lore!

I’m Michelle (@MichelleTriumph), a narrative designer at Triumph, and today I’d like to talk about the narrative in Age of Wonders 4. Our internal narrative team consists of me and Jakob (@Eomolch). The contents of this game were created together with several external writers, including Raymond Bingham, who has played a role in the games since the beginning of the Age of Wonders.

First of all, a (light) spoiler warning!
We will talk about the story of Age of Wonders 4. If you want to go in blind, I suggest you stop reading here!

Narrative in Age of Wonders 4​


The story and world-building have always been a pillar of the Age of Wonders games. Every game was filled with strong characters, expansive back-stories and loads of lore to enjoy. The same counts for Age of Wonders 4, in which we use new systems to allow the player to immerse themselves in their own story as rulers and creators of their empires and people.

With each successive iteration of Age of Wonders, we have added more gameplay depth and more immersive ways for players to roleplay the ruler of a fantasy realm. This has its effect on our approach to narrative: Instead of having a fully scripted campaign story that the player follows - with perhaps a couple of branches - the in-game narrative needs ways to adapt to who the player is and their actions. Through this we avoid narrative vs gameplay disconnects, difficulty spikes or blocking parts of the customization/empire development possibilities.
So our goal is to create a universe rich in lore, which reacts to the player’s choices instead of a more linear traditional scripted adventure.

This requirement led us to develop a new Narrative Event System which confronts your ruler with quests, leadership dilemmas, and boons coming from your empire, the larger world, or the cosmic affinities. The system is able to render scenes with animated 3D characters and provide multiple-choice options. We’ll foreshadow this system in this journal, in one of the following journals Jakob will go in-depth!

This Journal will focus on the following
  • The premise and expansion to the Age of Wonders Universe
  • How lore is integrated into the game
  • The Story Realms in Age of Wonders 4
But first, a trip down memory lane.

Previously in Age of Wonders…​


As you may remember, during Age of Wonders 3, the high elf Sundren and human Edward banded together to found the Torchbearers: an initiative to bring the people of Athla together against the Shadowborn. The Shadowborn was a conniving cult who aimed to sow dissent and destroy the Seals that protected Athla from the greater magics beyond. The Torchbearer heroes stopped a war between the kingdom of the High Elves and the Empire of the Commonwealth, but they could not stop the Shadowborn from destroying the Seals.

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The Shadowborn broke the Seals on Athla, allowing ancient powers to return.

The magic that Athla had been protected from for many years, flooded back in. Elemental forces were distorted, climates changed, and the great empires of Athla fell.

7fyjPXs3c1Pilmse6gwgvMXHXCBTSFiYnPOVO0eJen80GGowrJJGgZaJveJxpzlKxAPBAz9TdUT4wosYYDmFr7XzC4mt3CFIZPtnqKoYfmoWsQvVzXP8clKs3T-wOj4VoigYRGpNaweEWyEbrBkT_XQ

Through the cataclysms, the Valley of Wonders remained.

Age of Wonders 4’s story starts here, on Athla, where we follow a mortal champion who finds themselves ascending to Godirhood. But they will quickly meet the Wizard Kings of old, who return to reclaim the lands they were banished from… And thus the Rise of the Godir, the main storyline, commences.



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Wizard Kings of old return to reclaim Athla.

When Wizards like Yaka, Karissa, and Nimue left Athla to find fame and riches in the Shadow Realm, they did not expect Merlin to Seal away their only chance of returning. Stuck in a void between realms the Wizards were subjected to terrible visions and maddening voices, confronting them with their biggest fears and ambitions. The Torment of Shadows, as they called it, left them scarred and warped. Some souls who succumb to this torment are lost, forced to wander the void forever. Many dangers lay beyond Athla… yet some claimed new domains, creating their own followers and bending faraway realms to their will.

SJGBsSTe78nnXRTZOR67Mymae2WpVDbVtd74jQCqVumy5A7WgbUTX6dL8-Esw_luNkBO9-l7HfKBjSx5El8fWWBQAddql_PYEfik2o6NxI3aNea0jEgXJPddlaoWxpuEVGiJX1SGIVYnmR-Uxyqg86Y

Pictured here is a Lost Mage unit, a wizard that succumbed to the torments in the Astral Sea. The breaking of seals between worlds set these monstrosities free and they can be found around places of high magical potency.

The Astral Sea​

There have always been hints to worlds beyond Athla within the Age of Wonders lore. In Shadow Magic, one of these other worlds became very real, with the invasion of the Shadow Demons from the Shadow Realm. All of these worlds are connected through the Astral Sea, a vast ethereal ocean where magic ebbs and flows, influencing all worlds drifting within.

In Age of Wonders 4 the premise and structure of the game allow us to make the many unknown worlds not the distant origin of invading forces, but places to explore. You can visit the homeworld of fiends and demons, explore the origin of the elves, and of course, claim a realm for yourself. The Astral Sea is vast and filled with many wonders, creatures and dangers. An entire universe awaits you!

YQw0Rz3H97cdp9JjXfm2wMNsSDPcoiWjD1JRHDYgQRuEktdHUlC57_8aa1ZqiSXBALjlK2hy1c-OiXK3FO6QuxyQEog23-0LilEJ0DCGr76BP1uyRAj7CEE8_BnCjwQjto_yrP3vhCDX-ePn5cclvBQ

The Astral Sea is filled with many wonders, creatures, and dangers.

The Godir Pantheon​

Through their connection to the Astral Sea, ascended Mortal Champions and powerful Wizards alike find themselves blessed (or cursed) with unforetold powers. They are Godir, god-like beings, who can travel the worlds and can even use the forces of Creation to create their own followers.

All these Godir, regardless of their alliances or morality, are part of the grand Pantheon of the Astral Sea. The Godir of the Pantheon are quarrelsome, and alliances between them are formed and broken easily. The most outspoken alliances within the Pantheon are the lawful Covenant, which opposes the conniving Shad’rai.
Every new Ruler who leaves their mark on a realm can become a member of your Pantheon!

Welcome to Magehaven…​

All Godir find themselves in Magehaven at one point or another. Magehaven is a world in the Astral Sea where the Pantheon of Godir holds its most important forum of dispute and council. It is protected by an unbreakable spell, which prevents any harm from being done to a living creature or soul. Therefore even the fiercest enemies can meet there to negotiate their conflicts. Among the many wonders of Magehaven are the World Gates, which act as magic portals through the Astral Sea and allow ambitious Godir to explore new realms.

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Welcome to Magehaven!

Story Realms​

The Astral Sea features many worlds to explore and conquer. Each world plays its bigger or smaller role in the various intertwining conflicts and stories of the Fourth Age.

The realms that play a bigger role are called Story Realms. The main game features five Story Realms at launch in a storyline called Rise of the Godir, which will let players immerse deeper into the lore and get a better understanding of the Age of Wonders Universe.

All Story Realms feature voice-acted briefing and debriefing scenes with bespoke art, and we use Narrative Events - described in more detail below - as the engine through which the story is told. And you will find that characters from the earlier games make their (in)glorious return.

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All Story Realms feature voice-acted briefing and debriefing scenes.

Your adventure starts on Athla, where you will experience the return of an old threat. Only your ascendance to powers larger than life may save your people from what awaits beyond the World Gates. And even that is only the beginning, for a grand plot unfolds in Magehaven, defining the fate of all Godir within the Astral Sea.

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Welcome to the Valley, o King!

Lore​


The new nifty Tooltip system allows us to put in lore in any location, without breaking the gameplay flow. To differentiate lore tooltips from gameplay tooltips, they are rendered in a parchment style. Simply hover over an underlined word to learn more about the Astral Sea and the creatures within! As with regular tooltips they support nested “tooltip in tooltip” functionality.
Lore and backstories about characters, Tomes, Ancient Wonders, and other secrets of the Astral Sea can be explored in-game.

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Lore can be found in-game in Events and descriptions.

Narrative Events​

A lot of our narrative efforts when making Age of Wonders 4 went into the creation of a new dynamic event system and its content. The new Narrative Events provide a framework for telling stories that emerge from the world and the actions of the player. On a structural level, they connect gameplay systems that normally may not have direct interactions, leading to interesting decisions and unique opportunities. On a narrative level, they make the worlds that the player Godir visits come alive, provide meaningful roleplaying options, and make the experience more tangible when they zoom in on the backstory, problems, and motivations of heroes, cities, or monsters dwelling inside a dungeon.


We will look at the involved mechanics and surrounding systems of the event system more in-depth in a future dev diary, but as a glimpse at what the Narrative Events can entail we will take a brief look at the event below:

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What is the price of zeal within a faith-based empire?

The above Narrative Event may be encountered by players who have erected an empire deeply entwined with the order affinity. By invoking a strong sense of faith within their population they are attracting fanatics, eager to impose harsher rules to further consolidate their vision of a perfect theocracy. – Will the player capitalize on their zeal? Or will they forego their extreme measures and protect the common people?

With the combination of rich Lore, Dynamic Narrative Events that react to your choices, and carefully scripted Story Realms, we aim to bring a more immersive experience to you than ever before!

Stay tuned for a new dev diary next week as we are going to talk about Magehaven, Pantheon and Realm Setup! Also, consider adding the game to the Wishlist!
 
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This all looks great, but I'm almost most excited from this news by nested tooltips. After having used them in one game, it feels like something every game should have going forward. I'm stoked y'all have included them in AoW4! And of course, the rest of this looks fantastic too.
 
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If all empires fell, then it would make sense if all road connections were destroyed, and cities were either ruined or being small stagnant outposts.
All AIs would be equal start like in Stellaris campaign, but then some realms might have unequal start, like vast empires.

Also who made Magehaven? Archons before they started seeding life in tons of places?
Will those story reams have chokepoints/impassable terrain like in AoW3, where you can build cities in safety?
 
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Are the Infernal Demon Realms, Shadow Realm, Elven Origin, and the new world, along with Athla the Story worlds? If you add more Story realms in the future the opposite of the Demon World where Archons and Angels dwell could be interesting.

Are the Story Realms at all customizable?
 
Only five story maps instead of a good old campaign is the first big thing I am not happy about AoW4. The campaign stuff in Planetfall was the first in such games I quit during play because its lack of quality. Normally I am a big fan of story and campaigns.
The dlc campaigns of AoW 3 had only 3 maps each, iirc. Yet I enjoyed those a great deal more than the AoW II campaign. They were well written and felt dense.
I think it depends more on the writing and wether the story and writing style clicks for you than the number of maps on if the story is a success or not.

But I do suspect that putting more effort into dynamic story such as writing events for ruins comes at a cost of quantity of writing for the story worlds.
 
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So campaigns are multi staged like heros of might and magic 3? Forgive me, for I haven’t played any age of wonder games before it, but this game have similar vibes to hmm3 so I’ll probably give it a go.
 
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that may be cool if enough people like this we can consider it. We have race bios that are auto-generated from you choices though.
Thanks for your reply!
I understand that it's a very minor and unimportant thing, but it's great that you're taking it into consideration.
Wether the feature makes it into the game or not, I can already see myself spending hours creating characters and civilisations and thinking about their lore before I set a single foot into the actual game ^^
 
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We have race bios that are auto-generated from you choices though.
Honestly... this is the first thing I've learned that I think is going to be actively detrimental.

This really seems even worse than just having a blank space. Since for those who care, one of the most major parts of customizing a story is just... completely gone. And for those who don't care, this probably isn't going to have the neat self references and inside jokes that made the unit descriptions neat to read when you were looking over what mods or mythical upgrades they had.

Please give us the ability to customize these.
 
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As with regular tooltips they support nested “tooltip in tooltip” functionality.

HALLELUJAH! Does the nested tooltips/"tooltips in tooltip" are also included in gameplay? For example when it comes to status effects? I found it frustrating having to open the encyclopedia and look what effect does what in Planetfall.

All these Godir, regardless of their alliances or morality, are part of the grand Pantheon of the Astral Sea. The Godir of the Pantheon are quarrelsome, and alliances between them are formed and broken easily. The most outspoken alliances within the Pantheon are the lawful Covenant, which opposes the conniving Shad’rai.
Every new Ruler who leaves their mark on a realm can become a member of your Pantheon!

So from what I understand - you are a Godir. Godirs are grouped in several factions. And mortal beings in various realms/domains can become your champions. Did I get it right?
 
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The nested tool tips thing made me immediately think of the Crusader Kings games also by Paradox games. Which makes me mildly concerned. Is AoW4 going to have some kind of canon story? Or is it going to just be a flavored strategy game like the CK games? Obviously there are challenges introduced by allowing customization and evolution for in-game races. It's easier for me to enjoy and immerse myself in a story if I don't have to make it up myself. This game sounds great for people who really get into the role-playing aspects of such games though.
 
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The nested tool tips thing made me immediately think of the Crusader Kings games also by Paradox games. Which makes me mildly concerned. Is AoW4 going to have some kind of canon story? Or is it going to just be a flavored strategy game like the CK games? Obviously there are challenges introduced by allowing customization and evolution for in-game races. It's easier for me to enjoy and immerse myself in a story if I don't have to make it up myself. This game sounds great for people who really get into the role-playing aspects of such games though.
Yeah, its more of fantasy sandbox, just like Stellaris is space SF sandbox, and Victoria is Industrial era sandbox.
 
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I am impressed. I might actually have to go back to the previous AOW games and play the actual campaigns. I've only ever just played scnerios or random maps.
 
That sounds great. The little stories generated by the anomalies were one of my favourite parts of Planetfall (and the equivalent in Stellaris for that matter). Plus I never did much of the narrative campaign for PF.
 
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The dlc campaigns of AoW 3 had only 3 maps each, iirc.
But we are talking about a base game of which the devs are boasting is the biggest AoW ever. So 5 maps are nothing which gets me excited. Hopefully the designers of those maps and stories are different from those who 'created' the planetfall campaigns.
 
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So, I've kinda had it. I'm done.

You've finally broken me.

I'll offer you 100 AMERICAN DOLLARS for access right now.

Not enough? Okay, you've got me. ONE HUNDRED AND TWENTY FIVE DOLLARS. I just ask for access RIGHT MEOW.
They didn't say no, so there's hope for you.

Seriously this game looks awesome. Might pick up AOW3 and check it out to get into the game. What game or cross of games is AOW like?
 
They didn't say no, so there's hope for you.

Seriously this game looks awesome. Might pick up AOW3 and check it out to get into the game. What game or cross of games is AOW like?
If you've played any of the Heroes of Might and Magic games, or Master of Magic, those are the closest direct comparisons I can make. There's also the Fallen Enchantress/Elemental and Sorcerer Kings games made by Stardock, which also serve as good comparisons. If you're not aware of any of those, I'd point to Sid Meier's Civilization as probably the biggest name in the 4X space, though obviously there are going to be significant differences between those games and this.
 
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Hi everyone and welcome to a new Dev Diary about Story and Lore!

I’m Michelle (@MichelleTriumph), a narrative designer at Triumph, and today I’d like to talk about the narrative in Age of Wonders 4. Our internal narrative team consists of me and Jakob (@Eomolch). The contents of this game were created together with several external writers, including Raymond Bingham, who has played a role in the games since the beginning of the Age of Wonders.

First of all, a (light) spoiler warning!
We will talk about the story of Age of Wonders 4. If you want to go in blind, I suggest you stop reading here!

Narrative in Age of Wonders 4​


The story and world-building have always been a pillar of the Age of Wonders games. Every game was filled with strong characters, expansive back-stories and loads of lore to enjoy. The same counts for Age of Wonders 4, in which we use new systems to allow the player to immerse themselves in their own story as rulers and creators of their empires and people.

With each successive iteration of Age of Wonders, we have added more gameplay depth and more immersive ways for players to roleplay the ruler of a fantasy realm. This has its effect on our approach to narrative: Instead of having a fully scripted campaign story that the player follows - with perhaps a couple of branches - the in-game narrative needs ways to adapt to who the player is and their actions. Through this we avoid narrative vs gameplay disconnects, difficulty spikes or blocking parts of the customization/empire development possibilities.
So our goal is to create a universe rich in lore, which reacts to the player’s choices instead of a more linear traditional scripted adventure.

This requirement led us to develop a new Narrative Event System which confronts your ruler with quests, leadership dilemmas, and boons coming from your empire, the larger world, or the cosmic affinities. The system is able to render scenes with animated 3D characters and provide multiple-choice options. We’ll foreshadow this system in this journal, in one of the following journals Jakob will go in-depth!

This Journal will focus on the following
  • The premise and expansion to the Age of Wonders Universe
  • How lore is integrated into the game
  • The Story Realms in Age of Wonders 4
But first, a trip down memory lane.

Previously in Age of Wonders…​


As you may remember, during Age of Wonders 3, the high elf Sundren and human Edward banded together to found the Torchbearers: an initiative to bring the people of Athla together against the Shadowborn. The Shadowborn was a conniving cult who aimed to sow dissent and destroy the Seals that protected Athla from the greater magics beyond. The Torchbearer heroes stopped a war between the kingdom of the High Elves and the Empire of the Commonwealth, but they could not stop the Shadowborn from destroying the Seals.

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The Shadowborn broke the Seals on Athla, allowing ancient powers to return.

The magic that Athla had been protected from for many years, flooded back in. Elemental forces were distorted, climates changed, and the great empires of Athla fell.

7fyjPXs3c1Pilmse6gwgvMXHXCBTSFiYnPOVO0eJen80GGowrJJGgZaJveJxpzlKxAPBAz9TdUT4wosYYDmFr7XzC4mt3CFIZPtnqKoYfmoWsQvVzXP8clKs3T-wOj4VoigYRGpNaweEWyEbrBkT_XQ

Through the cataclysms, the Valley of Wonders remained.

Age of Wonders 4’s story starts here, on Athla, where we follow a mortal champion who finds themselves ascending to Godirhood. But they will quickly meet the Wizard Kings of old, who return to reclaim the lands they were banished from… And thus the Rise of the Godir, the main storyline, commences.



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Wizard Kings of old return to reclaim Athla.

When Wizards like Yaka, Karissa, and Nimue left Athla to find fame and riches in the Shadow Realm, they did not expect Merlin to Seal away their only chance of returning. Stuck in a void between realms the Wizards were subjected to terrible visions and maddening voices, confronting them with their biggest fears and ambitions. The Torment of Shadows, as they called it, left them scarred and warped. Some souls who succumb to this torment are lost, forced to wander the void forever. Many dangers lay beyond Athla… yet some claimed new domains, creating their own followers and bending faraway realms to their will.

SJGBsSTe78nnXRTZOR67Mymae2WpVDbVtd74jQCqVumy5A7WgbUTX6dL8-Esw_luNkBO9-l7HfKBjSx5El8fWWBQAddql_PYEfik2o6NxI3aNea0jEgXJPddlaoWxpuEVGiJX1SGIVYnmR-Uxyqg86Y

Pictured here is a Lost Mage unit, a wizard that succumbed to the torments in the Astral Sea. The breaking of seals between worlds set these monstrosities free and they can be found around places of high magical potency.

The Astral Sea​

There have always been hints to worlds beyond Athla within the Age of Wonders lore. In Shadow Magic, one of these other worlds became very real, with the invasion of the Shadow Demons from the Shadow Realm. All of these worlds are connected through the Astral Sea, a vast ethereal ocean where magic ebbs and flows, influencing all worlds drifting within.

In Age of Wonders 4 the premise and structure of the game allow us to make the many unknown worlds not the distant origin of invading forces, but places to explore. You can visit the homeworld of fiends and demons, explore the origin of the elves, and of course, claim a realm for yourself. The Astral Sea is vast and filled with many wonders, creatures and dangers. An entire universe awaits you!

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The Astral Sea is filled with many wonders, creatures, and dangers.

The Godir Pantheon​

Through their connection to the Astral Sea, ascended Mortal Champions and powerful Wizards alike find themselves blessed (or cursed) with unforetold powers. They are Godir, god-like beings, who can travel the worlds and can even use the forces of Creation to create their own followers.

All these Godir, regardless of their alliances or morality, are part of the grand Pantheon of the Astral Sea. The Godir of the Pantheon are quarrelsome, and alliances between them are formed and broken easily. The most outspoken alliances within the Pantheon are the lawful Covenant, which opposes the conniving Shad’rai.
Every new Ruler who leaves their mark on a realm can become a member of your Pantheon!

Welcome to Magehaven…​

All Godir find themselves in Magehaven at one point or another. Magehaven is a world in the Astral Sea where the Pantheon of Godir holds its most important forum of dispute and council. It is protected by an unbreakable spell, which prevents any harm from being done to a living creature or soul. Therefore even the fiercest enemies can meet there to negotiate their conflicts. Among the many wonders of Magehaven are the World Gates, which act as magic portals through the Astral Sea and allow ambitious Godir to explore new realms.

SmFKHfk_SOX4o9V27TjeiraYg9Fa1Z8RbnXLPfkDolA2IcG2E4zOLlUyWGLbofZ-6py2G3lBNGmrm0EdfF03eG5yI3nj8V1Y2R75f7HQG4gh1de6P4Cebuv-hSxrJc81RHxzKefSFy_MufUSBsF46VY

Welcome to Magehaven!

Story Realms​

The Astral Sea features many worlds to explore and conquer. Each world plays its bigger or smaller role in the various intertwining conflicts and stories of the Fourth Age.

The realms that play a bigger role are called Story Realms. The main game features five Story Realms at launch in a storyline called Rise of the Godir, which will let players immerse deeper into the lore and get a better understanding of the Age of Wonders Universe.

All Story Realms feature voice-acted briefing and debriefing scenes with bespoke art, and we use Narrative Events - described in more detail below - as the engine through which the story is told. And you will find that characters from the earlier games make their (in)glorious return.

cxWGUMR9j874RJ_ffvhqsVo_dbl_q1Yvu4VF8wgBwBLsvzPzA4gn-C8GYqEAWoRAwZ9NopSjOIMZFxUO6Oc4XVWjaLXVAeUsNfftNlQ7pROtBhxnn72Ev5fp8qo_o_T1A9RrxbxSLUqvkuiGA6RCqiA

All Story Realms feature voice-acted briefing and debriefing scenes.

Your adventure starts on Athla, where you will experience the return of an old threat. Only your ascendance to powers larger than life may save your people from what awaits beyond the World Gates. And even that is only the beginning, for a grand plot unfolds in Magehaven, defining the fate of all Godir within the Astral Sea.

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Welcome to the Valley, o King!

Lore​


The new nifty Tooltip system allows us to put in lore in any location, without breaking the gameplay flow. To differentiate lore tooltips from gameplay tooltips, they are rendered in a parchment style. Simply hover over an underlined word to learn more about the Astral Sea and the creatures within! As with regular tooltips they support nested “tooltip in tooltip” functionality.
Lore and backstories about characters, Tomes, Ancient Wonders, and other secrets of the Astral Sea can be explored in-game.

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Lore can be found in-game in Events and descriptions.

Narrative Events​

A lot of our narrative efforts when making Age of Wonders 4 went into the creation of a new dynamic event system and its content. The new Narrative Events provide a framework for telling stories that emerge from the world and the actions of the player. On a structural level, they connect gameplay systems that normally may not have direct interactions, leading to interesting decisions and unique opportunities. On a narrative level, they make the worlds that the player Godir visits come alive, provide meaningful roleplaying options, and make the experience more tangible when they zoom in on the backstory, problems, and motivations of heroes, cities, or monsters dwelling inside a dungeon.


We will look at the involved mechanics and surrounding systems of the event system more in-depth in a future dev diary, but as a glimpse at what the Narrative Events can entail we will take a brief look at the event below:

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What is the price of zeal within a faith-based empire?

The above Narrative Event may be encountered by players who have erected an empire deeply entwined with the order affinity. By invoking a strong sense of faith within their population they are attracting fanatics, eager to impose harsher rules to further consolidate their vision of a perfect theocracy. – Will the player capitalize on their zeal? Or will they forego their extreme measures and protect the common people?

With the combination of rich Lore, Dynamic Narrative Events that react to your choices, and carefully scripted Story Realms, we aim to bring a more immersive experience to you than ever before!

Stay tuned for a new dev diary next week as we are going to talk about Magehaven, Pantheon and Realm Setup! Also, consider adding the game to the Wishlist!
This is Exactly what I have wanted for years. thank you Triumph and Paradox. :)
 
Another fantastic DD! AoW 4 is looking so good! It looks like a TON of work has gone into this game and the team is looking for fresh a new ways to play not just this franchise, but the genre as a whole. Very impressed :)
 
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It looks great and I'm looking forward to seeing more. Though I admit I'm also kind of unsure about the whole narrative thing. I mostly play AoW for the campaign (I'm not really good enough that random maps are enjoyable) and I hope the story maps have a full story behind them, not just the narrative random events. I want to know what happens next with the realms and the old characters, and how new ones will react. Event if it's malleable due to the event narratives (which would be awesome), having something to play through with a goal is more interesting to me.
 
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