• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.

hEF_YMGpjWnEA9Dtj15tvX2K6cYJkKfPHHlvC3-dBGs3kYTKdo5tKW5hiCImE1MW2YfaCrU6N-Mf-qicmffiH8E53OGwYOIHRL2lmE8t_uORh872xK7uw78Jh8L7xnvJJTZjX4fsTISXb9AHhrSxG-U

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.



USazuQhtvHkzHSqF-Cdnz706SzgWMPsHgVFAf7Yn7x9hNZ-bfo4i-KjUz92q_i7gqh9CreLVwU401GALOBl_Ivz54R-gA9nvRVwOKekOuLrLYj3YZMCTskqrN0cJoxcMCle6vIPlRHcWcg-EuGq8vZo

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.

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.

grSgn2SV6Nmy-5WZIm5IyR4xu33YOyZ7LFu2CbsyJrGPtTa4lewud75_qea3F61Oww5hx2eRwJCBbZUoJBqMS1rt-_yg2D6I4iyBB4ehjI-ddM3bFcNRsGc6Yx7ARSsSMJVvHKACiSl23lDotmmRRjI

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.

LiluBDGaZjtO_ZYUVT_qwFe-6803_5k9bVil63Muth82OX3H5ArQCg3SPP5A_rcK4VV8CPvCFoekgtrUpKa8mfGJh_z5iUeUaCXWIk-5QMrPbGw7eI1tdJNW1Qf7qHZ2_1dpJ_TDfdb6tJE0_XxyF-U
OnqOB_ks5LOFX81wzrUi1IZcEDmgC2adRCLt6HI8kfiRhKsF0MomXclOTHhvEZ3AcmB9RIvyW_rgReJZAWxf_AdpUqOxX5OaIKOILGTNRw0x6s11bu9w-mf3x6VKkXughDSqvBUEkmGEFGln7BpZzdY


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:

NcCZwAqAyoUPgjO01epFu8nlWsgUtuoB6gLOLuwJ3O4hAO1nk2rThlEgdLqsMTH0IzZ_KZ_d_qTk-VyFkuxV-UEKR0HciwUJJRv2nQUK3X1r_rMYoZBDkBOeiDX6ASiTh5GJ6L5ekEEP61jHlt1RGOg

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!
 
  • 65Like
  • 24Love
  • 6
  • 1
Reactions:
I would love that. There was a serious lack of AAR in Planetfall and AoW3 :confused:
I considered writing an AAR once, but it's very difficult to know where you should put the cursor. Are you narrating the events of your game? Dramatizing at least some of what was in your game? Would people even read a wall of text, or you should tell the stories mostly with pictures? They don't seem to receive very much attention either.
 
I considered writing an AAR once, but it's very difficult to know where you should put the cursor. Are you narrating the events of your game? Dramatizing at least some of what was in your game? Would people even read a wall of text, or you should tell the stories mostly with pictures? They don't seem to receive very much attention either.

There's countless styles to do it, and it's both hard to draw attention and for Some people reading about others playing games is not that interesting.

On the other hand the classic Dwarf Fortress Boatmurdered is an AAR too.
 
I'm just so glad to see all the old faces returning.
 
you can also choose to go with one of our premade Rulers (but where's the fun in that)
I mostly use preset heroes to see what the designer might have had in mind. Now I feel judged :p
 
  • 1Haha
Reactions:
In all fairness Planetfall DID have specific presets, you could even meet them in later expansion campaigns. This however for the first time sounds like we're just supposed to make our own character, or choose one from the list of premades if we so prefer. My assumption is that Pantheon system is supposed to be handling continuity now and I'm really interested to hear more about it next week (I think).
 
The Story Realms can be played with any Custom Faction you've created but you can also choose to go with one of our premade Rulers (but where's the fun in that).

That means.... I can finally visit the world of age of wonders with myself at last :)

Although it is currently up to speculation to see if Dreadnought class is still a thing or gone in aow4, I was a dreadnought player in aow3. xD
 
  • 1
Reactions:
Quick question, In narrative events, will we have extra responses that depends on the skill / spell / trait of the hero in the party ?
For example, if your party run into a dying man who ask you to take revenge, and your hero have healing,
would we get an option to heal him instead ?
 
Last edited:
Quick question, In narrative events, will we have extra responses that depends on the skill / spell / trait of the hero in the party ?
For example, if your party run into a dying man who ask you to take revenge, and your hero have healing,
would we get an option to heal him instead ?
I can't answer for Triumph, but if these events are based on the Anomalous Sites in Planetfall I hope this will be there.

In Planetfall, you got extra options based on faction and secret tech. So if you found a Psynumbra ritual, a Psynumbra leader got extra options to finish it but a Celestian got options to purify the site.

You'd even get options sometimes based on minor race relations, so you'd get extra options to resolve an event involving the paragon if you had good relations with that faction on the strategic map.

I loved that aspect and am hoping it was retained.
 
  • 3Like
  • 1
Reactions:
Quick question, In narrative events, will we have extra responses that depends on the skill / spell / trait of the hero in the party ?
For example, if your party run into a dying man who ask you to take revenge, and your hero have healing,
would we get an option to heal him instead ?
Hi Nerdfish! We will be going more in depth with Narrative Events in a future dev diary, but I can confirm that there will be role-playing options exclusively available based on affinity (and at times alignment, though those are most times not hidden). :)

What I must deny however is that this will go as in depth as looking at hero skills. So you will not get a healing option based on a healing skill of an involved hero - but you might get one based on affinity (order/nature most likely) or (good) alignment.
 
  • 9Like
  • 4
Reactions:
Hi Nerdfish! We will be going more in depth with Narrative Events in a future dev diary, but I can confirm that there will be role-playing options exclusively available based on affinity (and at times alignment, though those are most times not hidden). :)

What I must deny however is that this will go as in depth as looking at hero skills. So you will not get a healing option based on a healing skill of an involved hero - but you might get one based on affinity (order/nature most likely) or (good) alignment.
Thanks for the clarification !
 
  • 1Like
Reactions: