Age of Wonders III

Age of Wonders III

Wasteland Expansion (Beta)
 This topic has been pinned, so it's probably important
Gladen  [developer] 30 Jun, 2019 @ 10:49am
Background story and featured content of the mod
Story timelime

Age of Wonders timeline [aow.triumph.net]

66 YC – The Frostling Kings, tired of being pushed to the fringe of the fairest lands, attempt to break the Commonwealth’s hold. After two years of war, the Frostlings are driven out of Brisska and far into the north. All subsequent diplomatic overtures are met with disastrous results. They refuse all contact with the Commonwealth, barricading themselves in a land of permanent ice and snow. From this time on, none of the people known as Frostlings hold any lands of significance within the Commonwealth.

Ancient writing tells of clusters with Frostlings which were driven away from the other clans in the war with the Commonwealth. Was there a reason behind the sudden disappearance or had they fallen behind the other clans which were caused by distrust around the Frostling Kings…

If they succeeded, they would have found a way past Brisska and further went on a journey south against the scorching deserts.

Some claim that the weakened clans, which made it past Brisska discovered a way to survive the heat by adapting the environment. It may be that their clans may no longer be recognized as Frostlings. They obtained the knowledge turning sands to their advantage when ice seemed no longer important for their survival. The deviants may have discovered another reason to remain within deserts...



94 YC – What remains of the Tigran Race abandons the Continent of Kesh, and their desert holdings. There is no explanation for this migration, and their cities lay alone as great stone ruins to be swallowed by the constantly shifting desert sands.

The overtaking of the continent was claimed in the name of the Commonwealth. This made remaining races inhabited within the wastelands forced to be subjugated to Empire rule. Clans which refused to remain under Empire flag was forced abandoned their lands. The ones, who still would oppose the Emperor would see their death coming or become sentenced for rest of their time in a dungeon.

It’s said, the Empire will turn the deserts into gold by discovering the riches and secrets left behind.



99 YC – As Wizards explore realms beyond the Shadow Gates, Commonwealth explores finding rich new lands on Athla itself. A call is made for colonists to fill the newly established colonies far across the seas and in unspoiled distant lands.

Meanwhile, when Commonwealth Empire was established in many of the old Nomad’s fortresses around the continent of Kesh, many became integrated into to the Empire. Still, resistance would be heard from the gathering powers and throughout where corruption was spreading beyond the empires control. The Commonwealth ideal is deeming for racial divinity, but is it possible?


204 YC – Ships from the outer Colonies of the Commonwealth appear on the horizon. They share tales of rebellion. Colonies are falling.

As time passed when Commonwealth expanded their border further throughout Athla when land suddenly overture in revolts over the former wasteland areas. A rebellion was inevitable for the Empire and the Commonwealth lost power over captured territories. The torn people of loyalist of the broken clans where raising their banners against the ever-spreading corruption from the Empire. One last call was made for the remaining clans, but it failed utterly.

The events of the Umbura siege occurred. Contenders of the Azbandaria had escaped from the continent of Kesh and were pursued east by the lieutenants of commonwealth. Into the frail jungles of Umbura, a remote outpost laid hidden within the jungle for the remaining Nomads. The sorceress defences held off the Empire reinforcements for several weeks... But, it was not enough, Commonwealth having many powerful allies ordered to overwhelm any resistance opposing the Emperor.

Commonwealth would then regain control of lost areas.



224 YC – Order has been restored to most of the outer colonies of the Commonwealth. With tributes flowing into the Capital, the Emperor turns his attention back to the High Elf separatists, demanding they give up their lands immediately. Opposite to the trend, Brisska declares its independence.

So, there was other event taking part at the same time. It was a problematic era for another clan of shattered Nomads, as they were overrun by various tribes of Orcs when they attempted to settle in Ashen Steppe after escaping the continent of Kesh. They barely survived and many of the Nomads were scattered around the most southern regions of Athla. Many of the Nomads were heavily outnumbered and were pushed further into the desert as they fought for their survival. As the last clans rallied their forces again, the time had come to challenge the Empire again when Emperor’s attention happens to be elsewhere. One leader took command, decided for his own people and their families that they would regain control of their lost lands again.

There can be no failure of a man who has not lost his courage, his character, his self-respect, or his self-confidence. He is still a King who will govern his people on the right path. Within a King’s past forhold a judgement, but it also holds a responsibility to show where the loyalty is true. A weakening truth, dangerously spreading across the abandoned kingdom whereas there still people who need to regain the trust of their King once more.

The Wasteland alliance was formed under King Reynald's command to establish an order in the desert. The King shall conciliate the older domains as their newly formed kingdom. But first, they must defeat the ones whom falsely claiming it as their realm, still.

Long live the King, who shall rule the deserts of Athla once again!



Goal

Reynalds quest is to unite the deserts and expand their borders further. The Wasteland alliance follows the same timeline as Sundren's quests and Edwards quests. You will encounter several characters in another perspective and meet them abroad as you progress.

The goal is to secure horn of Kesh and establish the capital of Wasteland alliance.

However, you cannot change the history. Some key events are likely to happen and how you proceed with the various factions will weaken or strengthen your alliance.


Content of the mod

New Dwelling - Royal Tent

Building - Smuggler's Den

Smuggler - Irregular

Stats
30 move point
44 Hp
9 defense
8 resistance
8 Physical

40% Fire protection
20% Frost weakness
Desert Concealment
Sprint
Fast Healing

Demolisher on Veteran rank
True Sight on Elite rank


Building - Slave holds

Slaver - Cavalary

Stats
36 move point
62 Hp
11 defense
8 resistance
14 Physical

40% Fire protection
20% Frost weakness
Desert Concealment
Sprint
Charge
Trap (Net + Enslave) (Not implemented yet Throw net as a placeholder)

Armor Piercing on Veteran rank
Guard Breaker on Elite rank
Last edited by Gladen; 31 Jul, 2020 @ 12:13pm