Clash II story, similar to its predecessor, will be set on the mystic land called Karkhan. For years, there has been conflict between invaders bearing the signs of one God, self-called Purians, and a population that has lived for generations there, practicing magic and worshiping many Gods.
The growing conflict will take us back to the center of the war between the two factions. The story will take place almost fifty years after the events of Clash, when the Purians won the war. They will spread even further their faith and laws.
The initial assumption of the Clash II story are the times unfavorably called Pagan Reaction - when our ancestors rebelled against the new faith imposed on them by force and sword. During the game, we will be able to lead natives, disagreeing with the dogmas of the new faith and rebel against a foreign culture of invaders who want to extend their influence to the entire continent.
In the campaign of the Purians, we will lead the fate of the hero sent with a penitentiary mission, aimed at taking over the kingdom from the hands of Willhelm, who by his behavior lost the favor of the Holy Servant.
Heathens will be lead by heroine, burdened by her Gods to unite agitating tribes and help them stand as one to protect the forgotten customs and their own freedom.
In both cases, the basic units will be the forces that we know from chronicles and history, strengthened, of course, by beasts from mythology and legends.
How we lead our own kingdom – through battles, covenants, diplomacy, technological and spiritual development – will have a big impact on the shape of the game. During the campaign, we will traverse almost the entire continent, where we will be able to fight wild beasts, find treasures and ancient places of worship. In addition, we will encounter marauders and deserters and perform many additional tasks that are waiting hidden for unneutered seekers.