Verra est un monde aux cultures riches et diverses. Une grande partie de son histoire importante a été dominée par les grandes courses. Les humains de la côte et des plaines, les orques dans les collines et les marais, les elfes dans la forêt et les rivières, et les nains estimés des montagnes. Les grandes races ont dominé à travers d'innombrables guerres et escarmouches entre les petites races de Verra. Des décennies peuvent s'écouler entre ces flambées de violence. Il existe de nombreuses races mineures sur Verra. Certaines races mineures existent dans des villages ou des tribus de fortune, si vous voulez. Certains des principaux villages parmi les races mineures sont composés principalement de géants, de sectes moins réputées d'humains, de gnomes et d’elfe. Les Elfes ne sont pas des elfes au sens traditionnel mais en fait des sang-mêlés de races différentes.. – Steven Sharif
Errant dans les endroits les plus sombres du monde se trouvent de véritables abominations sinistres de la création. Les grandes églises de civilisation envoient souvent des héros de l'État pour éliminer ces menaces contre les mortels. Il existe actuellement quatre grandes nations sur Verra. C'est 25 ans à peu près avant la chute: l'Empire d'Aelan, le Royaume des Pyrénées, le Protectorat de Kaivek et la nation des Dünzenkell Il n'y avait pas toujours seulement quatre grandes nations. Il y a longtemps, les races étaient plus divisées en plusieurs nations et cités-états. – Steven Sharif
Au cours des 7 000 ans d'histoire enregistrée, des guerres après guerres ont été menées. Certains pour la terre, d'autres pour les ressources, beaucoup pour les croyances. Les maisons royales se sont levées et sont tombées au fil des ans. Certains sont désormais privés de seigneurie. De nombreuses cités-États existent à Verra. Certains bastions autogérés de la démocratie et des républiques. D'autres sont des États vassaux à la demande de leurs bienfaiteurs. – Steven Sharif
- 1 Aela
- 2 Dünzenkell
- 3 Kaivek
- 4 Pyrian
- 5 Tulnar
- 6 Racial appearance
- 7 Racial mounts
- 8 Racial weapons and armor
- 9 Racial abilities
- 10 Racial influence on nodes
- 11 Starting areas
- 12 Racial quests
- 13 Ashes of Creation Apocalypse modular armor
- 14 Story of creation
- 15 Community guides
- 16 See also
- 17 Les références
L'empire Aelan est le plus récent successeur de l'ancienne grande maison de Lyneth. Pendant plus de mille ans, la maison de Lyneth régna sur l'Aela. Un âge d'or enduré pendant la plus grande partie de leur règne. C'est seulement à l'aube du [dernier siècle avant la chute], lors de la Grande Guerre des Immortels, que la maison est tombée. Sans aucun parti approprié pour le trône Lyneth, le pays est tombé dans le chaos. Ce qui a surgi est la république fragile que nous voyons aujourd'hui. Supervisé par l'empereur élu par le Conseil des Cinq: Les cinq qui gouvernent les plus grandes villes de l'Empire. L'empire Aelan est de loin le plus grand pays de Verra, avec plus de huit millions d'âmes parmi ses habitants. Les Aelans représentent également la plus grande population de Verra. Leurs frontières touchent toutes les autres nations; et avec leurs intérêts d'expansion sur les mers de Verra, ils peuvent déployer leurs armées largement redoutées sur n'importe quel rivage. L'Empire utilise cette peur pour intimider de nombreuses cités-États et les plier à leur volonté. Ceux qui nient la volonté de l'Empire se retrouvent souvent au bout d'un glaive. – Steven Sharif
Construction, l'Ordre et la civilisation. Ce sont les valeurs fondamentales des Kaelar. Leur empire dans l'ancien monde était le plus grand d'entre tous, et il prévoit de faire la même chose dans celui-ci. Loyaux envers leurs racines, les Kaelars vont relever le défi.
Trade. Law. Hardship. The Vaelune were forged in the heat of the desert, and through the ages became a blade that bends, but does not break. Through the development of a complex web of relationships and savvy negotiation, the Vaelune grew into one of the wealthiest empires in Sanctus, despite having few natural resources to exploit themselves. Their environment has taught them what it means to kill or be killed, whether through the beasts of the desert or the snakes in the market square.
Deep in the mountains of Verra legend tells of a forge created by the gods, from whence all Dwarves are originated. Fabled to be the first created of the major races, the Dwarves are said to have arrived on the continents with ships made of stone and steel. Dwarven smiths and craftsmen are found far and wide across Verra. The center of the Dwarven race is the nation of Dünzenkell, found deep in the northern mountains. Dwarven society tends to be heavily matriarchal and their clans existing under the oftentimes eldest matriarch. Dwarves are closely connected to one-another by alliances forged between family guilds. The Dwarven child is marked at a young age with his or her guild sigil. Some dwarves banished from Dünzenkell or having chose to walk a path alone will often have their sigls burned from their skin. – Steven Sharif
The Dünzenkell nation, deep within the mountains of Verra exists the oldest nation in the world. The Dünzenkell have been known as many names over the ages, but only one name has graced the highest mountain, within which their capital has stood since the beginning of recorded history: Dün. The Dwarves of the Dünzenkell rule through a council of guilds. A royal family is chosen once every 200 years by this council to rule. Currently the right to rule falls on the shoulders of King Grimlay. It has been nearly 400 years since a king has lead the Dünzenkell. Traditionally this role falls to the matriarchs of the family. Expeditions are often sent into the Underrealm from Dün; and there many believe lies the source of secrets among the Dwarves and their success with mastering artisanship. Untold magic lies deep within Verra. It's source not known to many. Dünzenkell has long benefited from this source though. It has fueled the expansion of the Dwarven kingdoms throughout the northern mountains. – Steven Sharif
Stoic. Tradition. Forge. Most of the peoples from the old world would see a mountain and think nothing of it. The Dünir saw a defensible home where riches abound. The Dünir take immense pride in what they craft and what they build: fortifications that seem impregnable, warhammers that never break, or beautiful gems for their royalty are all in their repertoire. Don't be deceived by their stout stature. They're pound for pound the strongest warriors the world has ever known.
Family. Freedom. Courage. Where the Dünir saw mountains as home, the Niküa saw it as a prison. How could they complete the great hunt inside a cave? The craft of their brothers doesn't elude them though; they too are highly skilled artisans. Instead of jewelry for nobles, the Niküa see crafting as a right of passage and advancement of the family. Will you progress your people from the mountains of your ancestors?
The Kaivek have always adhered to a strict code of tribal loyalty... Roughly thirteen centuries [before the fall], a leader named Ran'Kal united the clans into a nation called the Kaivek Protectorate. Kal taught that all Orcs answer to the protection of the divine order. This teaching expressed the belief that it was the will of the gods that all Orc kind should have superiority over the nations of Verra. For it was only through the unity of the clans that the people of Verra would be lead to enlightenment. It was the teachings of Kal that lead the Kaivek to pursue campaigns of conquest across the lands of Verra. Where the Orcs were once nomadic and divided before Kal, through his leadership they became a powerful nation united in conquest. Trophies of each city conquered is found in the capital city of Ren. [Just before the fall] the Kaivek Protectorate have adopted a policy of peaceful coexistence with their neighbors. Having endured centuries of conflict, leaders rose among them echoing the teachings of peace. These recent reformations have once again begun to lead to a fracturing of the Protectorate. Some unrest among the clans have called for a culling of those who are unworthy of the protection from the divine order. – Steven Sharif
Honor. Power. Tranquility. Through staying centered their power only grows. The Ren'Kai believe in ultimate focus and controlling their immense power. When a Ren'Kai becomes enraged though, there aren't many men or beasts who can live and tell the tale.
Celestial. Purpose. Fate. When one stargazes they find beauty lies beyond our world, when The Vek stargaze they find fate lies beyond our time. Star maps, numerology and prophecy are integral parts of each Vek's life. Great leaders read the heavens for how wars will go, which empires will rise and fall, and the Vek often ask themselves "are we too late?"
For over 4,000 years the Pyrian royal family of Eradal has endured. The kingdom has seen its share of wars. The kingdom's borders encompass the great forest of Eranthia. The capital of Amera is among the oldest and most beautiful cities in the world. Its royal families can trace their lines back to the days of the Dark Fires. The Pyrian universities of magic and martial studies are unparalleled in the lands of Verra. Many of the citizens of the Kingdom venture out into the lands of Verra wishing to spread their knowledge of art and science to their fellow Verrans. These ventures are often subsidized by the royal households of Pyria for hopes it will foster a better relationship with their Human neighbors. Once a close ally of Aela and the house of Lyneth, the Pyrian Kingdom and Aelean Empire ended one of the bloodiest wars in Verran history. Eighty years have passed since the last bloodshed; and although tensions have subsided among the citizens of the two nations, there remains a heightened level of distrust among the Empire's new rulers and the royal family of Pyria. – Steven Sharif
The Elven race is generally a secretive one and exists within the Pyrian kingdom. Primarily a patriarchal society, Elves tend to keep within the natural borders of their forests. It has only been over the past millennia that the Riverlands have begun to see colonies of Elves exist. Elven scholars, dignitaries and pioneers can often be found in many of the human cities: Though their presence is rarely seen in sites other than archaeological, academic or diplomatic. Rumors do abound throughout the darker circles of Verra that there lies a particular lineage of Elves that exist within the Underrealm of Verra. – Steven Sharif
Imperial. Pride. Culture. Though not as numerous as the Kaelar, the Empyreans are a force to be reckoned with. Elite military forces and a highly structured government. The people of the Empyrea surely have a plan to carve their place in the world.
Nature. Balance. Fury. All things come to balance in time, and nature always has her way. Don't let their love for nature fool you though, the Py'Rai rarely take prisoners. Whether by bow or spear, the Py'Rai's legacy will take root.
- The Tulnar is a combination of four different races that were left behind on Verra.
- This was previously stated to be three different races.
- Tulnar stands for "the forgotten".
- Tulnar are not restricted to the La réalité (there are no factions).
- Tulnar eat many things!
- Tulnar are not a result of corruption.
Were the Tulnar a result of corruption in their creation, or was it purely a kind of you know crossbreeding between the multiple minor and major races that existed in the Underrealm during the after the apocalypse? They are not a result of corruption. So there is no corruption that was that was taken into account during their creation. – Steven Sharif
Dünir dwarven appearance
- Tulnar race does not have sub-types, instead, players will be able to customize the appearance of Tulnar characters.
- Players will have dials to adjust the reptilian, mammalian, humanoid, and other attributes of their Tulnar character in the Créateur de personnages.
- Tulnar do not equal furries.
- There are bestial components that can be scaled up when creating a Tulnar character.
Tulnar do not equal furries, but there are definitely some bestial components that you can scale up when you're creating your Tulnar character, so you could max that setting I guess. Whether or not that would give you what you would think of as a furry, I guess it's going to be up to your interpretation of what a Furry is. – Steven Sharif
- L'architecture Aeléenne est inspirée de la France médiévale.
- Dünir have a Nordic cultural influence.
- Empyreans have a Greco-Roman imperialistic feeling.
- The Niküa have a Polynesian influence.
- The Py'Rai have a Navajo Native American influence. Py'Rai architecture has a woodland inspiration.
- Pyrian architecture has a Greco-Roman influence.
- The Vek have a Mesoamerican racial influence.
En tant que joueur vous verrez les différentes influences qui renvoient à plein de cultures chez chaque race disponible: pas qu'Européenne, pas que l'Afrique, Ni même que la MésoAmérique. Toutes ces cultures seront présentes chez plusieurs des races. – Steven Sharif
Racial weapons and armor
The customization of equipment per race is really focused on Armor sets not Weapon props. Weapon props will, from a model standpoint, will translate pretty one-to-one across the races. – Steven Sharif
Let's say for example you have the Eagle set or something, right: The Eagle set has in art, it has a thematic design that's going to include certain attachments to the armor. It's going to include color palette and theme. It's going to have some aspects to it that define it as the Eagle set, right. When a Elf wears the Eagle set or when an Orc wears the Eagle set, you obviously have two different cultures there; and you don't want to stomp out that culture by assigning a de facto 'This is the Eagle set and this is how it looks on everybody.' What we want to have is cultural influences play a role in showing how that set looks. – Steven Sharif
When you say, what if I'm an Orc but want to look like an Elf and I want my Eagle set to be the Elf representation? Well the issue becomes there that you know Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to kind of tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race. – Steven Sharif
- Races are not gender or class locked.
- Some classes may work better with certain races but nothing is enforced.
- The race "seeds" a player's base stats.
- The primary archetype grows the base stats.
- The secondary archetype (class) does not contribute to stat growth.
- This is a revision of the earlier statement.
Different races have different stat compositions. Those stats can be important, but we also don't want them to dictate any kind of meta for what classes are best used with different races. – Steven Sharif
- These apply to abilities on a character's primary archetype.
- They affect how the ability works and can also apply cosmetic effects.
In keeping with our theme of Consequence, and unlike other games, race won’t just be a matter of look, with relatively inconsequential abilities tacked on. Instead they integrate deeply into our class system, augmenting and changing the basic chassis provided by our eight core archetypes. Our goal here is to create a system where an elven fighter feels different, but serves the same role as a dwarven fighter.
Racial influence on nodes
- Location of the node.
- Node type.
- Race that contributed most to the node's advancement.
- The rest is determined by the node's mayor.
Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor. – Jeffrey Bard
All nodes whether they're associated with a castle or associated with normal node structure has cultural influences that replicate over to the buildings that are produced and the NPCs that are present. – Steven Sharif
There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in. – Steven Sharif
There will be small NPC settlements at the starting areas. These represent scouts that were sent ahead of the main expedition back to Verra. These settlements are designed to acclimatize new players entering the world.
Starting areas have some distance between them.
A problem that a lot of MMOs have is that those starting areas become just kind of vacant of players and it's so sad because the greatest aspect of an MMO is that community that you get to experience, so one of the great things about the node system is that it really works from new player acquisition standpoint, where these nodes tend to develop larger near the starting location areas around the world; and it brings these players back to those locations if they're citizens and want services within those cities. So, as new players enter the world they're going to actually be surrounded most likely by more population because people are coming back to those larger nodes. – Steven Sharif
Tulnar starting area
Alpha-0 starting area
There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter. – Steven Sharif
Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race. – Steven Sharif
Ashes of Creation Apocalypse modular armor
Your base look for the character can be pretty boring, but what Steven gave us a challenge with from day one was to make sure even the base look, the t-shirt and pants, looked amazing... This is your zero character, if you will... Then you can go in and customize everything from the shoulder pads to the elbow pads, the belt that goes around them; do you want duel belts, you want to harness the clothes in the front. So every piece you see on here you can actually customize that at the front end. So what we do is we scale that up from zero, ten and twenty... We scale it up and we customize it; and then I want to really stress that each one of those looks as you progress is different. We're not just repurposing the same armor pieces. We're making unique sets that complement each other as you progress. – Mat Broome
You can actually have three different types of themes: You have plate, you'll have leather and you'll have robe. So for every armor set that we're showing at each one of those tiers, you're actually gonna have nine unique looks to pick from. – Mat Broome
Story of creation
The story of creation tells us of a race of beings known as The Ancients. Created in the likeness of what was once The Ten. The Ten imbued all of their qualities into one race to have stewardship over all of creation. The power of the Ancients grew and a rift divided the Ten in how to accommodate their new creation. Three of the Ten separated from the others and began to teach the Ancients the Secrets of the Essence. When the Seven learned of this, a great celestial battle ensued. Eons passed and you watched as the fight continued through the celestial kingdom. Some say it was the fight the created the stars and heaven we see today. With every blow between the Ten a star was born. When the battle was complete, the others and the Ancients were banished by the Seven into the Void. The Seven found the error of their ways and decided to split their qualities into four races instead of one; and this is how the Humans, Elves, Orcs and Dwarves came to be. You watch as the Seven created Verra and placed each of the races within their respective locations. As the story came to an end, a dark figure at a distance grew closer to you. Until all you could see was the darkness. And you wake up in a sweat after a nightmare. – Steven Sharif
- Ashes of Creation Kickstarter.
- Ashes of Creation race breakdown.
- Kickstarter $2,500,000 New Player Race Achieved.
- Livestream, 3 November 2018 (0:00:54).
- Livestream, 3 November 2018 (0:01:57).
- Livestream, 3 November 2018 (0:02:35).
- Livestream, 3 November 2018 (0:05:24).
- Ashes of Creation Store: Regalia of the Plated Heart.
- Livestream, 30 January 2020 (1:07:50).
- Livestream, 3 November 2018 (0:00:28).
- Livestream, 3 November 2018 (0:01:29).
- Video, 23 March 2020 (0:12).
- Livestream, November 22 2019 (50:56).
- Ashes of Creation - The visuals.
- Livestream, 26 July 2019 (54:06).
- Livestream, 28 February 2020 (52:40).
- The mighty beard!
- Livestream, 17 November 2017 (19:46).
- Livestream, 3 November 2018 (0:02:36).
- Ashes of Creation Store: Races.
- Livestream, 31 October 2019 (36:20).
- Livestream, 15 December 2017 (1:05:00).
- Ashes of Creation Store: Velkor's Eye.
- Livestream, 27 September 2018 (54:53).
- Livestream, 4 May 2018 (34:30).
- Livestream, 3 November 2018 (0:06:56).
- Livestream, 3 November 2018 (0:00:10).
- Livestream, 15 December 2017 (1:05:50).
- Ashes of Creation Store: Sentinel's Hide.
- Livestream, 17 November 2017 (15:42).
- Kickstarter $1,750,000 Stretch Goal Unlocked, 13 May 2017.
- Interview, 31 October 2018 (5:03).
- Livestream, 30 May 2017 (16:51).
- Livestream, 17 May 2017 (5:49).
- Livestream, 8 April 2018 (23:04).
- Livestream, 28 July 2017 (20:17).
- Livestream, 26 May 2017 (39:34).
- Livestream, November 22 2019 (24:33).
- Livestream, 8 April 2018 (PM) (13:39).
- Livestream, 30 June 2017 (15:10).
- Livestream, 23 August 2017 (31:29).
- Interview, 15 April 2019 (20:15).
- Livestream, 8 April 2018 (AM) (3:12).
- Interview, 20 October 2018 (3:47:17).
- Interview, 11 May 2018 (1:03:21).
- Livestream, 16 October 2017 (15:58).
- Podcast, 11 May 2018 (31:35).
- Interview, 11 May 2018 (1:04:27).
- Livestream, 26 May 2017 (44:11).
- Livestream, 26 May 2017 (20:46).
- Podcast, 4 August 2018 (53:43).
- Podcast, 4 August 2018 (55:17).
- Livestream, 8 May 2017 (43:30).
- Livestream, 18 July 2017 (35:58).
- Livestream, November 22 2019 (1:4:56).
- Livestream, 8 April 2018 (AM) (25:52).
- Livestream, 18 July 2017 (37:25).
- Livestream, 26 July 2019 (1:28:31).
- Livestream, 26 June 2020 (45:32).
- Livestream, 9 February 2018 (33:50).
- Blog - Know Your Nodes - The Basics.
- Blog - Know Your Nodes - Advance and Destroy.
- Livestream, 27 September 2018 (53:06).
- Interview, 11 May 2018 (54:34).
- Livestream, 26 May 2017 (21:23).
- Interview, 11 May 2018 (47:27).
- Interview, 11 May 2018 (1:00:19).
- Livestream, 28 March 2020 (32:30).
- Livestream, 19 May 2017 (29:25).
- Livestream, 16 October 2017 (53:58).
- Livestream, 28 July 2017 (25:20).
- Video, 5 April 2018 (40:08).
- Livestream, 3 September 2017 (33:28).
- Podcast, 23 April 2018 (29:56).
- Livestream, 26 July 2019 (1:13:23).
- Livestream, 17 August 2018 (20:19).
- Livestream, 17 August 2018 (22:59).
- Livestream, 17 August 2018 (22:33).
- Livestream, 17 August 2018 (22:58).
- Livestream, 3 November 2018 (0:00:39).