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Le nom du monde d'Ashes of Creation est Verra.[1]

Le monde de Verra n'est pas plat,[2] mais on ne peut pas en faire le tour [3]

La planète Verra n'est pas plate. Vous ne verrez peut-être pas de courbure à l'horizon, mais d'un point de vue théorique, l'univers de Verra adhère à certaines lois physiques de base que nous connaissons dans le monde réel, ce qui signifie qu'elle n'est pas plate.[2]Steven Sharif
There will not be world wrapping in Ashes of Creation.[3]Steven Sharif

Histoire et traditions

L'histoire de la Création nous parle d'une race d'êtres nommés Les Anciens, créés à l'image de ce que furent jadis Les Dix. Les Dix accordèrent toutes leurs qualités à une race devant avoir l'intendance de toute la Création. La puissance des Anciens grandit et un désaccord apparut au sein des Dix pour contenir leur nouvelle création. Trois parmi les Dix se séparèrent des autres et commencèrent à enseigner aux Anciens les Secrets de l'Essence. Lorsque les Sept apprirent cela, une formidable bataille céleste s'ensuivit. Des éternités passent et vous observez tandis que le combat continue dans le royaume céleste. Certains disent que c'est la bataille qui créa les étoiles et les cieux que nous voyons à présent. À chaque coup entre les Dix naquit une nouvelle étoile. Quand la bataille s'acheva, les autres et les Anciens furent bannis par les Sept dans le Néant. Les Sept trouvèrent l'erreur de leur approche et décidèrent de répartir leurs qualités dans quatre races au lieu d'une seule ; et c'est ainsi que les Humains, Elfes, Orcs et Nains vinrent à être. Vous observez tandis que les Sept créent Verra et placent chacune des races à leur emplacement respectif. Lorsque l'histoire prend fin, une sombre silhouette grandit au loin et se rapproche de vous. Jusqu'à ce que tout ce que vous voyez soit l'obscurité. Et vous vous réveillez en sueur après un cauchemar.[4]Steven Sharif

The Essence is a metaphysical energy or life-force (Chi) that can be manipulated to create what could be viewed as magic. There are different planes of existence (realms) with varying degrees of strength (of magic), determined by their proximity to the Essence. The planes of existence in Ashes of Creation are connected across bridges created by the Essence, referred to as Rivers of Essence.[5][6][7]

The higher up you go in these planes, the closer to the source of the Essence you really are. And that's where you can see stronger manifestations of the magical aspects of the Essence.[5]Steven Sharif
The essence is a stream that exists across all planes of existence, but it exists at different levels of strength essentially at different levels that can be utilized; and the void is the furthest... There is a very minute amount of essence that can be found within the void. However the planes of existence that are in Ashes of Creation- they are connected across bridges created by the essence. So these ley-lines in a sense that exist within the different planes provide conduits of access and on Verra, which was a planet that was made after the ancient- the celestial battle.[7]Steven Sharif

Souls (also referred to as Mortal coils) are the conduits for The Essence to travel between the different planes of existence. This idea is an integral component of the broader features in the storyline.[5][6]

When you think about souls being a conduit, what are conduits used for? Conduits are passages: they're methods by which Essence can travel between realms, between planes. And there hasn't been any definitive understanding of just how many planes exist. We understand that there is a disparity between the planes when it comes to their connection to the Essence, and because Essence is so powerful; and it flows through these planes almost like a river. You can think that conduits help to maintain that flow and/or even exaggerate the flow; and there might be something at play, that I don't wanna touch necessarily, as to why one would want to create these types of conduits, these souls, this creation on the material plane: Something of significance.[6]Steven Sharif
  • The Essence is so powerful it flows through the planes almost like a river. Soul conduits help to maintain or even exaggerate this flow.[5][6]
Souls acting as conduits is a very integral component of some broader features in the storyline. If you think about souls being a conduit for Essence and you think of the gods as masters of the Essence: If you think of the Essence being separate from the Gods- let's say they're parallel to each other- one didn't create the other, but they coexist in this almost symbiotic form with one another: almost to the point where their manipulation of the Essence is perfection: They can perfectly manipulate it and lesser beings- and I say 'lesser' in a sense of their alignment or closeness to Essence. They're still perfecting that manipulation and some never achieve perfection almost to the degree of ascendency or enlightenment- Essence being that sort of Chi that exists. In that regard, when a perfect being such as the gods- and I'm not saying 'perfect' as the correlation between sin and not sin, I'm thinking perfect in the sense of how you can control and manipulate the Essence: That control is perfection for them.[6]Steven Sharif
  • The gods are masters of the Essence, but they are separate from it. One didn't create the other, but they exist together in a symbiotic form where the gods have achieved an almost perfect manipulation of the Essence and of "lesser beings" who exist further from the Essence.[5][6]
One of the great differentiators between mortal divine races and the gods is that aspect of mortality. And one of the ways that the divine races were created in order to interact with the Essence was through the use of a mortal coil; and that mortal coil was malleable. Your soul was malleable. It could change to adopt a greater connection with the Essence around one particular school of magic perhaps, or one type of magic that you might use Essence for. And the more you experienced that, the more adept you became with utilizing that magic. And that's because your coil would start to mold itself to best facilitate that flow of essence: whatever school of magic you were manipulating with it.[5]Steven Sharif
  • King Atrax was the first ruler of Verra to discover the purpose of The Essence, allowing the manipulation of matter and exploitation of magic for any means.[8]
When you have the story of the original Ancients, the predecessor race to the divine races, their coil began to warp and change to best facilitate Essence through the use of corruption and corrupt magic, because it was in their history that they learned the most powerful use- or at least what they believed was the most powerful use of Essence was, through corrupt magic. And that's what allured them towards it. So to give you better context about why that conduit is so important is as your base character, as your core archetype continually learns and manifests things in the world of Verra through the use of the Essence. It will continue to shape and change its conduit towards that purpose.[5]Steven Sharif
  • The Tulnar have souls and these souls act as conduits for the Essence.[9]
Now, how does the soul act as a conduit to the other races, to the other realms? Remember, that Essence is like a river that flows through the plains; and when it touches mortal coils that use it in a certain way, it has reverberations throughout the river that is felt across the plains. And that's how important the divine races are when it comes to the war over their soul, so to speak, is what impact it has across the universe.[5]Steven Sharif
  • Shape-shifting (changeling) is done so through the Essence by focusing on that specific type of magic.[11]

Il y a un arc narratif qui porte sur comment et pourquoi les personnages ressuscitent ainsi que les lieux dans lesquels ils ressuscitent. Ceci sera révélé tandis que les joueurs explorent le jeu.[13]


The Verdant Keeper

Shadeless Tree Tavern pre-order pack cosmetic freehold building skin.[14]

While many families have humble gatherings amongst themselves during this time of the year, the Shadeless Tree is an ancient, venerated establishment that wishes to spread this joy to weary travelers. Here, merchants, adventurers, and citizens bereft of a place to be for the Verdant Keeper's feast may stay, exchanging stories, singing songs, and making friends. Though an already lively place to be, during the Keeper's celebrations the tavern is especially alight with joy and many are urged to join in the festivities - provided they do not rock the tavern, so to speak.[14]

The Verdant Keeper... are a sect of people that keep track of all the things that are necessary to have successful crops and to grow things and to make sure that the cultivation of these things allows a society or civilization to keep growing. So in the transition from Verra to Sanctus these people had to kind of relearn how to grow things without magic. There were druid like people before and now we kind of have to go to this place where there's no magic to support those things. So they spend their time learning about the world and learning about it in sort of a scientific way and keeping track of all of these seasons of the different years, of the decades, of the centuries that go by to sort of create a map for themselves and for the civilizations that they support: Kind of a means to be successful in growing crops and keeping people healthy and happy.[15]Jeffrey Bard

As the months come and go, and the hand of winter looms over the land, various farmers of Verra take time to celebrate the fortune granted to them by the Verdant Keeper. Hearths are stoked, candles are lit, and fragrant delicacies are prepared. A massive celebration of food and drink takes place, marking the culmination of their hard work and preparation for the harsh, cold months to come. Should the celebrations go well, they say the Keeper will bless the next spring with a brand new harvest, ready to be plucked.[16]

World size

480 km2 (kilomètres carrés) est la taille du monde approximative au lancement.[17] Ceci comprend le contenu aquatique et terrestre.[18]

  • Les zones aquatiques sont considérées comme des zones jouables, mais la part exacte de zones terrestres versus aquatiques n'est pas connue pour le moment.[19]

Je ne connais pas la part exacte de terre versus eau, mais l'eau est également un environnement jouable et il y aura du contenu...[19]Steven Sharif

480 km²; ce qui est plutôt vaste comparé à d'autres MMORPGs. Ceci dit, ça n'inclut pas les espaces superposés : c'est-à-dire l'Underrealm et la partie du monde qu'il recouvre, ce qui devrait facilement prendre environ une centaine de km² supplémentaire, j'imagine.[20]Steven Sharif

  • Il est attendu qu'un joueur sur sa mounture puisse traverser la totalité de la carte en quelques heures.[21]

Estimated travel times

So why is travel important? We've talked about this in the past, the reasons why. We've all existed in games where teleportation is very easy to use and sometimes that can be a detriment because you may have activities like a caravan run that's happening and one person sees you from a certain guild and they do the raid callout to their guild "everyone open your portals and come here within a split second and we're going to just mob this group". No, well instead that opportunity doesn't exist. If you want to provoke or to gank an operation of another guild, you need to have foreknowledge. You need to prepare. You need to place your forces around that area; and that is an important aspect. In addition, it makes that travel meaningful. If you are having to spend time to move to a location, you're going to think about what can I do along the way? Why am I moving to that location? How is it more beneficial for me to be in that location versus where I am now? This is also in association with the fact that you are a citizen of a particular node and that node needs your assistance within its vicinity; and if you want to move outside of that vicinity there should be a really good reason for that and there's lots of great reasons for it.[26]Steven Sharif

Travel objective Running.[27] Mounted.[27]
From one end of a Métropole (organiser 6) node to the other 2.83 minutes 1.67 minutes
From the center of a node to the center of its direct neighbor 5 minutes 3.5 minutes
From the northernmost to southernmost points of a continent 75 minutes 50 minutes

Historical map sizes

The original Ashes map from my pathfinder world of Ashes made 10 years ago. Obviously some adjustments had to be made for the mmorpg. But the main two continents and their points of interest have a lot of the same.[28]Steven Sharif

Testing phase Map size (approximate)
Alpha-0 16 km2.[22]
Ashes of Creation Apocalypse battle royale 6.25 km2.[23]
Ashes of Creation Apocalypse battle royale Forest of Erinthia 1.25 km2.[24]
Alpha-1 70 km2.[29]
Alpha-2 220 km2.[29]
Launch (original estimate) 480 km2 [19][17][18]
Launch (new estimate) 1,200 km2 [30]


Eight of the nine races in Ashes of Creation.[31]

Ashes of Creation offre 9 races jouables.[32]

Parent race Races
Aela Humans Kaelar.[32] Vaelune.[32]
Dünzenkell Dwarves Dünir.[32] Niküa.[32]
Kaivek Orcs Ren'Kai.[32] Vek.[32]
Pyrian Elves Empyrean.[32] Py'Rai.[32]

Verra est un monde aux cultures riches et diverses. Une grande partie de son histoire importante a été dominée par les races principales. Les Humains de la côte et des plaines, les Orcs dans les collines et les marais, les Elfes de la forêt et des rivières, et les estimés Nains des montagnes. Les grandes races ont dominé à travers d'innombrables guerres et escarmouches entre les races mineures 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’Halfelins. Les Halfelins ne sont pas des Halfelins au sens traditionnel mais en fait des sang-mêlés de races différentes..[34]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 Aelan, le Royaume Pyrian, le Protectorat Kaivek et la nation de Dünzenkell. Il n'y a pas toujours eu seulement quatre grandes nations. Il y a longtemps, les races étaient davantage divisées en plusieurs nations et cités-états.[35]Steven Sharif

Au cours des 7 000 ans d'histoire attestée, des guerres après guerres ont été menées. Certaines 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. Certaines sont désormais dépourvues de seigneurie. De nombreuses cités-États existent à Verra. Certaines semblables à des bastions autogérés de la démocratie et des républiques. D'autres sont des États vassaux à l'ordre de leurs bienfaiteurs.[36]Steven Sharif


World history

L'histoire de chaque serveur sera suivie et visible par les joueurs.[37]

Nous allons garder la trace de l'histoire du monde afin de pouvoir raconter aux gens le récit jusqu'à ce jour. Un tout nouveau joueur, qui arrive après six mois, peut jeter un œil à chaque serveur, ce que chaque serveur a réalisé, comment le serveur a abordé l'intrigue ; et ils peuvent décider par eux-mêmes quelle communauté ils veulent rejoindre, à quelle version du monde ils veulent prendre part.[37]Jeffrey Bard


At Village (organiser 3) the scientific node's unique building is the Bibliothèque. Players can use the Library to access information, including (but not limited to) the following:[38]

Reports of information to the library may expire after a period of time (say one week). After which new reports will be required to update the existing information.[39]

You'll get that shroud of war functionality for the week after a report but if it doesn't receive a follow-up report after that expiration period then it will not be updating real time.[39]Steven Sharif


Sanctus est le monde dans lequel les habitants de Verra trouvèrent leur sanctuaire.[40]

Il y a très très longtemps, tout le monde vivait sur une planète appelée Verra. Un événement cataclysmique a eu lieu et a forcé les gens de ce monde-ci vers un autre, appelé Sanctus. Verra est un monde avec beaucoup de magie. Sanctus est un endroit sans aucune magie. Les habitants se sont échappés à travers ces portails vers le monde de Sanctus. Ils ont dû redécouvrir la technologie, car beaucoup de leur technologie d'alors était basée sur la magie, donc ils ont été obligés de comprendre comment interagir avec ce monde. Des milliers et des milliers d'années s'écoulent. Un long âge de ténèbres passe. L'histoire que je viens de vous raconter tombe dans les mythes et légendes. Une fois cette période révolue, les portails s'ouvrent de nouveau et les joueurs vont se joindre aux gens passant une fois encore à travers ces portails pour revenir dans le monde de Verra et redécouvrir cette magie, redécouvrir leur histoire et tenter de comprendre ce qui est arrivé à ce monde, les forçant à le quitter.[41]Jeffrey Bard


Voir également

Les références

  1. Vidéo, 2017-09-04 (1:16).
  2. 2.0 2.1 Direct, 2020-11-30 (44:51).
  3. 3.0 3.1 Direct, 2020-09-30 (55:15).
  4. Direct, 2018-11-03 (0:00:39).
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 Direct, 2023-04-07 (16:42).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Podcast, 2020-11-15 (36:29).
  7. 7.0 7.1 7.2 7.3 7.4 Direct, 2020-11-08 (0:00:00).
  8. Direct, 2020-11-08 (00:49).
  9. Podcast, 2020-11-15 (40:24).
  10. Direct, 2020-11-08 (9:51).
  11. Podcast, 2020-11-15 (42:22).
  12. Ashes of Creation Store: Death's Bastion.
  13. Podcast, 2018-05-11 (51:39).
  14. 14.0 14.1 Ashes of Creation Store: Shadeless Tree Tavern.
  15. Direct, 2019-10-31 (14:13).
  16. Blog: Bounties of the Verdant Keeper.
  17. 17.0 17.1 world size.png
  18. 18.0 18.1 waterlandsize.png
  19. 19.0 19.1 19.2 Direct, 2020-01-30 (1:18:12).
  20. 20.0 20.1 Entrevue, 2018-08-17 (10:43).
  21. February 8, 2019 - Questions and Answers.
  22. 22.0 22.1 Direct, 2017-10-31 (24:00).
  23. 23.0 23.1 Direct, 2018-09-27 (9:08).
  24. 24.0 24.1 Forest of Erinthia.png
  25. Entrevue, 2020-07-19 (1:21:49).
  26. Direct, 2022-08-26 (57:28).
  27. 27.0 27.1 Direct, 2022-08-26 (53:26).
  28. original ashes pathfinder map.png
  29. 29.0 29.1 Entrevue, 2022-01-14 (3:50).
  30. Direct, 2022-08-26 (46:52).
  31. Ashes of Creation Kickstarter.
  32. 32.0 32.1 32.2 32.3 32.4 32.5 32.6 32.7 32.8 Ashes of Creation race breakdown.
  33. Kickstarter $2,500,000 New Player Race Achieved.
  34. Direct, 2018-11-03 (0:00:54).
  35. Direct, 2018-11-03 (0:01:57).
  36. Direct, 2018-11-03 (0:02:35).
  37. 37.0 37.1 Entrevue, 2018-04-20 (9:20).
  38. 38.0 38.1 38.2 38.3 38.4 38.5 38.6 Blog: Know Your Nodes - Scientific Node Type
  39. 39.0 39.1 39.2 Podcast, 2021-04-11 (27:34).
  40. Official Livestream - May 4th @ 3 PM PST - Q&A
  41. Entrevue, 2018-04-20 (5:46).