Aelan appearance

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Vaelune have Jinn influence in their lineage, which manifests as an essence-like rupture in their skin after stepping through the divine gateways.[1]

Aela

Capital city of the Aelan empire prior to the Exodus.[2][3]

This concept art shows the capital city of the Aelan empire before the fall which left it in ruins. [2]

Aela Humans are split into two races: Kaelar and Vaelune.[5]

The Aelan empire is the most recent successor of the once great house of Lyneth. For over one thousand years the house of Lyneth ruled over the Aela. A golden age endured for most of their reign. It was only during the dawn of [the last century before the fall], during the Great War of the Undying that the house fell. With no suitable heir to the Lyneth throne the country fell into chaos. What arose is the fragile republic we see today. Overseen by the Emperor elected through the Council of Five: The five who govern the greatest cities on the Empire. The Aelan empire is by far the largest nation in all of Verra, with over eight million souls among its inhabitants. Aelans also represent the single largest population on Verra. Their borders touch upon every other nation; and with their interests of expansion on the seas of Verra, they are able to deploy their widely feared armies to any shore. The Empire uses this fear to bully many city states, bending them to their will. Those who deny the will of the Empire often find themselves at the end of a sword.[6]Steven Sharif

The Riverlands biome was the ancestral home of the Aela and is the present day home of the Kaelar.[7]

The Toren half-elves were the predecessor of both the Aelan and Pyrian races.[8]

Kaelar

Kaelar symbol.png Kaelar (pronounced Kay-lar[11][12]) are a playable Aela Human race in Ashes of Creation.[5]

Build. Order. Civilization. These are the foundational principles of the Kaelar. Their empire in the old world spanned the largest of all, and they plan to do the same in this world. Extremely loyal to their roots, the Kaelar will rise to the challenge.

Artistic influence

The Kaelar have a European racial influence.[13]

Vaelune

Updated Vaelune character model concept art.[1]

The Vaelune have an interesting lineage and there is some influence there that when the Velune step through the portal, some portions of their body begin to exhibit this almost essence-like rupture in the skin; and you guys are going to see some examples of that in the future; and it is a bit of some Jinn influence in their lineage as a race that sets them apart from their Kaelar counterparts.[1]Steven Sharif

Vaelune symbol.png Vaelune (pronounced Vay-lune[11][12]) are a playable Aela Human race in Ashes of Creation.[5]

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.[15]

Artistic influence

The Vaelune have a Middle Eastern racial influence.[16]

Character appearance

Facial adjustments in the Alpha-2 character creator (first pass).[17]

There is a great variation that's going to be available from a character standpoint when creating your character, especially around the face. Whether it be the shape of the jawline, the cheeks, the ears, the nose, the lips. You know we want to provide a lot of options and an agency to the player to customize their character appearance.[18]Steven Sharif

Character appearance can be customized in the character creator (CC)[20] and via in-game salons/barbershops.[21][22]

We want there to be a lot of room for people to manifest their own identity, to role play how they want to from an appearance standpoint. There's going to be parameters within which you will be able to customize a character. We want the culture and the identity of the races to exist in a range that makes them easily identifiable from other players and other cultures. So, because of that, we have to have a spectrum you can exist on. There will be a lot of hair variants you can do, body art tattoos that you can apply. You'll be able to play with the scales of the facial structure, the bones, the height, width, the body fat percentage. You'll be able to add body hair on different parts of the body. If you want to have hair on your feet, you can dial that up.[23]Steven Sharif
  • Character models are focused on realism.[24]
  • A player will see a generic character before customization.[25]
  • Character designs will have influences from a wide range of cultures, such as European, African and Asian.[26]
  • Lolis will not be in the game.[27][28]
  • Sliders and other controls, such as color palettes, will offer flexibility in customization but there will be limits based on race, gender, and the artistic style guidelines that the developers are adhering to.[29][30][27][31][32]
There's going to be constraints to the sliders, so that was one of those big questions as work began on the character creator: How much agency do you want to allow pulling like the lower lip all the way down in this weird deformed look, or having like [an] offset cheek that's just asymmetrical to the side of the face. There's not going to be the ability or agency to create those types of weird character things. However you will have the ability to move, slide, change, grow, decrease all those components, but they'll be kept in a more reasonable and presented way in the same sense you won't be able to change the appearance of the dwarven, nor the Dünir or the Niküan races to, in my opinion, create what would be traditionally considered a Loli character.[27]Steven Sharif

Artwork

See also

References