- Aela Humans (Kaelar and Vaelune).
- Pyrian Elves (Empyrean and Py'Rai).
- Kaivek Orcs (Ren'Kai and Vek).
- Dünzenkell Dwarves (Dünir and Niküa).
You will see in the different races that are available from a player character standpoint a lot of different influences that reflect many cultures in the world: Not just European, not just Africa, not Mesoamerican. These cultures are going to be present in many of the races. – Steven Sharif
- 1 Aela
- 2 Dünzenkell
- 3 Kaivek
- 4 Pyrian
- 5 Tulnar
- 6 Racial appearance
- 7 Racial weapons and armor
- 8 Racial abilities
- 9 Racial influence on nodes
- 10 Starting areas
- 11 Racial quests
- 12 Racial mounts
- 13 Alpha-1 modular armor
- 14 See also
- 15 References
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.
Trade. Law. Hardship. The Vaelune were forged in the heat of the desert, and came out anew. Through focusing on trade, the Vaelune became one of the wealthiest empires in the land. They are no stranger to the idea of kill or be killed, whether it be the beasts in the harsh desert or the snakes in the market square.
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?
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?"
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 Underrealm (there are no factions).
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 Character creator.
- 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
- Pyrian architecture has a Greco-Roman influence.
- Empyreans have a Greco-Roman imperialistic feeling.
- The Py'Rai have a Navajo Native American influence. Py'Rai architecture has a woodland inspiration.
- The Vek have a Mesoamerican racial influence.
- The Niküa have a Polynesian influence.
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) further grows the stats.
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
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
Alpha-1 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
- Ashes of Creation Kickstarter.
- Ashes of Creation race breakdown.
- Kickstarter $2,500,000 New Player Race Achieved.
- Interview, 11 May 2018 (1:04:27).
- Ashes of Creation - The visuals.
- The mighty beard!
- Livestream, 17 November 2017 (19:46).
- 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, 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.
- 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, 8 April 2018 (PM) (13:39).
- Livestream, 30 June 2017 (15:10).
- Livestream, 23 August 2017 (31:29).
- Livestream, 8 April 2018 (AM) (3:12).
- Livestream, 16 October 2017 (15:58).
- Interview, 11 May 2018 (1:03:21).
- Podcast, 11 May 2018 (31:35).
- 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, 8 April 2018 (AM) (25:52).
- Livestream, 18 July 2017 (37:25).
- Livestream, 9 February 2018 (33:50).
- 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, 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, 17 August 2018 (20:19).
- Livestream, 17 August 2018 (22:59).
- Livestream, 17 August 2018 (22:33).
- Livestream, 17 August 2018 (22:58).