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There are six religions in Ashes of Creation.[2]

We're talking about a pantheon here, not necessarily separate religions. They're all kind of offshoots of who is the better god, or who is the god who identifies best with you.[3]Jeffrey Bard

Pantheon of gods

"Planetarium" concept art by Ryan Richmond.[4]

The ten deities within Ashes of Creation formed a pantheon of gods.[5] There was a celestial struggle among the gods that fractured them into good and evil.[3]

The beginning of the creation of the universe that exists within Ashes of Creation was a result of a group of god beings. There were ten of them and there was a celestial struggle in this universe that resulted in a fraction of those gods. And there exists within this story two components of good and evil.[3]Steven Sharif

Early in the creation of the Universe the pantheon of gods was split. Some gods influence the corrupt side of beings that exist in the Universe. It is possible through questing and player decision to join or worship those gods.[6]

The gods in Ashes of Creation represent different aspects of the Universe, and feelings as well.[7]

  • Goddess of Love.[7]
  • God/Goddess of Creation.[7][8]
  • Goddess of Fate (Norlan).[8][9]
  • God of Hope (Resna).[10]
  • God of Truth (Shol).[11]

Each god... has a specific realm that they relate to in the world and its creation.[3]Steven Sharif

We have a very rich lore on the pantheon of gods, but it's something that I want to make sure players discover in-game, not told about.[7]Steven Sharif

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.[12]Steven Sharif


Temples are a type of building in Ashes of Creation that unlocks at Stage 3 (village) of a Divine node.[15]

Temples built in nodes progress a religion within Verra. There will be competition between religions to build their temple in nodes with vacant temple slots.[5]

Orders of the seven

The orders of the seven are religious organizations corresponding to the seven grand temples of Verra.[10]

  1. The Order of hope is an Alean human order based in the capital city of Aela. The patron deity is Resna.[10]
  2. The Order of fate is a Kaivek orc order headquartered in the capital city of Ren. Patron deity is Norlan.[9]
  3. The Order of truth is a Pyrian elven order headquartered in the capital city of Amera. Patron deity is Shol.[11]

Within the temples of the seven there exist different levels of organizations that call on only the most devout followers to serve. Depending on the follower's skills, services could mean many things. For those among the followers who hold a certain set of skills, there are the orders of the seven. Each of the orders answers to a different hierarchy within the various grand temples of the seven that are found throughout Verra.[10]Steven Sharif


Religion is intended to be a motivator, not an aesthetic.[16] Choosing a religion enables a player to walk a light or a dark path.[3]


Strong religions provide augments that can be applied to a player's primary skills.[16]

You're going to have advancement within the religion and within the church that you're a part of. And those advancements are going to be both reflective of the community's development of that religion out in the world: Building temples, building infrastructure for that, completing certain quests for it; and then you will benefit from the community's development of that specific religion via having certain augment abilities that you'll gain access to be able to apply on top of your secondary class augments to skills; and it's going to reflect what the nature of that religion is.[17]Steven Sharif


There are player progression paths within a religion.[16]

  • Players may follow only one religion at a time.[16]
  • Religions will have a ranking system.[18]
  • Changing religion will cause loss of progress in a player's previous religion.[16]

It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion.[19]Steven Sharif


Players may choose not to follow a religion.[20][21]

If you want to abstain from the religion progression path you may do so... It's not gonna hurt you I guess, because a lot of these augments are kind of "sidegrades". But I think you'd be missing out on a lot of what the game has to offer.[22]Jeffrey Bard

To answer, "do you have to go down a religious path". You don't have to. The idea of that path is to provide a horizontal progression. So it doesn't become a requirement in order to maintain parity with other people advancing.[21]Steven Sharif


An affiliation tree is under development that determines which entities can participate in attacks against other entities within its hierarchy.[23]

There is guild affiliation, there's party affiliation, there's a raid affiliation, alliance affiliation, there's a citizenship affiliation, there's society affiliation, there's religious affiliation. All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[23]Steven Sharif


Players may be able to build shrines on their freehold plot, based on their progression within their religion.[24]

  • Shrines may grant access to certain tithes that can be made to your deity.
  • These could be a stepping-stone to unlock deeper progression within a religion.
  • Shrines will not provide the same benefits as Temples but they are the "next best thing".
  • Players may be able to pay to use other player's freehold shrines.

Removing player corruption

The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[26]

  • An alternate way to remove corruption is through religious quests. These quests are considered time sinks.[27]

It's not going to be easy or quick but it is probably going to be the only other way to get rid of corruption other than dying.[27]Jeffrey Bard


See also