Seasonal events

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Vaelune-tines day 2019 concept art.[1]

Seasonal events (holidays) in Ashes of Creation are not a direct parallel with real world events. Instead, there will be in-game lore behind seasonal events that can relate to the real-world in some way.[2][3]

For example, this upcoming cosmetic bundle that's going to be available during the time of Halloween won't necessarily be pumpkins and candy corn type of cosmetics, but instead will be a bit darker. That way it can still be relevant to real world. And then additionally it may be possible as we localize and culturalize for other territories that we have the same philosophy with region-specific events.[2]Steven Sharif

Events may bring seasonal change.[4][5]

Cultural references

There will be real-world cultural references, particularly with regards to real-world holidays and historical events.[6]

  • These won't be out of place in terms of immersion. They will be homages.[6]

There will be some real world references, particularly with regards to potentially real world holidays as well as some historical events or cultures. For example the PAX East kind of ship that was named Eleanor that we released a cosmetic of, you know, being a reference to the Eleanor ship that the tea was thrown off of; or kind of colonialesque look.[6]Steven Sharif


Ashes of Creation Seasons – First Look (Pre-alpha).[7]

We want to really make the environment immersive and actually affect gameplay.[5]Steven Sharif

Seasons affect different zones (environments/biomes) based on their location in the world.[5]

  • There will be regions of the map with seasons that are less (or more) temperate.[10]
    For example: Northern, Southern and Tropical regions.[10]
  • Events may radically change the current season a zone is in, or elongate it.[4][11]
  • There will also be magical seasons where you might be in a tropical zone and suddenly it's snowing.[10]
  • Items, crops, buildings, and crafting mechanics might gain certain buffs or debuffs in certain seasons.[12]

Winter might have a spawner that activates on a road that spawns at large fallen tree and players who see that will have an opportunity to go up and exert some type of one-time action that helps in removing that tree and it might require you know X number of people to do that before the tree gets removed; and that you know as an example is not beneficial for the transit of goods because as you know caravans require- well they don't require but they move better on roads and if that tree were present let's say blocking you know a road that led to a bridge per-se that they would have to off-road.[5]Steven Sharif

Different seasons may affect access to various roads.[4][11][5]

  • Pathways that are open during summer may be closed during winter.[5]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[4][11][13]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[5]
    • Ice will make roads bumpy and slippery.[14]

Seasons change on a weekly basis during scheduled downtime.[15]

  • Each month in real-life will effectively be a full seasonal rotation in the game.[15]
  • Environmental seasons are not to be confused with PvP seasons, which last for six months.[16]

In Ashes of Creation the world will change on a regular basis. Zones will progress in a seasonal cycle, which will alter the very nature of the environment around you. Snow may block pathways that are accessible in warmer months, spring may encourage creatures otherwise unseen to come to the surface, and fall might be the only time that certain crops thrive. This cycle can then take in the state of the world’s Nodes and shift depending on their progression.[13]

Seasonal cosmetics

There may be seasonal cosmetics in the Ashes of Creation MMORPG.[18]


Corrupted area in Alpha-1, design by Mia DelCasino.[20]

I think Ashes' whole premise is to incorporate events and changes and evolution that not only represents player activity but also incorporates random story driven interruptions to the normal flow of the world; and whether that be through blocking off specific roadways that are the lifeblood of a particular node's incoming resources, or having random raid boss appear in a zone that never traditionally they did before; and as a result it incurs a complete change of climate that's now affecting crop rotations; and only specific crop can come from that zone; and now the whole economy of the world has been thrown into chaos because no one's been able to down this boss yet, we can't get the corn we need in order to build the reagents on the alchemical side to create this craft- That's the type of domino effect system or event you want that appears in a natural non-injunction way, but it presents a problem to the players to that they have to accomplish something at least if they want to change it back to the status quo. Those I think are compelling events and those I think are ways that the world can introduce an element of randomness that reflects what we experience in the real world.[4]Steven Sharif

Events are things that happen in Ashes of Creation as the result of development in the world.[21] They can take the form of quests, pop-up triggered quests or other story lines that happen throughout the world.[22] Events are public quests that are scaled to fit local, regional, and global needs.[23]

Events are where you’ll find your public quests, though these will be scaled to fit local, regional, and global needs. They’ll also have consequences locally, regionally, and globally, for good (if they’re taken care of successfully) or for ill (if a fail condition is reached).[23]

  • Some events incorporate random story-driven interruptions to the normal flow of the world, such as blocking off specific roadways, having a random raid boss appear unexpectedly in a zone, leading to change of climate and changes to crop rotations.[4][11][13][5]

Events... can be local, regional or global, and consist of boons or banes. They’re triggered based on a lot of different variables, and some may be one-off Events that occur once, and never again. If an Event is handled successfully, then something good happens to the local, regional, or global area. If it fails, then something bad befalls the local, regional or global area. They’ll relate to the overall Narrative, but don’t fall into its overall structure (for the most part). These are the things that will be written into history, and we imagine that as time grows, each server’s history will diverge more and more.[24]

  • Events that are taken care of successfully have positive consequences.[23]
  • Events that reach a fail condition have negative consequences,[25][23], such as:
    • Natural disasters.[26]
    • Spawning of dragons.[25]
    • Hordes of zombies.[25]
  • There are events that lead to the spreading of corruption that players will have to fight back against. When these events occur players will need to participate to keep the intrusion on the material plane back.[25][27][28]

There are certain effects that can happen in a world that does not have a proper response from the player population and that's the whole idea behind these events that can happen; that you know feel like these are natural world progression events if corruption starts to show itself as a response- as a push back to the player's development of nodes in the world itself.[25]Steven Sharif

  • If events don't occur within a certain time period, they could occur randomly.[21]
  • There may be one-off events.[24]

Events do not directly impact class effectiveness but there may be ancillary effects in terms of availability of equipment, enchantments or tattoos.[29]

Event types

Ashes of Creation will have seasonal events, quests, and holidays.[3]


See also