Tulnar

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Tulnar character model concept art of the three base influences.[1]

The Tulnar society has more of a caste like system, where based on what physical features you show, based on where your ancestry and lineage lie between the races that came together to make the Tulnar, determines your order in that caste system to a degree. So when players get to create their characters and determine whether they are going to have heavy influences of reptilian, mammalian, humanoid; that's going to determine their reception from NPCs as well when they interact with those Tulnar PCs.[2]Steven Sharif

Underrealm concept art.[3]

How will the Tulnar perceive their ancestors, the children's, children's, children, of their ancestors returning back to Verra? I think majority of the disposition is going to be, these are the descendants of those responsible for the tragedy that befell our world... And I think that you'll see a disparity between the younger Tulnar and the older Tulnar and their reception to those who are coming new. I think that's normal. I think that's expected. I think that creates an interesting tension; and I think that is a nice contextualization to some of the stories that might be told and interfacing between the Tulnar cultures and those of the returning descendants.[4]Steven Sharif

TulnarAlpha.png Tulnar (pronounced Tull-nar[5][6]) is a playable race in Ashes of Creation.[7][8] The (ancestors of) the Tulnar fled to the Underrealm to escape the Corruption that befell Verra.[9] The Tulnar is a combination of four major races and many minor races that were left behind on Verra after the apocalypse.[10][11][12][8]

They're a combination of the leftover races, not just the leftover major race populations, but the leftover minor races as well; and that's what gives them their attributes that are bestial, or reptilian, humanoid; and that players can use sliders to influence the visual representation of. But in a similar fashion, their cultural markers are also going to be a combination of different influences, so they're very differently constructed culture than what is found in the other eight races.[10]Steven Sharif
Were the Tulnar a result of corruption in their creation, or was it purely a crossbreeding between the multiple minor and major races that existed in the Underrealm during the after the apocalypse? They are not a result of corruption. So there is no corruption that was that was taken into account during their creation.[18]Steven Sharif

The Tulnar race is expected to be in place for Alpha-2.[19]

Tulnar appearance

Tulnar character model concept art of the three base influences.[22]

There's a number of minor races and major races that all sought refuge within the Underrealm and we talked about how this particular player character race was going to have a pretty unique approach when it comes to character customization because with that background there comes different species influence in the race itself and we want players to be able to dial up or down those influences as they see fit between the humanoid, the simian or mammalian, and the reptilian influences; and as you dial those things up, your base body- if it exceeds a certain percentage threshold- will assume the form and stance of one of three primary types of influences that exist for the Tulnar. And now what you're going to see is those three distinct influences and you can be of course a hundred percent in one if you wish and you'll be very similar to what you're going to see here from the concepts; or you can mix-and-match and you can blend between the different influences.[23]Steven Sharif

The Tulnar race does not have sub-types. Instead, players will be able to significantly customize the appearance of Tulnar characters based on three base influences; or blend between these different influences.[23][10][24][25][26][27]

Races are primarily humanoid in appearance.[28]

  • There are feline and bestial components that can be scaled up when creating a Tulnar character but Tulnar do not equal furries.[29][24]
  • Catgirl and Loli Tulnar are not able to be created.[29]
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.[24]Steven Sharif
Q: Will character creator allow us to make Tulnar that might look somewhat like Kobolds from Pathfinder or DnD?
A: I wouldn't say exactly, but there's definitely elements of Kobolds that you could incorporate in a character creator with the Tulnar, yes.[31]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • Mammalian Tulnar may have snout features, fur and inverted knees.[32]
  • Reptilian Tulnar may have more circular eyes and head shape, and scaly skin.[32]

Tulnar starting area

Points of interest will exist that represent Tulnar npc structures. In the similar fashion that the starting areas around divine gateways will include expeditionary npc settlements not tied to the node structures but serve as initial quest origination points.[33]Steven Sharif

Tulnar have a starting area that does not involve a divine gateway.[34]

  • Points of interest exist that represent Tulnar NPC structures in a similar fashion to the starting areas around divine gateways.[33]
Tulnar have the same option of starting at any of the divine gateways. Their civilization, though within the underrealm, has also begun to explore the surface.[35]Steven Sharif

Unlike the other races, the Tulnar won’t be returning to Verra. Instead they will be returning to the surface from the Underrealm for the first time in generations.[9]

Underrealm

Underrealm node concept art.[37]

One of the aspects of the Lore behind the Tulnar was that in the pantheon of gods that exist- having foretold the future through the Goddess of Fate to the Goddess of Creation- these areas in the Underrealm were created in to allow for refuge for which the gods knew would be left behind that couldn't make it to Sanctus. So that was a pre-thought there in the creation of the Underrealm to facilitate that realm where refugees could seek.[38]Steven Sharif

Alpha-0 Underrealm Sharptooth cat mob concept art.[39]

We plan to have the Underrealm really pervasive throughout the game itself, a part of the open world. It will introduce some unique elements such as the type of monsters you see, the type of crops you can grow and houses you can have.[40]Steven Sharif

The Underrealm is a rich environment where bio-luminescence abounds in the fauna and flora that exist here. These deep caverns and underground valleys provide new destinations for civilization to develop. Bringing the node system into the depths of the world may awaken darker creatures than the surface.[3]

  • The Underrealm is estimated to be not too much bigger than 100 km2 in area.[41][42] It is not contiguous space across the entire map. There will be areas that are obstructed by chasms or other features.[43][44]
The expansiveness of the Underrealm itself is quite large. It does persist across across a lot of the playable game area that's above ground. So there are alternatives in the Underrealm for passages and traversal throughout the world.[45]Steven Sharif
  • The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[41][43][44]
The Underrealm is intending to be bespoke segments of Underrealm territory that are available around areas of choke-point in the world map that are above ground, which are provided for caravan transit across the world. So those caravans as they're approaching these choke-points on land, they will have alternate route options to go down into the Underrealm and to try to traverse that space, as opposed to the choke-points.[43]Steven Sharif
  • Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[44]
  • There will be bodies of water such as rivers and lakes in the Underrealm that house unique species of fish.[46][47]
    • There won't be boats and other water vehicles in the Underrealm.[46]
There will absolutely be Underrealm lakes and rivers. Those will be locations and very important ones for unique material goods like certain types of fish that players will be able to go down and fish with. But there will not be the use of boats and vehicles within the water- water vehicles of the Underrealm, at least not for launch.[46]Steven Sharif

Lore

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See also

References

  1. Livestream, July 29, 2022 (59:00).
  2. Interview, October 31, 2018 (5:03).
  3. 3.0 3.1 Kickstarter $1,750,000 Stretch Goal Unlocked, 13 May 2017.
  4. Livestream, April 7, 2023 (1:17:59).
  5. RacePronunciation.png
  6. Livestream, March 31, 2022 (1:06:54).
  7. Livestream, May 30, 2017 (16:51).
  8. 8.0 8.1 8.2 Kickstarter $2,500,000 New Player Race Achieved.
  9. 9.0 9.1 Livestream, May 17, 2017 (5:49).
  10. 10.0 10.1 10.2 10.3 10.4 10.5 Podcast, September 29, 2021 (16:51).
  11. Interview, July 20, 2020 (15:18).
  12. Livestream, April 8, 2018 (23:04).
  13. Livestream, May 26, 2017 (39:34).
  14. tulnar-eats.png
  15. Podcast, November 15, 2020 (31:13).
  16. Livestream, April 28, 2023 (1:23:33).
  17. Podcast, November 15, 2020 (40:24).
  18. 18.0 18.1 Livestream, November 22, 2019 (24:33).
  19. Livestream, 2018-04-8 (AM) (2:17).
  20. Livestream, July 29, 2022 (59:00).
  21. Interview, July 9, 2023 (1:06:53).
  22. Twitter - The Tulnar are a proud, noble, Underrealm-dwelling race.
  23. 23.0 23.1 23.2 23.3 23.4 Livestream, July 29, 2022 (56:00).
  24. 24.0 24.1 24.2 24.3 24.4 24.5 Livestream, 2018-04-8 (AM) (3:12).
  25. 25.0 25.1 25.2 25.3 Livestream, August 23, 2017 (31:29).
  26. Livestream, July 28, 2017 (20:17).
  27. 27.0 27.1 27.2 27.3 Livestream, June 30, 2017 (15:10).
  28. Interview, June 13, 2021 (33:21).
  29. 29.0 29.1 Podcast, September 29, 2021 (18:19).
  30. Podcast, November 15, 2020 (1:03:17).
  31. Interview, April 22, 2019 (58:20).
  32. 32.0 32.1 Interview, April 15, 2019 (20:15).
  33. 33.0 33.1 steven-tulnar-pois.png
  34. Livestream, October 16, 2017 (53:58).
  35. 35.0 35.1 tulnar-gateway.png
  36. underrealm-gateway.png
  37. Forums: Dev Discussion - Dream Nodes.
  38. Interview, October 31, 2018 (6:00).
  39. Ashes of Creation - The visuals.
  40. A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
  41. 41.0 41.1 Livestream, April 7, 2023 (22:48).
  42. Interview, August 17, 2018 (10:43).
  43. 43.0 43.1 43.2 Livestream, August 26, 2022 (53:26).
  44. 44.0 44.1 44.2 Livestream, October 30, 2020 (1:19:13).
  45. Interview, October 31, 2018 (5:43).
  46. 46.0 46.1 46.2 Livestream, April 7, 2023 (27:30).
  47. Transcript, November 5, 2022 (10:46:47).