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Ashes of Creation es una referencia directa a la historia. Sin revelar demasiado, el fénix será un símbolo persistente a lo largo de la primera fase de la historia, y el mundo que habitarán los jugadores es un mundo perdido hace mucho tiempo que ha sufrido una calamidad devastadora.[2]Jeffrey Bard

El Fénix es el avatar celestial de la Diosa de la creación. Su sacrificio protegió a la gente de Verra durante el apocalipsis.[3]Steven Sharif

Hay diferentes partes del Lore en Ashes of Creation.[4]

Estos arcos narrativos conducen a uno o más arcos de misiones.[4]

  • Es posible que algunas historias estén relacionadas con un camino más oscuro o malvado, si un personaje así lo elige.[5]

We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[6]Steven Sharif

It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself.[7]Jeffrey Bard

Origen

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 within the celestial kingdom. Some say it was the fight that 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.[9]Steven Sharif

La Esencia

The essence is a stream that exists across all planes of existence, but it exists at different levels of strength essentially at different levels that can be utilized; and the void is the furthest... There is a very minute amount of essence that can be found within the void. However the planes of existence that are in Ashes of Creation- they are connected across bridges created by the essence. So these ley-lines in a sense that exist within the different planes provide conduits of access and on Verra, which was a planet that was made after the ancient- the celestial battle.[10]Steven Sharif

La Esencia es una energía metafísica o fuerza vital (Chi) que puede manipularse para crear lo que podría verse como magia. Hay diferentes planos de existencia (reinos) con diversos grados de intensidad (de magia), en función de su proximidad a la Esencia. Los planos de existencia en Ashes of Creation están conectados a través de puentes creados por la Esencia[11][10]

  • Los Dioses existen en el plano de los dioses, que es el que se encuentro mejor conectado con la Esencia.[10]
  • El plano material no es el más alto en cuanto a proximidad a la Esencia. Verra existe en el plano material.[10]
  • El vacío es el plano mas alejado y menos conectado con la Esencia. Solo una pequeña cantidad de Esencia puede ser encontrada dentro del vacío.[10]
  • No ha habido una comprensión clara acerca de cuantos planos de existencia hay.[11]

Souls acting as conduits is a very integral component of some broader features in the storyline. If you think about souls being a conduit for Essence and you think of the gods as masters of the Essence: If you think of the Essence being separate from the Gods- let's say they're parallel to eachother- one didn't create the other, but they coexist in this almost symbiotic form with one another; almost to the point where their manipulation of the Essence is perfection: They can perfectly manipulate it and lesser beings; and I say 'lesser' in a sense of their alignment or closeness to Essence. They're still perfecting that manipulation and some never achieve perfection almost to the degree of ascendency or enlightenment- Essence being that sort of Chi that exists. In that regard, when a perfect being such as the gods- and I'm not saying 'perfect' as the correlation between sin and not sin, I'm thinking perfect in the sense of how you can control and manipulate the Essence: That control is perfection for them.[11]Steven Sharif

When you think about souls being a conduit, what are conduits used for? Conduits are passages; they're methods by which Essence can travel between realms, between planes. And there hasn't been any definitive understanding of just how many planes exist. We understand that there is a disparity between the planes when it comes to their connection to the Essence, and because Essence is so powerful; and it flows through these planes almost like a river. You can think that conduits help to maintain that flow and/or even exaggerate the flow; and there might be something at play, that I don't wanna touch necessarily, as to why one would want to create these types of conduits, these souls, this creation on the material plane: Something of significance.[11]Steven Sharif

Las almas son un canal para La Esencia para viajar entre los diferentes planos de la existencia. Esta idea está es un componente integral dentro de las propias características de la historia.[11]

  • Los dioses son maestros de la Esencia, pero se encuentran separados de ella. Ninguno fue creado por el otro, pero existen juntos, como una simbiosis; donde los dioses han logrado una manipulación casi perfecto de la Esencia y de los "seres menores" que existen más allá de la Esencia.[11]
  • La Esencia es tan poderosa que fluye a través de los planos casi como un río Los canales del alma ayudan a mantener e incluso lo magnifican. Los detalles que rodean todo esto no se han revelado, pero se dice que tienen algún sifnificado en la propia historia.[11]
  • El rey Atrax fue el primer gobernante de Verra en descubrir el propósito de La Esencia, permitiendo la manipulación de la material y el uso de la magia por cualquier medio..[12]
  • Los Tulnar tienen almas, y estás actúan como canales para La Esencia.[13]

Durante el Apocalípsis, Los Antiguos crearon monstruosidades y pervirtieron la naturaleza con corrupción, que es el aspecto negativo de La Esencia.[14]

  • El cambio de forma (changeling) se realiza a través de La Esencia centrándose en ese tipo específico de magia.[15]
Any form of changeling or shape shifting that's capable is done so through the Essence. There’s a few ways that a soul can become attuned to a specific type of magic in manipulating the Essence; and overtime as you manipulate the Essence in the same way, your soul can start to develop a tendency to gravitate towards that type of magic. So in that sense- those shape shifters and/or changelings that are capable of changing their form- they do so because they have mastered to a degree that type of magic; and their souls have become attuned to that type of magic.[15]Steven Sharif
  • Los propios Antiguos son más sedentarios en su forma física y menos capaces de formar instantáneamente. Sus manifestaciones físicas como tenientes, capitanes generales y jefes de incursión se perfeccionaron con el tiempo a causa de la perversión de La Esencia através de la corrupción.[15]
They are literally bred into a role and that role has perfected over time because through the delineation of specific subsects of the soul of the conduit that this race has, those different castes become attuned to different roles. That's why they are traditionally in a caste society.[15]Steven Sharif

Corrupted Essence

Corrupted Essence (commonly referred to simply as Corruption) is a negative aspect of La Esencia that was spread by Los Antiguos during the Apocalypse.[14][17]

Corruption is a representation of The Ancients' magic: The Ancients hatred. The Ancients desire to strike back at the creation of what their the gods who banished them to the void have tried to accomplish on Verra. And so corruption is this influence of The Essence that permeates around locations in the world and tries to pervert what that creation really is.[18]Steven Sharif
  • Corruption was brought to Verra by the Los Heraldos, which are comet-like celestial bodies powered by a very strong source of magic.[19][10]
What does corruption do as it seeps in through the world? It seeps in a way that's responsive to player progression. So as the nodes develop, as the world becomes more civilized by society, going out and standing up these cities and these nodes and whatnot, corruption responds to that. It is an equal pushback that it's trying to achieve. And it's up to players to thwart the advancement of that corruption through achieving certain story arc quest lines, through killing certain bosses, through, participating in content that relates to that corruption seeping into the world. But corruption is not all bad, because corruption changes spawners and it changes populations and it changes resources that become available- unique resources... So there is a relevance- meaningful component of why that corruption would want to be interacted with from the player's perspective. But it's a push and pull situation. That's really what corruption is intended to provide, push and pull between the advancement of society and what was there that's more feral.[20]Steven Sharif

Panteón de los dioses

"Planetarium" concept art by Ryan Richmond.[33]

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.[5]Steven Sharif

Las diez deidades dentro de Ashes of Creation formaron un panteón de los dioses que existían en un reino fuera del plano material.[10][34] Hubo una lucha celestial entre los dioses que los dividió entre el bien y el mal.[10][5] Algunos dioses influencian en la parte corrupta de los seres que existen en el Universo.[35][10]Es posible, mediante las propias misiones y las decisiones como jugador, unirse o adorar a estos dioses.[36][37]

The gods are an active part of the story; and each of the cultures have their own interpretation of the whims and desires and focuses of the Gods.[38]Steven Sharif
  • Los Otros son tres de los diez dioses que se encargaron de la enseñanza de todas las facetas de la La Esencia (tanto las del bien, como las del mal) a Los Antiguos, elevándolos al Plano de los dioses.[10]
  • La oposición de Los siete dioses restantes con Los Otros condujo a una gran batalla celestial. Los Siete fueron capaces de derrotar a Los Otros, desterrándolos a ellos y a Los Antiguos al Vacío. Ellos procedieron a crear cuatro razas divinas, dividiendo sus cualidades entre ellas.[10][5]

Los Dioses son seres de La Esencia, que es una energía metafísica o una especie de fuerza vital que puede manipularse para crear lo que podría verse como magia.[10]

  • Los Dioses son capaces de alcanzar el plano material a través de las almas de sus seres divinos. En el caso de Los Siete estas son las cuatro grandes razas y sus descendientes.[12]

There were these pantheon of gods that existed in a realm outside of the material plane that Verra exists in and they were really beings of what's called The essence. The essence is essentially this almost metaphysical energy or life-force that can be manipulated to create magic and/or what we would we would view as magic; and different planes have different degrees of strength when it comes to their proximity to the essence. The material plane is not the highest on that on that scale of being close to to the essence; and the gods exist on a plane that is the most connected to the essence.[10]Steven Sharif

Los Dioses en Ashes of Creation representan diferentes aspectos del universo, así como sus sentimientos.[39]

Each god... has a specific realm that they relate to in the world and its creation.[5]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.[39]Steven Sharif

Los Antiguos

A Lieutenant of Los Antiguos 3D render.[35]

This is one of the lieutenants that exists of the Ancients; and you can see they have an almost alien look to them and that is because they have deviated over such a long period of time from their original creation, which looked something very very different: more akin to the Elven and Human races that we have now. But over time through their manipulation of the Essence and the corruption that has ensued within their race, they have taken the form that you can see.[45]Steven Sharif

Suffering Wanderer 3D render.[46][47]

You're going to see really a dark, more insidious creature that's present as the primary antagonist within the storyline of Ashes of Creation. You know they don't have the typical physical attributes you come to expect from a bipedal species like eyes and a mouth, but more something alien- that exists something that is just not natural in its appearance.[23]Steven Sharif

Los Antiguos (las creaciones originales de Los diez dioses) y Los Otros (los dioses desterrados) son los principales antagonistas dentro del lore; son los que profanaron y pervirtieron toda la creación[35][10][48]

  • Los Antiguos aprendieron de Los Otros como usar La Esencia para lograr la inmortalidad. Esta era una forma pura de inmortalidad, más parecida a la divinidad que existe entre el Panteon. Esta inmortalidad les prohibía abarcar la "no-muerte" tal y como hizo el Rey Atrax.[49]
  • Los Antiguos estaban imbuídos con todos los rasgos de los Dioses, mientras que las cuatro razas de Verra tenían esos atributos repartidos entre ellas.[50][51][52]

If the Verran races were combined they’d be the ancients.[52]Steven Sharif

  • Los Antiguos llegaron a Verra a través de Los Heraldos, que son cuerpos celestes similares a los cometas, alimentados por una fuente de magia muy poderosa que actúa básicamente como un puente entre El Vacío y el Plano Material donde existe Verra.[35][10]

You're going to see lieutenants, captains, generals, and raid bosses and they're all going to take different forms because their whole perversion of Essence through the corruption is to take creation on the material realm, that the Pantheon of good Gods did, and twist and bend it to the corruption that exists within the Essence, because they view that as a more powerful form, a more raw and arcane form of what magic is meant to be used for. There's no point in these false constructs of morality when utilizing and harnessing the power that comes from the Essence. That is a social construct that was created by inferior gods, according to the Others; and it limits the ability of their creation to really capitalize on what the Essence is to be used for in its pure, innate nature.[15]Steven Sharif

  • La raza de Los Antiguos ha sido pensada con formas tan variadas porque La Esencia tiene un profundo efecto biológico, físico y visual en la apariencia de las criaturas que la manipulan y que son corrompidas por ella.[53][15]
    • Los Grunts son los peones o soldados rasos de las líneas del frente que están específicamente equipados para el combate, la utilización de la magia, o para entornos o climas específicos.[53][15]
    • Los tenientes tienes una fisionomía alada y más asimétricos.[53][15]
    • Capitanes y generales son rangos en el sistema de castas.[15]
    • Los grandes jefes de raid y/o los jefes de mundo tienen una apariencia monolítica, y no se parecen a las criaturas normales. Son enormes e imponentes.[53][15]

The gods... wanted to represent their qualities, their characteristics, their attributes within creation with the creation of something, so they started with a race that are now known as The Ancients; and they imbued them with all of their qualities. Essentially now that that turned out to be a mistake because with those types of qualities all in one species there was a a pride that happened- a desire to become more; and that led a little bit of conflict between the Ancients; and actually there was a partition created between some of the gods within the pantheon that embraced the idea of introducing the Ancients as part of essentially their plane of existence and teaching them the ways of the Essence, in all of its facets: not just what can be used for good, but also what could be used for evil as well. And three of the gods split off and went against the quorum that was established about not interfering with the Ancients after they started this down this road of learning more of the essence and how to manipulate it; and these three gods are known as The Others. So the others really embraced teaching the Ancients knowledge of the essence that they had learned through their eternal existence; and this caused a celestial battle to occur; and the pantheon of the Seven were able to defeat the others; and they banished the Ancients and the Others from the material plane and from the plane of the gods to the void which is the furthest from being connected to the essence.[10]Steven Sharif

Religión

Religious temple in a Metropolis node.[54]

Estamos hablando de un panteón, no necesariamente de religiones separadas. Hay todo tipo de opciones y sobre quien es el mejor dios, o quien es el dios que se identifica mejor contigo.[5]Jeffrey Bard

Hay seis religiones principales así como una religión Tulnar/en el Reino Subterraneo[55][56][57]

  • La religión pretende ser algo inspirador, no algo estético.[58]
  • Elegir una religión permite a los jugadores recorrer un camino más iluminado u oscuro mediante las elecciones de sus misiones y otras acciones.[36][37][5]
    • Los jugadores no podrán adorar a Los Otros en los templos, pero ciertas misiones abrirán ciertas formas de adoración más oscuras.[59]

Habrá diferentes misiones. Ciertas acciones que los jugadores podrán tomar para, quizá, perseguir el lado más oscuro del metaverso, por decirlo de alguna manera.[36]Steven Sharif

A veces, en el pasado, los juegos han tratado de evitar enfatizar demasiado en la religión por los posibles paralelismos que pueden ocurrir entre lo que está en el mundo real y este reino de fantasía. Realmente no comparto esta teoría. Creo que la religión juega un papel muy importante en la historia de Ashes of Creation y se trata en gran medida, de esta idea casi monolítica del bien contra el mal; así que ese es realmente el quid de lo que será la narrativa general del juego. No estoy tratando de encasillar a los jugadores en "todos tienen que ser buenos"; como dije antes, habrá oportunidades para que los jugadores puedan desviarse de ese camino, si así lo deciden.[55]Steven Sharif

La religión Tulnar es una combinación de las creencias religiosas de las razas principales, así como de las creencias paganas de las razas menores a lo largo del tiempo, ya que coexistieron juntas en El Reino Subterraneo.[60]

The progression of the Tulnar- while they are still the staples of what were once the primary deities of the good pantheon remained for the Tulnar, over the time they existed and evolved into the society that they are at the return to Verra. It's much more similar... to the way the Creole religions advanced, with using components of Christianity as well as Voodoo and other smaller, more "paganesque" religions; and incorporated them into one. To that degree, you can correlate the way that society around the Tulnar has this almost combination of what were pagan beliefs from the minor races as well as the introductions of the major beliefs and religions from the major races, because they all came together in the Underrealm and survived in that regard. So you’re gonna see naturally a combination of those two things.[60]Steven Sharif

Las órdenes de los Siete

Las órdenes de los siete son los organismos religiosos correspondientes a los siete grandes templos de Verra.[43]

  1. La Orden de la esperanza es una orden Aelan con sede en la capital de Aela. La deidad principal es Resna.[43]
  2. La Orden del destino es una orden Kaivek con sede en la capital de Ren. La deidad principal es Norlan.[42]
  3. La Orden de la verdad es una orden Pyrian con sede en la capital de Amera. La deidad principal es Shol[44]

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.[43]Steven Sharif

El pacto de la luz

concept art|Arte conceptual de la Capa del Pacto Roto cosmetic.[62]

Esta capa de seda, proveniente del Pacto de la Luz, inspiró esperanza en todos aquellos que la veían durante los terribles días del final de Verra. Luchando incansablemente contra la inminente oscuridad, las capas ondeantes eran a menudo los últimos rayos de luz que se podían ver antes de escapar a un lugar seguro. Por desgracia solo la capa en si pudo ser recuperada.[62]

El Pacto de la Luz fue una alianza de las Órdenes de los Siete, creada por las cuatro razas principales de Verra para resolver el misterio de los Heraldos.[63]

  • Aunque estas órdenes pertenecían a diferentes templos y religiones de los dioses principales, su objetivo era trabajar juntos para subvertir las aspiraciones de Los Otros y de Los Antiguos, así como de aquellos que buscaban pervertir La Esencia a través de la Corrupción.[64]
  • Hay personas clave dentro del Pacto de la Luz, y dentro de las propias religiones que tienen un objetivo superior vinculado con la meta narrativa general, relacionado con el motivo del regreso a Verra.[64]

A pesar de que los seguidores tienen diferentes motivaciones por las que adorar a dioses específicos, al final del día, todos pertenecen al Panteón del bien. Por lo tanto, hay una motivación para que trabajen juntos para subvertir las metas y/o aspiraciones de los Otros y Los Antiguos, así como a aquellos que buscan pervertir lo que la Esencia es capaz de hacer por medio de la Corrupción.[64]Steven Sharif

Enfrentándose a los heraldos de la corrupción, El Pacto de la Luz llevó las esperanzas de todos los habitantes de Verra sobre sus hombros. Sus llamas finalmente se estrellarían contra el muro de la traición y de la destrucción. La corrupción, la muerte y el mal, se aferran y consumen ahora a luz que una vez iluminó el camino. Con el resurgimiento de las puertas divinas ¿Se encenderá una vez más el faro de la fe?[65]

Razas

Cinco de las nueve razas jugables en Ashes of Creation.[66]De izquierda a derecha: Dünir hembra, Dünir macho, Niküa macho, Vek macho, Ren'Kai macho, Kaelar macho.

Ashes of Creation ofrece nueve razas jugables.[67][68]

Raza padre Raza
Humanos Aelan Kaelar.[69] Vaelune.[69]
Enanos Dünzenkell Dünir.[69] Niküa.[69]
Orcos Kaivek Ren'Kai.[69] Vek.[69]
Elfos Pyrian Empyrean.[69] Py'Rai.[69]
Tulnar.[70]

Verra es un mundo lleno de ricas y diversas culturas, y durante parte importante de su historia ha sido dominada por las grandes razas: Humanos en la costa y las planicies, Orcos en las colinas y los pantanos, Elfos en los bosques y las tierras de los ríos, y los estimados Enanos en las montañas. Las grandes razas han mantenido su dominio durante incontables guerras y escaramuzas contra las razas menores de Verra. A veces pueden pasar décadas entre estos estallidos de violencia. Hay otras razas menores en Verra. Algunas de estas razas existen en aldeas improvisadas o tribus. Algunas de las aldeas más grandes entre las razas menores están compuestas principalmente por Gigantes, grupos humanos menos respetables, Gnomos y Medianos. Los Medianos no son Medianos en el sentido tradicional de la palabra, sino más bien cruzas de sangre entre otras razas.[71]Steven Sharif

Vagando por algunos de los lugares más oscuros del mundo, viven siniestras abominaciones de la creación. Muchas veces, las grandes iglesias de la civilización envían héroes del estado para eliminar a estas mortales amenazas. Actualmente, existen cuatro grandes naciones en Verra. Esto es aproximadamente 25 años antes de la caída: el Imperio Aelano, el Reino Pyrian, el Protectorado Kaivek y la nación de los Dünzenkell. Pero no siempre fueron sólo cuatro grandes naciones. Hace mucho tiempo, las razas estaban divididas en muchas más naciones y ciudades-estado.[72]Steven Sharif

En los 7,000 años de historia escrita, se ha luchado guerra tras guerra. Algunas por tierra, otras por recursos y muchas por creencias. Reyes y casas reales de alzaban y caían con los años. Algunas fueron privadas de sus señoríos hace mucho. Existen muchas ciudades-estado en Verra. Algunas son bastiones autogobernados de repúblicas y democracias. Otras son estados vasallos al servicio de sus benefactores.[73]Steven Sharif

Humanos Aela

Aela, the capital city of the Aelan empire prior to the Exodus.[74][75][76]

This concept art shows the capital city of the Aelan empire before the fall which left it in ruins. [75]

Los humanos Aelan se dividen en dos razas: Los Kaelar y los Vaelune.[77]

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.[78]Steven Sharif

El bioma de Riverlands fue el hogar ancestral de los Aelan siendo en la actualidad el de los Kaelar.[79]

Los semi elfos Torens fueron los ancestros de las razas Aelan y Pyrian .[12]

Doren Greyshore

Cientos de años antes de que apareciera el primer Heraldo en el cielo de Verran, bajo el gobierno del rey Fentis Lyneth VIII, vivía un gran explorador de Aelan llamado Doren Greyshore. Doren navegó los primeros barcos a las costas de Erinthia, donde estableció uno de los gremios más ricos que los 10 mares hayan visto: The Greyshore Company. Su lema, hasta el día de hoy, sigue siendo válido: "Las velas de la diplomacia son impulsadas por los vientos del comercio, dentro de los mares de las oportunidades."[80]

Enanos Dünzenkell

Dwarf concept art.[81]

Dwarves are born with the beard attached to their skull and it just takes time for the beard to grow out of the skin, but the beard is there from the start.[82]Steven Sharif

Los Enanos Dünzenkell están divididos en dos razas: Dünir y Niküa.[83]

Deep in the mountains of Verra legend tells of a forge created by the gods, from whence all Dwarves are originated. Fabled to be the first created of the major races, the Dwarves are said to have arrived on the continents with ships made of stone and steel. Dwarven smiths and craftsmen are found far and wide across Verra. The center of the Dwarven race is the nation of Dünzenkell, found deep in the northern mountains. Dwarven society tends to be heavily matriarchal and their clans existing under the oftentimes eldest matriarch. Dwarves are closely connected to one-another by alliances forged between family guilds. The Dwarven child is marked at a young age with his or her guild sigil. Some dwarves banished from Dünzenkell or having chose to walk a path alone will often have their sigls burned from their skin.[84]Steven Sharif

The Dünzenkell nation, deep within the mountains of Verra exists the oldest nation in the world. The Dünzenkell have been known as many names over the ages, but only one name has graced the highest mountain, within which their capital has stood since the beginning of recorded history: Dün. The Dwarves of the Dünzenkell rule through a council of guilds. A royal family is chosen once every 200 years by this council to rule. Currently the right to rule falls on the shoulders of King Grimlay. It has been nearly 400 years since a king has lead the Dünzenkell. Traditionally this role falls to the matriarchs of the family. Expeditions are often sent into the Underrealm from Dün; and there many believe lies the source of secrets among the Dwarves and their success with mastering artisanship. Untold magic lies deep within Verra. It's source not known to many. Dünzenkell has long benefited from this source though. It has fueled the expansion of the Dwarven kingdoms throughout the northern mountains.[85]Steven Sharif

La historia de Dünheim

Durante la gran calamidad que sufrió Verra, los habitantes de Dünheim eligieron permanecer en su torreón en las montañas. Esto no les funcionó muy bien. A raíz de la destrucción muchos artefactos y tesoros quedaron atrás. [86]

Dillia's diary.[88]

Era una niña cuando aparecieron por primera vez en el cielo nocturno. Al principio había tres luces distintas. No eran las más brillantes en el cielo, pero se distinguían con facilidad. Mi madre me dijo que eran una señal de los Dioses, que el mundo estaba a punto de cambiar. Tenía un sexto sentido para ese tipo de cosas. Un largo linaje de mujeres en la familia de mi madre eran oráculos. Escrita en una de las muchas tablillas de los grandes salones del Rey Grimlay está la historia de mi bisabuela, el Oráculo Regente de la Corte Real; y cómo predijo el surgimiento de los Imperecederos durante la Gran Guerra. A medida que los días se convertían en meses, y los meses en años; las luces en el cielo nocturno crecían en número. Los sacerdotes en los templos comenzaron a referirse a las luces como Los Heraldos. Cuando me gradué en la Universidad Stonecutters, las luces ya sumaban dieciséis. Cada mes que pasaba, crecían en brillo y tamaño.

Las cosas no tardaron en cambiar en Dünheim. Las familias con las que había crecido comenzaron a alejarse de la ciudad en el corazón de la montaña. Los viajeros escaseaban y el el templo se llenaba cada día con nuevos conversos que buscaban respuestas sobre Los Heraldos. Mi madre también quería irse de la ciudad, pero mi padre no quería escucharlo. Su casa de subastas era lo que mantenía la comida en la mesa, y mis hermanos estaban en la Guardia del Consejo. No había manera de que mi padre saliera de la montaña. El honor y el respeto significaban más que la vida misma, y mi padre estaba muy orgulloso de mis hermanos. A pesar de la insistencia de mi madre en dejar la ciudad, nos quedamos.

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Orcos Kaivek

Los Orcos Kaivek están divididos en dos razas: Ren'Kai y Vek.[89]

The Kaivek have always adhered to a strict code of tribal loyalty... Roughly thirteen centuries [before the fall], a leader named Ran'Kal united the clans into a nation called the Kaivek Protectorate. Kal taught that all Orcs answer to the protection of the divine order. This teaching expressed the belief that it was the will of the gods that all Orc kind should have superiority over the nations of Verra. For it was only through the unity of the clans that the people of Verra would be lead to enlightenment. It was the teachings of Kal that lead the Kaivek to pursue campaigns of conquest across the lands of Verra. Where the Orcs were once nomadic and divided before Kal, through his leadership they became a powerful nation united in conquest. Trophies of each city conquered is found in the capital city of Ren. [Just before the fall] the Kaivek Protectorate have adopted a policy of peaceful coexistence with their neighbors. Having endured centuries of conflict, leaders rose among them echoing the teachings of peace. These recent reformations have once again begun to lead to a fracturing of the Protectorate. Some unrest among the clans have called for a culling of those who are unworthy of the protection from the divine order.[90]Steven Sharif

Elfos Pyrian

Los Elfos Pyrian están divididos en dos razas: Empyrean y Py'Rai.[92] Los Pyrian son la raza padre élfica de antaño:[93] Los elfos antiguos.[94]

For over 4,000 years the Pyrian royal family of Eradal has endured. The kingdom has seen its share of wars. The kingdom's borders encompass the great forest of Erinthia. The capital of Amera is among the oldest and most beautiful cities in the world. Its royal families can trace their lines back to the days of the Dark Fires. The Pyrian universities of magic and martial studies are unparalleled in the lands of Verra. Many of the citizens of the Kingdom venture out into the lands of Verra wishing to spread their knowledge of art and science to their fellow Verrans. These ventures are often subsidized by the royal households of Pyria for hopes it will foster a better relationship with their Human neighbors. Once a close ally of Aela and the house of Lyneth, the Pyrian Kingdom and Aelean Empire ended one of the bloodiest wars in Verran history. Eighty years have passed since the last bloodshed; and although tensions have subsided among the citizens of the two nations, there remains a heightened level of distrust among the Empire's new rulers and the royal family of Pyria.[44]Steven Sharif

The Elven race is generally a secretive one and exists within the Pyrian kingdom. Primarily a patriarchal society, Elves tend to keep within the natural borders of their forests. It has only been over the past millennia that the Riverlands have begun to see colonies of Elves exist. Elven scholars, dignitaries and pioneers can often be found in many of the human cities: Though their presence is rarely seen in sites other than archaeological, academic or diplomatic. Rumors do abound throughout the darker circles of Verra that there lies a particular lineage of Elves that exist within the Underrealm of Verra.[95]Steven Sharif

Los predecesores de las dos razas, Aelan y Pyrian fueron los Torens, que en esencia era medio elfos.[12]

El imperio Toren

El imperio Toren se puede comparar a lo que fue el imperio romano en la Tierra en el sentido de que eta fue una de las primeras civilizaciones importantes; y en parte el motivo por el cual la zona se consideraba una especie de tierras baldías o fronterizas. Estaba plagada de ruinas durante la épica anterior al Apocalipsis en Verra[96]Steven Sharif

La antigua capital de Torall... fue el centro de una de las primeras y más grandes civilizaciones de Verra. Esta era en realidad una extraña civilización conocida como el imperio Toren. Los Toren eran básicamente medio elfos. Una mezcla de lo que fuera el predecesor del reino de Aelan: los humanos y los elfos pirianos.[12]Steven Sharif

El imperio Toren fue la primera gran civilización de Verra. Su capital era Torall.[12]

El rey Atrax

A staff of the Ancients 3D render.[97] [98]

A glorious staff of the Ancients that we revealed during November's development update![98]

The last ruling house of the Toren empire, which oversaw its downfall was the house of Atrax. King Atrax was actually its longest ruler, also its last ruler, and he was a very powerful and advanced wizard for his time. He dedicated the vast majority of his early rule to seeking out artifacts, knowledge, the focal points of essence; and he discovered its purpose as it becomes the manipulating matter behind exploiting magic for any means. He became obsessed with the pursuit of that knowledge as a very accomplished wizard and one of the ways he pursued that ever-longing learning was to try and achieve immortality; and in his pursuit of immortality he discovered that manipulating the life-force of a soul essentially is to greater increase your ability to focus the essence, because each person's soul acts as, in some way shape or form, a conduit of the essence across the plains. So that's essentially how the gods are capable of reaching into the material plane- one of the ways- is through the souls of their divine beings, which are the four great races and their descendants. In his pursuit of immortality he came across some more dark applications of the essence and in doing so- discovering these artifacts along the ley lines that are in Verra- he came into contact with forces that existed outside of the material plane in the void itself. Now these were unbeknownst to him The Ancients as well The Others and manipulating that contact.[12]Steven Sharif

King Atrax began to manipulate the essence in a way that was trying to capitalize on everlasting life, on immortality. So in doing so he came into contact with the ancients; and the Ancients took advantage of this- was their first contact with any of the divine races actually- and this is what led the Ancients to begin their pursuit of Verra: to start that process of the Harbingers eventually finding Verra and coming to the planet to pervert what the gods- the seven gods- had created through their second creation. Now the Ancients created this contact with Atrax through summoning rituals that Atrax had learned through manipulating the essence; and it was through these contact rituals that Atrax learned how to achieve immortality. But the Ancients were deceptive in actually not informing Atrax how this would deform his conduit, his soul essentially that exists with the Essence. So he underwent a process of essentially lichdom where he was the first lich and the first undead on Verra; and it was from him and his pursuit of immortality that undeath became a reality on Verra; and it was his subjects that suffered as a result of his desire to become immortal. So he began different rituals on his subjects, which allowed the undeath to propagate across the world in his population over time. So he would- before he became a lich he experimented on his citizens; and that's what really was the origin of the undead and this undead the Ancients- one of the unique things about the Ancients was in their first discovery of how they could use the Essence and what the Others taught them was they became immortal themselves. But they became immortal in a more pure form, essentially akin to the godhood that exists among the Pantheon; and that prohibited them from encompassing this undeath component. But they did not teach that to King Atrax. So that talks a little bit about the origins of the undeath on Verra and undeath in general.[49]Steven Sharif

El rey Atrax fue el último y más longevo regente del antiguo imperio Toren, que fue de una de las primeras y más grandes civilizaciones de Verra[12]

  • El rey Atrax fue un poderoso mago, adelantado a su época, que dedicó la mayor parte de su gobierno en buscar artefactos, conocimiento y las bases de La Esencia. Descubrió su propósito, manipular la materia y explotar la magia por cualquier medio.[12]
  • Su objetivo era alcanzar la inmortalidad; y en esta búsqueda descubrió que manipular la fuerza vital de un alma, aumenta la capacidad de concentrar La Esencia, ya que el alma de cada persona actúa como una ruta de la misma a través de los planos de existencia.[12][49]
  • En su búsqueda de la inmortalidad se encontró con otras aplicaciones oscuras para La Esencia, y al hacerlo, entró en contacto con fuerzas que existían fuera del plano material: en El Vacío. Estos eran Los Antiguos y Los otros, y sin que él lo supiera comenzaron a manipular ese contacto a través de rituales de invocación que el propio Atrax había aprendido en sus estudios de La Esencia.[49][12]
    • Esta conexión llevó a Los Antiguos a comenzar su búsqueda de Verra, lo que propició que Los Heraldos encontraran Verra y llegar al planeta, pervirtiendo lo que Los Siete dioses habían creado(en su segunda creación).[49]
  • A través de sus rituales de invocación, Atrax finalmente aprendió como conseguir la inmortalidad. Pero fue un engaño de los Antiguos, al no informarle sobre como esto deformaría su alma en la propia Esencia. Atrax, eventualmente, se sometió a un proceso para convertirse en el primer Lich y por lo tanto el primer no-muerto de Verra.[49]
    • Fue a partir de esta búsqueda de la inmortalidad que los no-muertos se convirtieron en una realidad en Verra: Atrax había iniciado diferentes rituales en sus súbditos, lo que permitió que los no-muertos es propagaran por todo el mundo, causando sufrimiento entre todos sus súbditos.[49]
    • Los Antiguos habían aprendido de Los otros como usar La Esencia para lograr la inmortalidad para ellos mismos. A diferencia de Atrax, se volvieron inmortales de una forma más pura, más parecida a la divinidad existente en el Panteón, los cuales tenían prohibido jugar con la "no-muerte". Esta forma pura de inmortalidad no se le enseñó a Atrax.[49]
  • Después de que Atrax dominara su forma de Lich, continuó esclavizando a sus súbditos no-muertos, obligándolos a adquirir artefactos antiguos por todo el mundo para poder continuar con su manipulación de La esencia y de la magia.[99]

Fallow's Hold

Fallow's Hold es una de las grandes mazmorras de Ashes of Creation ubicada cerca de la capital del antiguo imperio Toren, Torall.[99]

  • Fallow's Hold fue encargada por el rey Atrax y construida por los maestros constructores de los enanos Dünzenkell con los que estaba aliado.[99]
  • Fallow's Hold se construyó originalmente como una gran cámara para albergar poderosos artefactos antiguos que los esclavos no-muertos de Atrax conseguían por todo el mundo para que pudiera continuar con su manipulación de La Esencia y de la magia.[99]
  • Fallow's Hold es una mazmorra muy peligrosa con muchas trampas que cambian constantemente.[99]

The ancient civilization of the Torren empire and their capital city of Torall, which houses one of the great dungeons of Ashes of Creation; which is the Fallow's Hold. Fallow's Hold is essentially where many of the artifacts that had a close alignment to the Essence on Verra because of their proximity to these ley lines and these sites that exist throughout the world: They were all brought here to King Atrax even after his lichdom was achieved, because he continued to enslave his subjects, the undead essentially, to procure these artifacts from around the world so that he can continue even in his immortality to learn about the use of Essence and magic and manipulation of it; and he constructed a great vault here through his affiliation with the master builders essentially of the Dünzenkell dwarves to create a massive complex underground from the city of the capital of Torall. Now Fallows hold is a very dangerous dungeon and there are constantly changing traps that exist.[99]Steven Sharif

Artefactos antiguos

A staff of the Ancients 3D render.[97]

This is not the Staff of the Ancients per-se, it's a staff... Here in the curvature and design of this staff you'll see that it has a very specific and unique looking type of mold so-to-speak. So there could be some relationship between these designs of the staves and/or weapons that you'll see, which are used to harness or focus the use of the Essence, or magic; and how perhaps those structures relate to the types of magic that those creatures are using.[97]Steven Sharif

Los cuatro artefactos antiguos de Verra fueron descubiertos por el Rey Atrax en su búsqueda del poder de La esencia.[100][12] Estos artefactos estaban muy vinculados a La Esencia de Verra debido a su cercanía a las Líneas Ley de La Esencia esparcidas por todo el mundo.[99] Estos artefactos fueron almacenados originalmente en la cámara de Fallow's Hold, que es una de las grandes mazmorras de Ashes of Creation, ubicada cerca de la capital del antiguo imperio Toren, Torall.[99]

  • Se creía que el Cáliz Dorado otorgaba la vida eterna, pero en realidad permitía que la corrupción de La Esencia entrara en el alma a través de la propia representación física de beber algo.[100]
  • La Corona representaba el vínculo directo que Los Antiguos tenían con los propios hilos de pensamiento del rey Atrax; y que ellos mismos podían manipular.[100]
  • La Espada trajo un poder a través de la manipulación del lado oscuro de La Esencia, que es como Atrax mantuvo su dominio sobre su pueblo; a través del poder físico. Básicamentederribando a cualquier enemigo que se opusiera a él.[100]
  • El Bastón permitió a Atrax proyectar su magia a grandes distancias, lo que le permitió extender su poder y manipulación por las tierras de Verra, así como mantener su reino bajo vigilancia[100]

La caída

Concept art showing the citizens of Verra escaping a besieged city through a divine gateway.[101]

In Ashes of Creation there is a primary antagonist that exists within the overarching storyline and these antagonists are The Ancients. When the Apocalypse occurred and the Harbingers arrived in on Verra and those conduits opened from the center of those Harbingers, the Ancients flowed out of these Harbingers and started really conquering the Verran planet. But more importantly their desire was to essentially manipulate and pervert the creation of the gods as an affront to their endeavors; and in doing so they created monstrosities essentially any portion of nature just was completely manipulated by their corruption, which is the negative aspect of Essence.[14]Steven Sharif

Hace mucho tiempo, el mundo de Verra fue azotado por una gran calamidad (también llamada La Caída, El apocalipsis, y El Éxodo), propiciada por los primeros antagonistas del mundo: Los Antiguos y Los Otros.[14][48]

  • El apocalipsis comenzó con la llegada de unos cuerpos celestiales similares a cometas llamados Los Heraldos. Los Antiguos surgieron de los caminos que abrieron los Heraldos y comenzó su conquista del planeta.[14]
  • Su deseo era pervertir la creación de los dioses (Los Siete) como una afrenta a sus esfuezos. Para lograrlo crearon monstruosidades manipulando la naturaleza con la corruption, que es el lado oscuro de la La Esencia.[14][17]

Gracias a la intervención divina de los Dioses de la Creación[40], gran parte de la población de Verra pudo escapar usando los portales divinos, buscando refugio en un mundo vacío de magia.[101] El mundo de Sanctus.[102]

Poco después del éxodo, los portales dejaron de brillar y quedaron desactivados. Los siglos se convirtieron en milenios, enterrándolas bajo un un sinfin de calamidades. A través de los eones, la historia se convirtió en leyendo, y entonces, las leyendas fueron olvidadas.[101]

Los Tulnar son una combinación de las cuatro grandes razas y varias razas menores que quedaron atrapadas en Verra después del apocalipsis.[105][106][70]

Los Heraldos

Dillia's diary concept art.[88]

The Ancients and The Others they found their way to Verra at some point and they came through what we call the Harbingers, which are essentially these celestial bodies- these almost comet-like structures that were traveling through space to find the location of the new creation; and within those harbingers is a very strong source of magic that essentially acts as a bridge between the Void and the Material plane where Verra exists.[10]Steven Sharif

Los Heraldos son cuerpos celestes parecidos a cometas, impulsados por una poderosa fuente de magia que actúa como puente entre El Vacío y el Plano Material donde se encuentra Verra.[10]

  • Los Antiguos y Los Otros se sirvieron de Los Heraldos para viajar a Verra, iniciando así El Apocalipsis.[10]
  • Los Antiguos surgieron de los túneles que se abrieron en el centro de los Heraldos y empezaron a conquistar Verra.[35]
  • Los Heraldos que existen en Verra como mazmorras son los lugares desde donde Los Antiguos son capaces de entrar en el Plano Material. Pueden continuar haciéndolo bajo la apariencia de los estragos de la corrupción a medida que se extiende.[23]
    • Hay eventos que provocan la propagación de la corrupción y contra los que los jugadores tendrán que luchar. Los jugadores tendrán que participar en los eventos para ayudar a combatir la invasión.[23]

The worst thing that the Harbingers brought was not the Others, but the corruption that they spread. It twists and distorts everything it touches. It whispers in the ears of men, and guides their hands toward terrible ends. There does not seem a means to stop it - our prayers do nothing, our spells are ineffectual. The awful truth is that the Others could simply watch as we burned Verra to ash ourselves.[19]

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Sanctus

Kaelar divine gateway concept art.

When this creation of Verra occurred, the Goddess of Fate and the Goddess of Creation were very close; and the Goddess of Fate essentially warned the Goddess of Creation- only the Goddess of Creation- that the Ancients and the Others- that they had not seen the last of them; and that there would be a time essentially when those forces would seek out and try to pervert the new creation as essentially a way to thumb their noses at the other gods in retribution for their defeat. So the Goddess of Creation created a separate planet Sanctus that she knew she could bridge with these Divine Gateways at a time when it was necessary for the descendants of Verra to escape their destruction.[10]Steven Sharif

Sanctus es el mundo donde los habitantes de Verra encontraron su santuario.[107]

A long long long time ago, everybody lived on a planet called Verra. Something cataclysmic happened that forced people from that world to another world called Sanctus. Verra is a place of really high magic. Sanctus is a place with no magic whatsoever. People escaped through these portals into the world of Sanctus. They had to rediscover technology, because so much of their current technology was based on magic, so they had to figure out how to interact with the world. Thousands and thousands of years go by. A long dark age passes. This history that I just told you falls into myth and legend. After this time passes, these portals reopen and the players are going to take the part of people who are coming through those portals once again back to the world of Verra to rediscover that magic, rediscover their history, and try to figure out what happened to this world to force them out of it.[102]Jeffrey Bard

Sanctus is a key story arc, that will likely have very little revealed about it prior to the Betas.[108]Steven Sharif

Cuentos de un regreso a casa

Written by Kyrie Patrika Arisanna

Introducción

"Know then that the unforgivable sin of Atrax was his unbridled hubris. In an attempt to unlock the secrets of immortality the Toren king began an obsessive study of ancient artifacts and profane magicks. This drew the attention of the Ancients, a fallen race banished into the Void in ages past. For the first time since their exile, the ancients became aware of the four races created by the Seven to replace them as the Stewards of Creation.

When the ancients saw that these races were growing, multiplying, and conquering the world that had been taken from them, they became envious and spiteful. In a fit of pique they unloosed the Harbingers -- great balls of ice, dust, and corruption from the heavens -- and hurled them upon the face of Verra.

As Verra fell, the Seven activated the divine gateways. These ancient portals transported the four races to safety on the tellurian, non-magical world of Sanctus, to await the day they could safely return to Verra."

-- Minerva Arisanna, Purian Emissary of the Lightpact THE BOOK OF THE VERRAN EXODUS

These words were put to parchment over four thousand years ago by my great,great grandmother, Minerva Arisanna. I know her only through her writing, and through stories told to me by her daughter, Kyrie Esmane Arisanna, my maternal grandmother, for whom I was named.

My name is Kyrie Patrika Arisanna, Chronologist and Scrivener for the Lightpact. I am eight hundred and sixty-three years old. By Elven reckoning, I am rapidly approaching mid-life, yet Sanctus is the only world I have ever known.

The Lightpact was originally an alliance created by the four races of Verra as we fled the Harbinger Apocalypse and settled on the mundane, non-magical world of Sanctus. In the intervening millennia, tales of our exodus and the legends of Verra have slipped into the realm of folklore and mythology for most of the races. Fortunately thanks to the protracted lifespans and long memories of the Elven races, those teachings have not been lost forever. The Lightpact has endured, and its members have been secretly preparing for the day the divine gateways would finally reopen.

That day has arrived. At long last the ancient pylons -- those enigmatic monuments of sculpted stone that pepper the surface of Sanctus have awakened and paved the pathway home. These living conduits of channeled Essence will transport us across the cosmos and return us to Verra, the mystical world of our ancestors.

This collection of essays is one humble scrivener's admittedly idealistic, but well-intentioned attempt to peacefully chronicle that Homecoming. Upon its completion, multiple copies of this manuscript will be created by Lightpact scribes and read aloud at our arrival encampments across Verra. It is our sincere hope that this might foster cooperation and goodwill between our disparate races, for we are one people in the eyes of the Seven, and Verra is our common birthright.

Kyrie Patrika Arisanna Chronologist and Scrivener for the Lightpact.[109]

The Alchemist's Apprentice

I met the most astonishing individual today! Initially, I had set out to speak to Krelzenus Vagesh, the renowned Vek alchemist and inventor. I had heard that he had come through the divine gateway some time before, and I desired to pick his prodigious brain in regards to any discoveries oddities, or inspirations that had surfaced since hi arrival on Verra. I met up with Vagesh at his local market, which would be more aptly described as a makeshift campground. This bazaar featured an odd assortment of dead things, live things, and crude things to make live things dead things.

After making a proper greeting and introduction, I began to interview him from the list of questions I had prepared. At once he stopped me and bade me to follow him to his laboratory. He said he had someone there that was far more fascinating than his old self.

He lead me to his workshop at the edge of the settlement. I was somewhat disappointed to find that it was just another large tent given a wide berth by the other inhabitants of the area. Seeing my disheartened face as he lifted the front flap, he assured me that the facility was only temporary until a more suitable structure could be built.

Stepping in, my eyes had to adjust to the very low light of the interior, provided by only a few flickering candles. After a moment I could vaguely make out a shape moving about, here and there, sniffing and what sounded like an occasional licking and tasting of objects in the dark.

"Tish, we have a visitor," Krelzenus said in a gentle, calming voice to the creature.

The figure stopped momentarily, uttering a simple "Hejo" in what sounded like a purr, or perhaps a hiss, and then continuing on with its activity.

"Hejo?" I asked Vagesh curiously.

"Yes, it seems to mean 'hello' in the Tulnar Language. A combination of the Common 'hello' and the old Orcish greeting 'vajo.'"

"Ah yes, 'vajo' meaning 'no harm', correct?"

Krelzenus nodded cheerfully, obviously a little impressed with my limited knowledge of an old Orcish dialect.

Turning back toward the creature in the dark that I no knew as Tish, I called out my own little "Hejo!" I heard a slight wuffle of what I took as positive acceptance.

"Tish seems to have quite a talent for alchemy. Her knack for ingredient selection, measurement, mixing and brewing appears to be highly instinctual and productive! Without any instruction at all she whipped up quite an array of potions, poultices, and powders!"

"Simply marvelous!" I exclaimed. I leaned forward to get a better look through the obscuring darkness. As I wrapped my fingers around one of the two small candlesticks, an appendage shot out of the dark to slap my hand away.

"No touch!" I recoiled instantly from the reprimand, struggling to comprehend what had struck me. I could not deduce through the darkness and with the speed of the strike whether it was a hand, or paw, or claw, but I could tell that it was small, about half the size of my own.

"She doesn't like it when you touch her things while she is experimenting, and for a good reason. Some of the mixtures she has created have reacted quite explosively when touched with flame," Vagesh informed me apologetically.

"How old is she?" I asked, fascinated.

"About five years old, or so. Truly a prodigy," Krelzenus beamed. "Also quite resilient, too. I've seen her ingest holly berry, mistletoe, oh, and nightshade without even the slightest signs of discomfort. She does much of her experimentation by smell and taste."

Still stunned by the revelation of her very young age, I inquired whether her dietary fortitude was part of her phenomenal talent, or a trait of her Tulnar biology.

"I do not have enough evidence to say one way or the other, but I have observed others off her family eating spoiled meat and a wide variety of wild mushrooms without so much as a belch. If not indicative of Tulnar as a species, at least I have theorized it runs in her family."

"Fascinating..." I hummed.

"You talk to much! You go now! Can't make with talking!" Tish hissed at us.

"Apologies, Tish!" Vagesh called as he ushered me out quickly.

"It is well to keep her happy. She can throw quite a tantrum when she's frustrated... or tired," he said as he instructed me outside. "Apart fromt hat, I am highly intrigued with the alchemical possibilities she could uncover, and upsetting her would likely cause her to depart."

"So much potential for the future of this new world," I nodded.

I said my goodbyes to the Vek, assuring him that I would return in the future to see what amazing creations Tish had conceived. He shook my hand enthusiastically and ducked back into the tent without so much as a backward glance.

Kyrie Patrika Arisanna Chronologist and Scrivener for the Lightpact.[110]

The Bodabodaga

When the sun sets behind the canopy of the Crystalbough forest, it becomes difficult to tell where the sky ends in the treelines begin. Under the branches, rustling with leaves of orange and yellow despite the seasons, motes of essence-charged pollen flutter through the air like fairies, flickering white. For three days, I rode the path that wove through diamond-white trees between Oleander Reach and Mariam amongst these woods and found myself captivated time and time again.

One unusual evening, while I updated my notes on the banks of an unmarked creek, I spied a peculiar, overlarge stag as it emerged from the golden brush. As it bowed its head to zip from the stream, its conutenance was reflected in the prismatic light from the essence-charged stone bed beneath the surface-- and I saw the face of something else entirely. It was angular, drawn into a point of the nose, with eyes set too far down the sides. A kirin. As it drank, its antlers-- thicker than a buck's and shaped more like branches-- crackled with the raw energy of its sustenance, and I could see the essence arcing between the prongs.

I stood, entranced by its otherworldliness and the grace of its motion. Drawn forward by some inexplicable urge, I'd only taken two steps before an unfortunate footfall cracked a crystalline twig. The beast raised its head, looking directly at me-- and in a blink it shattered into an ephemeral, shimmering mist that retreated across the water.

"Gods be damned!" A voice boomed and sent a flurry of small, white birds into the ochre clouds overhead. The gruffness of tone alerted me to look for a Dünir, and my instincts were true. She pushed through the copse out onto the bank just past where the creature drank, holding her thick arms out wide in a gesture of pure exasperation.

"Why'd you go and do that?" The arch in her brow conveyed her dismay, and as she approached, the water pooled on her eyelids, belied the depth of her frustration. She had golden hair, the color of the leaves of the trees here, though it was wild and in desperate need of a brush and oil. Her beard was neater and woven into short braids at her chin with flowers worked in, and though wayward strands poked out here or there, it seemed more from circumstance than negligence.

I had at first assumed she was a hunter and started to apologize for startling her quarry, but found that notion subverted as she lifted what looked to be a small golden orrery whirring in rapid circles. It shook her arm to the elbow as she held it in the direction that the mist-creature had retreated. The odd device slowed until it stopped, and she fell to her knees in consternation.

She interrupted my apology: "Months wasted. I'll have to start all over again." Carefully she packed the device into a satchel at her hip, and looked over at me with sagging shoulders.

I stood there for a while, unsure of what to say. I felt bad to have startled her prey, but something was strange about this turn of events. While it was true I'd never before seen a kirin, in all my readings of them I'd never encountered anything about them wielding essence with such intention. The hunter seemed to notice my confusion, and as she stood, she concealed the wiping of her eyes in part of the motion of dusting the forest's detritus off her knees.

"You didn't know. I understand." She drew in a long breath, and then exhaled, forcing much of the tension from her posture. "You didn't know, and most importantly, tlegi, you still don't, so i'm going to let you all look here."

I admit I winced at the word, reminded of my early misstep. "Twig"-- a reference to how easily the Empyrean Glitterwall formations broke in early conflict between our peoples during the initial struggles for resources on Sanctus. It's a tale for another time, but our military manuals were worthless after we lost access to magic, needing to be rebuilt from the ground up. This would have been more generations ago than even her eldest relative's great, great, grandparents would recall.

"That's you," I replied, making an effort not to sound so dry. I've readied my pen and notebook, asking if she cared to enlighten me further.

"How could you know? It's clear you're new to these parts, or you'd have come more prepared. You're lucky, in fact, you started the bastard the way you did. It could have killed you with a wink or a sneeze." She straightened herself up, which brought her to approximately half my height, and held out a calloused hand for me to grasp. As I did so, she introduced herself. "Aeri Goldmane. On account of my hair." She ran through it with a quick comb of her fingers.

I wondered how often she'd said that line as I returned my own introduction. "How is it that it takes months for a hunter to track a kirin in their native woods?" I asked perhaps, less kind with my tone here than I should have been, but Aeri seemed too distracted to take offense.

She pulled the device back out of her pouch and held it aloft in nearby pockets of air seemingly at random. "Not just a kirin, tlegi, but the kirin. One of the first ones, older than the apocalypse. A Bodabodaga. Most powerful being in these woods, it's true, though you wouldn't know from how flighty he is."

Never have I heard of it, I wrote it down to verify another time. I confirmed to her, somewhat wryly, that I had not understood the gravity of my mistake until just now. She continued as though I hadn't said a thing.

"The thing is, you can't just hunt a Bodabodaga. They survived by becoming essence itself. They break apart, you saw it. Bringing them back from that requires precise ritual, and I'll be honest, I tried a whole lot of things to make it happen before, and didn't take the best notes, so I have no idea how to recreate the feat."

"You spent months on this and have no idea how to force it back to corporeality?"

She snapped a sharp look at me but sent her braids wobbling. "Well, I'm not scientist or a mage! That's the business of your kind!" And my handwriting is too messy to bother with notes anystone."

"And the device you use?"

She glanced at it, then pulled it to her chest and wrapped her other arm around it. "Ah. I see now." Narrowing her eyes, she slowly backed up to the brush behind her. Though the creek passed between us, she seemed convinced I might lunge for it. "Just stay right there. And don't try to follow me. Now that you know the stakes, I won't be as forgiving if you ruin it again."

In bewilderment, I lowered my book as the dwarf picked her way back into the woods without taking her eyes off me, I returned to my perch beside the stream to record the events of the evening before night had fallen entirely.

Kyrie Patrika Arisanna Chronologist and Scrivener for the Lightpact.[111]

Los Guardianes de la Naturaleza (The Verdant Keeper)

Shadeless Tree Tavern pre-order pack cosmetic freehold building skin.[112]

While many families have humble gatherings amongst themselves during this time of the year, the Shadeless Tree is an ancient, venerated establishment that wishes to spread this joy to weary travelers. Here, merchants, adventurers, and citizens bereft of a place to be for the Verdant Keeper's feast may stay, exchanging stories, singing songs, and making friends. Though an already lively place to be, during the Keeper's celebrations the tavern is especially alight with joy and many are urged to join in the festivities - provided they do not rock the tavern, so to speak.[112]

The Verdant Keeper... are a sect of people that keep track of all the things that are necessary to have successful crops and to grow things and to make sure that the cultivation of these things allows a society or civilization to keep growing. So in the transition from Verra to Sanctus these people had to relearn how to grow things without magic. There were druid like people before and now we have to go to this place where there's no magic to support those things. So they spend their time learning about the world and learning about it in sort of a scientific way and keeping track of all of these seasons of the different years, of the decades, of the centuries that go by to sort of create a map for themselves and for the civilizations that they support: Kind of a means to be successful in growing crops and keeping people healthy and happy.[113]Jeffrey Bard

As the months come and go, and the hand of winter looms over the land, various farmers of Verra take time to celebrate the fortune granted to them by the Verdant Keeper. Hearths are stoked, candles are lit, and fragrant delicacies are prepared. A massive celebration of food and drink takes place, marking the culmination of their hard work and preparation for the harsh, cold months to come. Should the celebrations go well, they say the Keeper will bless the next spring with a brand new harvest, ready to be plucked.[114]

Las Ruinas de Carphin

Las Ruinas de Carphin zone.[115]

Carphin was a large city of the Aelan Empire, which housed the Empire’s most prestigious university. At the university stood a tall tower used by the most prolific mages in their studies of the essence. That tower now serves as an expansive vertical dungeon with lost treasures and antiquities fraught with dangers and terror not for the faint of heart.[116]Steven Sharif

Las Ruinas de Carphin es una zona en el bioma de Riverlands.[115]

Carphin was one of the great cities of the Aelan Empire and it's now in ruins.[115]Jeremy Gess
It was a focus of the mages and study of the Aelan Empire. Carphin was a city that had a great mage population, so it had a university there. And things went bad there in the last days of the fall. They made some desperate measures in a really awesome quest series that Scott's written up.[118]Jeremy Gess
The story behind the tower at Carpin is that it is actually a part of the University complex that was initially brought to the Aela humans by the Pyrian elves; and they helped establish and taught the humans how to master The Essence and how to master magic; and this was one of the great universities of the Aelan Empire, so a lot of the experience and encounters there are going to be arcane in nature. They're going to be representative of that Essence magic and it's going to have some powerful foes.[119]Steven Sharif

The Tower of Carphin

Statue of Dean Jenika, who taught teleportation at the Tower of Carphin.[120]

An interesting thing about her is that she never died. She was into teleportation; and that was her big area of expertise; and she just never came back.[120]Jeremy Gess

The Tower of Carphin is part of the University complex that was initially brought to the Aela Humans by the Pyrian Elves following The Great War of the Undying. The Elves helped establish and teach the humans how to master La Esencia and learn advanced magic.[121][119]

The story behind the tower at Carphin is that it is actually a part of the University complex that was initially brought to the Aela humans by the Pyrian elves; and they helped establish and taught the humans how to master The Essence and how to master magic; and this was one of the great universities of the Aelan Empire, so a lot of the experience and encounters there are going to be arcane in nature. They're going to be representative of that Essence magic and it's going to have some powerful foes.[119]Steven Sharif

Laria Lemonte

Laria Lemonte 3D turntable.[131][130]

Laria Lemonte is a powerful wizard who has unfortunately gone down a dark path.[131]

Laria Lemonte, Maestra Superior en la Universidad de Carphin, era una de las magas más importantes del Imperio Aelan cuando se produjo La Caída. Siguiendo el consejo de un ser desconocido, cometió oscuras y desesperadas acciones en un vano intento de salvar Aela, la capital de Aelan, de la destrucción.[132]

  • El sacrificio de sangre de Veric Pulsifer inició un ritual que culminó con la masacre de los residentes de Carphin, convirtiéndolos en no-muertos.[133]
The curse of Carphin was born from blood magic.[134]Steven Sharif
  • La voz misteriosa que la ayudaba e incitaba en su empeño, era de hecho el mismo Antiguo que pervirtió al Rey Atrax desde más allá del Vacío.[135]
  • La niebla corrupta que fluía de la torre retrasó a las legiones de Los Antiguos en su avance hacia la capital hasta que construyeron un artefacto que les permitió cruzar el río.[133]

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Lore de Ashes of Creation Apocalypse

Divine gateway in the Ashes of Creation Apocalypse battle royale (BR mode) staging area.[103]

This lobby area where you see players load into- this is unfinished- but this will be one of the capital cities that you are about to enter through the great divine gateways... You're trying to flee; and in this particular game mode you are a part of some unlucky few who didn't quite make it out. And unfortunately after entering the great divine gateway fell back to the planet.[103]Steven Sharif

La historia de Ashes of Creation Apocalypse transcurre durante el éxodo de Verra.[103][104][136]

Initially you're playing the Battle Royale you're a part of the last group of survivors to try to leave Verra. And as you're leaving you get cut off. The slipstream ends and you start falling back to the planet. Now the activities that occur and the fighting amongst yourselves is a result of the influence of corruption: Corrupting your soul basically; and as we move into the Castle Siege mode that's where you see the survivors now trying to seek refuge in some of the last defendable bastions of of society. So you're fighting over those for your families and your friends to get into that keep to try to ride out the storm so to say; and that's what the Castle Siege is predicated on. Then moving into the Hordes is this is now the final showdown. How long can you last? And that's the narrative behind Apocalypse as a whole.[137]Steven Sharif

La historia de Ashes of Creation Apocalypse está dividido en capítulos.[137]

  • El capítulo 1 se titula El Éxodo. Transcurre en las fases iniciales de la la caída y prepara el escenario para los capítulos siguientes.[137]

What happened before you came back? What did your ancestors have to go through? What did these civilizations have to endure? ... You get to experience the world of Ashes of Creation. You get to take a peek under the hood of the art assets and the style that that art will be when you play the game; and at the same time while you're doing all of that and we're hitting the servers with as many people as possible, we are continuing production and implementing new art; and we are updating those those chapters of this story; and that's what each season so speak is called for us is a chapter. In fact the first chapter of Apocalypse will be titled the Exodus. So chapter one is the Exodus and players will have an opportunity to earn unique rewards in each chapter. So that chapter's period of time is roughly ten weeks- between eight and twelve. We'll see how those go, but right now it's set for ten weeks; and every ten weeks you're going to see an introduction of new content.[137]Steven Sharif

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Tulnar

Tulnar character model concept art of the three base influences.[138]

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.[139]Steven Sharif

Los Tulnar (pronunciadoTull-nar[141][142]) son una raza jugable en Ashes of Creation.[143][70] Los Tulnar huyeron al Reino subterráneo para escapar de la corrupción que asoló Verra[144]

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.[145]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.[61]Steven Sharif

El Reino Subterráneo

Alpha-0 Reino subterráneo (Underrealm) environment.[148]

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.[41]Steven Sharif

Alpha-0 Underrealm Sharptooth cat mob concept art.[148]

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.[149]Steven Sharif

El Reino subterráneo es un entorno rico donde la bioluminiscencia abunda entre la fauna y la flora que allí convive. Estas cavernas profundas y valles subterráneos, ofrecen nuevos destinos para el desarrollo de civilizaciones. Llevar el sistema de nodos a las profundidades del mundo podría despertar a criaturas más oscuras que las de las superficie.[140]

  • Se calcula que el Reino Subterráneo tendrá un área de 100 km2.[150] No será un espacio adyacente a todo el mapa del mundo. Habrá zonas que estarán bloqueadas por abismos y otros accidentes geográficos.[151][152]
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.[153]Steven Sharif
  • La ubicación de las entradas al Reino Subterráneo desde el mundo está ubicada alrededor de zonas de "cuello de botella" que existen en la superficie. Esto garantiza una serie de rutas alternativas subterráneas que pueden ser usadas por las caravanas, raids, y otras actividades de los jugadores.[151][152]
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.[151]Steven Sharif
  • No todas las entradas al Reino subterráneo estarán abiertas todo el tiempo. Estas pueden variar dinámicamente (basadas en la fase del nodo) provocando que se abran nuevas rutas, pudiendo ser más o menos peligrosas.[152]
  • El Reino Subterráneo tiene especies acuáticas que viven en el interior de piscinas.[154]
They are not the most friendly.[154]Steven Sharif

El regreso

Adventurers arrive on Verra through great divine gateways.[101]

For those of you who are unaware of the lore of how you get into the world of Ashes of Creation, essentially actually Verra was your ancestral home and when you play the MMORPG you're going to be stepping through what are called these Divine Gateways from a planet called Sanctus; and Sanctus was really a safe haven that was forethought by the Goddess of Fate and Creation as a sanctuary to provide the people of Verra who could survive the fall- the apocalypse- the exodus, essentially.[10]Steven Sharif

El regreso comenzó cuando se reactivaron los portales divinos en Sanctus permitiendo el regreso a las cuatro capitales de Verra, que han permanecido en ruinas durante siglos tras El Apocalipsis.[40][101][17]

You are returning to a world that has essentially been destroyed and left untouched for many millennia, and as a result those old capital cities are essentially the ruins of which you're returning to; and the new cities that you are developing- the node structures that exist- these are brand new cities. They might be couched within ruins of old empires so to speak, but they will not be representative of the old capital cities.[155]Steven Sharif
Ancient evils lie in wait for hapless adventurers.[101]

The Ancients exist within the Void until there is a conduit that opens for them to enter into the material plane, so a lot of the Harbingers that still exist on Verra as dungeons essentially is where the Ancients are capable of pushing into the material plane; and they can continue to do so under the guise of the effects of corruption as it spreads; and there are events that lead to the spreading of corruption that players will have to fight back against. These events that occur, players are going to need to participate to keep the intrusion on the material plane back.[23]Steven Sharif

Se enviaron inmensas expediciones a través de los portales para descubrir este hermoso y peligroso reino mágico.[101] Los jugadores llegan a Verra para explorar, reconstruir y repoblar su lugar de origen. Antíguos tesoros y maravillosas aventuras aguardan a aquellos que se atrevan a perturbar los oscuros vestigios del mal que habitan esta tierra.[101]

  • Los jugadores comienzan en Verra pocos meses después de que los primeros expedicionarios fueran enviados a través de los portales divinos cuando se abrieron desde Sanctus.[156]
The Ancients have been on Verra for a long time prior to your return; and it's important to note that players who are starting in the world of Verra, they're coming in actually a few short months after the very first expeditionaries were sent through the Divine gateways when they opened from Sanctus. And the early days on Verra with the return were not super easy. They were difficult. There were struggles with the food supplies. There were a little bit of mutinies that occurred. There were certain artifacts that were found by some of these NPCs that were your predecessors in the return; and some of them decided that they would be better off on their own, or that they had a more powerful thing or creature that they could follow and be rewarded from.[156]Steven Sharif
  • Los Heraldos que existen en Verra como mazmorras son los lugares desde donde Los Antiguos son capaces de entrar en el plano material. Pueden continuar haciéndolo bajo la apariencia de los estragos de la corrupción a medida que se extiende. Hay eventos que provocan la propagación de la corrupción y contra los que los jugadores tendrán que luchar. Cuando estos eventos aparezcan, los jugadores tendrán que cooperar para detener la intrusión en el plano material.[23]
  • A partir de ahora, las elecciones de estos aventureros influirán en el desarrollo de la historia.[157]
I heard a lot of people asking was, from a technological standpoint where do the people returning stand in relation to what their civilization was before the fall; and I think that in some regards they haven't quite even attained what their people were able to achieve before the exodus.[158]Steven Sharif

Portales Divinos

Empyrean divine gateway concept art.

When you play the MMORPG you're going to be stepping through what are called these divine gateways from a planet called Sanctus and Sanctus was really a safe haven that was forethought by the Goddess of Fate and Creation as a sanctuary to provide the people of Verra who could survive the fall, the apocalypse, the exodus essentially.[10]Steven Sharif

Los portales divinos se encuentran en las ciudades en ruinas de las cuatro razas antiguas de Verra.[159]

Where players start, they enter this portal from another world called Sanctus. Sanctus is a place of no magic, low technology; and players are the first expeditioners that are coming through this portal into the world of Verra.[102]Jeffrey Bard

Los Sladeborne

Pre-alpha Sladeborne NPC race. This was a once-beautiful race of cloud-dwelling bird people who were struck by the great calamity long ago.[166]

Los Sladeborne son una raza aviar corrupted de PNJs en Ashes of Creation.[167][166]

  • Los Sladeborne aparecieron por primera vez como enemigos en Alpha-0.[166]
  • Cuando se produjo el Apocalipsis, las razas aviares sintientes no pensaron en adentrarse en el Reino Subterráneo. Su primera idea fue tomar el cielo. La raza Sladeborne es un ejemplo de lo que les ocurrió a aquellos que decidieron no refugiarse en el Reino Subterráneo.[168]
  • Tribus Sladeborne.

There are bastions that existed of the avian-like races in AoC on Verra before the Apocalypse and before the remaining major and minor races fled to the Underrealm, that held out for a period of time. But there's specific reason why in A0 one of the first races you experienced as monsters or NPCs was an almost humanesque avian bird race. This particular race is I think indicative to what happened to those races because they chose not to go to the Underrealm and there are specific war reasons as to the leaders of those minor races that chose not to do so, which will be revealed in future stories and questlines.[168]Steven Sharif

Narrative

Narratives (Meta-stories) that play out on a particular server are driven by various story arcs.[169][170][171][4]

There is of course a meta-story. That meta-story gets informed by regional stories and regional outcomes; and depending on how players progress within their personal stories, that could be either racially based or could be their class-based. They could be a per-node basis. All of those things support a grand structure of the meta-narrative.[170]Steven Sharif
Q: What is your vision for the overall player story when comparing the more emergent personal stories versus the more curated story arcs?
A: The narrative keeps in mind what the meta narrative is of the server; and that's something we have generally kept relatively close to the chest. It's something that we don't want to spoil leading up to our testers participating in Alpha-2 and Beta and eventually launch. It is however true that there is a meta narrative that exist within Ashes. There is a purpose why you are on Verra again; and the supporting narrative structures are there to reinforce what that meta narrative is. So, players will have insight into that as they travel and adventure within the world.[169]Steven Sharif

Arcos argumentales

Depiction of Laria Lemonte, an important character in Ashes of Creation lore.[172]

Los arcos argumentales impulsan la narrativa que se desarrolla en un servidor en concreto. Dentro de estos arcos argumentales hay puntos específicos que pueden cambiar para contar diferentes historias basadas en los parámetros del mundo.[170][171][4]

Within the context of these story arcs, there are specific points that they can pivot to tell a different story. That different story can be based on predicates that are in the world: from a player decision standpoint, from a cultural representation standpoint, from situational to which node gets developed. There's a lot of different components that interact with the way the dialogue and narratives play out on a particular server; and what that means is- and I've said this from the beginning many sandbox MMORPGS, they do not create as much curated content as theme-park MMORPGS; and their excuse for doing that is because they incorporate player-driven mechanics. But that's a bit of a cop-out and it's the opposite approach that we've taken with Ashes of Creation; and the reason for that is, if you give the player a door and there's nothing behind that door then opening the door is meaningless. So what we have to do is we have to create a very functional story arc system that provides content in many different ways, but is behind a door of world progress or world development that is then executed by the player population. And that's how we construct our narrative systems.[171]Steven Sharif
Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so every system that's created touches a story.[173]Steven Sharif
Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[27]Steven Sharif
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Algunos arcos argumentales se pueden desbloquear a través del sistema de tablón de anuncios.Para poder acceder a las misiones de los arcos argumentales será necesario cumplir ciertos requisitos.[175]

Misiones de la historia

Las líneas de misiones pueden tener varias fases. Estas fases de cada misión pueden terminar en fallo.[176]

There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[176]Steven Sharif

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Narrativa impulsada por el jugador

El mundo de Verra será el mismo en cada servidor, pero los Nodos se desarrollarán de forma diferente. Cada servidor tendrá diferentes narrativas. Las cosas que sucedan en un servidor pueden no suceder en otro.[179]

We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[181]

It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[182]Steven Sharif

Eventos de historia

Narrative Events help shape the story of Verra based on the choices that players make during key questlines. While narrative story arcs take time to develop across a server, Narrative Events will show players that their choices play a bigger part in shaping the world around them through individual actions.[183]Peter Bisulca

Los eventos de historia permiten a los jugadores dar forma a los arcos argumentales que se desarrollan en su servidor a través de las elecciones que hacen en las misiones clave.[183]

Misiones raciales

Varias misiones se basarán en la raza de un personaje.[184]

Distintas misiones podrían estar relacionadas con el principal contribuyente cultural de un nodo. Esto no bloqueará contenido, sino que añadirá sazón a las misiones.[184]

Es posible que hayan distintas versiones de la misión que existe para razas específicas; e incluso si se comparte una misión para eliminar un jefe, si tú eres humano y yo soy un elfo, yo podría tener un arco de misión que me lleva en una dirección distinta del tuyo, aunque hayamos tomado la misma misión. Y dependiendo de quién sea el principal contribuyente cultural del nodo, se abrirán nuevos arcos para las culturas que compartan raza con estos contribuyentes. No es que queramos bloquear contenido, sino que queremos darle más sabor a las misiones para que no sean todas iguales.[184]Steven Sharif

La raza importa porque las distintas narrativas del juego se ven influenciadas por la cultura de los principales contribuyentes de un nodo... Si eres un Niküa y te encuentras en un nodo predominantemente Niküa, tendrás acceso a ciertos servicios o habilidades que los miembros de las otras razas no. Ellos podrían tener misiones alternativas, pero no específicas para su raza. Las misiones específicas de los Niküa estarán relacionadas a la meta-narrativa presente en el mundo y ellos podrán dirigir parte de esa narrativa. Esto será beneficioso para su raza, porque podrán desbloquear cierto contenido al cual las demás razas no tendrán acceso aún. Así que hay un fuerte incentivo de progresión por esa línea.[185]Steven Sharif

Las misiones específicas para razas, títulos, o gremios probablemente no sean más del 10% de las misiones totales. El otro 90% estarán disponibles para todos.[186]

Idiomas

Los idiomas en Ashes of Creation pueden referirse a:

Historia del mundo

El historial de cada servidor será registrado y se encontrará visible para los jugadores en la biblioteca de los nodos.[191][192]

We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[192]Jeffrey Bard
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
  • Los escribas pueden recopilar y registrar información sobre los acontecimientos del mundo tal y como los han vivido y desde su punto de vista.[193]

Bibliotecas

En la fase de Aldea (fase 3) el edificio exclusivo del nodo científico es la Biblioteca. Los jugadores pueden usar la Biblioteca para acceder a información, incluyendo (pero sin limitarse a) lo siguiente:[191]

Los registros de información en la biblioteca pueden caducar tras un periodo de tiempo (por ejemplo, una semana). Después de lo cual se requerirán nuevos informes para actualizar la información existente.[194]

You'll get that shroud of war functionality for the week after a report but if it doesn't receive a follow-up report after that expiration period then it will not be updating real time.[194]Steven Sharif

Lore de la reaparición (respawn)

Muerte del personaje animation (WIP).[195]

The lore behind how death and resurrection exists within Ashes of Creation is the concept of this Avatar of the Phoenix being represented of the Goddess of Creation, from which all life on this plane has has come from essentially... Because when you do get reborn it's that connection with your soul to the essence that binds you with the Goddess of Creation that brings that spark of the of that Avatar of the Phoenix back and brings you to life through that manipulation of the essence. So this is a little update on the ash effect.[195]Steven Sharif

En el momento en que los jugadores entran en el mundo de Verra reciben la chispa de la vida que proviene de la Diosa de la Creación. Esta chispa alberga una porción de lo que representa su alma y su conducto a La Esencia.[195][196][197] Cuando un personaje muere se desintegra en cenizas, de acuerdo con la mitología del ciclo de vida, muerte y renacimiento que se asocia con el avatar celestial de la Diosa de la Creación, el ave fénix.[195][196]

  • La pila de cenizas transmite la ubicación del cuerpo, de modo que el personaje puede ser seleccionado para la resurrección..[195]
  • La pila de cenizas también es interactiva para que los jugadores puedan saquear los objetos que caigan.[195][196]
  • Este efecto se aplica a los jugadores y a los mobs.[195]

The reason for why respawning occurs, as you guys know, the avatar of the Goddess of Creation is the phoenix; and the phoenix obviously has some very stable mythological lore to it with regards to the cycle of life and death and rebirth; and that type of thing. As you enter into the world of Verra you are in a way empowered with the spark of life that comes from the Goddess of Creation herself, and in that sense you're able to house a portion of what that represents in your soul and your... conduit to the essence[196]Steven Sharif

Lore videos

Ver además

Referencias

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  56. Entrevista, 2020-07-19 (23:15).
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  78. Transmisión en vivo, 2018-11-03 (0:05:24).
  79. Transmisión en vivo, 2022-02-25 (41:00).
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  88. 88.0 88.1 Dillias diary.
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  172. Forums - Dev Discussion #49 - Lore Characters.
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  179. Transmisión en vivo, 2017-05-19 (37:03).
  180. Transmisión en vivo, 2019-12-17 (1:10:30).
  181. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  182. Transmisión en vivo, 2017-05-22 (28:02).
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  188. steven-lore-languages.png
  189. What languages will Ashes of Creation be in?
  190. Kickstarter packages.
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  197. Pódcast, 2018-05-11 (51:39).
  198. Pódcast, 2021-04-11 (34:41).