Lore

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Ashes of Creation logo.[1]

Ashes of Creation is a direct reference to the storyline. Without giving too much away, the phoenix is going to be a persistent symbol throughout the first phase of the storyline, and the world that the players will be inhabiting is a long-lost world that has suffered devastating calamity.[2]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[3]Steven Sharif

There are different parts to the Lore in Ashes of Creation.[4]

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.[5]Jeffrey Bard

Story arcs drive one or more storyline quests within the game.[6][7][8][9][4] Story arcs branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[6][7][9]

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.[11]Steven Sharif

Origin

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.[13]Steven Sharif

Pantheon of gods

"Planetarium" concept art by Ryan Richmond.[14]

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.[10]Steven Sharif

The ten deities within Ashes of Creation formed a pantheon of gods that existed in a realm outside of the material plane.[15][16] There was a celestial struggle among the gods that fractured them into good and evil.[15][10] Some gods influence the corrupt side of beings that exist in the Universe.[17][15] It is possible through questing and player decision to join or worship those gods.[18][19]

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.[20]Steven Sharif
  • The Others are three of the ten gods who embraced teaching all facets of The Essence (both good and evil) to The Ancients, and elevating them to the plane of the gods.[15]
  • The Seven gods' opposition to the Others resulted in a great celestial battle. The Seven were able to defeat the Others, banishing them and the Ancients to The Void. They went on to create four divine races and split their qualities between them.[15][10]

The Gods are beings of The Essence, which is a metaphysical energy or life-force of sorts that can be manipulated to create what could be viewed as magic.[15]

  • The Gods are capable of reaching into the material plane through the souls of their divine beings. In the case of The Seven these are the four great races and their descendants.[21]

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.[15]Steven Sharif

The Gods in Ashes of Creation represent different aspects of the Universe, and feelings as well.[22]

Each god... has a specific realm that they relate to in the world and its creation.[10]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.[22]Steven Sharif

Religious temple in a Metropolis node.[28]

We're talking about a pantheon here, not necessarily separate religions. They're all offshoots of who is the better god, or who is the god who identifies best with you.[10]Jeffrey Bard

There are six primary religions as well as a Tulnar/Underrealm religion.[29][30][31]

  • Religion is intended to be a motivator, not an aesthetic.[32]
  • Choosing a religion enables players to walk a light or a dark path through their choice of questlines and other actions.[18][19][10]
    • Players will not be able to worship The Others at temples, but certain quest paths will allow darker forms of worship.[33]
There will be questlines. There will be certain actions that players are capable of taking to perhaps pursue the darker side of this metaverse so to speak.[18]Steven Sharif

Sometimes games in the past have tried to shy away from heavy emphasis on religion because of the parallels that can occur between what is in the real world and this fantasy realm. I don't really subscribe to that theory. I think that religion plays a very significant role in the story of what Ashes of Creation is about and it is very much this almost monolithic idea of good vs. evil; so that is really at the crux of what the overarching narrative will be in the game; and I'm not trying to pigeonhole players into "everyone has to be good", like I said earlier there will be opportunities for players to deviate from that, should they so choose to roleplay in that regard.[29]Steven Sharif

  • PvP wars between religions are not a planned feature for the game.[34]

The Tulnar religion is a combination of religious beliefs of the major races as well as pagan beliefs of the minor races over time as they coexisted together in the Underrealm.[35]

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.[35]Steven Sharif

Orders of the seven

The orders of the seven are religious organizations corresponding to the seven grand temples of Verra.[26]

  1. The Order of hope is an Aelan human order based in the capital city of Aela. The patron deity is Resna.[26]
  2. The Order of fate is a Kaivek orc order headquartered in the capital city of Ren. Patron deity is Norlan.[25]
  3. The Order of truth is a Pyrian elven order headquartered in the capital city of Amera. Patron deity is Shol.[27]

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.[26]Steven Sharif

Races

Five of the nine playable races in Ashes of Creation.[37] From left to right: Dünir female, Dünir male, Niküa male, Vek male, Ren'Kai male, Kaelar male.

Ashes of Creation offers nine playable races.[38][39]

Parent race Races
Aelan Humans KaelarAlpha.pngKaelar.[40] VaeluneAlpha.pngVaelune.[40]
Dünzenkell Dwarves DunirAlpha.pngDünir.[40] NikuaAlpha.pngNiküa.[40]
Kaivek Orcs Ren'KaiAlpha.pngRen'Kai.[40] VekAlpha.pngVek.[40]
Pyrian Elves EmpyreanAlpha.pngEmpyrean.[40] Py'RaiAlpha.pngPy'rai.[40]
TulnarAlpha.pngTulnar.[41]

Verra is a world with rich and diverse cultures. Much of its important history has been dominated by the major races. Humans of the coast and plains, Orcs within the hills and the marshes, Elves in the forest and the riverlands, and the esteemed Dwarves of the mountains. The major races have held dominance through countless wars and skirmishes between the lesser races of Verra. Decades may pass between these flareups of violence. There are many minor races on Verra. Some of the minor races exist in makeshift villages or tribes if you will. Some of the major villages among the minor races are comprised primarily of the Giants, less reputable sects of Human, Gnomes, and Halflings. The Halflings are not Halflings in a traditional sense but actually half-bloods of different races.[42]Steven Sharif

Wandering the darker places in the world lie truly sinister abominations of creation. The great churches of civilization often dispatch heroes of the state to eliminate these threats to mortals. There currently exist four great nations on Verra. This is 25 years roughly before the fall: The Aelan Empire, Pyrian Kingdom, the Kaivek Protectorate, and the nation of the Dünzenkell. There was not always only four great nations. Long ago the races were more divided into many nations and city states.[43]Steven Sharif

In the 7,000 years of recorded history, wars upon wars were fought. Some for land, others for resources, many for beliefs. Royal houses stood and fell over the years. Some now long bereft of lordship. Many city states exist in Verra. Some self-governed bastions of democracy and republics alike. Others are vassal states at the behest of their benefactors.[44]Steven Sharif

Aela humans

Aela was the capital city of the Aelan Empire prior to the Exodus from Verra.[46][47][48]

It is a massive area; and again the reason why it's so large and why this might be very atypical for us as players to experience in such a starting area something so big, is because this place changes based on what you do in the world; and different areas of this city become accessible as the world develops further. And there's reasons for you to come back at later levels and experience that.[50]Steven Sharif

Dünzenkell dwarves

Dwarf concept art.[51]

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.[52]Steven Sharif

Dünzenkell Dwarves are split into two races: Dünir and Niküa.[53]

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 sigils burned from their skin.[54]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.[55]Steven Sharif

Dünheim history

During the great calamity that befell Verra, the inhabitants of Dünheim elected to remain in their mountain keep. This didn't work out well for them. In the wake of the destruction many artifacts and treasures were left behind.[56]

Dillia's diary.[58]

I was a child when they first appeared in the night’s sky. At first there were three distinct lights. Not quite the brightest in the sky, but they were bright enough. My mother told me that they were a sign from the Gods, that the world was about to change. She had a sense for these types of things. A long line of women in my mother’s family were Oracles. Written on one of the many tablets in the Great Halls of King Grimlaey, is the story of my Great-Grandmother, the Royal Court’s Regent Oracle, and how she foretold the rise of the Undying during the Great War.

As the days grew to months, and months into years, the lights in the night’s sky grew in number. The priests in the temples began to refer to the lights as Harbingers. Upon my graduation from the Master Stonecutters University, the lights numbered 16. Each passing month, the lights grew in brightness and size.

It didn’t take long for things to change in Dünheim. Families that I had grown up with, began to move away from the city in the heart of the Mountain. Travelers became less common, and temple services were filled every day with new converts seeking answers about the Harbingers and what they meant. My mother wanted to leave the city as well, but my father wouldn’t hear it. His auction house is what kept food on the table, and my brothers were both in the Council Guard. There was no way my father was going to be seen leaving the mountain. Honor and respect meant more than life itself, and my father had great pride in my brothers. Despite my mother’s persistence to leave the city, we stayed.

Read more...

Kaivek orcs

Kaivek Orcs are split into two races: Ren'Kai and Vek.[59]

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.[60]Steven Sharif

Pyrian elves

Pyrian Elves are split into two races: Empyrean and Py'Rai.[62] Pyrian are the parent Elven race from long ago:[63] The ancient elves.[64]

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.[27]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.[65]Steven Sharif

The fall

Template:A great calamity

Concept art showing the citizens of Verra escaping a besieged city through a divine gateway.[66]

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.[67]Steven Sharif

Long ago, the world of Verra was besieged by a great calamity (also called the Fall, the Apocalypse, and the Exodus), brought about by the primary antagonists of the world: The Ancients and The Others.[67][68]

  • The apocalypse began with comet-like celestial bodies called Harbingers arriving on Verra. The Ancients flowed out of the conduits that opened at the center of the Harbingers and started conquering the planet.[67]
  • Their desire was to pervert the creation of the gods (the Seven) as an affront to their endeavors; and in doing so they created monstrosities by manipulating nature with corruption, which is the negative aspect of The Essence.[67][69]

Granted by divine intervention from the Goddess of Creation[23], much of the population fled Verra through towering gateways, seeking refuge in a world void of magic.[66] The world of Sanctus.[70]

Soon after the exodus, the gateways dimmed and became dormant. Centuries turned to millennia, burying them beneath myriad calamities. Over eons, history became legend, then even the great legends were at last forgotten.[66]

The Tulnar is a combination of four major races and many minor races that were left behind on Verra after the apocalypse.[73][74][41]

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.[15]Steven Sharif

Sanctus is the world where the people of Verra found their sanctuary.[75]

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.[70]Jeffrey Bard

Sanctus is a key story arc, that will likely have very little revealed about it prior to the Betas.[76]Steven Sharif

Ashes of Creation Apocalypse lore

Divine gateway in the Ashes of Creation Apocalypse battle royale (BR mode) staging area.[71]

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.[71]Steven Sharif

Ashes of Creation Apocalypse lore takes place during the exodus from Verra.[71][72][77]

  • Some unlucky citizens didn't quite make it through the gateways in time and fell back to the planet to fight for survival.[71] This underpins the battle royale mode.[72]
  • Certain citizens are fighting for control over Castles that they believe to be last bastions of defense against the forces of corruption. This underpins the castle siege mode.[72]
  • The last stand against the forces of corruption takes place in the horde mode.[72]

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.[78]Steven Sharif

Ashes of Creation Apocalypse lore is split into chapters.[78]

  • Chapter 1 is called The Exodus. It takes part in the initial stages of the fall and sets the scene for upcoming chapters.[78]

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.[78]Steven Sharif

Tulnar

Tulnar character model concept art of the three base influences.[79]

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.[80]Steven Sharif

Underrealm concept art.[81]

How will the Tulnar perceive their ancestors, the children's, children's, children, of their ancestors returning back to Verra? I think majority of the disposition is going to be, these are the descendants of those responsible for the tragedy that befell our world... And I think that you'll see a disparity between the younger Tulnar and the older Tulnar and their reception to those who are coming new. I think that's normal. I think that's expected. I think that creates an interesting tension; and I think that is a nice contextualization to some of the stories that might be told and interfacing between the Tulnar cultures and those of the returning descendants.[82]Steven Sharif

TulnarAlpha.png Tulnar (pronounced Tull-nar[83][84]) is a playable race in Ashes of Creation.[85][41] The (ancestors of) the Tulnar fled to the Underrealm to escape the Corruption that befell Verra.[86] The Tulnar is a combination of four major races and many minor races that were left behind on Verra after the apocalypse.[87][73][74][41]

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.[87]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.[36]Steven Sharif

The Underrealm

Underrealm node concept art.[92]

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.[24]Steven Sharif

Alpha-0 Underrealm Sharptooth cat mob concept art.[93]

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.[94]Steven Sharif

The Underrealm is a rich environment where bio-luminescence abounds in the fauna and flora that exist here. These deep caverns and underground valleys provide new destinations for civilization to develop. Bringing the node system into the depths of the world may awaken darker creatures than the surface.[81]

  • The Underrealm is estimated to be not too much bigger than 100 km2 in area.[95][96] It is not contiguous space across the entire map. There will be areas that are obstructed by chasms or other features.[97][98]
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.[99]Steven Sharif
  • The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[95][97][98]
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.[97]Steven Sharif
  • Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[98]
  • There will be bodies of water such as rivers and lakes in the Underrealm that house unique species of fish.[100][101]
    • There won't be boats and other water vehicles in the Underrealm.[100]
There will absolutely be Underrealm lakes and rivers. Those will be locations and very important ones for unique material goods like certain types of fish that players will be able to go down and fish with. But there will not be the use of boats and vehicles within the water- water vehicles of the Underrealm, at least not for launch.[100]Steven Sharif

The return

Adventurers arrive on Verra through great divine gateways.[66]

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.[15]Steven Sharif

The return began with the divine gateways reigniting in Sanctus back to the four capital cities of Verra, which have laid in ruins for centuries following The Apocalypse.[23][66][69]

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.[102]Steven Sharif
Ancient evils lie in wait for hapless adventurers.[66]

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.[103]Steven Sharif

Vast expeditions were sent through the gateways to discover this beautiful and perilous magical realm.[66] Players arrive in Verra to explore, rebuild and repopulate their place of origin. Ancient treasures and wondrous adventures await those who dare to disturb the dark remnants of evil that inhabit this land.[66]

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.[104]Steven Sharif
  • Harbingers that exist on Verra as dungeons are where The Ancients are capable of pushing into the material plane. They can continue to do so under the guise of the effects of corruption as it spreads. There are events that lead to the spreading of corruption that players will have to fight back against. When these events occur, players will need to participate to keep the intrusion on the material plane back.[103]
  • From now on, the choices of these adventurers will influence how the story unfolds.[105]
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.[106]Steven Sharif

Player driven narrative

One of the major goals I feel like we have is to allow player decisions to have consequences and to have meaningful results from the decisions that they make, so it seems like people can really create their own stories.[107]Aimi Watanabe

The world of Verra will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[108]

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.[110]

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.[111]Steven Sharif

Storyline quests

Story arc quests (Storyline quests/Narrative quests) contain objectives for each chapter of a story arc.[6][7][8][9][4][112]

  • Players can progress each chapter by completing story arc quests within the timeframe that each chapter is active.[8]
    • Phase timers are shown (in the quest UI) to indicate how much real-world time is available to complete the quests in each phase.[7]
    • If the player completes all quests in a particular chapter, they will need to wait until the next chapter to obtain further quests.[113]
  • Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[6][7][9]
You can't really farm the quests in any meaningful way, because once you've done the quests in a chapter, that's it until the next chapter. Whether 1000 people participate or 10, the chapters will stay active for the same length of time, and as long as you participate in the clearly-marked time frame in your quest journal, you're good. The only thing that a concentrated effort can help with is influencing the narrative paths through the arcs.[113]Skott B
  • These quests stages can be failed. The ability to retry a failed quest depends on Node progression.[9]
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.[9]Steven Sharif

Story arcs

Alpha-2 early preview of the story arc UI.[116]

Story arcs are like a pre-packaged tabletop campaign. They contain all of the NPCs and quests and monsters- all the things you need to make a cool fantasy story. They're not procedurally generated... We write all the dialogue and we construct all the narrative beats and everything like that, but they will enter the world dynamically depending on the state that the world is currently in; how players have built up specific nodes, what races control various nodes. We have plans to include lots of different things on top of that, but we don't have any quest hubs or anything like that in this game, because players build up all the cities. So we had to get a system that looks at what players are doing and can inject content into the world that makes sense for what they're doing.[117]Skott B

The Blood Still Due story arc unlocking at The Tower of Carphin.[118]

When story arcs come online, they change a lot the environment. They update what monsters are in the world. They create quest NPCs... and then new Pathways can open up through the environment.[119]Skott B

Story arcs are unlocked by multiple types of player activity within each server.[120][118][117][121]

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.[121]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.[128]Steven Sharif
  • If there are too many other major arcs happening at the same time in the same zone, a story arc may need to wait its turn, even if conditions are right for it to be unlocked.[120]
  • Story arcs drive one or more storyline quests within the game.[6][7][8][9][4]
    • Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[6][7]
    • The developers will try to ensure that story arcs in future expansions flow on from existing story arcs, regardless of the different possible outcomes.[6]
  • There will be a variety of different types of story arc content at different scales, with different cooldowns to suit different types of players in the game.[131]
We must provide enough of this content at varying scales such that it isn't worthwhile or economical to control every single story arc in the world. Some will be smaller in scale and production value, and thus, will move faster and have shorter cooldowns before they're reintroduced.[131]Skott B
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[135]

Racial quests

Quests may be based on a character's race.[136]

Different quests may relate to who the primary cultural contributor is to a node. This won't lock out content, but will add flavor to the quests.[136]

There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter.[136]Steven Sharif

Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race.[137]Steven Sharif

Quests that are race specific, title specific, or guild specific will likely be less than 10% of the total number of quests. 90% of quests should be able to be shared by everybody.[138]

Legendary items

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[139]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[141]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[142]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[145][146]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[145]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[146]

A legendary weapon is easily distinguished by its visual appearance.[142]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[142]Steven Sharif

Legendary items are not intended to be temporary.[147]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[147]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Discovery of legendary items will unlock further chapters of the Lore.[149]

Universities

At City (stage 5) the Scientific node’s unique building becomes the University. In addition to the abilities that the Library and College offer, the University adds even more services, including (but not limited to):[152]

There are several great universities across the world of Verra during this time period in particular [25 years before the fall]. Most of them convene a Council of Knowledge, they call it. The Council of Knowledge consists of the greatest minds from each nation. They really don't recognize borders or politics for the most part. Unless their governments try to meddle in their affairs of their pursuit of knowledge. The greatest and most respected elders in the ways of magic - which is basically learning how to manipulate what's called the Essence: That's from where all magic flows - and understanding how the Essence exists in parity with your Life Spark and the world around you: The Universe itself. The greatest of these wizards are found in the Pyrian kingdom; and they are solely in pursuit of knowledge as we read earlier with regards to the Pyrian Elves.[153]Steven Sharif

The Essence is present in all magic: Divine, corrupt, it doesn't really matter. You can pervert the Essence to bring about types of magic that are not divine.[154]Steven Sharif

Scribes

Desk 3D render.[155]

A few different professions participate in the creation of enchantment scrolls. Those enchantment scrolls are primarily going to be interfaced on the profession side with scribe.[156]Steven Sharif

Scribing is a crafting profession in Ashes of Creation.[157][156][158]

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
They want to be able to collect information about the events of the world as they see it from their point of view. For instance: Nodes leveling up, they want to be able to take that information down and be the one to distribute it.[158]

World history

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

The history of each server will be tracked and visible to players in a node's library.[152][161]

  • This design may have changed.[162]
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.[161]Jeffrey Bard
  • Scribes may be able to collect and record information about the events of the world as they see it from their point of view.[158]

Role playing

Template:Role playing

Respawn lore

Alpha-2 player death animation.[163]

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.[164]Steven Sharif

Characters entering into the world of Verra are empowered with the spark of life that comes from the Goddess of Creation. This spark houses a portion of what represents their mortal coil/soul and their conduit to The Essence.[165][164][166][167] When a character dies they disintegrate into ashes, in accordance with the mythology of the cycle of life, death, and rebirth that is associated with the celestial avatar of the Goddess of Creation, the phoenix.[164][166]

  • The ash pile conveys the location of the body, so that the character may be selected for resurrection.[164]
  • The ash pile is also interractible to allow players to loot any dropped items.[164][166]
  • This effect applies to players and not mobs.[164]

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.[166]Steven Sharif

See also

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