Divine gateways

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Divine gateways are portals located in the ruined cities of the four ancient races of Verra.[1]

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.[8]Jeffrey Bard

Starting areas

Alpha-1 starting area.[9]

There is no railroaded driven theme park experience here. You will have the opportunity to create your own destiny in that regard, which means you don't have to necessarily follow the quest line nor do you have to participate in events or experiences around the starting area. Now it may be more beneficial to do that; and in that regard I guess there could be a meta around doing that, but you could branch out proceed to other areas and do different content.[10]Steven Sharif

Starting areas (starting zones) are located in the ruined cities of the four ancient races of Verra.[1]

  • Starting areas are located near one of the four divine gateways where players spawn into the world.[1][11]
    • The Tulnar have a starting area without a divine gateway.[4][6] They have the same option of starting at any of the divine gateways as other races.[5]
    • Starting areas have some distance between them.[4]
  • Starting areas include expeditionary NPC settlements that serve as initial quest origination points.[11] Lore-wise, these settlements represent scouts that were sent ahead of the main expedition back to Verra.[12]
    • These settlements are designed to acclimatize new players entering the world.[12]
    • While it may be advantageous to do so, there is no requirement for players to play through any specific starter zone content.[10]

A problem that a lot of MMOs have is that those starting areas become just kind of vacant of players and it's so sad because the greatest aspect of an MMO is that community that you get to experience, so one of the great things about the node system is that it really works from new player acquisition standpoint, where these nodes tend to develop larger near the starting location areas around the world; and it brings these players back to those locations if they're citizens and want services within those cities. So, as new players enter the world they're going to actually be surrounded most likely by more population because people are coming back to those larger nodes.[13]Steven Sharif

Tulnar starting area

Points of interest will exist that represent Tulnar npc structures. In the similar fashion that the starting areas around divine gateways will include expeditionary npc settlements not tied to the node structures but serve as initial quest origination points.[11]Steven Sharif

Tulnar have a starting area that does not involve a divine gateway.[4]

  • Points of interest exist that represent Tulnar NPC structures in a similar fashion to the starting areas around divine gateways.[11]

Tulnar have the same option of starting at any of the divine gateways. Their civilization, though within the underrealm, has also begun to explore the surface.[5]Steven Sharif

Unlike the other races, the Tulnar won’t be returning to Verra, instead they will be returning to the surface from the Underrealm for the first time in generations.[14]

World map

Ashes of Creation map.[15] The circles on the map are divine gateways that are located in the ruined cities of the four great races of Verra. The diamonds are the starting settlements for the returning races.[1]

If you have tuned into our live streams and update videos, you may have caught glimpses of Verra. The world is very large and meant to hold around 10,000 concurrent players. With elaborate trade routes and sea-play, the Verran landscapes must provide complex obstacles and intricate passages between its regions. Alpha One will be the first test phase in the actual world map of Verra. For the first time ever, our community will step foot on the world we hope you'll call home.[15]Steven Sharif

The original Ashes map from my pathfinder world of Ashes made 10 years ago. Obviously some adjustments had to be made for the mmorpg. But the main two continents and their points of interest have a lot of the same.[16]Steven Sharif

The world of Verra features an in-game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[17] Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.[18]

For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[18]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[19]

  • These points of interest are determined by Node progression; and not every server will share the same map, as player decisions will vary server to server.[19]

In addition to node progression being a factor on map generation, zones in Ashes of Creation will cater to all levels.[20]

The map will have geographical choke points (such as Mountains) that are not traversable by players.[21]

Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[21]Steven Sharif

Lore

Concept art showing the citizens of Verra escaping a besieged city through a divine gateway.[22]

Long ago, the world of Verra was besieged by a great calamity brought about by the primary antagonists of the world: The Ancients, and The Others.[23] A corruption befell the land, twisting and perverting every facet of nature, spawning hideous beings of every description; from troll-like creatures to towering behemoths. Nothing escaped its touch.[24]

Granted by divine intervention from the Goddess of Creation[7], much of the population fled Verra through towering gateways, seeking refuge in a world void of magic.[22] The world of Sanctus.[8]

Some unlucky citizens didn't make it through the gateways in time and fell back to the planet to fight for survival.[25]

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.[22]

The Tulnar evolved as a combination of the four parent races that were left behind on Verra.[26]

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Artwork

See also

References