Völker

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Fünf der neun spielbaren Völker in Ashes of Creation.[1] Von links nach rechts: Dünir-Frau, Dünir-Mann, Niküa-Mann, Vek-Mann, Ren'Kai-Mann, Kaelar-Mann.

Ashes of Creation bietet neun spielbare Völker.[2][3]

Parent race Races
Aela Menschen Kaelar.[4] Vaelune.[4]
Dünzenkell Zwerge Dünir.[4] Niküa.[4]
Kaivek Orks Ren'Kai.[4] Vek.[4]
Pyrian Elfen Empyrean.[4] Py'Rai.[4]
Tulnar.[5]

Verra ist eine Welt mit reichen und vielfältigen Kulturen. Ein Großteil seiner bedeutenden Geschichte wurde von den großen Rassen dominiert. Menschen an der Küste und in den Ebenen, Orks in den Hügeln und Sümpfen, Elfen im Wald und in den Flussgebieten und die geschätzten Zwerge in den Bergen. Die großen Rassen haben die Dominanz durch unzählige Kriege und Gefechte zwischen den kleineren Rassen von Verra erlangt. Zwischen diesen Gewaltausbrüchen können Jahrzehnte vergehen. Es gibt viele kleine Rassen auf Verra. Einige der kleinen Rassen existieren in provisorischen Dörfern oder Stämmen, wenn man so will. Einige der großen Dörfer unter den kleinen Rassen bestehen hauptsächlich aus den Riesen, weniger angesehenen Sekten von Menschen, Gnomen und Halblingen. Die Halblinge sind keine Halblinge im traditionellen Sinne, sondern eigentlich Halbblüter verschiedener Rassen.[6]Steven Sharif

Wenn man durch die dunkleren Orte der Welt wandert, lauern dort wirklich finstere Gräuel der Schöpfung. Die großen Kirchen der Zivilisation entsenden oft Helden des Staates, um diese Bedrohungen für die Sterblichen zu beseitigen. Es gibt derzeit vier große Nationen auf Verra. Das sind 25 Jahre ungefähr vor dem Herbst: Das Aelan-Reich, das Pyrianische Königreich, das Kaivek-Protektorat und die Nation der Dünzenkells. Es gab nicht immer nur vier große Nationen. Vor langer Zeit waren die Rassen mehr in viele Nationen und Stadtstaaten unterteilt.[7]Steven Sharif

In den 7.000 Jahren der aufgezeichneten Geschichte wurden Kriege um Kriege geführt. Einige für Land, andere für Ressourcen, viele für Überzeugungen. Königshäuser standen und fielen im Laufe der Jahre. Einige von ihnen sind schon lange der Herrschaft beraubt. In Verra gibt es viele Stadtstaaten. Einige selbstverwaltete Bastionen der Demokratie und der Republiken gleichermaßen. Andere sind Vasallenstaaten auf Geheiß ihrer Wohltäter.[8]Steven Sharif

Aela

Capital city of the Aelan empire prior to the Exodus.[9][10]

This concept art shows the capital city of the Aelan empire before the fall which left it in ruins. [9]

Die Aela Menschen sind in zwei Völker unterteilt: Kaelar und Vaelune.[12]

Das Aelan-Imperium ist der jüngste Nachfolger des einst großen Hauses Lyneth. Über tausend Jahre lang regierte das Haus Lyneth über die Aela. Ein goldenes Zeitalter überdauerte die meisten Jahre ihrer Herrschaft. Erst in der Morgendämmerung (des letzten Jahrhunderts vor dem Fall), während des Großen Krieges der Unsterblichen, fiel das Haus. Ohne einen geeigneten Ort für den Lyneth-Thron geriet das Land ins Chaos. Was entstanden ist, ist die zerbrechliche Republik, die wir heute sehen. Unter der Aufsicht des vom Rat der Fünf gewählten Kaisers: Die fünf, die die größten Städte des Reiches regieren. Das Aelan-Imperium ist mit Abstand die größte Nation in ganz Verra, mit über acht Millionen Seelen unter seinen Bewohnern. Aelans stellen auch die größte Einzelpopulation auf Verra dar. Ihre Grenzen reichen bis zu jeder anderen Nation und mit ihren Expansionsinteressen auf den Meeren von Verra sind sie in der Lage, ihre weit gefürchteten Armeen an jedem Ufer einzusetzen. Das Imperium nutzt diese Angst, um viele Stadtstaaten zu schikanieren und sie ihrem Willen zu unterwerfen. Diejenigen, die den Willen des Imperiums leugnen, befinden sich oft am Ende eines Schwertes.[13]Steven Sharif


Das Riverlands-Biom waren die ursprüngliche Heimat der Aelan und sind heutzutage die Heimat der Kaelar.[14]

Die Toren-Halbelfen waren die Vorfahren der aelanischen und pyrianischen Völker.[15]

Kaelar

Kaelar symbol.png Kaelar (gesprochen Kay-lar[18][19]) sind ein spielbares Aela Menschen-Volk in Ashes of Creation.[12]

Bauen. Ordnung. Zivilisation. Das sind die grundlegenden Prinzipien des Kaelar. Ihr Reich in der alten Welt war das größte von allen, und sie planen, dasselbe in dieser Welt zu tun. Die Kaelar sind ihren Wurzeln äußerst treu und werden sich der Herausforderung stellen.

Vaelune

Updated Vaelune character model concept art.[20]

The Vaelune have an interesting lineage and there is some influence there that when the Velune step through the portal, some portions of their body begin to exhibit this almost essence-like rupture in the skin; and you guys are going to see some examples of that in the future; and it is a bit of some Jinn influence in their lineage as a race that sets them apart from their Kaelar counterparts.[20]Steven Sharif

Vaelune symbol.png Vaelune (gesprochen Vay-lune[18][19]) sind ein spielbares Aela Human-Volk in Ashes of Creation.[12]

Handel. Recht. Hartnäckigkeit. Die Vaelune wurden in der Hitze der Wüste geschmiedet und kamen erneuert daraus hervor. Durch die Konzentration auf den Handel wurden die Vaelune zu einem der wohlhabendsten Reiche des Landes. Sie sind der Idee des Tötens oder Getötet werden nicht fremd, ob es nun die Bestien in der rauen Wüste oder die Schlangen auf dem Marktplatz sind.

Dünzenkell

Die Dünzenkell Zwerge sind in zwei Völker unterteilt: Dünir und Niküa.[22]

Tief in den Bergen von Verra erzählt die Legende von einer von den Göttern geschaffenen Schmiede, aus der alle Zwerge stammen. Die Zwerge, die als die ersten der großen Rassen gelten, sollen mit Schiffen aus Stein und Stahl auf den Kontinenten angekommen sein. Zwergenschmiede und Handwerker finden sich weit und breit in Verra. Das Zentrum der Zwergenrasse ist die Nation Dünzenkell, die tief in den nördlichen Bergen liegt. Die Zwergengesellschaft neigt dazu, stark matriarchalisch zu sein, und ihre Clans existieren oft unter dem ältesten Matriarchen. Zwerge sind durch Allianzen, die zwischen Familienzünften geschlossen wurden, eng miteinander verbunden. Das Zwergenkind wird in jungen Jahren mit seinem Gildensiegel markiert. Einige Zwerge, die aus Dünzenkell verbannt wurden oder einen Weg allein gegangen sind, lassen sich oft ihre Siegel von der Haut brennen.[23]Steven Sharif

Die Nation Dünzenkell, tief in den Bergen von Verra, existiert als die älteste Nation der Welt. Die Dünzenkell waren im Laufe der Jahrhunderte unter so viele Namen bekannt, aber nur ein Name hat den höchsten Berg geehrt, auf dem ihre Hauptstadt seit Beginn der aufgezeichneten Geschichte steht: Dün. Die Zwerge des Dünzenkells regieren durch einen Rat von Gilden. Eine königliche Familie wird alle 200 Jahre von diesem Rat zur Herrschaft gewählt. Das Recht zu regieren liegt derzeit auf den Schultern von König Grimlay. Es ist fast 400 Jahre her, dass ein König das Dünzenkell geführt hat. Traditionell fällt diese Rolle den Matriarchinnen der Familie zu. Expeditionen werden oft von Dün aus in das Unterreich geschickt und viele glauben, dass die Quelle ihrer Geheimnisse unter den Zwergen und ihr Erfolg bei der Beherrschung des Kunsthandwerks dort verborgen liegt. Unermessliche Magie liegt tief in Verra. Es ist eine Quelle, die nicht vielen bekannt ist. Von dieser Quelle profitiert Dünzenkell jedoch schon seit langem. Es hat die Expansion der Zwergenreiche in die nördlichen Berge vorangetrieben.[24]Steven Sharif

Dünir

Dünir revised character model 3D render (WIP).[25]

This is some work that's been done to amend the dwarven body and appearance from the Dünir's perspective. It's still a work in progress. However it's very important that you guys recognize our goal is to take community feedback into account when we're developing the game and that's the whole purpose of a transparent development process.[26]Steven Sharif

Dunir symbol.png Dünir (gesprochen Doo-near[18][19]) sind ein spielbares Dünzenkell Zwergen-Volk in Ashes of Creation.[22]

Stoisch. Tradition. Schmiede. Die meisten Völker der alten Welt würden einen Berg sehen und sich nichts dabei denken. Die Dünir sahen ein verteidigungsfähiges Zuhause, in dem es großen Reichtum gab. Die Dünir sind immens stolz auf das, was sie herstellen und bauen: Befestigungen, die uneinnehmbar erscheinen, Kriegshämmer, die nie brechen, oder schöne Edelsteine für ihr Königtum gehören zu ihrem Repertoire. Lassen Sie sich nicht von ihrer kräftigen Statur täuschen. Sie sind Pfund um Pfund die stärksten Krieger, die die Welt je gesehen hat.

Niküa

Niküa (gesprochen Ni-koo-ah[18][19]) sind ein spielbares Dünzenkell Zwergen-Volk in Ashes of Creation.[22]

Familie. Freiheit. Mut. Wo die Dünir Berge als Heimat sahen, sahen die Niküa ein Gefängnis. Wie könnten sie die große Jagd in einer Höhle abschließen? Das Handwerk ihrer Brüder entzieht sich ihnen jedoch nicht, auch sie sind hoch qualifizierte Handwerker. Anstelle von Schmuck für Adlige, sehen die Niküa Handwerk als ein Recht auf Fort- und Weiterbildung der Familie. Wirst du dein Volk aus den Bergen deiner Vorfahren herausführen?

Kaivek

Die Kaivek Orks sind in zwei Völker unterteilt: Ren'Kai und Vek.[29]

Die Kaivek haben sich immer an einen strengen Kodex der Stammesloyalität gehalten..... Etwa dreizehn Jahrhunderte vor dem Fall vereinte ein Führer namens Ran'Kal die Clans zu einer Nation namens Kaivek Protektorat. Kal lehrte, dass alle Orks auf den Schutz der göttlichen Ordnung antworten müssen. Diese Lehre drückte den Glauben aus, es sei der Wille der Götter, dass alle Orkarten die Vorherrschaft über die Nationen von Verra haben sollten. Denn nur durch die Einheit der Clans würde das Volk von Verra zur Erleuchtung geführt werden. Es waren die Lehren von Kal, die die Kaivek dazu veranlassten, Eroberungszüge in den Ländern von Verra durchzuführen. Wo die Orks einst nomadisch und vor Kal gespalten waren, wurden sie durch seine Führung zu einer mächtigen Nation, die durch gemeinsame Eroberung vereint war. Trophäen jeder eroberten Stadt findet man in der Hauptstadt Ren. Das Protektorat von Kaivek hat kurz vor dem Sturz eine Politik des friedlichen Zusammenlebens mit seinen Nachbarn beschlossen. Nachdem sie Jahrhunderte des Konflikts ertragen hatten, erhoben sich die Führer unter ihnen und spiegelten die Lehren des Friedens wider. Diese jüngsten Reformen haben wieder einmal begonnen, zu einer Fraktur des Protektorats zu führen. Einige Unruhestifter unter den Clans haben dazu aufgerufen, diejenigen zu töten, die des Schutzes durch die göttlichen Ordnung unwürdig sind.[30]Steven Sharif

Ren'Kai

Ren'Kai updated character concept art by Emanuel Gonzalez.[31]

I like the influence, almost what appears to be somewhat scaly on the arms and the back and the skin: A little bit- I mean it looks like he may have some type of influences of Dragonborn in his lineage or something?[32]Steven Sharif

Ren'Kai architecture concept art.[33]

Part of the biome that the Ren'Kai are accustomed to is a more swamp or marsh oriented, so they have these almost stilt-like foundations on some of the assets because they're intended to sit above that marsh.[33]Steven Sharif

Ren'Kai (gesprochen Ren-k'eye[18][19]) sind ein spielbares Kaivek Ork-Volk in Ashes of Creation.[29]

Ehre. Macht. Besonnenheit. Indem sie in sich gekehrt bleiben, wächst ihre Kraft nur noch mehr. Die Ren'Kai glauben an den ultimativen Fokus und die Kontrolle ihrer immensen Macht. Wenn ein Ren'Kai jedoch wütend wird, gibt es nicht viele Männer oder Bestien, die überleben und die Geschichte erzählen können.

Vek

Vek (gesprochen Veck[18][19]) sind ein spielbares Kaivek Ork-Volk in Ashes of Creation.[29]

Überirdisch. Bestimmt. Schicksalhaft. Wenn jemand die sterne betrachtet, findet er die Schönheit, die jenseits unserer Welt liegt. Wenn ein Vek die Sterne betrachtet, sieht er, dass das Schicksal jenseits unserer Zeit liegt. Sternkarten, die Numerologie und Prophezeiung sind integrale Bestandteile des Lebens eines jeden Vek. Große Anführer lesen den Himmel, wie Kriege verlaufen werden, welche Reiche aufsteigen und fallen werden, und die Vek fragen sich oft: "Sind wir zu spät?"

Die Vek sind Astrologen.[36]

Pyrian

Die Pyrianischen Elven sind geteilt in zwei Rassen: Empyrisch und Py'Rai.[40] Die Pyrianer sind die Eltern-Rasse der Elfen die vor einer langer Zeit lebten:[41] Die Urelfen.[42]

Über 4.000 Jahre lang hat die pyrianische Königsfamilie von Eradal existiert. Das Königreich hat seinen Teil der Kriege erlebt. Die Grenzen des Königreichs umfassen den großen Wald von Eranthia. Die Hauptstadt Ameras gehört zu den ältesten und schönsten Städten der Welt. Die königlichen Familien können ihre Linien bis in die Zeit der Dunklen Feuer zurückverfolgen. Die pyrianischen Universitäten für Magie und Kriegskunde sind in den Ländern von Verra einzigartig. Viele der Bürger des Königreichs begeben sich in die Länder von Verra, um ihr Wissen über Kunst und Wissenschaft an ihre Landsleute weiterzugeben. Diese Unternehmungen werden oft von den königlichen Haushalten Pyriens unterstützt, in der Hoffnung, dass sie eine bessere Beziehung zu ihren menschlichen Nachbarn aufbauen können. Einst ein enger Verbündeter von Aela und dem Haus Lyneth, beendeten das Pyrianische Königreich und das Aeleanische Reich einen der blutigsten Kriege in der Geschichte Verra. Achtzig Jahre sind seit dem letzten Blutvergießen vergangen; und obwohl die Spannungen zwischen den Bürgern der beiden Nationen nachgelassen haben, bleibt ein großes Maß an Misstrauen unter den neuen Herrschern des Reiches und der königlichen Familie von Pyria bestehen.[43]Steven Sharif

Die Elfenrasse ist im Allgemeinen eher geheimnisvoll und existiert innerhalb des pyrianischen Königreichs. In erster Linie eine patriarchalische Gesellschaft, neigen die Elfen dazu, sich innerhalb der natürlichen Grenzen ihrer Wälder aufzuhalten. Erst in den letzten Jahrtausenden haben die Elfen damit begonnen, sich in den Flusslandschaften anzusiedeln. Elfengelehrte, Würdenträger und Pioniere sind oft in vielen Menschenstädten zu finden. Obwohl ihre Anwesenheit selten an anderen Orten als archäologischen, akademischen oder diplomatischen Orten zu beobachten ist. Gerüchte zufolge, gibt es in den dunkleren Kreisen von Verra, eine bestimmte Elfenlinie die im Unterreich von Verra existieren soll.[44]Steven Sharif

Empyrean

Die Empyreaner sind eine spielbare Pyrianische Elven Rasse in Ashes of Creation.[40]

Kaiserlich. Stolz. Kulturell. Obwohl nicht so zahlreich wie die Kaelar, sind die Empyreaner eine Macht, mit der man rechnen muss. Elitäre Streitkräfte und eine stark strukturierte Regierung. Die Menschen von Empyrea haben sicherlich einen Plan, um ihren Platz in der Welt einzunehmen.

Py'Rai

Py'rai character 3D renders.[47]

Q: Do I have to have antlers as a Py'rai character?

A: That is really the predominant characteristic that stands apart between what traditional wood elves from a fantasy sense have been and what our approach has been with Ashes of Creation. So the answer is Yes, players will have to have some form of these antlers.[48]Steven Sharif

Py'Rai node architecture concept art.[49]

Their architecture is infused almost with the surrounding trees and vegetation.[50]Steven Sharif

Py'Rai (gesprochen Pie-ray[18][19]) sind ein spielbares Pyrian Elfen-Volk in Ashes of Creation.[40]

Natur. Gleichgewicht. Zorn. Alles kommt mit der Zeit ins Gleichgewicht, und die Natur hat immer ihren eigenen Willen. Lass dich jedoch nicht von ihrer Liebe für die Natur täuschen, die Py'Rai nehmen nur selten Gefangene. Ob mit Bogen oder Speer, das Vermächtnis der Py'Rai wird Wurzeln schlagen.

Tulnar

Tulnar character model concept art of the three base influences.[51]

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, kind of 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 kind of determine their reception from NPCs as well when they interact with those Tulnar PCs.[52]Steven Sharif

Tulnar (pronounced Tull-nar[18][19]) is a playable race in Ashes of Creation.[54][5] The Tulnar fled to the Unterreich to escape the Corruption that befell Verra.[55]

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.[56]Steven Sharif
Were the Tulnar a result of corruption in their creation, or was it purely a kind of you know 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.[62]Steven Sharif

NPC races

Changing race

Einmal ausgewählt, sollte die Rasse eines Charakters final sein.[65]

Your primary archetype selection and your race selection should be - because they have gameplay influences - should be final.[65]Steven Sharif

Erscheinungsbild der Rassen

The races in Ashes of Creation are primarily humanoid in appearance. This was mainly driven from a lore perspective as well as savings in animation and character design.[66]

I didn't feel that it was necessary to recreate the wheel on races from a fantasy perspective. I'm not sure how much that would add to the flavor of the game. Obviously I think that we're capable of doing unique things within the cultures and I think we are doing that specifically like an islander dwarf race. I mean like that really hasn't been seen before; or a stargazing noble Vek kind of looking race: Those things are still unique and they still bring innovation to the idea of what these races can be, but at the same time there's a familiarity there that players can feel comfortable with in the traditional fantasy setting.[67]Steven Sharif

Erscheinungsbild der Dünir-Zwerge

Facial hair is characteristic of the Dünir, not the Niküa.[68]

  • Female Dünir beards will not match that of the male. It will be more of a braided option that is not as voluminous.[68]
  • Body hair may also be a character customization option for female Dünir.[69]
  • The developers updated the Dünir dwarves' design to have a more stout traditional fantasy appearance based on feedback from Alpha-1.[70][71]

Niküa dwarves have a "halfling" appearance.[70][71]

Erscheinungsbild der Tulnar

Tulnar character model concept art of the three base influences.[72]

There's a number of minor races and major races that all sought refuge within the Underrealm and we talked about how this particular player character race was going to have a pretty unique approach when it comes to character customization because with that background there comes different species influence in the race itself and we want players to be able to dial up or down those influences as they see fit between the humanoid, the simian or mammalian, and the reptilian influences; and as you dial those things up, your base body- if it exceeds a certain percentage threshold- will assume the form and stance of one of three primary types of influences that exist for the Tulnar. And now what you're going to see is those three distinct influences and you can be of course a hundred percent in one if you wish and you'll be very similar to what you're going to see here from the concepts; or you can mix-and-match and you can blend between the different influences.[73]Steven Sharif

The Tulnar race does not have sub-types, instead, players will be able to significantly customize the appearance of Tulnar characters based on three base influences; or blend between these different influences.[73][56][74][75][76][77]

Völker are primarily humanoid in appearance.[66]

  • There are feline and bestial components that can be scaled up when creating a Tulnar character but Tulnar do not equal furries.[78][74]
  • Catgirl and Loli Tulnar are not able to be created.[78]
Tulnar do not equal furries, but there are definitely some bestial components that you can scale up when you're creating your Tulnar character, so you could max that setting I guess. Whether or not that would give you what you would think of as a furry, I guess it's going to be up to your interpretation of what a Furry is.[74]Steven Sharif
Q: Will character creator allow us to make Tulnar that might look somewhat like Kobolds from Pathfinder or DnD?
A: I wouldn't say exactly, but there's definitely elements of Kobolds that you could incorporate in a character creator with the Tulnar, yes.[80]Steven Sharif
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
  • Mammalian Tulnar may have snout features, fur and inverted knees.[81]
  • Reptilian Tulnar may have more circular eyes and head shape, and scaly skin.[81]

Künstlerische Einflüsse

Character races are super important. These are the choices that we make at the onset of our adventure in an MMORPG: what race- not just mechanically aligns with our decisions, if those races have game mechanics behind them from a stat perspective, but visually and culturally and historically: What are these? What do these races represent? So it's important that visually they're distinct. And everyone's seen fantasy games do Elves, so everyone's seen them do Humans, everyone's seen them do Orcs: There's an established expectation almost behind what these traditional fantasy races represent; and there's a risk, because whenever you're creating a new IP or a new story or a new world- a new Universe; a realm in which things don't have to always be the norm, you can take a little bit of creative liberty to redefine some of the aspects of a particular race; and that can be a good thing, because it's something that is new to players. It's something that is unique to the realm that we're building- the surroundings that you have. So what we wanted to do was push a little bit more on the unique side of what the Py'rai would look like from a visual perspective.[82]Steven Sharif

You will see in the different races that are available from a player character standpoint a lot of different influences that reflect many cultures in the world: Not just European, not just Africa, not Mesoamerican. These cultures are going to be present in many of the races.[91]Steven Sharif

The idea is just to find a base component in the real world as a starting point and then to begin to fantasize.[83]Steven Sharif

Rassenspezifische Reittiere

Characters are able to obtain racial mounts via a quest in that race's starting area.[92][93]

Each starting area will have a different quest line that will yield a different type of starting mount. But by default you don't just choose you know human and here you get a horse, so to speak. Because you can be a human in our game and choose to start in a different racial area- at a different Divine Gateway- and as such then you could follow the quest line that gives you the Orc mount.[92]Steven Sharif

Rassenspezifische Waffen und Rüstungen

Rüstung racial appearances in early Alpha-1.[94]

Violet light and myself are wearing exactly the same armor set right: Same stats, same everything, but it drops for her it looks one way, it drops for me it looks another way; and... a small part of that is gender, but then the other part of it is race. So because I was a Vaelune in that playthrough my armor was in the Vaelune style; and when she picked it up it was in the elven style because she was an elf. So that kind of gives you an example of sort of the breadth of looks that we're going for and how we kind of try to capture like who you are as as a character and kind of allow you to kind of build your look that way.[95]Jeffrey Bard

Dünir and Empyrean racially styled armor concept art by Keith Kovach.[96]

We have essentially sets that exist across all races; and each race that dons those armor sets is going to have their own racial influence on the presentation of those particular sets. So that's something that's unique in how each of the races get diversified.[97]Steven Sharif

Waffen and armor are not race locked, but armor will take on a racial appearance.[97][98][99]

The customization of equipment per race is really focused on Armor sets not Weapon props. Weapon props will, from a model standpoint, will translate pretty one-to-one across the races.[100]Steven Sharif
Let's say for example you have the Eagle set or something, right: The Eagle set has in art, it has a thematic design that's going to include certain attachments to the armor. It's going to include color palette and theme. It's going to have some aspects to it that define it as the Eagle set, right. When a Elf wears the Eagle set or when an Orc wears the Eagle set, you obviously have two different cultures there; and you don't want to stomp out that culture by assigning a de facto 'This is the Eagle set and this is how it looks on everybody.' What we want to have is cultural influences play a role in showing how that set looks.[100]Steven Sharif
When you say, what if I'm an Orc but want to look like an Elf and I want my Eagle set to be the Elf representation? Well the issue becomes there that you know Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to kind of tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race.[102]Steven Sharif

Volksvorteile

Die Wahl der Rasse eines Spielers beeinflusst seine jeweiligen Rassenfähigkeiten.[103]

Jede Rasse hat unterschiedliche Basiswerte.[104]

  • Die Rassen sind nicht geschlechts- oder klassengebunden.
  • Einige Klassen können mit bestimmten Rassen besser funktionieren, allerdings wird keine Kombination erzwungen.

Werte-Zuwachs

Das Wachstum der Werte erfolgt in der folgenden Reihenfolge:[104]

  1. Die Rasse setzt die Basiswerte eines Spielers.
  2. Der primäre Archetyp erhöht die Basiswerte.
  3. Der sekundäre Archetyp (Klasse) erhöht die Werte zusätzlich.

Different races have different stat compositions. Those stats can be important, but we also don't want them to dictate any kind of meta for what classes are best used with different races.[105]Steven Sharif

Die Wahl des Berufes hat keinen Einfluss auf die Werte eines Spielers.[106]

Rassenspezifische Ergänzungen

Rassenspezifische Ergänzungen are based on a character's race and are available to each class.[107]

In keeping with our theme of Consequence, and unlike other games, race won’t just be a matter of look, with relatively inconsequential abilities tacked on. Instead they integrate deeply into our class system, augmenting and changing the basic chassis provided by our eight core archetypes. Our goal here is to create a system where an elven fighter feels different, but serves the same role as a dwarven fighter.[110]

Der Einfluss von Rassen auf Knotenpunkte

Alpha-1 Dorf node layout.[111]

We have essentially sets that exist across all races; and each race that dons those armor sets is going to have their own racial influence on the presentation of those particular sets. So that's something that's unique in how each of the races get diversified. Additionally, the more that one particular race contributes to a node's development, it's going to manifest in that particular node's architectural influences. You're going to see the architectures of those races become manifest within the nodes as well: That's another way that we diversify each race and we present each race's culture in the game as through those architectures, through those props that exist, through the tailoring of the armor sets that the NPC might wear, to the different factions that exist. Factions will have their own affiliation with different races as well. Each race will also have some different nomenclature when it comes to the lore, or comes to locations in the world. They're going to have their own language influences as well: The way they speak is something that's going to be distinct between races; when you have dialogue trees with particular NPCs. So all of those things really go into setting an immersive world where the cultures have their own identity.[97]Steven Sharif

Cultural influences manifest in many ways, from node and gear aesthetics to NPC languages and lore.[97][112][113]

There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[114]Steven Sharif

Racial influence on node layout and style

Racial architecture of the same Dorf (Stufe 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 Nicht NDA Bildschirmfoto.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[116]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[113]Margaret Krohn

Node layout and style is determined by several factors:[117][118]

  • Environment (biome) and location of the node.[14][117][118]
    The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[14]Steven Sharif
    • Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[119]

Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[119]Steven Sharif

Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[118]Jeffrey Bard

All nodes whether they're associated with a castle or associated with normal node structure has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[124]Steven Sharif

  • The rest is determined by the node's mayor.[118]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[125]
Q: How long would you say it will take players on average to fill slash build up a node completely from wilderness to metropolis?
A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's kind of difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[125]Steven Sharif

Startgebiete

Alpha-1 early preview starting area.[126]

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.[127]Steven Sharif

Startgebiete (starting zones) are located in the ruined cities of the four ancient races of Verra.[128]

  • Starting areas include expeditionary NPC settlements that serve as initial quest origination points.[129] Überlieferungen-wise, these settlements represent scouts that were sent ahead of the main expedition back to Verra.[135]
    • These settlements are designed to acclimatize new players entering the world.[135]
    • While it may be advantageous to do so, there is no requirement for players to play through any specific starter zone content.[127]

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.[136]Steven Sharif

Startgebiet der Tulnar

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.[129]Steven Sharif

Tulnar have a starting area that does not involve a divine gateway.[130]

  • Interessante Orte exist that represent Tulnar NPC structures in a similar fashion to the starting areas around divine gateways.[129]

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.[132]Steven Sharif

Unlike the other races, the Tulnar won’t be returning to Verra, instead they will be returning to the surface from the Unterreich for the first time in generations.[55]

Alpha-0 Startgebiet

In Alpha-0, players started at an Empyrean divine gateway.[137]

Rassenspezifische Quests

Aufträge may be based on a character's race.[115]

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.[115]

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.[115]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.[114]Steven Sharif

Aufträge 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]

NPC racial interaction

NPCs werden unterschiedlich auf verschiedene Tags eines Charakters reagieren.[115]

  • Zum Beispiel, Elfen-NPCs können mit Menschen anders interagieren als mit Elfen.

Story of creation

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.[140]Steven Sharif

The Essence

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.[141]Steven Sharif

The Essence is a metaphysical energy or life-force (Chi) that can be manipulated to create what could be viewed as magic. There are different planes of existence (realms) with varying degrees of strength (of magic), determined by their proximity to the Essence. The planes of existence in Ashes of Creation are connected across bridges created by the Essence.[142][141]

  • The Gods exist on the plane of the gods, which is the most connected to the Essence.[141]
  • The material plane is not the highest in terms of proximity to the Essence. Verra exists in the material plane.[141]
  • The Void is the plane that is the furthest from being connected to the Essence. Only a minute amount of essence can be found within the Void.[141]
  • There hasn't been a definitive understanding of how many planes of existence there are.[142]

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.[142]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.[142]Steven Sharif

Souls are the conduits for The Essence to travel between the different planes of existence. This idea is an integral component of the broader features in the storyline.[142]

  • The gods are masters of the Essence, but they are separate from it. One didn't create the other, but they exist together in a symbiotic form where the gods have achieved an almost perfect manipulation of the Essence and of "lesser beings" who exist further from the Essence.[142]
  • The Essence is so powerful it flows through the planes almost like a river. Soul conduits help to maintain or even exaggerate this flow. Detail surrounding this has not yet been revealed but is said to have some significance in the story.[142]
  • King Atrax was the first ruler of Verra to discover the purpose of The Essence, allowing the manipulation of matter and exploitation of magic for any means.[15]
  • The Tulnar have souls and these souls act as conduits for the Essence.[63]

During the Apocalypse, The Ancients created monstrosities and perverted nature with corruption, which is the negative aspect of The Essence.[143]

  • Shape-shifting (changeling) is done so through the Essence by focusing on that specific type of magic.[144]
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.[144]Steven Sharif
  • The Ancients themselves are more sedentary in their physical form and less capable of instantaneous shapeshifting. Their physical manifestations as Lieutenants, captains, generals, and raid bosses were honed over time due to their perversion of the Essence through corruption.[144]
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.[144]Steven Sharif

Kunstwerke

Community guides

Siehe auch

Einzelnachweise

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  3. Liveübertragung, 2018-09-01 (1:02:18).
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  13. Liveübertragung, 2018-11-03 (0:05:24).
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  30. Liveübertragung, 2018-11-03 (0:02:36).
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  37. Liveübertragung, 2018-09-27 (54:53).
  38. Liveübertragung, 2018-05-04 (34:30).
  39. Pyrian university quote.png
  40. 40.0 40.1 40.2 Pyrian Elves.png
  41. Pyrian race.png
  42. Pyrian ancient.png
  43. Liveübertragung, 2018-11-03 (0:06:56).
  44. Liveübertragung, 2018-11-03 (0:00:10).
  45. Liveübertragung, 2017-12-15 (1:05:50).
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  47. Twitter - Steven Sharif - Py'Rai models.
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  52. Interview, 2018-10-31 (5:03).
  53. Kickstarter $1,750,000 Stretch Goal Unlocked, 13 May 2017.
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  55. 55.0 55.1 Liveübertragung, 2017-05-17 (5:49).
  56. 56.0 56.1 56.2 56.3 56.4 56.5 Podcast, 2021-09-29 (16:51).
  57. Interview, 2020-07-20 (15:18).
  58. Liveübertragung, 2018-04-08 (23:04).
  59. Liveübertragung, 2017-05-26 (39:34).
  60. tulnar-eats.png
  61. Podcast, 2020-11-15 (31:13).
  62. 62.0 62.1 Liveübertragung, 2019-11-22 (24:33).
  63. 63.0 63.1 Podcast, 2020-11-15 (40:24).
  64. Types of Events on Verra.
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