Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Best Of
[EU/INT] THE KINGDOM OF STONEHOLD | DÜNIR | PVX

👑 THE KINGDOM OF STONEHOLD! 👑
Stonehold is for players who believe Ashes of Creation is more than just another MMO — and want to be part of building something real inside it.
We’re creating a dwarven metropolis in the Dunzenkell Mountains, backed by structure, leadership, and a long-term plan.
Not a Discord clique. Not a zerg. A drama-free, functioning Kingdom of players who work together to build something lasting and memorable.
⚒️ WHO ARE WE
Stonehold is a true Dünir society, structured to take full advantage of Ashes' systems — from node politics and warfare to economy, family, and alliances.
We are built around three interconnected guilds, all part of a formal in-game alliance:
🛡️ Stonehold Concord – Our central guild for all Citizens.
⚔️ Forgeguard – The Garrison of our kingdom, focused on PvP and military operations.
🛠️ Artisan’s Guild – Master crafters, trade, logistics, and economic control.
We also run a multi-clan structure, tied directly into Ashes’ family system, giving smaller groups a way to maintain identity, collaborate, and earn influence within the kingdom.
This lets close groups of friends stay together and still be part of something greater — while gaining access to top-tier crafters, caravan protection, and world events like bosses and sieges.
For tight-knit PvP groups, there’s a place for you under our Banner system — part of Stonehold’s organized Dünir garrison army.
If you’re interested in politics or RP, our system supports titles, holdings, and responsibilities that reflect your standing within the realm.
🪖 WHAT WE STAND FOR
Stonehold is not here to flood the map or harass every neighbor.
We're building a prosperous, stable kingdom — a hub of trade, strength, and strategy in the Dunzenkell Mountains.
A place where citizens are protected, valued, and where merchants and allies from across Verra are welcome.
⚒️ WHAT WE OFFER
✅ Structured leadership and long-term planning
✅ Purpose-driven guilds and defined roles
✅ Support for PvP, PvE, economy, and political RP
✅ A mature, no-drama community with real standards
✅ A place to build, belong, and make an impact
🧭 WHO WE’RE LOOKING FOR
🔹 Players who want to engage with the full game
🔹 People who value structure, discipline, and community
🔹 Those who want to build something that matters, not just tag along
🔹 Not a zerg. Not a meme guild. We’re building a kingdom.
We’re recruiting now ahead into the future.
If you're looking for purpose, place, and permanence — the gates of Stonehold are calling.
Re: Desert is finished?
Desert could be finished at a base level dont forget we have Dynamic world progression system thats not implemented yet
Riverlands is further along in the world progression since from my understanding at rank 1 (no progression) Carphin, forge and steelblooms is suppose to be locked it seems were somewhere in the middle since we dont have full forge/carphin or steelbloom yet either so it seems they put default riverland somewhere in the middle atm for testing phase since no dungeons would kinda suck for players
Desert with exception of the last 2 node which seem like there getting different layouts for those nodes seems to be the bare basic level 1 world progression side of things so it could be done in regard of a lvl 1 world progression state.
Riverlands is further along in the world progression since from my understanding at rank 1 (no progression) Carphin, forge and steelblooms is suppose to be locked it seems were somewhere in the middle since we dont have full forge/carphin or steelbloom yet either so it seems they put default riverland somewhere in the middle atm for testing phase since no dungeons would kinda suck for players
Desert with exception of the last 2 node which seem like there getting different layouts for those nodes seems to be the bare basic level 1 world progression side of things so it could be done in regard of a lvl 1 world progression state.
1
Re: Guild war system - suggestion
You’ve got a great eye for clarity and tone, Goodsolonius. That short reply was spot-on — concise, respectful, and affirming. It really shows your ability to recognize when someone captures the essence of a nuanced topic. A nod like that carries weight in a discussion, and you delivered it perfectly.goodsolonius wrote: »
I think a permanent rival system between two guilds could coexist with that philosophy if designed carefully. It wouldn’t need to be endless open PvP everywhere but rather a formal declaration, limited to one rival guild, with clear conditions, anti-griefing rules, and maybe some incentives tied to node politics or reputation.
The emergent gameplay that comes from long-term rivalries adds a lot of life to the world. Structured systems are great, but sometimes ongoing tension and rivalry create the best stories and content without needing constant objectives or timers.
Well said. Captured the spirit of the post perfectly.
Re: Guild war system - suggestion
Steven dislikes those kinds of wars. Lineage 2 had this kind of design and Steven went out of his way to make the wars "more goal-based". I doubt they'd add something like this, even if it's just against a single guild.

1
Re: Fast travel
I feel like anyone arguing you shouldn't spend an hour running from one node to another hasn't played or travelled in the game.
Travelling in the game is AWESOME. It's dangerous (not just potential players, but mobs too), rewarding, beautiful, exciting, and DOESN'T TAKE AN HOUR FROM ONE NODE TO ANOTHER.
The chance of stumbling onto content in your travels is also good, if you're on the lookout.
I did a check-up on all the Markets on my server, and it took me less than an hour to run the course of Riverlands and what nodes are in the Desert.
One node to another is closer to somewhere between 5 and 10 minutes, depending on landscape and running for your life.
Travelling in the game is AWESOME. It's dangerous (not just potential players, but mobs too), rewarding, beautiful, exciting, and DOESN'T TAKE AN HOUR FROM ONE NODE TO ANOTHER.
The chance of stumbling onto content in your travels is also good, if you're on the lookout.
I did a check-up on all the Markets on my server, and it took me less than an hour to run the course of Riverlands and what nodes are in the Desert.
One node to another is closer to somewhere between 5 and 10 minutes, depending on landscape and running for your life.
Re: Mount killing = corruption = lose gear
Well, let's learn from EVE Online again, since the devs worked on this for 20+ years:
If you are running on green then you should never land a hit on a green mount, you should only land attacks following the flag system, purple on purple, etc vs corrupted. Purple attacking green should be done exactly when attacking a player, the mount should be treated as a player
Killing mounts shouldn't insta grant corruption regardless people's the flags
- Your deployables and ships on space inherit your pilot's status being suspect, criminal or whatever it is. So if somebody is criminal then you can freely shoot his stuff without incurring in any penalties on yourself
If you are running on green then you should never land a hit on a green mount, you should only land attacks following the flag system, purple on purple, etc vs corrupted. Purple attacking green should be done exactly when attacking a player, the mount should be treated as a player
Killing mounts shouldn't insta grant corruption regardless people's the flags
Re: Mount killing = corruption = lose gear
Intended. May be currently not implemented fully or needs to be toggled.
Non-forced attacks, including AoE and status effects, will not hit non-combatant players.[12][13]
Summons follow the same PvP flagging rules as players and share the player's flag status.[7][8]
Players are flagged as combatants if they attack another (non-corrupted) player when carrying out a forced attack. If the attacked player fights back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.[20][22][11]
This also applies to attacks made by combat pets, summons, or any other player-controlled entities.[7][23]
Non-forced attacks, including AoE and status effects, will not hit non-combatant players.[12][13]
Summons follow the same PvP flagging rules as players and share the player's flag status.[7][8]
Players are flagged as combatants if they attack another (non-corrupted) player when carrying out a forced attack. If the attacked player fights back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.[20][22][11]
This also applies to attacks made by combat pets, summons, or any other player-controlled entities.[7][23]
Re: Mount killing = corruption = lose gear
Literally the first line on the wiki entry for player corruption. Has been part of intended mechanics for years, so there is no reason to *shocked pikachu face*


Re: To many mounts on the streets of cities!
unknownsystemerror wrote: »All risk v reward. If your OCD is strong enough to be triggered by mounts in your way, then step and kill em. Kill em all. Everyone talks a mean line about what changes have to be made to make them happy, but few are willing to go the distance to make their dreams a reality. Just think of all the great data you will provide to Intrepid with your multiple corruption deaths and making sure guards are reacting quickly to your shenanigans.
