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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Capital Cities
ArchivedUser
Guest
Has any ne heard of capital cities from what i know there will be none. Traditionally Elves and Dwarves have a tremendous amout of Lore thine it is a down side to their backround and Lore without elven and dwarven capital cities. Guess we could have that in the cities we build some how but race of city is based on which race inputs the most experience,
Any ways elven city could by a sky city which floats at random. Could use air ballons to reach them or just make a flying zone below the city. Also rope ladders could be used if low enough to the ground. Sky castles like tera could also be dealt with in such a manner.
As far as the dwarves are concerned Their capital city could be in the underworld.
Also would like to see more types of dwarves and elves and orcs and humans for example humans could have a viking like barbaric race. In addition to the races already there.
For elves there could be half elves, wood elves dark elves, high elves, exalted elves light elves and so on.
As for dwarves there are dark dwarves, hill dwarves, mountain dwarves, rock dwares and so on,
I think you get the idea. really would not require to much effort just slight adjustments on models you already have.
Just wondering how the history and the lore and backround for races and the world in general are going to play out with out any capital cities.
By the way types of dwares and elves are from Dungeouns and Dragons not original ideas, but think you get the idea.
Any ways elven city could by a sky city which floats at random. Could use air ballons to reach them or just make a flying zone below the city. Also rope ladders could be used if low enough to the ground. Sky castles like tera could also be dealt with in such a manner.
As far as the dwarves are concerned Their capital city could be in the underworld.
Also would like to see more types of dwarves and elves and orcs and humans for example humans could have a viking like barbaric race. In addition to the races already there.
For elves there could be half elves, wood elves dark elves, high elves, exalted elves light elves and so on.
As for dwarves there are dark dwarves, hill dwarves, mountain dwarves, rock dwares and so on,
I think you get the idea. really would not require to much effort just slight adjustments on models you already have.
Just wondering how the history and the lore and backround for races and the world in general are going to play out with out any capital cities.
By the way types of dwares and elves are from Dungeouns and Dragons not original ideas, but think you get the idea.
0
Comments
Starting areas
Each race has their own starting area (starting zone), featuring a divine gateway. The exception to this is the Tulnar, who have a starting area without a divine gateway.
Players will be able to choose their starting Divine gateway. This choice is not restricted by race.
There will be small NPC settlements at the starting areas. These represent scouts that were sent ahead of the main expedition back to Verra. These settlements are designed to acclimatize new players entering the world.
Starting areas have some distance between them.
Meaning, that we will most likely start with a level 1 node and will have to level that one up first to get our first capital ;D
The whole story depends on the fact, that all campitals got destroyed, and that we are now for the first time in a millenia (dont know for how long actually xD) going back and start to reclaim our old homelands/return to the surface.
The Tulnar will most likely be the ones with the eventual chance to see a "capital" at the start.
Also, why would they splinter into so many subraces if the races on their own already fill out most of the ecosystems? Most beings change from their "common" form, to adapt to their surroundings.
And you can always create a dark skinned dwarf and call yourself a dark dwarf xD
WE LIVED TOO LONG IN THE SHADOWS! RISE MY BRETHREN! RISE OUT OF THE SHADOWS INTO THE SUN!
what do you think tulnar influenced cities will look like? would they be even more different if its a underground node? I really never put much thought into it before now. maybe they'll have something resembling a crystalline based structure to there buildings when above ground but when underground they have structures made out of crystals themselves.
Nice post, OP. I like your ideas. But our world will be what we create, not an artificial one created for us.
It would be possible for a server to more-or-less create home cities for the different races. Each race would have to end up congregating in the same node area and build their main city up. But there can only be five of the largest cities so we would end up with wars between different races for dominance. That would certainly be interesting!
Perhaps mono-race cities (or cities close to that) would end up having both advantages and disadvantages because of their racial make-up, thus making the conflicts with other cities even more interesting. Plus there will be the interaction between race and node type, elves settling in different types of nodes would end up having somewhat different types of civilizations. We may end up with dark elf versus light elf versus dwarf versus orc....the possibilities of AoC are wonderful!
All the best, TT
For the overall stile i would say a mix between mountain dwarfs and elfs maybe?
The problem is that all other races have a strict guideline, while Tulnar are a meltingpot of four races. We saw some features of reptiles, elves and orcs in some leaked artwork^^.
@UnknownSystemError
Yes, you are correct. I was not referring to a separate race of elves. Rather that elves in a Military node might act 'darker' than elves that settled and built, perhaps, in a Divine node.
They would have somewhat different resources (and perhaps weapons and other options) based on their node of settlement. Thus it might be argued that different groups of players with elves as characters have established different sub-types of elves, though 'races' would be too strong a word.
Since different players with different play styles may well be attracted to different types of nodes, we may end up with sub-types of elves and other races. All of this, I believe, is brilliant and subtle game design.