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You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
more cultures - suggestion
afar
Member, Pioneer, Kickstarter
Hi! So first, I want to apologise if this is a wrong place to share this idea, or if posts like these were already posted.
I'm a backer following aoc from even before kickstarter. I absolutely love AOC concepts and ideas, but there is that one thing that is bothering me.
So, to keep it short. We have races right now that have following influences: german, french, english, jewish, arab, indian, american, roman, greek, celtic, american indian, fantasy, "mainstream" japanese (not ainu or ryukyuan), aztec, mayan, incan, norse, helvetic, polynesian, and i don't know what types of buildings Tulnar will build, because most likely they won't be restricted to underground.
What we don't really have - babylonian, hun, egyptian, chinese.
Because you probably won't introduce new races like goblin, i thought that you could just make missing races as different tulnar animals, because why not? Every tulnar animal could have different buildings. And different culture, maybe even despise other cultures.
So babylonians could be cats/lions, chinese could be dragons/reptiles, huns could be mosquitoes/insects and egyptians could be dogs (anubis like)/wolves
What do you think about it?
I'm a backer following aoc from even before kickstarter. I absolutely love AOC concepts and ideas, but there is that one thing that is bothering me.
So, to keep it short. We have races right now that have following influences: german, french, english, jewish, arab, indian, american, roman, greek, celtic, american indian, fantasy, "mainstream" japanese (not ainu or ryukyuan), aztec, mayan, incan, norse, helvetic, polynesian, and i don't know what types of buildings Tulnar will build, because most likely they won't be restricted to underground.
What we don't really have - babylonian, hun, egyptian, chinese.
Because you probably won't introduce new races like goblin, i thought that you could just make missing races as different tulnar animals, because why not? Every tulnar animal could have different buildings. And different culture, maybe even despise other cultures.
So babylonians could be cats/lions, chinese could be dragons/reptiles, huns could be mosquitoes/insects and egyptians could be dogs (anubis like)/wolves
What do you think about it?
0
Comments
You listed 18 that have influnces present in Ashes concept art so far, and 4 that aren't.
Isn't 18 out of 22 good enough?
And don't forget, this is an MMO, MOM's are somewhat well known for adding new content after the game goes live. If they use up every source of insperation before launch, what does that leave for post launch (post adding kickstarter stretch goal, really) content?
Edit; I have a few Samoan and Tongan friends that take offence at having their cultures lumped in as a generic "Polynesian" culture. That is a bit like lumping all of Europe together as a single culture.
About your suggestion, I think the lore of Verra should drive what influences it takes from Earth. If there aren't cultures in Verra that resemble Egyptian, Chinese, etc., then there's no reason to insert them.
*deep breath*
THERE-THERE SHALL ONLY BE THE VERMINTIDE! SKAVEN WILL EAT-TEAR APART ALL THOSE THAT OPPOSE-THREATEN US! WE WILL CLAW-KILL ALL THE MAN-THINGS, DWARF-THINGS AND ELF-THINGS!
Okay, now that this is out of the way...
We have:
Kaela - european medieval influence (french, german, italian)
Vaelune - Arabian, Persian
Dünir - typical dwarven buildings, norse influence
Niküa - maori/polynesian
Ren'kai - asian influences
Vek - south american influence (mayan, aztec etc)
Empyrean - typical high elven architecture (tall, thin towers; gracefull halls etc)
Py'rai - typical forrest elven architecture (one with the forrest yadda-yadda)
What i would like to see for Tulnar:
Babylonian, ancient native american, capadocian stile
DIE VERMIN!
The only metropolis we seen in ashes was Vaelune, and it has those round tower tops which are pretty much indian (taj mahal for example but not only).
Vaelunes' trade, law, hardship, kill or be killed and desert born sound very much like Jews, other semites too but not as much.
American indian are py'rai, at least according to looks and clothes (it even is on aoc wiki).
Norse, or Nordic is what Dunir are based of
I'd REALLY love to see huns/magyar influence there. You know, horse riders, horse archers, camps and all that stuff
About those weebs unknowsystemerror said, that's what i'm afraid of. I would "sacrifice" one race (wolves for example) to furries, and live in a perfectly fine village of mosquito people
Do you think that reptile tulnar and wolf tulnar will live in the same buildings anyway? Because there WILL be at least reptile tulnar and wolf tulnar. We can use it to introduce new cultures. We have skins, many skins for weapons, skins for gryphons in apoc, it is not impossible to do different buildings for different Tulnars. We already have 8 different races. Count skins for all of these, now 4 more doesn't sound unlikely to do. Every month we got new concept art building and armor (and more),, concept arts and models aren't THAT hard
Also every animal could have their own three words motto (like honor, power, tranquillity). Because, again, reptiles are rather different than lions
I really don't want to get all tulnars categorized as furries, even if they won't be furries per se, many of their playerbase will. Also ren'kai player base because "otaku"
I'd really want to save it
Ah yeah I think I remember the Navajo reference for Py'rai now.
The domes, the round tower tops, are also featured in middle-eastern architecture. The Taj Mahal is Mughal architecture, which is influenced by various middle eastern architecture styles, so I'd say that's more of a coincidence.
Wasn't sure about the Dunir. When I think Nordic I think steep roofs, but I could totally see the Dunir with a Nordic mindset of being tough, stoic survivors in harsh climates. Makes sense.
The nobel Seraphon will join you in the extermination of these vermin.
But we have Taverns so covered
Scaly-things be mean-dumb. Ska-Skaven will enjoy-love ripping YOU ALL APART YES-YES!
"At the time of the three hundredth cycle of this world, the two moons shall unite and summon forth the Rodent God and his evil spawn to deliver plague and pestilence upon the land named Lustria" - Prophecy of Sotek.
We have driven you from Lustria before, and we shall do so again Vermin!
I saw some comments talking about how they put some culture reference together and how it is wrong at some level, and I could agree IF this was a game trying to resemble real world, since they are doing this with all the races I don't see the big deal with this.
To end this comments I have to say that, for some reason I really can't explain, I hope the Tulnar have some egyptian influence...
The only Egyptians should be undead
Goblins need to be a race. I need to walk into a goblin node dressed like goblin slayer and scream who's next?
Also how do you post images? The thing isnt letting me so i just posted the link instead