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Possible historical city locations for the 5 races and their 5 castles

tizrgcom4u8j.png


Hi, fellow worldmap students, scientists, and conspiracy theorists!


Nothing is certain about all of this, but there are a few hints about where the old city and castle locations could be, so I have a bit of a clusterfuck in my brain about references from streams, artworks, and lore... xD

I'm not sure if the break between the races happened before they fled through the gateways, while they were away, or shortly after they came back to Verra.
I'm just assuming it was before because the cultural differences are great enough to think there was some time needed for that to happen.

The colored eyes are the different city locations & the colored X are their castles.
I'm just guessing that each "big" race has a castle because the numbers match up.


Western blue: "Kaelar" <> Eastern blue: "Vaelune"

Northern gold: "Dünir" <> Southern gold: "Niküa"

Northern red: "Ren'Kai" <> Southern red: "Vek"

Western green: "Empyrian" <> Eastern green: "Py'Rai"

Pink: "Tulnar"


The most practical Tulnar castle would be in/on the highest mountain of the Badlands for the best watch post and the possible connection to the underrealm through the mountain cave systems and kind of away from civilization too.

The white eyes represent the divine gateway locations.
The four parent races' cities are conveniently placed so that we as players can scatter evenly around the map when stepping out of one of their gateways.
q79i8hmfb0bk.png

Comments

  • VeeshanVeeshan Member, Alpha Two
    edited January 1
    Pretty sure Renkai is the south and vek north btw

    also it possible anything tulnar related will be undergound in the underrealm, which will be interestng having nodes/castle underground for different war type envirment of less open space and potentialy more tunnel fighting

    If my memory servers me there a castle on the small island in the middle they posted a screen shot or something and the minimap outline matched the island in the middle i cant for the life of me remember when they showed it though so i could be imagining things i guess too
    Edit:(https://ashesofcreation.wiki/Castle_nodes)
    im guessing the other 2 castles will be located somewhere on the north and south side of each major island
  • unknownsystemerrorunknownsystemerror Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited January 1
    There is no "Tulnar" castle or race. The Tulnar are an amalgamation of every race, major and minor, that were put into the Underrealm by the Goddess after The Fall. Can't have a castle, if you didn't exist at the time when the castles were created. There are 4 "starting zones" and not 5 for a reason. Who currently occupies those castles as NPCs remains to be disclosed as others like the minotaurs and cyclopes have taken over the surface. But they are not "Tulnar."

    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.[9]

    The Underrealm itself does not have a divine gateway.[36]
    south-park-rabble-rabble-rabbl-53b58d315aa49.jpg
  • ScarcticScarctic Member, Alpha Two
    Veeshan wrote: »
    Pretty sure Renkai is the south and vek north btw

    also it possible anything tulnar related will be undergound in the underrealm, which will be interestng having nodes/castle underground for different war type envirment of less open space and potentialy more tunnel fighting

    If my memory servers me there a castle on the small island in the middle they posted a screen shot or something and the minimap outline matched the island in the middle i cant for the life of me remember when they showed it though so i could be imagining things i guess too
    Edit:(https://ashesofcreation.wiki/Castle_nodes)
    im guessing the other 2 castles will be located somewhere on the north and south side of each major island

    Hey,

    I'm not so sure about that. It could be, if we haven't already seen the mirky swamp area they build their houses in. The southern area looks like an Asian type of mountainous lush jungle biome like this:

    z257dykpuk0h.png

    ovfcb7h8501q.png

    But it could as well be leaning into the indigenous south american regions the Vek seem to have many elements from, that Maya, Aztek or Inka type of buildings and culture identity like astronomy and fate like we have in the Mayan calendar where they tried to predict exact dates of the end of the world:

    wm118njtavcx.png

    j70ien7r4rpc.png

    This is what Intrepid associates with the Ren'Kai:
    ebxb2ozcyvbd.png

    And if we look at the map, the northern brownish biome seems to have more bodies of water than the southern more lush and dominated by steep mountains, cliffs, and less water.

    tmu7ivf3ftlt.png

    It could be some kind of boreal lake land too, but where is the swamp portion of the map then, given the Ren'Kai build their cultural foundations from their architecture in the marshes and bogs of Verra?
    It has to be on the continent Elyrium at least, because the Dwarves and Humans already are on the western continent of Vandagar.
    There is a lot of icy tundra and snow forests, some highland and volcanic areas in the north, and the elven forests of Erynthia, where the Empyrians live, in the east.

    I predict that the "Lich-King" Atrox is probably situated in The Frostgrave Fells, but who knows...
    7u4ut00kbtdq.png


    ...that place could also be somewhere completely different...
    h1wumuako5fh.png


    The Tulnar will be underground ofc, but where is the big question?
    Ofc everywhere where the underrealm is. That's obvious.^^
    I want to play as a Tulnar just for that reason, but I have several other characters to build and test the waters with the other races and the archetypes too... T_T Fear of missing out doesn't even begin to describe my dilemma in that regard. :(


    Castle Nodes?
    n41df5p7adn7.png
    well, this didn't help :D

    But ya, I've never heard of the islands having castles, but it may as well be so.
    I can see small tower-like icons on these spots and my imagination now goes even beyond wild.

    There is no "Tulnar" castle or race. The Tulnar are an amalgamation of every race, major and minor, that were put into the Underrealm by the Goddess after The Fall. Can't have a castle, if you didn't exist at the time when the castles were created. There are 4 "starting zones" and not 5 for a reason. Who currently occupies those castles as NPCs remains to be disclosed as others like the minotaurs and cyclopes have taken over the surface. But they are not "Tulnar."

    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.[9]

    The Underrealm itself does not have a divine gateway.[36]


    The Tulnar are:

    f1lazz3fkk7v.png

    ... a playable race.
    The (ancestors of) the Tulnar fled to the Underrealm and were not put there by the goddess of creation.

    Well, maybe they build their castle after the fall?! :'D Who knows...

    There ARE 5 starting zones, and the Tulnar have no gateway at their own starting zone, that's correct. :)

    b2qoia8n5u85.png

    I never said that the Tulnar do represent the minor races and beast tribe NPC factions in the wilderness.
    But they will be housed as initial inhabitants of the castles when we arrive in Verra that's true.

    There isn't a Tulnar Gateway on my map... (white eye marker)
    So.. ya sure?! :'D
    q79i8hmfb0bk.png
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    The four historic Player Races split into two each on Sanctus, after leaving Verra.
    The Tulnar Player Race evolved after the Apocalypse which force people to evacuate Verra. The ancestors of the Tulnar missed the evacuation to Sanctus and, instead, fled to the Underrealm of Verra.
  • TheDarkSorcererTheDarkSorcerer Member, Alpha Two
    edited January 2
    Us Empyreans better be in that deep green forest right below Mordor on the map.
    m6jque7ofxxf.gif
  • AszkalonAszkalon Member, Alpha Two
    Us Empyreans better be in that deep green forest right below Mordor on the map.

    Heheheheh. 😁👍

    Must be the Northerner in me - but i have my Eye on that "Snowy Forest"-kind of Biome - and the very Glacier-like Mountains of Ice right above them. Plus of Course the Island RIGHT IN THE MIDDLE who also seems to have Mountains with Ice on them. >:)

    On Danger of sounding a little bit casual or boring here,

    -> i hope we get ' MORE ' than 5 Castles in the Future. Even if every single One of them is a huge, gigantic thing on paar with a Metropolis or just a bit below, in terms of City-Size and NPC's and so on and so on.

    I hope, that one Day in the Future,

    we can have more Locations - for more Castles. ;)
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Currently no guild !! (o_o)
  • ScarcticScarctic Member, Alpha Two
    edited January 14
    The west Mordor or the east Mordor?... xD
    uve9hpuez44g.png

    "The monsoon seasonal pools of the Forest of Erinthia"
    home of the Empyrian Elves. When we look at stuff from Apoc they had this logo:
    e4sxxrks6rsn.png

    And this environmental design:
    ky1v5wxnnn85.png

    This looks very seasonal and like a forest and like it has pools:
    8q9q7jiyvv4p.png

    But this almost gives me LOTR vibes when we look at both the darker-toned forest in Verra and the Mirkwood in Middleearth:
    lpdvwbfbnt5x.png
    2eajqqco1hi6.png



    But the wiki keeps mentioning the Aelan Empire was very close and neighboring to the Pyrian Elves before the apocalypse, so I don't know, maybe the world was also changed lore-wise after they implemented the bigger map with UE5.

    But the racist spiteful imperialistic edge lord elves called Empyrian should be situated in a fitting environment I get it! :p


    Instead of more castles, they could implement other siege spots with only one node to govern but with effects for the whole biome. (Content post release ofc... ;D)

    A fast (weekly) and lore-centered siege and government experience.
    Some ritualistic, holy, or recourse-rich, strategic places, one unique to each biome:
    yu1lly4pqqwz.png

    VANDAGAR
    - (A) Volcanic Forge, a gigantic dwarven forge inside the biggest volcano of Vandagar.
    - (B) Jundark Ziggurat, is a mystical place brimming with magic and wonders.
    - (C) Riverlands Citadell of Seasons, the central hub of the Riverlands, changing with the seasons.
    - (D) Fortunic Shipwreck Bay, where the pirate king resides and a neutral haven for all mariners.
    - (E) Tabletop Towerpost, the place where both the Dünir and the Niküa gather in trade and for drinks.
    - (F) Mountain, Deephome, a dwarven city of many caves, mines, and forges.
    - (G) Sandsquall Pyramid, a resting place for the Vaelune ancestors and well guarded.
    - (H) Darkwood Manor, the famous Kaelar mansion in the middle of the forest, but a bit spooky in the dark...
    - (I) Badlands Bulwark, the Vaelune's multilayered mountain fortress, guarded by spears and hostile land.

    OCEAN
    - (J) Deep Sea Atlantis, swallowed by the ocean but a liveable place where the water is held back by magic.
    - (K) Glacier Palace, Sujomas Winter Wonder Ice Palace, harsh weather but with multicolored glaciers.
    - (L) Dragonisle Temple, the origin of all dragons and dragonborn creatures.
    - (M) Umbral Pandemonium, is a place of forbidden summonings and dark rituals.
    - (N) Tradewind Jadesanctum, a jungle island, with lush green mountains watched by an order of monks.
    - (O) Drybone Well, one gigantic deep well on Peligora, and controlling the water means controlling life itself...

    ELYRIUM
    - (P) Frostgrave Peaks, big ice cavern behind a frozen waterfall, defensive position and save from blizzards.
    - (Q) Tundra Big Cal, a giant tent in the wilderness, a gathering for hunters and warlords of the Ren'Kai.
    - (R) Laketown, a city built on stilts on the biggest lake in the swampland of Elyrium, defended by the Ren'Kai.
    - (S) Dragonstar Observatory, one of the greatest monuments of the Vek in search of the secrets of the stars.
    - (T) Erinthian Treesage, the biggest tree on Verra, living and breathing protector of the forest and the elves.
    - (U) Greenwood Enclave, is a spiritual gathering place for the nature-loving Py'Rai.
    - (V) Firespring Fortress, the rivers of lava, and the hot, toxic smoke make this fortress almost unsiegeable.
    - (W) Highland Hilltop, the sparse flora and fauna in these lonely lands is perfect for the stargazing Vek.
    q79i8hmfb0bk.png
  • ScarcticScarctic Member, Alpha Two
    Another idea if the "extended siege PoI" are excluded from node politics they could be seen as free and independent, but still a huge support in the specific biome. By building up specific buildings they could act as buffing beacon for the region. The more exclusive the gains the more people want to siege and invest in them.
    q79i8hmfb0bk.png
  • TyranthraxusTyranthraxus Member, Alpha Two
    Dygz wrote: »
    The four historic Player Races split into two each on Sanctus, after leaving Verra.
    The Tulnar Player Race evolved after the Apocalypse which force people to evacuate Verra. The ancestors of the Tulnar missed the evacuation to Sanctus and, instead, fled to the Underrealm of Verra.

    Thank you. Was about to post about the same thing, for the OP; Many of the modern races didn't exist, before the Exodus.



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