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Eight of the nine races in Ashes of Creation.[1]

Ashes of Creation offers nine playable races.[2][3]

Parent race Races
Aela Humans Kaelar.[4] Vaelune.[4]
Dünzenkell Dwarves Dünir.[4] Niküa.[4]
Kaivek Orcs Ren'Kai.[4] Vek.[4]
Pyrian Elves Empyrean.[4] Py'Rai.[4]

Verra is a world with rich and diverse cultures. Much of its important history has been dominated by the major races. Humans of the coast and plains, Orcs within the hills and the marshes, Elves in the forest and the riverlands, and the esteemed Dwarves of the mountains. The major races have held dominance through countless wars and skirmishes between the lesser races of Verra. Decades may pass between these flareups of violence. There are many minor races on Verra. Some of the minor races exist in makeshift villages or tribes if you will. Some of the major villages among the minor races are comprised primarily of the Giants, less reputable sects of Human, Gnomes, and Halflings. The Halflings are not Halflings in a traditional sense but actually half-bloods of different races.[6]Steven Sharif

Wandering the darker places in the world lie truly sinister abominations of creation. The great churches of civilization often dispatch heroes of the state to eliminate these threats to mortals. There currently exist four great nations on Verra. This is 25 years roughly before the fall: The Aelan Empire, Pyrian Kingdom, the Kaivek Protectorate, and the nation of the Dünzenkell. There was not always only four great nations. Long ago the races were more divided into many nations and city states.[7]Steven Sharif

In the 7,000 years of recorded history, wars upon wars were fought. Some for land, others for resources, many for beliefs. Royal houses stood and fell over the years. Some now long bereft of lordship. Many city states exist in Verra. Some self-governed bastions of democracy and republics alike. Others are vassal states at the behest of their benefactors.[8]Steven Sharif


Aela Humans are split into two races: Kaelar and Vaelune.[10]

The Aelan empire is the most recent successor of the once great house of Lyneth. For over one thousand years the house of Lyneth ruled over the Aela. A golden age endured for most of their reign. It was only during the dawn of [the last century before the fall], during the Great War of the Undying that the house fell. With no suitable heir to the Lyneth throne the country fell into chaos. What arose is the fragile republic we see today. Overseen by the Emperor elected through the Council of Five: The five who govern the greatest cities on the Empire. The Aelan empire is by far the largest nation in all of Verra, with over eight million souls among its inhabitants. Aelans also represent the single largest population on Verra. Their borders touch upon every other nation; and with their interests of expansion on the seas of Verra, they are able to deploy their widely feared armies to any shore. The Empire uses this fear to bully many city states, bending them to their will. Those who deny the will of the Empire often find themselves at the end of a sword.[11]Steven Sharif

The predecessor of both the Aelan and Pyrian races were the Torens, which were essentially half-elves.[12]


Kaelar symbol.png Kaelar are a playable Aela Human race in Ashes of Creation.[10]

Build. Order. Civilization. These are the foundational principles of the Kaelar. Their empire in the old world spanned the largest of all, and they plan to do the same in this world. Extremely loyal to their roots, the Kaelar will rise to the challenge.


Vaelune symbol.png Vaelune are a playable Aela Human race in Ashes of Creation.[10]

Trade. Law. Hardship. The Vaelune were forged in the heat of the desert, and through the ages became a blade that bends, but does not break. Through the development of a complex web of relationships and savvy negotiation, the Vaelune grew into one of the wealthiest empires in Sanctus, despite having few natural resources to exploit themselves. Their environment has taught them what it means to kill or be killed, whether through the beasts of the desert or the snakes in the market square.[16]


Dünzenkell Dwarves are split into two races: Dünir and Niküa.[18]

Deep in the mountains of Verra legend tells of a forge created by the gods, from whence all Dwarves are originated. Fabled to be the first created of the major races, the Dwarves are said to have arrived on the continents with ships made of stone and steel. Dwarven smiths and craftsmen are found far and wide across Verra. The center of the Dwarven race is the nation of Dünzenkell, found deep in the northern mountains. Dwarven society tends to be heavily matriarchal and their clans existing under the oftentimes eldest matriarch. Dwarves are closely connected to one-another by alliances forged between family guilds. The Dwarven child is marked at a young age with his or her guild sigil. Some dwarves banished from Dünzenkell or having chose to walk a path alone will often have their sigls burned from their skin.[19]Steven Sharif

The Dünzenkell nation, deep within the mountains of Verra exists the oldest nation in the world. The Dünzenkell have been known as many names over the ages, but only one name has graced the highest mountain, within which their capital has stood since the beginning of recorded history: Dün. The Dwarves of the Dünzenkell rule through a council of guilds. A royal family is chosen once every 200 years by this council to rule. Currently the right to rule falls on the shoulders of King Grimlay. It has been nearly 400 years since a king has lead the Dünzenkell. Traditionally this role falls to the matriarchs of the family. Expeditions are often sent into the Underrealm from Dün; and there many believe lies the source of secrets among the Dwarves and their success with mastering artisanship. Untold magic lies deep within Verra. It's source not known to many. Dünzenkell has long benefited from this source though. It has fueled the expansion of the Dwarven kingdoms throughout the northern mountains.[20]Steven Sharif


Dünir revised character model 3D render (WIP).[21]

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.[21]Steven Sharif

Dunir symbol.png Dünir are a playable Dünzenkell Dwarven race in Ashes of Creation.[18]

Stoic. Tradition. Forge. Most of the peoples from the old world would see a mountain and think nothing of it. The Dünir saw a defensible home where riches abound. The Dünir take immense pride in what they craft and what they build: fortifications that seem impregnable, warhammers that never break, or beautiful gems for their royalty are all in their repertoire. Don't be deceived by their stout stature. They're pound for pound the strongest warriors the world has ever known.


Niküa are a playable Dünzenkell Dwarven race in Ashes of Creation.[18]

Family. Freedom. Courage. Where the Dünir saw mountains as home, the Niküa saw it as a prison. How could they complete the great hunt inside a cave? The craft of their brothers doesn't elude them though; they too are highly skilled artisans. Instead of jewelry for nobles, the Niküa see crafting as a right of passage and advancement of the family. Will you progress your people from the mountains of your ancestors?


Kaivek Orcs are split into two races: Ren'Kai and Vek.[25]

The Kaivek have always adhered to a strict code of tribal loyalty... Roughly thirteen centuries [before the fall], a leader named Ran'Kal united the clans into a nation called the Kaivek Protectorate. Kal taught that all Orcs answer to the protection of the divine order. This teaching expressed the belief that it was the will of the gods that all Orc kind should have superiority over the nations of Verra. For it was only through the unity of the clans that the people of Verra would be lead to enlightenment. It was the teachings of Kal that lead the Kaivek to pursue campaigns of conquest across the lands of Verra. Where the Orcs were once nomadic and divided before Kal, through his leadership they became a powerful nation united in conquest. Trophies of each city conquered is found in the capital city of Ren. [Just before the fall] the Kaivek Protectorate have adopted a policy of peaceful coexistence with their neighbors. Having endured centuries of conflict, leaders rose among them echoing the teachings of peace. These recent reformations have once again begun to lead to a fracturing of the Protectorate. Some unrest among the clans have called for a culling of those who are unworthy of the protection from the divine order.[26]Steven Sharif


Ren'Kai character model concept art (WIP).[27]

Here you can see the Ren'Kai base character model and its size, its stature. This is a middle-of-the-road type of physique, because the idea from a character creator standpoint is that you're going to be able to augment different components of his body.[27]Steven Sharif

Being able to choose in-between the red and or the green... we've all seen character creators before.[27]Steven Sharif

Ren'Kai are a playable Kaivek Orc race in Ashes of Creation.[25]

Honor. Power. Tranquility. Through staying centered their power only grows. The Ren'Kai believe in ultimate focus and controlling their immense power. When a Ren'Kai becomes enraged though, there aren't many men or beasts who can live and tell the tale.


Vek are a playable Kaivek Orc race in Ashes of Creation.[25]

Celestial. Purpose. Fate. When one stargazes they find beauty lies beyond our world, when The Vek stargaze they find fate lies beyond our time. Star maps, numerology and prophecy are integral parts of each Vek's life. Great leaders read the heavens for how wars will go, which empires will rise and fall, and the Vek often ask themselves "are we too late?"

The Vek are astrologers.[29]


Pyrian Elves are split into two races: Empyrean and Py'Rai.[32] Pyrian are the parent Elven race from long ago:[33] The ancient elves.[34]

For over 4,000 years the Pyrian royal family of Eradal has endured. The kingdom has seen its share of wars. The kingdom's borders encompass the great forest of Eranthia. The capital of Amera is among the oldest and most beautiful cities in the world. Its royal families can trace their lines back to the days of the Dark Fires. The Pyrian universities of magic and martial studies are unparalleled in the lands of Verra. Many of the citizens of the Kingdom venture out into the lands of Verra wishing to spread their knowledge of art and science to their fellow Verrans. These ventures are often subsidized by the royal households of Pyria for hopes it will foster a better relationship with their Human neighbors. Once a close ally of Aela and the house of Lyneth, the Pyrian Kingdom and Aelean Empire ended one of the bloodiest wars in Verran history. Eighty years have passed since the last bloodshed; and although tensions have subsided among the citizens of the two nations, there remains a heightened level of distrust among the Empire's new rulers and the royal family of Pyria.[35]Steven Sharif

The Elven race is generally a secretive one and exists within the Pyrian kingdom. Primarily a patriarchal society, Elves tend to keep within the natural borders of their forests. It has only been over the past millennia that the Riverlands have begun to see colonies of Elves exist. Elven scholars, dignitaries and pioneers can often be found in many of the human cities: Though their presence is rarely seen in sites other than archaeological, academic or diplomatic. Rumors do abound throughout the darker circles of Verra that there lies a particular lineage of Elves that exist within the Underrealm of Verra.[36]Steven Sharif

The predecessor of both the Aelan and Pyrian races were the Torens, which were essentially half-elves.[12]


Tier 2 (Level 20) Empyrean leather armor 3D render.[37]

Empyrean leather is stitched with Erinthian silk, a substance only found in the monsoon seasonal pools of the Forest of Erinthia. These delicately formed strands of silk provide the armor with extreme flexibility.[38]

Empyrean symbol.png Empyrean are a playable Pyrian Elven race in Ashes of Creation.[32]

'Imperial. Pride. Culture. Though not as numerous as the Kaelar, the Empyreans are a force to be reckoned with. Elite military forces and a highly structured government. The people of the Empyrea surely have a plan to carve their place in the world.


Py'Rai are a playable Pyrian Elven race in Ashes of Creation.[32]

Nature. Balance. Fury. All things come to balance in time, and nature always has her way. Don't let their love for nature fool you though, the Py'Rai rarely take prisoners. Whether by bow or spear, the Py'Rai's legacy will take root.

Py'rai will be capable of having brown skin.[40]


Underrealm concept art.[41]

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.[42]Steven Sharif

Tulnar is a playable race in Ashes of Creation.[43][5] The Tulnar fled to the Underrealm to escape the Corruption that befell Verra.[44]

They're a culmination 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 culmination of different influences, so they're very differently constructed culture than what is found in the other eight races.[45]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.[51]Steven Sharif

NPC races

Changing race

Once selected, a character's race should be final.[54]

Your primary archetype selection and your race selection should be - because they have gameplay influences - should be final.[54]Steven Sharif

Racial appearance

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.[55]

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.[56]Steven Sharif

Dünir dwarven appearance

Facial hair is characteristic of the Dünir, not the Niküa.[57]

Female Dwarven beards will not match that of the male. It will be more of a braided option that is not as voluminous.[57]

The developers have listened to feedback from Alpha-1 and are updating the Dünir dwarves' design to have a more stout traditional fantasy appearance.[58]

  • The dwarves that were shown in Alpha-1 will be more similar to the Niküa.[58]

Tulnar appearance

Outdated Tulnar silhouettes. These do not represent the current state of game design.[59][43]

Tulnar is the only race with the capability to adjust racial appearance in a significant manner.[60]

  • Tulnar race does not have sub-types, instead, players will be able to customize the appearance of Tulnar characters.[45][61]
  • Players will have dials to adjust the reptilian, mammalian, humanoid, and other attributes of their Tulnar character in the Character creator.[45][62]
    • Mammalian Tulnar may have snout features, fur and inverted knees.[63]
    • Reptilian Tulnar may have more circular eyes and head shape, and scaly skin.[63]
  • There are feline and bestial components that can be scaled up when creating a Tulnar character but Tulnar do not equal furries.[64][65]

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.[65]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.[66]Steven Sharif

Artistic influences

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.[73]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.[67]Steven Sharif

Racial mounts

Characters are able to obtain racial mounts via a quest in that race's starting area.[74][75]

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.[74]Steven Sharif

Racial weapons and armor

Armor racial appearances in early Alpha-1.[76]

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.[77]Jeffrey Bard

Weapons and armor are not race locked, but armor will take on a racial appearance.[79][80]

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.[81]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.[81]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.[82]Steven Sharif

Racial benefits

Each race has different base stats.[83][84]

  • Races are not gender or class locked.[83][84]
  • Some classes may work better with certain races but nothing is enforced.[83]

A player's choice of race will influence their racial augments.[84]

You'll have racial augments that are capable of being applied to active skills and those augments are going to be a reflection of the flavor of that specific race. In addition, races will have differing degrees of stats and our game in our class system relies on certain stats to achieve different metrics in the game when it comes to damage, defense, and landing rates and all that kind of stuff.[85]Steven Sharif

Stat growth

Stat growth proceeds in the following order:[83]

  1. The race "seeds" a player's base stats.[83]
  2. The primary archetype grows the base stats.[83]
  3. The secondary archetype (class) does not contribute to stat growth.[86] This is a revision of an earlier statement.[83]

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.[87]Steven Sharif

Choice of profession does not affect a player's stats.[88]

Gear has approximately a 40-50% influence on a players overall power in the game.[89]

Racial augments

Racial augments are based on a character's race and are available to each class.[90]

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.[1]

Racial influence on nodes

Alpha-1 Village node layout.[92]

What has kind of been unlocked is the ability to do things more dynamically and more procedurally so that when a node spawns there is the opportunity to have different layouts and have different buildings and have different architectures; and each node starts to feel like its own place, so it's not the same node over and over again. Now we've got a node that kind of evolves and changes depending on where it's at and what the environment is and what race has procced it.[93]Jeffrey Bard

Cultural influences bring more than just the aesthetic and storyline changes - benefits are granted to the dominant culture within that node's Zone of influence.[94][95]

  • These benefits apply to citizens of the dominant culture but they also apply to mechanics of the node and can also be of benefit to members of other races.[94]
  • There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[96]

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.[96]Steven Sharif

Racial influence on node layout and style

Racial architecture of the same Village (stage 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Screenshot from non-NDA Alpha-1 preview weekend testing.

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.[97]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.[95]Margaret Krohn

Node layout and style is determined by several factors:[93][98]

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.[100]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.[98]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.[105]Steven Sharif

  • The rest is determined by the node's mayor.[98]

Starting areas

Alpha-1 early preview starting area.[106]

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.[107]Steven Sharif

Starting areas (starting zones) are located in the ruined cities of the four ancient races of Verra.[108]

  • Starting areas include expeditionary NPC settlements that serve as initial quest origination points.[109] Lore-wise, these settlements represent scouts that were sent ahead of the main expedition back to Verra.[115]
    • These settlements are designed to acclimatize new players entering the world.[115]
    • While it may be advantageous to do so, there is no requirement for players to play through any specific starter zone content.[107]

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.[116]Steven Sharif

Tulnar starting area

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.[109]Steven Sharif

Tulnar have a starting area that does not involve a divine gateway.[110]

  • Points of interest exist that represent Tulnar NPC structures in a similar fashion to the starting areas around divine gateways.[109]

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.[112]Steven Sharif

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.[44]

Alpha-0 starting area

In Alpha-0, players started at an Empyrean divine gateway.[117]

Racial quests

Quests may be based on a character's race.[118]

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.[118]

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.[118]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.[96]Steven Sharif

Quests 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.[119]

NPC racial interaction

NPCs are going to react differently to different tags on a character.[118]

  • For example, Elven NPCs may interact differently with Humans compared to Elves.

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.[120]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.[121]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.[122][121]

  • The Gods exist on the plane of the gods, which is the most connected to the Essence.[121]
  • The material plane is not the highest in terms of proximity to the Essence. Verra exists in the material plane.[121]
  • 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.[121]
  • There hasn't been a definitive understanding of how many planes of existence there are.[122]

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.[122]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.[122]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.[122]

  • 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.[122]
  • 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.[122]
  • 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.[12]
  • The Tulnar have souls and these souls act as conduits for the Essence.[52]

During the Apocalypse, The Ancients created monstrosities and perverted nature with corruption, which is the negative aspect of The Essence.[123]

  • Shape-shifting (changeling) is done so through the Essence by focusing on that specific type of magic.[124]
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.[124]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.[124]
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.[124]Steven Sharif

Community guides

See also


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