Тульнар

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Концепт-арт трёх базовых черт для моделей персонажей-тульнар.[1]

Сообщество Тульнар больше похоже на кастовую систему, в которой ваше положение в некоторой степени определяется вашими физическими чертами, основанными на том, кем были ваши предки, объединившиеся и ставшие Тульнар. Поэтому при создании персонажей игроки смогут определять, каких черт у их персонажей будет больше — рептилий, млекопитающих или гуманоидов; это в какой-то степени определит их восприятие со стороны NPC при взаимодействии с игровыми персонажами.[2]Steven Sharif

Тульнар (произносится (англ.) как Tull-nar[4][5]) — игровая раса в Ashes of Creation.[6][7] Тульнар бежали в Подземный мир, чтобы укрыться от скверны, обрушившейся на Верру.[8]

Они — смесь оставшихся рас, не только народов основных рас, но и остатков малых рас; отсюда они и получили присущие им черты животных, рептилий и гуманоидов; визуальное представление этих-то черт и смогут менять игроки в меню создания персонажа. Точно также их культурные компоненты появились под влиянием смешения различных культур, поэтому в этом плане они тоже будут отличаться от остальных восьми рас.[9]Steven Sharif

Появились ли Тульнар из-за осквернения при их создании или исключительно в результате смешения разных малых и больших рас, живших в Подземном мире после апокалипсиса? Они появились не из-за скверны. Так что при их создании осквернение в расчёт не бралось.[15]Steven Sharif

Раса Тульнар появится до альфы-2. В этот период ожидается появление концепт-артов и ранних наработок.[17]

Внешний вид Тульнар

Концепт-арт трёх базовых черт для моделей персонажей-тульнар.[18]

Ряд основных и малых рас искали убежища в Подземном мире, и мы говорили о том, что эта конкретная раса игровых персонажей будет иметь довольно уникальный подход в том, что касается настройки персонажа, потому что при такой родословной очевидно влияние разных видов на саму расу, и мы хотим, чтобы игроки могли увеличивать или уменьшать то или иное влияние по своему усмотрению, выбирая между чертами гуманоидов, обезьян, млекопитающих или рептилий; и по мере того, как вы повышаете влияние какой-либо из этих черт, тело вашего персонажа… если значение влияния черты превысит определённый процентный порог… тело примет форму и встанет в позу, характерную для одной из основных трёх черт, присущих Тульнар. Итак, здесь вы видите три чётко различимых черты, и, конечно, вы можете выбрать, чтобы влияние любой из них на внешний вид вашего персонажа составляло сто процентов, тогда он будет очень похож на одного из персонажей на этих концепт-артах; либо вы можете поиграться с показателями и получить что-то среднее.[19]Steven Sharif

У расы Тульнар нет подтипов, вместо этого игроки смогут значительно настроить внешний облик персонажей-Тульнар на основе одной трёх базовых черт, или сделать смесь из трёх разных черт:[19][9][20][21][22][23]

Расы внешне преимущественно гуманоидные.[24]

  • При создании персонажа-Тульнар можно усилить или ослабить влияние черт кошек или других зверей, но Тульнар — не значит фурри.[25][20]
  • Нельзя будет создать Тульнар в виде девочек-кошек или лоли.[25]
Тульнар не значит фурри, но у них определённо есть некоторые черты животных, влияние которых на внешность можно повысить при создании персонажа-Тульнар, и в настройках, я полагаю, это можно выставить на максимум. Создаст ли это персонажа, с вашей точки зрения являющегося фурри, думаю, зависит от вашей интерпретации того, что такое фурри.[20]Steven Sharif
Вопрос: Позволит ли редактор персонажа создать Тульнар, внешне похожих на Кобольдов из Pathfinder или D&D?
Ответ: Я бы не сказал, что в точности, но да, определённо будут элементы от Кобольдов, которые можно добавить во внешность Тульнар в редакторе персонажа.[27]Steven Sharif
info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.
    • Тульнар с атрибутами млекопитающих смогут иметь рыло, мех и сгибающиеся в обратную сторону колени.[28]
    • Тульнар с атрибутами рептилий смогут обладать более круглой формой глаз и черепа и заменить кожу чешуёй.[28]

Стартовая зона Тульнар

Будут присутствовать важные точки, представляющие строения НИПов-Тульнар. Так же, как в стартовых зонах вокруг божественных врат будут поселения экспедиций НИПов, не привязанные к структурам узлов, а служащие отправными точками для первых квестов.[29]Steven Sharif

У Тульнар есть своя стартовая зона, в которой нет божественных врат.[30]

  • Будут присутствовать важные точки, представляющие строения НИПов-Тульнар, так же, как в стартовых зонах вокруг божественных врат.[29]
  • Тульнар имеют возможность начинать игру возле любых божественных врат, так же, как и любая другая раса.[31]

Тульнар имеют возможность начинать игру возле любых божественных врат. Их цивилизация, хоть и находится в Подземном мире, тоже начала исследовать поверхность.[31]Стивен Шариф

В отличие от других рас, Тульнар возвращаются не на Верру, а на поверхность из Подземного мира, впервые за многие поколения.[8]

Подземный мир

Природная среда Подземного мира в альфе-0.[33]

Одним из аспектов лора Тульнар является то, что Богиня Судьбы предсказала будущее и поведала его Богине Созидания, и пантеон существующих богов создал эти зоны в Подземном мире в качестве прибежища для тех, кто, как боги знали, останутся в этом мире и не смогут добраться до Санктуса. Так что идея, стоящая за созданием Подземного мира состояла в том, чтобы обустроить сферу обитания, в которой беженцы могли бы найти укрытие.[34]Steven Sharif

Кот из Подземного мира.[33]

Мы хотим, чтобы Подземный мир присутствовал повсюду в самой игре и являлся частью открытого мира. В нём будут находиться кое-какие уникальные элементы, например, встречаемые типы монстров, доступные дома и выращиваемые культуры.[35]Steven Sharif

Подземный мир — богатая природная среда, в которой обитают биолюминесцентные флора и фауна. Эти глубокие пещеры и подземные долины предоставляют новые направления для развития цивилизации. Развитие узлов в глубинах мира может пробудить более мрачных существ, чем на поверхности.[3]

  • Предварительная оценка площади Подземного мира — 100 км2.[36]
    • Через Подземный мир нельзя пересечь всю карту мира. Внутри него будут области, где путь преграждают глубокие провалы или другие препятствия.[37]
    • Расположение входов в Подземный мир на карте сосредоточено вокруг естественных географических узких проходов, которые существуют над землей. Тем самым предоставляются альтернативные подземные маршруты, которые могут использоваться для караванов, рейдов и других видов деятельности игроков.[37]
    • Не все входы в Подземный мир будут одновременно доступны. Их доступность может динамически меняться (в зависимости от состояний узлов), вызывающих открытие различных маршрутов, которые могут оказаться более или менее выгодными, чем другие.[37]

Подземный мир достаточно обширен. Он соединяется со многими игровыми зонами. Так что в Подземном мире имеются альтернативы для перемещения и обходных манёвров по всему миру.[38]Steven Sharif

Мы также обсуждали то, как состояние узлов влияет на открытость и закрытость проходов. Не все входы в Подземный мир будут доступны одновременно. Этот фактор может меняться, могут появляться новые маршруты, которые окажутся более выгодными, чем другие.[37]Jeffrey Bard

История мира

В мире Ashes веками не было цивилизации.[39]

Мир Ashes веками пустовал, лишённый какой-либо цивилизации. До сего момента.[39]

Tales of the Homecoming

Written by Kyrie Patrika Arisanna

Introduction

"Know then that the unforgivable sin of Atrax was his unbridled hubris. In an attempt to unlock the secrets of immortality the Toren king began an obsessive study of ancient artifacts and profane magicks. This drew the attention of the Ancients, a fallen race banished into the Void in ages past. For the first time since their exile, the ancients became aware of the four races created by the Seven to replace them as the Stewards of Creation.

When the ancients saw that these races were growing, multiplying, and conquering the world that had been taken from them, they became envious and spiteful. In a fit of pique they unloosed the Harbingers -- great balls of ice, dust, and corruption from the heavens -- and hurled them upon the face of Verra.

As Verra fell, the Seven activated the divine gateways. These ancient portals transported the four races to safety on the tellurian, non-magical world of Sanctus, to await the day they could safely return to Verra."

-- Minerva Arisanna, Purian Emissary of the Lightpact THE BOOK OF THE VERRAN EXODUS

These words were put to parchment over four thousand years ago by my great,great grandmother, Minerva Arisanna. I know her only through her writing, and through stories told to me by her daughter, Kyrie Esmane Arisanna, my maternal grandmother, for whom I was named.

My name is Kyrie Patrika Arisanna, Chronologist and Scrivener for the Lightpact. I am eight hundred and sixty-three years old. By Elven reckoning, I am rapidly approaching mid-life, yet Sanctus is the only world I have ever known.

The Lightpact was originally an alliance created by the four races of Verra as we fled the Harbinger Apocalypse and settled on the mundane, non-magical world of Sanctus. In the intervening millennia, tales of our exodus and the legends of Verra have slipped into the realm of folklore and mythology for most of the races. Fortunately thanks to the protracted lifespans and long memories of the Elven races, those teachings have not been lost forever. The Lightpact has endured, and its members have been secretly preparing for the day the divine gateways would finally reopen.

That day has arrived. At long last the ancient pylons -- those enigmatic monuments of sculpted stone that pepper the surface of Sanctus have awakened and paved the pathway home. These living conduits of channeled Essence will transport us across the cosmos and return us to Verra, the mystical world of our ancestors.

This collection of essays is one humble scrivener's admittedly idealistic, but well-intentioned attempt to peacefully chronicle that Homecoming. Upon its completion, multiple copies of this manuscript will be created by Lightpact scribes and read aloud at our arrival encampments across Verra. It is our sincere hope that this might foster cooperation and goodwill between our disparate races, for we are one people in the eyes of the Seven, and Verra is our common birthright.

Kyrie Patrika Arisanna Chronologist and Scrivener for the Lightpact.[40]

The Alchemist's Apprentice

I met the most astonishing individual today! Initially, I had set out to speak to Krelzenus Vagesh, the renowned Vek alchemist and inventor. I had heard that he had come through the divine gateway some time before, and I desired to pick his prodigious brain in regards to any discoveries oddities, or inspirations that had surfaced since hi arrival on Verra. I met up with Vagesh at his local market, which would be more aptly described as a makeshift campground. This bazaar featured an odd assortment of dead things, live things, and crude things to make live things dead things.

After making a proper greeting and introduction, I began to interview him from the list of questions I had prepared. At once he stopped me and bade me to follow him to his laboratory. He said he had someone there that was far more fascinating than his old self.

He lead me to his workshop at the edge of the settlement. I was somewhat disappointed to find that it was just another large tent given a wide berth by the other inhabitants of the area. Seeing my disheartened face as he lifted the front flap, he assured me that the facility was only temporary until a more suitable structure could be built.

Stepping in, my eyes had to adjust to the very low light of the interior, provided by only a few flickering candles. After a moment I could vaguely make out a shape moving about, here and there, sniffing and what sounded like an occasional licking and tasting of objects in the dark.

"Tish, we have a visitor," Krelzenus said in a gentle, calming voice to the creature.

The figure stopped momentarily, uttering a simple "Hejo" in what sounded like a purr, or perhaps a hiss, and then continuing on with its activity.

"Hejo?" I asked Vagesh curiously.

"Yes, it seems to mean 'hello' in the Tulnar Language. A combination of the Common 'hello' and the old Orcish greeting 'vajo.'"

"Ah yes, 'vajo' meaning 'no harm', correct?"

Krelzenus nodded cheerfully, obviously a little impressed with my limited knowledge of an old Orcish dialect.

Turning back toward the creature in the dark that I no knew as Tish, I called out my own little "Hejo!" I heard a slight wuffle of what I took as positive acceptance.

"Tish seems to have quite a talent for alchemy. Her knack for ingredient selection, measurement, mixing and brewing appears to be highly instinctual and productive! Without any instruction at all she whipped up quite an array of potions, poultices, and powders!"

"Simply marvelous!" I exclaimed. I leaned forward to get a better look through the obscuring darkness. As I wrapped my fingers around one of the two small candlesticks, an appendage shot out of the dark to slap my hand away.

"No touch!" I recoiled instantly from the reprimand, struggling to comprehend what had struck me. I could not deduce through the darkness and with the speed of the strike whether it was a hand, or paw, or claw, but I could tell that it was small, about half the size of my own.

"She doesn't like it when you touch her things while she is experimenting, and for a good reason. Some of the mixtures she has created have reacted quite explosively when touched with flame," Vagesh informed me apologetically.

"How old is she?" I asked, fascinated.

"About five years old, or so. Truly a prodigy," Krelzenus beamed. "Also quite resilient, too. I've seen her ingest holly berry, mistletoe, oh, and nightshade without even the slightest signs of discomfort. She does much of her experimentation by smell and taste."

Still stunned by the revelation of her very young age, I inquired whether her dietary fortitude was part of her phenomenal talent, or a trait of her Tulnar biology.

"I do not have enough evidence to say one way or the other, but I have observed others off her family eating spoiled meat and a wide variety of wild mushrooms without so much as a belch. If not indicative of Tulnar as a species, at least I have theorized it runs in her family."

"Fascinating..." I hummed.

"You talk to much! You go now! Can't make with talking!" Tish hissed at us.

"Apologies, Tish!" Vagesh called as he ushered me out quickly.

"It is well to keep her happy. She can throw quite a tantrum when she's frustrated... or tired," he said as he instructed me outside. "Apart fromt hat, I am highly intrigued with the alchemical possibilities she could uncover, and upsetting her would likely cause her to depart."

"So much potential for the future of this new world," I nodded.

I said my goodbyes to the Vek, assuring him that I would return in the future to see what amazing creations Tish had conceived. He shook my hand enthusiastically and ducked back into the tent without so much as a backward glance.

Kyrie Patrika Arisanna Chronologist and Scrivener for the Lightpact.[41]

The Bodabodaga

When the sun sets behind the canopy of the Crystalbough forest, it becomes difficult to tell where the sky ends in the treelines begin. Under the branches, rustling with leaves of orange and yellow despite the seasons, motes of essence-charged pollen flutter through the air like fairies, flickering white. For three days, I rode the path that wove through diamond-white trees between Oleander Reach and Mariam amongst these woods and found myself captivated time and time again.

One unusual evening, while I updated my notes on the banks of an unmarked creek, I spied a peculiar, overlarge stag as it emerged from the golden brush. As it bowed its head to zip from the stream, its conutenance was reflected in the prismatic light from the essence-charged stone bed beneath the surface-- and I saw the face of something else entirely. It was angular, drawn into a point of the nose, with eyes set too far down the sides. A kirin. As it drank, its antlers-- thicker than a buck's and shaped more like branches-- crackled with the raw energy of its sustenance, and I could see the essence arcing between the prongs.

I stood, entranced by its otherworldliness and the grace of its motion. Drawn forward by some inexplicable urge, I'd only taken two steps before an unfortunate footfall cracked a crystalline twig. The beast raised its head, looking directly at me-- and in a blink it shattered into an ephemeral, shimmering mist that retreated across the water.

"Gods be damned!" A voice boomed and sent a flurry of small, white birds into the ochre clouds overhead. The gruffness of tone alerted me to look for a Dünir, and my instincts were true. She pushed through the copse out onto the bank just past where the creature drank, holding her thick arms out wide in a gesture of pure exasperation.

"Why'd you go and do that?" The arch in her brow conveyed her dismay, and as she approached, the water pooled on her eyelids, belied the depth of her frustration. She had golden hair, the color of the leaves of the trees here, though it was wild and in desperate need of a brush and oil. Her beard was neater and woven into short braids at her chin with flowers worked in, and though wayward strands poked out here or there, it seemed more from circumstance than negligence.

I had at first assumed she was a hunter and started to apologize for startling her quarry, but found that notion subverted as she lifted what looked to be a small golden orrery whirring in rapid circles. It shook her arm to the elbow as she held it in the direction that the mist-creature had retreated. The odd device slowed until it stopped, and she fell to her knees in consternation.

She interrupted my apology: "Months wasted. I'll have to start all over again." Carefully she packed the device into a satchel at her hip, and looked over at me with sagging shoulders.

I stood there for a while, unsure of what to say. I felt bad to have startled her prey, but something was strange about this turn of events. While it was true I'd never before seen a kirin, in all my readings of them I'd never encountered anything about them wielding essence with such intention. The hunter seemed to notice my confusion, and as she stood, she concealed the wiping of her eyes in part of the motion of dusting the forest's detritus off her knees.

"You didn't know. I understand." She drew in a long breath, and then exhaled, forcing much of the tension from her posture. "You didn't know, and most importantly, tlegi, you still don't, so i'm going to let you all look here."

I admit I winced at the word, reminded of my early misstep. "Twig"-- a reference to how easily the Empyrean Glitterwall formations broke in early conflict between our peoples during the initial struggles for resources on Sanctus. It's a tale for another time, but our military manuals were worthless after we lost access to magic, needing to be rebuilt from the ground up. This would have been more generations ago than even her eldest relative's great, great, grandparents would recall.

"That's you," I replied, making an effort not to sound so dry. I've readied my pen and notebook, asking if she cared to enlighten me further.

"How could you know? It's clear you're new to these parts, or you'd have come more prepared. You're lucky, in fact, you started the bastard the way you did. It could have killed you with a wink or a sneeze." She straightened herself up, which brought her to approximately half my height, and held out a calloused hand for me to grasp. As I did so, she introduced herself. "Aeri Goldmane. On account of my hair." She ran through it with a quick comb of her fingers.

I wondered how often she'd said that line as I returned my own introduction. "How is it that it takes months for a hunter to track a kirin in their native woods?" I asked perhaps, less kind with my tone here than I should have been, but Aeri seemed too distracted to take offense.

She pulled the device back out of her pouch and held it aloft in nearby pockets of air seemingly at random. "Not just a kirin, tlegi, but the kirin. One of the first ones, older than the apocalypse. A Bodabodaga. Most powerful being in these woods, it's true, though you wouldn't know from how flighty he is."

Never have I heard of it, I wrote it down to verify another time. I confirmed to her, somewhat wryly, that I had not understood the gravity of my mistake until just now. She continued as though I hadn't said a thing.

"The thing is, you can't just hunt a Bodabodaga. They survived by becoming essence itself. They break apart, you saw it. Bringing them back from that requires precise ritual, and I'll be honest, I tried a whole lot of things to make it happen before, and didn't take the best notes, so I have no idea how to recreate the feat."

"You spent months on this and have no idea how to force it back to corporeality?"

She snapped a sharp look at me but sent her braids wobbling. "Well, I'm not scientist or a mage! That's the business of your kind!" And my handwriting is too messy to bother with notes anystone."

"And the device you use?"

She glanced at it, then pulled it to her chest and wrapped her other arm around it. "Ah. I see now." Narrowing her eyes, she slowly backed up to the brush behind her. Though the creek passed between us, she seemed convinced I might lunge for it. "Just stay right there. And don't try to follow me. Now that you know the stakes, I won't be as forgiving if you ruin it again."

In bewilderment, I lowered my book as the dwarf picked her way back into the woods without taking her eyes off me, I returned to my perch beside the stream to record the events of the evening before night had fallen entirely.

Kyrie Patrika Arisanna Chronologist and Scrivener for the Lightpact.[42]

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  1. Прямая трансляция, 2022-07-29 (59:00).
  2. Интервью, 2018-10-31 (5:03).
  3. 3.0 3.1 Kickstarter $1,750,000 Stretch Goal Unlocked, 13 May 2017 Ошибка цитирования Неверный тег <ref>: название «https://www.kickstarter.com/projects/1791529601/ashes-of-creation-new-mmorpg-by-intrepid-studios/posts/1883925» определено несколько раз для различного содержимого
  4. RacePronunciation.png
  5. Прямая трансляция, 31 Marchа 2022 (1:06:54).
  6. Прямая трансляция, 2017-05-30 (16:51).
  7. 7.0 7.1 7.2 Kickstarter $2,500,000 New Player Race Achieved.
  8. 8.0 8.1 Прямая трансляция, 2017-05-17 (5:49).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 Подкаст, 2021-09-29 (16:51).
  10. Интервью, 2020-07-20 (15:18).
  11. Прямая трансляция, 2018-04-08 (23:04).
  12. Прямая трансляция, 2017-05-26 (39:34).
  13. tulnar-eats.png
  14. Подкаст, 2020-11-15 (31:13).
  15. 15.0 15.1 Прямая трансляция, 2019-11-22 (24:33).
  16. Подкаст, 2020-11-15 (40:24).
  17. Прямая трансляция, 2018-04-8 (AM) (2:17).
  18. Twitter - The Tulnar are a proud, noble, Underrealm-dwelling race.
  19. 19.0 19.1 19.2 19.3 19.4 Прямая трансляция, 2022-07-29 (56:00).
  20. 20.0 20.1 20.2 20.3 20.4 20.5 Прямая трансляция, 2018-04-8 (AM) (3:12).
  21. 21.0 21.1 21.2 21.3 Прямая трансляция, 2017-08-23 (31:29).
  22. Прямая трансляция, 2017-07-28 (20:17).
  23. 23.0 23.1 23.2 23.3 Прямая трансляция, 2017-06-30 (15:10).
  24. Интервью, 2021-06-13 (33:21).
  25. 25.0 25.1 Подкаст, 2021-09-29 (18:19).
  26. Подкаст, 2020-11-15 (1:03:17).
  27. Интервью, 2019-04-22 (58:20).
  28. 28.0 28.1 Интервью, 2019-04-15 (20:15).
  29. 29.0 29.1 steven-tulnar-pois.png
  30. Прямая трансляция, 2017-10-16 (53:58).
  31. 31.0 31.1 tulnar-gateway.png
  32. underrealm-gateway.png
  33. 33.0 33.1 Ashes of Creation - визуальная составляющая.
  34. Интервью, 2018-10-31 (6:00).
  35. Беседа со Steven Sharif, Ashes of Creation, 2017-06-7.
  36. Интервью, 2018-08-17 (10:43).
  37. 37.0 37.1 37.2 37.3 Прямая трансляция, 2020-10-30 (1:19:13).
  38. Интервью, 2018-10-31 (5:43).
  39. 39.0 39.1 Ashes of Creation - Мир с последствиями.
  40. Прямая трансляция, 2021-11-6 (part 1) (0:0).
  41. Прямая трансляция, 2021-11-6 (part 2) (0:0).
  42. Прямая трансляция, 2021-11-6 (part 3) (0:0).