Ages of Athiria Newsletter - Volume 6  
 

hat a wonderful treat for this release of the Ages of Athiria newsletter! The design team has decided to release the first sneak peek of how magic will work in the world of Athiria.

lso included in this month's newsletter is a first glimpse of the bestiary of Athiria and the long awaited Elven music to accompany the High Elven race that was released in Volume 2.

tay tuned next month as we begin our tour through the lands of Athiria.

Yours in Athiria,
Tom DeSanctis
a.k.a. Noonway
Ages of Athiria Development Team
http://www.agesofathiria.com


Magic in Athiria  
 

We thought it might be time to release something that a lot of you have been waiting for. As a thank you for staying with us throughout the past several months, we've decided to show you a first glimpse into the mystical side of Athiria. After reading through this introduction to magic in the world of Athiria, we would love to hear your comments and discussion over at the Ages of Athiria message boards on RPGVault/IGN Network.


 
 

eep in the forests surrounding Tuvien, the town of Ravaal was well known for their exquisitely handcrafted pottery. The Lothien family was largely responsible for this, as all of the town's grandmaster potters came from their bloodlines. Since pottery was the primary source of income for their town, all children were watched for their aptitude in the craft as they made projects during their school time. It was desirable to have their most gifted citizens involved in the business. The elven culture deeply valued the natural skills in which their people showed talent. Therefore nobody was forced into a craft or job they would not enjoy.

Sunia Lothien was gifted, but not in the craft of pottery. She was no disappointment to her family, however. Meneth and Cathiel, her father and mother, were extremely proud of her accomplishments. The youngest of five in this elven family, her natural attunement to the energies of Healing was noticed early in life, being discovered during one of Cathiel's many illnesses.

"I worry that Elder Elama comes to visit mama so often," thought Sunia as the Healer came into their house for this latest visit. Sunia could not remember her mother not being sick. In fact, Cathiel's life was sorely in danger throughout her pregnancy with Sunia. "Father looks so worried, as do Alfalas, Iarin, and Aronen." They were her older siblings still living with them. The oldest sibling, Gaelach, was serving with the Palace Guard in Tuviel.

"In every visit, Elder Elama sets down his book on the bed next to mama. He speaks strange words while holding his hand over the book. Sometimes mama opens her eyes after he finishes. Sometimes she doesn't. Mama tosses and turns in her sleep too, although she does more of that lately. I wish I could make her sleep better."

Because of the many visits to their home, Sunia had many plenty of opportunity to watch the way the Healers performed their duties. She was distressed that her mother was sick so often, and would do anything to help her.

"I like the sound of the words he uses, the ones just before he leaves. They always make mama look more restful. The creases around her eyes go away, and she sleeps. Those must be very special words." Even though the Words of Power were spoken in a language she did not know, certain phrases and spells were spoken often enough that she was able to memorize them.

"Today they didn't seem to work, as mama was still tossing and turning even after Elama spoke those words." The Elder Healer had left his spellbook open on the side of the bed when he left to speak with Sunia's father outside in their main living area. "Maybe if I put the book on mama's tummy and said the words myself, then it would work!" thought Sunia as she began to anguish over the sight of her mother in pain.

Alone in the room, and emboldened by love of her mother, Sunia stepped over to the bedside. Gently picking up the book, she placed it on her mother's stomach, hoping the crinkling sound of the stiff parchment wasn't heard outside the room. "Elama holds his hands over this page, says those words, and then it will work!" Taking a last deep breath, Sunia lifted one of her small hands over the page while recalling the words she had so often heard the Healer speak. She whispers the words, but nothing happens. "I guess I didn't say it loud enough," she said as she cleared her throat a bit before beginning again. This time, as she began to repeat the Words, she felt a strange sensation in her hand as it hung slightly off the page. Keeping her concentration, she continued. Now the sensation moved up her arm, then into her shoulder and head as she finished the last Word.

Healer Elama overheard the Words of Power being spoken, and rushed into the bedroom. It was quite coincidental that the phrase Sunia spoke corresponded to the page that was open in the spellbook. Unfortunately for the girl, she was not skilled enough to handle the backlash of ethereal energies caused by this powerful spell. Easily, the ethereal energies overwhelmed her as she fell to the floor in exhaustion. She was fortunate not to be physically injured by the spell, a testament to her raw natural talents.

For the remainder of Cathiel's illnesses, Elama allowed Sunia to assist with some of the more easy tasks he performed, even going so far as to allow her to cast very simple healing spells on her mother. Sunia's natural talent for healing was obvious, and she was sent to the Learning Schools in Tuvien when old enough. Years later, she returned to Ravaal to become an Adept Healer, continuing under the tutelage of the Elder Healer Elama.

 
 

he rediscovery of the Ethereal Plane and the ability for Athirians to manipulate its energies marked the rebirth of magic in a world devoid of its power for countless generations. This was a turning point of great significance in the history of Athiria. The Ethereal Plane was first discovered by what are now known as the Great Mages. They learned that the Ethereal Plane contained energies that were the essence of all life on Athiria. These energies were called Calarite, which existed in both mineral and ethereal forms. The Great Mages were aware of the mineral form of Calarite, but could not explain why this exotic mineral felt powerful. Over time, the Great Mages slowly discovered the nature and meaning of the energies that make up the Ethereal Plane, and realized that the mineral Calarite was simply a physical manifestation of these same energies. As they discovered how to manipulate the energies found in the Ethereal Plane, entire libraries were formed that contained thousands of recipes for controlling these powerful energies.

amed early in Athiria’s history, well before the Great Mages existed, the art of manipulating ethereal energy was called “magic”. Early Athirians needed a term to describe the effects they saw created by the first Caluvians to discover this planet. Magic is everywhere, permeating every living thing, from the lowly ants to the now-evolved and civilized races that inhabit Athiria's varied landscapes. It is the ethereal energy of the world that binds the soul to your body. Sufficiently willful casters can learn to tame those energies and shape them to do their bidding. The Great Mages grew to understand this, and created artifacts and vast libraries of spells to do just that. They studied the language of the Ethereal Plane, and learned its secrets. They chronicled every advancement in the magical arts from the time of its discovery in an effort to grow more powerful through its use.

oon it was discovered there were several forms of this ethereal energy. Each form of this energy had certain properties that allowed it to have specific effects in the world. The Great Mages organized these forms of energy into what became known as the spell wheel. The wheel defined the energies that were related to one another and the energies that were known to oppose one another. Further, it became known that as a mage cast spells using a certain type of this energy, his body became attuned to that energy and the effectiveness of spells using that type of energy increased. As long as the mage would continue to cast spells using the same form of ethereal energy, they would continue to cast powerful spells. The mages noticed a marked difference in their casting abilities when moving from one type of attunement to another. For a period of time they would become detuned to any spell casting. Consequently, the mages’ power was significantly reduced. The spell wheel was adjusted to show this phenomenon, which was labeled "The Void" and was quickly known to be something that a Mage did not want to encounter often. This resulted in specialized mages and gave rise to a council of great mages that consisted of one master from each specialization.



or many generations the Great mages worked to institutionalize magic. They formed schools in nearly every city, and had representatives from nearly every intelligent race on the planet. During this time, Caluvians began to take notice of the ethereal activity that resulted from this intense use of magic, and moved to investigate. As the history of Athiria indicates, a great cataclysm destroyed much of the holdings of the indigenous races of Athiria. Unfortunately, most of the knowledge of the Great Mages was lost. Only recently have their works begun to resurface. With each new discovery, knowledge of the lost Language of Power increases.

High Elven Music  
 
Click here to listen to a sample of racial specific music for the High Elven race.

 

The Bestiary of Athiria - Rock Troll  
 
A creature seen lurking around the lower hills of the Northern Mountains...

 
An Interview with Bhel Khazul  
 

hel Khazul (a.k.a. Matthew Koch, of Elysian Productions) sat down with me to talk about his responsibility with Ages of Athiria and what you can look forward to from him in the future. Here is the full interview:

Noonway:    What is your responsibility on the Ages of Athiria Development Team?
Bhel Khazul:    I've been concentrating primarily on the the storyline of, and on-going content for, the world of Athiria. In addition to content, I always have an eye out for Customer Service issues. Yes I know we don't currently have any paying customers to service. But, if you wait until you have them, then it's far too late to design and implement your policies.

Noonway:    What is your "vision" for Ages of Athiria?
Bhel Khazul:    My vision for Athiria has it being a more immersive environment than anyone has ever experienced. As a storywriter, I can make this happen first via the backstory. The backstory, or history of Athiria, is a static, unchanging story that leads up to the release of the game. While static, this story will lay the foundation for understanding what's happened in Athiria's past. After release, the entirety of the history will be available via in-game books. These books won't always be easy to find, but they will be in the world somewhere. Advancing your character, guild, and/or city will be greatly enhanced by some of the information that can be discovered. Will you keep it for yourself, or share it with the world? That's an intriguing situation for a MMP game, isn't it?

I'm really excited about how we'll be releasing the backstory. Fans will be able to learn about much of the world even prior to internal beta testing. And, no, I'm not talking about a mere one or two web pages of story and a fancy map. What I am talking about is a world in which the story is important and has meaning that players will not avoid or ignore, but instead take an active part in. This is the type of immersive experience we're striving for. Each newsletter will contain new story. As development continues, we'll be publishing both newsletters and story more frequently than the monthly issues you've seen so far.

After release, players will be able to determine the future outcome of the game, (re-)discovering things from the past to use in their endeavors. Our On-Going Content team comes into play here, as they'll be essentially playing DM on a global scale. Our fantastic content tools allow us to do this effectively. While we'll certainly be introducing our own events into the world, much of what we do will be in response to the players' actions. The end result is a world in which the player can truly have an impact on their virtual world. Prime examples of this are the player-run systems that have already been introduced, specifically player-run cities and their accompanying player-run justice systems.

Noonway:    With all the massively multiplayer games currently in development or on the market, what do you think sets AoA above and beyond the rest?
Bhel Khazul:    I think I pretty well answered that in the prior question. I think the industry and its fans are ready for more immersive experiences in their MMP games. It's not enough to just go out and kill things. It's not enough to just chat with your friends. Those things have already been done. Future games that just repeat that formula might be successful to varying degrees, but they are really missing the "big picture". What sets AoA apart from our competition is that we see the "bigger picture" and are bringing that to reality.

Noonway:    What other games have influenced you and why?
Bhel Khazul:    UO and EQ have been the biggest influences by far. To date, UO is still the only MMP game that has come closest to a truly immersive environment, IMHO, with limitations. The immersive feeling for me, however, was irrevocably broken by rampant PKing turned griefing. Since UO was my first truly massive multiplayer game, I didn't know many people, and wasn't yet in a guild. I therefore had absolutely no recourse against PKers. After one particularly frustrating hour of being repeatedly PKed, for no apparent reason (which I considered being griefed), I cancelled my account and never looked back. I don't object to player-killing, but I want it to have meaning. Better yet, I want to know that the PKer is really risking something by their choice to PK. From this you can see some of the insight that I brought to the table during the development of Athiria's player-run city and justice systems. I'm really proud of the system we've designed, and look forward to seeing it in action.

Post UO, I starting really looking forward to EverQuest, which I started playing in late beta. I still play EQ, as a matter of fact, and regularly raid with my guild even today. I could write alot about EQ. Instead, I'll just suffice it to say that the industry is ready for new MMP games that kill the "leveling treadmill" and permanent "class" restrictions placed on characters. From that statement, you can see further insight into Athiria's design.

EverQuest influenced me not only from a gameplay basis, but also on the Customer Service level. Specifically, I spent more than two years within EverQuest's volunteer programs, both as a guide and as a role-player of historical characters. I cherish the memories made, experiences gained, and people met during that time. I was influenced during this phase of my EQ life with the knowledge that the techincal aspects of customer service and dynamic quest mechanics are best implemented proactively rather than reactively. Athiria's content tools are designed appropriately.

Aside from MMP games, I most readily recall the Wizardry games on the Apple II/IIe computers, Moria on DEC Vax boxes, and Bard's Tale on the PC and Amiga. More contemporary memories come from Doom, Hexen, Diablo, and Starcraft. Many other games were installed and deleted from my hard drive over the years, but those I remember the most. I guess the memory of other games are fading, but I will date myself even older by mentioning that I remember playing text RPG games on my TRS-80 with it's fancy cassette-tape drive!

Noonway:    Is there anything else you would like to share?
Bhel Khazul:    I do want to express my thanks to those MMP fans that have been active on our discussion boards at IGN Vault. You folks have some fantastic ideas, so please keep sharing them. I think you know that those of us on the AoA Dev Team are also players, just like you. Ages of Athiria will be a better product due to your feedback and insight. We are listening.

 
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