ASHES 101 - NODES
What are Nodes?
According to Intrepid Studios “Nodes are the heart of the world, they create the ebb and flow of life. At their core, Nodes are pre-set points in the world, wrapped in a Zone of Influence and surrounded by geographic areas that change over time based upon player participation.”
That is a great answer. Now what exactly does it mean?
In more simple terms, Nodes are the foundation of civilization found in Ashes of Creation. Any topic you want to discuss: housing, guilds, PvP, combat, dungeons, raids, crafting, everything is interconnected with the Nodes System in one way or another. The World of Verra is the result of player actions and decisions; there is no default civilization in Ashes of Creation. When the game begins, other than the starting areas around the four Divine Gates and the Tulnar starting area, players will find the world barren, untouched, a blank slate ready for development.
Unlike other games where players know the logical flow they are meant to follow, going from specific zone to zone for leveling, in Ashes of Creation the places you go are determined by what Nodes have been developed by the players in the world.
Any discussion about Ashes of Creation must first begin with Nodes
You want to own housing in Ashes?
Your node will have to be a certain minimal level.
You want to talk about Node Sieges?
Well can’t siege Nodes if there aren’t Nodes of a certain level.
Want to buy, trade, or sell goods?
This is done in Nodes.
All content is tied to or gated by Nodes.
How is this different from other games?
Other games you have zones that are predetermined for players who fall within a specific level range and it is often possible to find maps that tell you what zone you should be in by level. Other games have zone maps where you can look up what zone you should be in by your level. In Ashes of Creation every Zone of Influence (ZOI) has content for every player of every level. Nodes do not have a level associated with them, so the ZOI around a Node is not “Level 10” or “Level 25” instead every Zone of Influence is going to have a range of enemies. As the Node Levels, so does the potential level of the enemies in that ZOIs spawn table.
Additionally, as Nodes level, events in the world happen around them. The example from the Nodes 1 Video is when a particular Node goes from Level 3 to Level 4, that occasion causes a Dragon to stir from its slumber and attack the Node, thus generating content for all the players. This is content that not every server will see, because not ever server will develop in exactly the same way.
All content is locked behind the development of Nodes. Quests come from Nodes, Dungeons & Raids get unlocked depending on the configuration of nearby Nodes, Events occur around Nodes, the NPCs you need to do business with are at Nodes, the Main Storyline will drive you from place to place, depending on which places exist due to the Nodes that change the landscape of the world. The story the players help forge on one world will be different from the players on another server as everything revolves around player choice.
The Node System in Ashes of Creation prevents the inevitable situation in all other MMORPGs where a player was not present at the launch of a server they spend the majority of their time “grinding” to “max level” and rarely encounter any other human players. Instead, with the Nodes concept new players will encounter populated areas very shortly after leaving the starting areas around the Divine Gates.
What are Nodes Specifically?
Nodes are the population and civilization centers that appear in the wild in response to player decisions and actions. When the players first arrive in Verra, there will be spots in the wild that can and may develop into Nodes. The key terminology here is can and may, not will. Not every location where a Node can appear will be home to a Node, and while every Node has the potential to become a sprawling Metropolis, only five Nodes can reach this level at any given time.
When the players arrive from Sanctus via one of the four divine gates the small base camp you see around the Divine Gate represents the extent to which civilization has spread. As far as the Underrealm, I am sure there is a reason why the entirety of the Underrealm is not fully developed, but we are waiting to know these things from the Storyteller. The areas around the four starting Divine gates and the area around the Tulnar starting zone are acknowledged to be heavily favored to become bustling population centers, at least early on. This is not a deliberate design decision, instead it is understood to be a natural and likely outcome due to players wanting to get started right away when they arrive.
Players playing Orc, Elf, Human, or Dwarf characters will have their choice of starting gates, and although these early starting areas will be racially themed, a player is not forced to choose their racial gate. It is possible for an Orc to arrive at the Elf Gate, or a Dwarf to arrive at the Human gate. Tulnar on the other hand will all start in the same starting area.
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The World of Verra and How Nodes Function
The World of Verra is approximately 480 square kilometers (which includes the oceans) with an additional 100 square kilometers of Underrealm. This space does not operate as a free-for-all, there are very specific divisions for the land, Underrealm, and the sea.
The first, and highest division, is Castle Regions with each region being roughly 1/5th of the world. These Regional Areas are static and do not change. The leadership of these regions is directed by the Regional Castle. Castles are ruled by a guild, making the guild leader in charge of the castle the regional Monarch. As a player, if you elect to be a citizen of a Node, you are beholden to the Monarch. Castles have the ability to tax all the Nodes inside of its region, which is a direct tax on all of the revenue generated by that Node. The concept of taxes will be discussed more in the Vassal System Chapter.
The world is also divided among 103 different Nodes and each of these Nodes is surrounded by a Zone of Influence (ZOI). Each Node operates along a player directed destiny, however, these Nodes must function inside a structured system of rules. One such mechanical rule states each Node type will be the same from server to server. This means that on Server One Node 47 might be level 3, on Server Two it is Level 1, on Server Three it is Level 5 and on Server 4 it doesn’t exist at all, but since Node 47 is designated to be a Military Node, then on every single server it is a Military Node.
While there is no mandatory consistency between servers for what level a Node is, if a Node appears in a geographical location it will always be the same type. There is also nothing that the players can do to alter this. Even if they grow a Node at that location and then Siege it or let it Decay, when it rises again it will rise again as the same Node type.
Another mechanical rule regarding Nodes is that city management is not unilateral control over everything in the Node. The Mayor of the Node does not have absolute and total sandbox freedom with the direction and development of Nodes. As the Node develops, parts of the Node will develop automatically in accordance with the procedural tool. There are building footprints where a Mayor can choose a specific project to develop. More on this in the Government section.
While Nodes are divided into four different categories (Economic, Military, Scientific, Divine) there are no pre-set or fixed racial Nodes, instead Nodes will take on the cultural appearance and culture of the race that contributed the most experience to the experience pool for that development stage. The example given in the Know Your Nodes: The Basics blog is:
"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."
This can change as the Node progress. So while it is possible that a Node will be Py’rai when it hits level 3, if a number of Vek moved into the area and contributed the most experience for the Level 3 to Level 4 transition, when the Node Levels up, it will level up and now have Vek Appearance and Culture.
Additionally, there is a mechanic to prevent a single race from dominating the entire world. If one race already has dominance in the world, then they will be at a penalty when it comes to the cultural influence over of new Nodes. This is in place to make sure that a single race does not take control of all the Nodes.
How does the Node System work?
As stated before, all of the land mass in Verra is divided into ZOIs. Doing anything inside of these ZOIs which generates experience for your character (killing mobs, harvesting, processing, crafting, questing) will also generate experience for the potential node. At first the world will be void with each of those Node locations waiting to accumulate enough experience to make the transition from Level 0 (Wilderness) to Level 1 (Expedition). When this happens a whole litany of different mechanics get activated and come into play.
First, and most importantly, the makings of civilization appear. In the predetermined location where the Node is programmed to grow, a small band of NPCs will show up. This is little more than a camping spot which accurately reflects this level of development. While there was enough activity in the local area to justify these particular NPCs to make the trip here, it is still early and they may not have the support necessary to settle down in more permanent structures.
Second, it is not until a Node makes the transition from Level 0 to Level 1 that you can determine what type of Node it is. Nodes come in four types: Economic, Military, Scientific, and Divine. Each of these Node types are radically different from each other. From their focus, to their use, to their government and election processes, and the benefits they give players, each Node will have certain advantages players will be looking for. The node will be identifiable by the initial NPCs that form the Expedition
An Economic Expedition will be populated by Merchants
A Military Expedition will be populated by Guards
A Scientific Expedition will be populated by Scholars
A Divine Expedition will be populated by Priests
Third, once that first Node has reached Level 1 it will begin exerting its will against all the other nodes surrounding it. No neighboring nodes may be of the same level, which means once the first Node reaches Level 1 it blocks out all neighboring nodes from reaching Level 1. This condition exists until that first node makes the transition to Level 2.
As you can see from this diagram, the first Node has reached Stage 1. While the neighboring nodes can continue to accumulate experience, they will be unable to transition from Stage 0 to Stage 1.
At this point in development the Nodes in ZOIs A, B, C, and D are stuck in their development. Since the Stage 1 Node is Stage 1 there is no direct course of action for these four areas to take to force their own development. Since the obstructing Node is only Stage 1 it cannot be sieged. The only way the Stage 1 node is going to be destroyed is if it falls to atrophy, which is a condition that exists when a Node is abandoned and atrophies. If nobody is generating Experience Points for the Node, it will eventually delevel.
Ironically, the only real course of action in this situation for any of Nodes A, B, C, or D would be to venture into the Stage 1 Nodes ZOI and help it generate Experience Points, thus pushing it over to Stage 2 and removing the block while simultaneously ensuring they position their own potential Node as the logical front runner to be the next future Level 1 node.
At some point, that Level 1 Node if it does not Atrophy it will level up to Level 2. When this happens another set of mechanics occur.
When the Node that managed to get to Stage 1 first eventually reaches Stage 2 and becomes an Encampment. This is an occasion of minor celebration because it brings to the local area more NPCs and it also brings with it more permanent structures, although survival is not yet assured and civilization if you will is only just beginning.
The event also affects the Nodes in ZOI A,B,C, and/or D as in this scenario upward mobility has been created. With the original node now Level 2 the block on development on the other four Zones of Influence is now removed. As it happens the Nodes in ZOI B and D were the ones that were most positioned to level. So with the block removed the two Nodes are able to transition from the Wilderness to the Expedition Stage.
For ZOIs A and C, the original Node is now Stage 2 and it does not care about the dealings of the Stage 0 to Stage 1 transitions of its neighbors, it is only concerned with its own upward mobility. As it is still Stage 2 it is immune to the Siege mechanic and thus it is in control of its own destiny. Barring abandonment or organized interference, it will continue to be the influential node in the area. Unfortunately for the Nodes in ZOIs A and C, their progress continues to be blocked.
With the emergence of two new Level 1 Nodes, these new Nodes now exert their influence on the Level 0 ZOIs and prevent them from making the transition from Level 0 to Level 1.
Before moving on one important thing I want to annotate is that for this example to properly function we are assuming the view of the world represents a corner, or a coastline or some other mechanic which creates a scenario where there are no ZOIs influencing from the North or the West. I want to acknowledge this scenario represents the mechanical operation of Node development on a very small scale. It is highly probable multiple other ZOIs would be influencing this situation from all directions.
The next time the Level 2 Node gains a level, it is going to generate several new sets of mechanics: Government, Housing, Sieges, Node Specific Special Building, and the Vassal System
Node Development Times
The initial development of Node is something that is going to happen very rapidly, however, as the level of the Node increases so does the amount of time necessary to take it to the next level.
To Transition from
Level 0 (Wilderness) to Level 1 (Expedition) will take a few hours
Level 1 (Expedition) to Level 2 (Encampment) will take many hours
Level 2 (Encampment) to Level 3 (Village) will take a few Days
Level 3 (Village) to Level 4 (Town) will take many days
Level 4 (Town) to Level 5 (City) will take a few weeks
Level 5 (City) to Level 6 (Metropolis) will take many weeks
Leveling up Nodes is not just a matter of accumulating positive experience points, it is also about keeping Atrophy at bay. Every day Nodes experience an experience deficit. Any Experience Points earned that day are first applied to the deficit. Then if any excess remains, progress is made towards filling up the experience bar which will lead to eventually leveling up. If at the end of the day the deficit is not removed, experience is then removed from the Nodes experience pool. Should the experience pool drop below what is needed to sustain the Nodes current level, the Node will then de-level. This does not happen right away and there is a grace period before this occurs.
I currently have a question into Intrepid Studios regarding the specifics of Node Deleveling via Atrophy and how it affects the neighboring nodes and the lockout structure. I will update this section when I get that answer.
Government of Nodes
When a Node is born and initially growing, it’s development is the result of predetermined rules and game settings. Which NPCs arrive is determined by the predetermined Node Type. How the Node Grows from Level 1 to Level 2 is decided by the procedural tool there is no player input at this stage.
Beginning at Level 3 (Village) leadership of the Node will become the responsibility of the players, or more specifically, the player who obtains the political position of Mayor. While we do not have updated information on the political system for Nodes yet, the topic is slated to be covered in the Know Your Nodes blogs.
The following is the previously stated election process:
Economic Nodes you purchase the seat
Military Nodes are determined by PvP
Scientific Nodes are general elections
Divine Nodes are based on Service Quests
As stated previously, Mayors in Ashes of Creation do not have unilateral authority to do whatever they want with the Nodes, although they do have significant influence on how the Node develops. Mayors will be able to choose certain buildings to develop. There are specific plots that the Mayor can direct project, which once chosen will spawn a series of quests and resource requirements which the citizens must undertake in order to construct that particular building. This does not mean that every Node will be able to have every service. If a Mayor does not choose to build a particular building, that service will not become available.
A partial and tentative list of the buildings available is:
Apartments – (Hard Confirmed)
Social Organization Buildings (Scholar’s, Thieves, Traders)
This is where player decisions and actions begin to shape the world. For example, if the Mayor does not pursue the Apartment Project, then citizenship in that node is restricted to those people having In-node housing or Freeholds. Unless the Mayor is voted out, then the hard cap on citizenship could eventually be reached. More on Citizenship in the citizenship section.
Another example of buildings is the Marketplace which Citizens of the node can set up shop there by purchasing time from the city and paying taxes on the goods they have sold (Node Series Part II - Metro Blog). If the Mayor does not build out the Marketplace, then either the option to rent player stalls does not exist, or the number of player stalls is limited to whatever the procedural generation tool provides.
While we do not have a comprehensive list of all the buildings yet, we do know that future Mayors can change what buildings are present by razing the current building and then choosing a new building to take its place. This is going to be a huge step for a Node and its development so Mayors should be cautious about which route they take, or they may find themselves out of a job or out of citizens.
A special note on taxes. While the Node system includes a system of Taxes, with your Local Node, your Parent Node, and your Regional Castle all exerting their financial will over your Node in the form of levied taxes, Nodes taxes can only be used inside “the system”. You will not be making a Mayor personally rich as he cannot withdraw the money for personal use. The tax pool will be directed towards the development of the Node only.
We know that the Monarch can spend his pool of money to assist individual Nodes in his region with mercenaries, walls, gates, buildings, and siege schematics, however, it is important to note that while the Monarch has restrictions on how he spends the money, there is a portion of the money that he can use “freely” & “for whatever they want” (Steven Sharif, Discord 2 Feb 2019)
Housing in Ashes of Creation is based around the Node System. There is an Ashes 101 - Housing specifically geared for explaining what we know about housing, however, to ensure that people understand how housing is interconnected with Node Levels, some of the mechanics will be discussed here.
In-Node Housing and Freeholds become available when the Node is Level 3. Instanced Apartments become available when the Node has Reached Level 4 (Town) and only if the Mayor of the Node places the Apartments at a Building Footprint location and only if the citizens of the Node complete the project.
One specific point that often gets confused. Property is required to become a citizen; citizenship is not required in order to own property. It is possible to own property in one, two, or even three different Nodes it is only possible to be a citizen of one Node at a time. A special exemption to that exists for the members of guilds who own a castle who get a dual-citizenship at their Castle. More on that in the Citizenship Section.
Once a node has reached Level 3 (Village) it is possible to Siege that Node. Before we begin this discussion, it should be noted it will not be easy to Siege any Node. The cost for sieging a node is said to be on-par with the cost of leveling that Node to its level, so it will be cheaper to siege a Level 3 Node compared to sieging a Level 6 (Metropolis) Node but there will still be a cost to every Siege.
If a party successfully sieges a Node, then the Node is completely destroyed. Previously it was said that Nodes could be "deleveled or destroyed", however the Know Your Nodes: Advance and Destroy Blog has updated this position to destroy only. In fact, when asked about deleveling a Node during a Siege, the answer was it is not possible to simply damage a Node enough to delevel it, it is an all or nothing scenario. If the defenders win, the Node survives and if they fail the Node is destroyed.
In order to ensure all sections of this webpage are properly updated correctly that is all I will discuss about Node Sieges here. Node Sieges will be discussed in detail in the Ashes 101 - PvP and Ashes 101 - PvP Video as they represent one of the meaningful PvP activities that Intrepid has planned for Ashes of Creation.
Node Specific Special Building
It is known that at Level 3 (Village) a special building is unlocked that corresponds to the individual Node Type. At the present time we do not know what these are, so this section is reserved as a placeholder.
What is the Vassal System?
To properly describe the Vassal System, one must first understand what a Vassal is, and that is a source of endless frustration for students of European History as the term means different things in different situations in different years in different countries. Although it may not be a completely correct application of the term, the Vassal system in Ashes of Creation is a mandatory obligatory relationship.
When a Node does not have a Parent (when the nodes are all Level 1 and Level 2), any experience the node accumulates above and beyond paying off its daily deficit is simply unused. Beginning at Level 3 (Village) a Node begins to exert more of its influence against its neighbors. Instead of simply stopping their Node development and growth, it forces the lower ranking Nodes into a relationship where surplus experience instead of being wasted, rolls up to the Parent Node. It is possible for a high ranked Parent Node to be receiving experience in this fashion from several Vassals and several second-generation Vassals (Grandchild Vassals if you would).
There is no mechanic to prevent the subjugation of a Node. If your Node is Stage 2 and it falls within the ZOI of a Stage 3 Node, it will be subjugated as a Vassal Node. There are no planned mechanics for rebellion or for civil war. In order to destroy the Parent Node you would need to forfeit your citizenship in the Vassal Node and then declare a siege against the Parent Node to free your Node. This does not mean that your freedom would be long lasting, it is entirely conceivable that your Node would fall under the rule of a different neighboring Node. You may have to win several wars to free your Node from the yoke and to make it the dominant power in an area.
The relationship is not one of slavery and servitude; however, we have learned that Parent Nodes will be somewhat reliant on their Vassals. One thing mentioned is that Parent Nodes will have work orders that can only be fulfilled by Vassal Nodes. Additionally, there will be other Perks, but at present the information we have is not detailed enough to go into.
A huge part of the Vassal System revolves around taxes. Your local Node will set your tax rate, but your Parent Node takes a percentage cut of that tax. Taxes are paid on property and on transactions that occur inside of the Node. The Regional Castle also imposes a tax on the Region. There are no definite details regarding how this works, but it has been stated to be similar to the way the Parent Node does Taxes.
One key difference when it comes to the method of taxation between Nodes and the Castle.
Nodes can only use the taxes they collect inside of the Node System, there is no method of withdrawal for the Mayors. The Castle System is slightly different, a portion of the taxes collected via Castle Taxes are used towards the Castle, a portion are in a pool of money that the Monarch can use for Federal Aid for all the Nodes in the region, and there is a portion that the Monarch can use for whatever he wants.
A player cannot become a citizen of a node until it is at least Level 3, because to be a citizen you must own property and property does not become available until Level 3. Additionally, all of the characters on an account on the same server are automatically citizens of the same Node. This is an important fact to keep in mind when planning out the future for your alts.
Once a player has become a citizen of a Node it opens several mechanics. First, it opens the potential to become Mayor of a Node. Only citizens of a Node can become Mayor.
Secondly, Nodes are going to be a source of Augments for Skills. If you transfer your citizenship then you forfeit any of the augments that you gained from the Node, but you can pick up the augments offered by your new Node.
Next, there are special buildings that exist inside the Node and only citizens of the Node can access these special buildings. As mentioned in the government section about the if the Mayor builds a Marketplace, then Citizens of the Node can rent a market stall. One exception to this special building policy is of course Apartments.
If an individual has housing in two different Zones of Influence that individual can transfer their citizenship, however, there is a two-week cooldown on this practice.
Finally, individuals belonging to a guild that own a castle have a dual citizenship, maintaining citizenship at both their node of choice and to the Castle their guild owns along with its three-military nodes. There are details we are waiting on for the rest of this scenario, which will come when we get more information about Castle Nodes.
NOTE: It has been discussed on one occasion about "Citizenship Tickets" which would allow citizenship to a Node without the prerequisite of property ownership. I want to acknowledge these have been mentioned so people do not go off track, but at the present time they were a one-off mention and we don't have more details about them
Benefits of the Nodes
Each of the four node types brings with it different benefits. What we know about these benefits of the Nodes is limited. As stated, at Level 3 there are Node Specific buildings that can be built. At Level 4 inside of a military node Citizens can undertake a quest to become Bounty Hunters. At Level 6, a Metropolis has very specific benefits that it extends to the entirety of its Zone of Influence, which can be up to 20% of the map.
Economic Metropolis create a ZOI wide Marketplace
Military Metropolis have a method to reduce the duration of corruption
Scientific Metropolis are offer fast travel to Nodes inside its ZOI
Divine Metropolis are based on Service Quests
Additionally, being a citizen of a node gives access to Node Specific Buildings. As mentioned previously if the Mayor of the Node uses one of the building footprints to build out the marketplace, then citizens of that node can rent a stall at that marketplace. Nodes will also lead to obtaining skill augments. Only citizens will be able to earn these particular Augments, if they give up their citizenship, they give up the augments.
There is still a lot more to come on the benefits of the Node.
Politics & Diplomacy
The Politics & Diplomacy of Ashes of Creation is very detailed and intricate.
Each Node has the ability to set relations with other Nodes, however, Citizens of Vassals Nodes are bound by the diplomatic states of the Parent Nodes with the exception of the War Condition. The specifics of how this works is not yet known as we await a future Know Your Nodes blog about politics. We do not know if a Vassal Node can set a War Condition against a Node that a Parent Node has made an alliance with, but we do know that a Vassal Node may not declare war on its Parent or any of its Parent’s other Vassals. We also know that Vassal Nodes may not enter into trade agreement with any Nodes that its Parent is at war with.
We do know that Vassal Nodes pay taxes to the Parent Node and to the Castle that rules the Region, and we know that every node can receive aid from both the Parent Node and the Castle that rules the region.
One feature previously discussed but not mentioned in recent weeks is the Enemy of the State mechanic. We do not have details on this mechanic, however, this would make an individual a legal combatant to the citizens of the Node. Beyond that, the number of Enemies of the State a single node can declare, where the combat is legal, and other details are not known at this time.
Who Controls Nodes?
Guilds DO NOT control Nodes. This is probably the most commonly misunderstood part of the Node System. Individual players control nodes by obtaining the Mayorship via election mechanics and with the support of the local community.
The Mayor of a Node may be, and probably will be, in a Guild but this does not mean “The Guild” he is in has control over the Node. It is possible the player who becomes Mayor of a town is simply a member of a guild not the Guild Leader. In this regard, while people may see it as <XYZ Guild> controls the Node, the truth is that player controls the Node for the length of their term as Mayor.
Nodes are not a Guild Mechanic, although there are Guild Mechanics for Nodes in Fortresses and Halls (these will be discussed later when we have more information on them). It is very important to keep the lines clear. The Guild vs Guild content is the Castle Siege mechanic which is discussed in Ashes 101 - PvP.
In fact, Citizenship in a Node is the highest relationship in the Affiliation Hierarchy. For example, if <XYZ Guild> has members living in Both Node A and Node B and the Mayor of Node A declares war on Node B, the members of the Guild are legal combatants to each other. What ramifications this has on their ability to function, to run dungeons together, to party, etc is not known at this time. This statement has solidified that citizenship is your highest affiliation.
As mentioned previously, there are three nodes directly attached to each of the Regional Castles. These Nodes operate outside of the traditional Node system, which means they do not follow the standard rules or methods of blocking and the vassal system. That means these Nodes are never blocked from advancing to level three and at the same time they cannot block another Node. Additionally, these Nodes are capped at Level 3 and they are always military nodes.
The Nodes around a castle have a very short existence. At the beginning of every siege cycle they are reset and have to be built back up. They do develop at an accelerated rate, however, and they do not need as much experience or time to reach level three. Each week one of the Nodes is active for Growth and the owning guild is tasked with ensuring it reaches level 3. These Nodes are designed to generate content both from the Caravans that they need to level as well as the weekly event designed for potential invaders to disrupt the Node preventing it from providing bonuses to the Castle During Siege week.
There is no open citizenship at Castle Nodes, which means you cannot transfer your citizenship there. Members of the guild who own the castle are considered part of the Castle Garrison and only they can use the Node and Castle Services.
Additionally, these Nodes have no Freeholds, No Government, No Zones of Influence and No Social Organizations. I believe it is a safe assumption to believe these Nodes have no Housing at all. As far as the no Zone of Influence statement we will have to find out what the area that doing stuff in will generate experience for the individual node.
Castles are an in depth and complicated aspect of Ashes of Creation. I currently have the PvP portion of castles covered in the PvP section. If it becomes necessary, I will separate out all the Castle specific components and create a page with everything about castles in one location.