Issue #12

Magic

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THE ASURA A ND CHARR Magic and tech nology embraced EVOLUT IO N AND REVOLU TI ON The secrets of Tyrian power, unravele d
An Introduction to the Elder Dragons of Tyria
Tyria in Brambles: Season 2 of the Living Story
Secrets of the Fire & A Different K ind of Nightmare
INSIDE: Exclusive GuildMag community contes t! Pl us, Ollannach’s goodbye messag e.
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guildmag - the guild wars 2 magazine | editor’s letter

editor’s

letter

GuildMag has been like a child to me. Wh ile I am no p arent myself, I have been at its birth; I have witnessed it gro w up and expand; I was there durin g its struggles, an d I am proud while looking back at all th at it has ach ieved. This child metaphor is striking at another point: at some point, you need to decide to let your children go and d eve lo p further all by themselves. It then comes with great pain in my heart that I have decided that it is time for GuildMag to stand on its own two feet (though counting all of the w onderful peo ple that have helped it grow, that might be a few dozen more feet) an d fin d its own path into the future. I have decided to re tire from the GuildMag project, and hand over the paren tin g to the team that GuildMag has built up during its years. With th e publication of this issue, Valiant and all the other current team members will embark upon a new chapter in the Gu ild Mag story - one that will bring new ch allenges an d experiences, bu t most of all new people th at will take GuildMag even further than what it has achieved so far. To be fair though, in the end, GuildM ag never tru ly was my child alone: it was a project by the community , for the community. It was a child of us all; of me, of you , of all of the Guild Wars 2 community. I wan t to thank each one of you that has helped GuildMag grow into wh at is it today, and I invite you to continue supporting it into the futu re . Specifically, I want to thank all of its cu rrent, bu t als o previous, team members that have helped shape the site. On its jou rn ey, many people have helped it gro w and I wou ld love to call you all out by your name but I simply do not have the space to do so (you know who you are!). Instead I ’ll limit myself to those that have dedicated more than what I ever ex pecte d them to do: Jonny10, Valiant, Draxynnic, Konig des Todes, Thalado r, and Littleboat. I will still lurk in the shadows of the Guild Wars 2 commu nity, and I will continue playing the game, so dro p me a line in - game or via Twitter if you ever want to catch up and talk. Gu ild Wars 2 has been th e best gaming community I have ever been involved in and I have learned man y valuable lessons during my time at GuildMag that I will take with me during my fu ture career. Thank you all for your continued su pport. Thank yo u. I hope you will enjoy this last issue u nder my comman d, and I thank you all for your con tin ued su pport. All the best, Ollannach / Marc

an int

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guildmag - the guild wars 2 magazine | an in tro ductio n to the elde r drago ns
The Elder Dragons are vast, ancient beings of histories unknown to modern races. The jotun an d no rn have tales of the beasts placing them to be older than 20,000 years, and records hint to a cycle of wak ing h alf that tim e, making the modern rise the third known rise. The Elder Dragons are known to consume magic, co rruptin g th e l ivi ng and t he lifeless as they see fit, and only ceasing their rampage once too little magic remains in the world for them to survive, going back into hibernation to let the magic of the world renew i tself. Many consider the Elder Dragons to be akin to natural disasters – mindless and uncaring – while others view the m as sapient, malicious forces bent on domination, and still others view them as protectors of magical bal ance. The truth h as yet to be revealed.
Dragon Risings Whenever an Elder Dragon awakes, they cause catas troph ic events in the area. When Jormag awoke, he shatte red the Far  Shiverpeaks wide and deep enough to create an inland sea, and within four years scattered the kodan an d push ed the norn south all the while devouring Ow l an d changing the auroras in the sky. When Zhaitan rose, he lifted th e Orrian peninsula and caused a tidal wave that reshap ed much of Tyria, and within a decade was read y to wage w ar on the mortal races due to the surplus of corpses that lay at h is feet. When Kralkatorrik stirred, he flew south across Ascalon, corrupting all beneath its path to the Crystal Desert, h is rampage stopped only by the actions of his freed ch amp io n, Glint, and Destin y’s Edge. Primordus and the unnamed Deep Sea Dragon’s aw aken in gs are unknown for cataclysmic events, as th ey awoke in ways and locations that has not been noticeable to the mo dern individual. However, 50 years prior to Primordus’ awakening – when he was originally meant to awake – his champ io n, The Great Destroyer, acted as a herald for his coming and spread hundreds of Destroyers across the su bterranean networks of Tyria, having them surface in the Tarnished Coast, Far
Shiverpeaks, and the now-called Blood Legion Ho melands; and when Primordus himself awoke, he drove the skritt an d any remaining asura to the surface, and the dw arves fully underwent the rite to fight the Elder D ragon an d keep h im beneath the surface. The Deep Sea Dragon , on the other hand, has only been hinted an d implied at having pushed the krait, quaggan, and karka out of their homelands, wh ile threatening the largos homelan ds at the same time. Mordremoth has been the most recent to rise, an d currently in the world we are facing his cataclysmic awakening. Like Jormag, he was not a once-and-done rise that occurred rig ht when he awoke, but instead is havin g a multi-month lo ng spread of his actions. Mordremoth is setting his domain now, as his corruption grows beneath the soil an d acro ss the continent of Tyria, sprouting ou t in isolated locations of magical power, which he no doubt inten ds to feed an d become ever stronger. And as we have seen with Zhaitan : a faster gain of power and minions results in a faster large- scale assault to the w orld.
Written by Konig des Tod es
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guildmag - the guild wars 2 magazine | an in tro ductio n to the elde r drago ns
Observations on Activity One notable thing that is commo n amongst the Elder Dragons beyond their drive to consume, corrupt, an d hibernate is how they react. Over the centuries, many adventurers had probed the Elder Dragons’ minions, resu ltin g in a noticeable even if u nintentional by the adventurers – consistent reaction. The Elder Dragons are territor ial creatures. If an outsider assaults their territor ies, the ir champions retaliate in kind. A nd the bigger the threat to the Elder Dragons’ territory, the harsher the retaliation. It’s not uncommon for a drago n champion to assault a large city in retaliation, as we have seen the Dragonspawn – a ch ampion of Jormag – do just that after a failed attempt on its life by Eir Stegalkin, Snaff, and Zojja shortly before the creation of Destiny’s Edge . Atop of this, though they are contin uously exp an ding their territory slowly over the decades an d centuries, the Elder Dragons are known for ‘short’ bursts of activity, w hich take the form of a massive assault force that is an Elder D ragon short of being as strong as their actual awakening. Th e periods of these ‘invasions’ are still questionable, as each Elder Dragon has seen a differing amo unt of activity. Primordus, for example, has only two noticed burs ts of activity since awakening: firstly, the creation of M ount Maelstrom. And even then, th e connection b etw een the volcano and Primordus is speculative, on ly supp osed by th e heavy existence of destroyers present. An d secondly was in 1319 AE, when the Destroyer of Life bre ached the surface in the wetlands of the Tarnished Coast in apparent p rep aration to assault Rata Sum. However, this is also speculative as while  there was a large number of destroyers, any invasion or  assault was stopped before it could occur – similar to the
Destroyer Queen of 13 25 AE, wh ich was surfacing near a skritt Scratch with a new form of minion- creation and was subsequently defeated before most of its minion s could be fully formed. Jormag, on the other hand, has on ly had a single burst of activity noticed since awakening: in 1325 AE, the nu mb ers and fanaticism of the Sons of Svanir had increased, an d shortly thereafter Steag Frostbeard attempted an assau lt on Lion ’s http://wiki.guildwars2.com/images/d/db/Teeth_ of_Mordremoth.jpg Arch, thou gh was stop ped before he could put his plans into point. Also du rin g this time, the Claws  of Jormag laid siege to the northern Shiverpeaks in the Dragonspawn’s place, destroying Lionguard trad e routes and harassing the kodan. Still during this time were attemp ts to consume the Spirit of the Wild, Mino taur, just as Jormag had don e to Owl long ago, and Jormag’s influ ence had spread even further south than Hoelbrak itself. This rise in activity has remained for two years, with a continued pressure on Hoelbrak and th e norn in full. These two indicate that, normally, an Elder Dragon needs roughly 200 years before they can begin th eir full assau lts – and Primordus is slowed only by th e dwarven armies beneath the surface. Zhaitan shows a different pattern: he aw oke with a natio n of corpses at his feet and in a land full of magical artifacts (an d as such, awoke with all he needed at the tips of h is talon s). A decade after he rose, in 1229 AE, he began a fu ll out invasion of Port Stalwart and destroyed it utterly, and 37 years after that in 1256 AE he assaulted Lion’s Arch with th e same, grown, force. Later on, he sent another massive invasion to Port Noble, wiping it out, and lastly in 132 5 AE (106 years after waking) he sent Blightghast, one of his most p owerful
Mordremoth consuming magic from th e ley lines.
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guildmag - the guild wars 2 magazine | an in tro ductio n to the elde r drago ns
champions, to take Claw Island and furth er send forces to both Lion’s Arch and the three Ord ers’ headquarters. If not for the would-be Commander of the Pact and Lionguard at Claw Island reducing the risen numbers, they co uld have overran Lion’s Arch there, but still managed to nearly wip e out each Orders’ HQs before being beaten back. And even those armies sen t by all dragons are mere token forces that they command. Sig nifying that even being victorious against such invasion forces is merely doing insignificant damages to the Elder Dragon s and their minion s. Methods of Corruption an d Per sonali ties Each Elder Dragon corrupts in different manners, each assaulting differently, and each consumin g differently. Fundamentally, they’re the same, but when you get beyond the basics “corrupt, consume, destroy, sleep” th ey become infinitismally different. In corrupting, there are only two similarities to be held. Firstly, corrupt ing is an active choice for dragon and minion – for example, when K ralkatorrik awoke, though many tho ught him to have been passively creating the Dragonbrand, it was in fact an active action th at he ceased and resumed many times in the battle again st Glint and Destiny’s Edge. Secondly, all dragons can corrup t equally, but they apparently choose not to – for examp le, th e Sons of Svanir are often seen spreading Jormag’s corruption in w ays that pure icebrood do not, as does the S an guinary Blad e; with Zhaitan, the presence of risen spreads the corrup tio n into the soil, and artifacts are known to corrupt livin g beings w hile Zhaitan himself does not. Furthermore, through the methods of direct corruption as well as the sayings and actions of the dragon minion s and champions, one can determine a shared personality trait (or traits) amongst a particular Elder Dragon and its minion s. Zhaitan – Zhaitan’s minions have a co ntinuou s theme speaking about what I would su mmarize as “immortality through undeath” in variou s man ners, as well as telling lies to  demoralize the enemy, and the latter is often used in conjunction with the former. S ome choice examples include: Risen Keeper of the S hrin e: “The Mists are filled with lies. Zhaitan is our only chance at immortality. Serve him!” Veteran Risen Kitah Conjurer: ”Z haitan ’s chosen… Never truly die…” Sovereign Eye of Zhaitan: ”All the death aro und y ou. All those  who have gone before you. Come to Zhaitan, and find everything you have lost. You can be with them again .” Risen Bronn Svaard: “Don’t worry, Grym. You’ll join me in the service of the dragon, and we will again fight as one. We will server Zhaitan forever !” Captain Whiting: “The rule of th e living has en ded. This is th e time of the Elder Dragons. Thus begins the time of Z haitan and of Orr. The days of their ultimate victory is close.”
This mentality in the minions also sh ows in how Zhaitan corrupts: though we’ve seen cases (Necro mancer Rissa and Corporal Kellach as well as some hearts in Sparkfly) in which Zhaitan’s energy corrupts livin g beings, and we’ve seen cases where he corrupts plants, this is indirect corru ption – directly, he only corrupts the corpses of an imals. The living can be corrupted by consuming risen or by being too close to corrupted artifa cts. Though necrotic in nature, Zhaitan h as been seen using mesmers that specialize in illusions in high amou nts, an d some of his most powerful non-dragon champ io ns, the Eyes of Zhaitan, are mesmers as well, furthering his field of lies and deceit. Zhaitan is a liar and deceiver, making a kin gdom of undeath to rule forever. Jormag – There are two things that are constantly used to describe Jormag and his minions: “hate” and “power.” Th e Sons of Svanir aren’t the only source of Jo rmag’s minions describing gifts of power, so Jormag seducing n orn with such is not simply a case of giving individ uals what they want – he offers power, strength, and nothing more . In Frostgorge Sound, Khrigar Ripjaw (a Order of W hispers member integrated into the Vigil and stationed in Safewatch Vale) w ill tell Whisper members: “Other dragons corrupt creatures in order to enslave them, but Jormag entices victims with promises of power before they’re corrupted.” Oth er mentions of power include the Frost Portal in Drakkar Spurs: “Stren gth alone governs this world. Embrace Jormag, and you will gain power beyond belief.”
Jormag’s corruption shows itself slow ly, coatin g the victim in ice and freezin g the insid es over a long period of time until no th ing bu t bone an d ice exists.
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guildmag - the guild wars 2 magazine | an in tro ductio n to the elde r drago ns
The mentions of hate come primarily from Eir’s retelling of the story of Jora and Svanir, and the Sons of Svan ir’s origin s. Particularly: ”[…] They were crossing the frozen waters when a strange presence grasped Svanir’s mind. It whisp ered seductions to him, promised power and prey. It was a voice of infinite hunger and hate, and Svanir listen ed to it. Jora heard the voice, too, but it terrified her. Sh e refused its d ark gifts and tried to drag her brother away, but he struck her and told her she was weak, told her he had discovered th e well of power. She fled. Svanir remain ed to commun e with his newfound lord. In time, the voice began to ch an ge him. It taught him to hate all livin g things.” As well as: ”And despite the destruction, there are still foolish norn who h ear the call of Svanir and seek the power of Jormag. In th e end, they are reduced to icebrood themselves, flesh wrapp ed in ice, fed by malevolence and hatred.” Something to note is that only the Sons of Svanir (or forme r Sons who’ve kept their minds upon b eco min g Icebrood) forcefully corrupted beings into icebrood. There are rare cases of corpses being corrupted, but all directly-by-icebrood corruption is through mental enticements. Jormag is, in short, a mesmer and a seducer, bent on on ly the strong being left in the world, and un der his control. Kralkatorrik – Most of Kralkatorrik’s minions do n ot speak, with only three kn own cases of such: Glint, Chief Kronon, and Victurus the Shattered, however as Glint has lo ng been freed from Kralkatorrik’s yoke she is an invalid source except where she describes Kralkatorrik (and she rarely did beyon d to emphasize how powerful and fearful he is), an d Victurus appears to be little more than a masochist/sadist – vastly different from Kronon. Victurus speaks only abo ut harmin g the minions beneath him, and desiring pain hims elf; Kronon on the other hand speaks only of following Kralkatorrik an d giving his master things (such as Ebon hawke shortly b ef ore storming the fortress). There is, however, a moment were we see Kralkatorrik’s own  mind during the battle with Destiny’s Edge: ”It was like standing in the eye of a cyclone. All aroun d, a great storm raged, tearing down the heavens and churning up the san ds and whirling all in primordial chaos. Tortured coils of cloud mixed with dissolving seas of silt. Th e winds sco ured away rock and rill, tree and blade, flesh and bo ne – and tossed them all to a crystalline tempest. All things were fuel to that storm. Everything was a feast to Kralkatorrik. […] Th e center of every vortex is a great emptiness a hollow lo nging. The storm tries to fill the emptiness, but the mo re it hungers, the deeper the emptiness becomes. An d Kralkatorrik’s hu nger was insatiable.” This points to Kralkatorrik seeking to obtain thin gs . One can  view this as seekin g perfectio n – or rather, to become everything – or the more direct view that is: he has absolute greed, wanting everything – even th e negatives such as pain ,
if one factors in Victurus’ dialo gues. Primordus – Primordus is by far a tougher nu t to figu re out, as none of his minions speak – or at least, have been seen speaking, and this may be due to th em all being made out of fire and rock (thus no vocal cords or lu ngs in which to speak with). However, in his method of corruption an d the actions of his minions, we can deduce o ne thing ab out Primordus and his plans: genocide. He ignores the livin g beings, and his minions kill remorselessly. Destroyers are said to be fully mindless killing machines, until a champion comes about. The means of corruption is that th ey are born out of pools of lava, formed slowly over time. Th e exception to this is the Destroyer Quee n wh o is speculated in- game to either have been a living being corrup ted by Primordus, something unheard of, or a n ew type of drag on minion however, if you go to save the skritt you see that some eggs spawn Destroyer Trolls, thus proving the first th eory false. The Destroyer Queen is not a living being co rrupted , despite most people’s thoughts, and the eggs se em to simply be w hat eggs are: portable incubations for spawning d estroyers – the difference is that the destroyer eggs are forming what will be birthed out of rock and lava, rather than flesh an d bon e. It should be n oted that Primord us is still capable of corrupting living beings, however ( Source), b ut he d oes not u tilize this capability it seems. The only solid evidence we have of Primordus’ intentions via words rather than actions is that the Great Destroyer’s purpose was to wipe out all life in ord er to pave the w ay for Primordus – one can view this as meanin g that the Great Destroyer’s purpose, aside from waking Primordus, was to hinder the other Elder Dragons of corruptible materials while
Kralkatorrik corrupting all around him on his fligh t to kill Glint.
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guildmag - the guild wars 2 magazine | an in tro ductio n to the elde r drago ns
building an army and territory at the same time. Most Elder Dragons act by corrupting life, but Primordus is unique in th at he destroys it. Mordremoth – Due to the lack of examples of M ord remoth’s corruptions, it is hard to be clear on the exactness of this Elder Dragon’s methods of corruption and pers onality. Similar to destroyers, we’ve seen no Mordrem talk (excluding the corrupted sylvari of Aerin and Ceara), but based off of their actions Mordremoth and his minions attack in a ve ry unique manner: through strangu latin g vines and poisons. Ceara and Aerin do not give much as their level of corruption is questionable, and their manner of sp eech does not give insights beyond having “seen the bigger picture”. The Mordrem seen appear like tan gled vines, formed and compressed into shap es and sometimes with flowers as heads. They appear only where large vines, specu lated by Taimi to be part of Mordremoth itself, and spring fo rth from the ground after an expanse of corru pted vegetatio n appearing, even in lands desolate of most plantlife su ch as Dry Top. There were subtle hints to Mordremoth before h is rise in the Inquest facility of Crucible of Eternity, wh ere an abundance of poisonous vegetation took root, furthering th e ties of p oison that is now seen commonplace amongst th e Mordrem. Recently, the Pale Tree has revealed an interesting piece of information about Mordremoth and his corruption . He is, for reasons still unknown, actively seeking to corrupt sylvari and does so through the cracks of the sylvari’ s will. This is akin to Jormag’s pre-corruption actions, speaking into th e mind of victims and converting them to follow him b efore he attempts corrupting, and may hint to the oddity of A erin an d Ceara compared to standard dragon minions – that Mo rdremoth does not corrupt to enslave, but breaks th e will of his victims first. This coincides with the conversion of the Nightmare Courtiers; those who do not give in willingly are tortured and  tormented until they give in and Nightmare engulfs them, leaving them forever changed to varying degrees. This  connection has been speculative for a long time, fueled  primarily by the existence of Nightmare Hounds and Summoned Husks that the Cou rt u tilizes within th e Crucible of Eternity, but with the World Summit there w as an attack by  a foe long tied to Nightmare: the Shadow of the Dragon. Originally said to be a manifestation of the PC sylvari’s Wyld Hunt given malevolent form d ue to the Nightmare, it has entered Tyria as the first dragon-shaped ch ampion of Mordremoth. This reveal brings further question as to the tie  of Nightmare and Mordremoth, and further implies the connection to be true.
All of this points to Mordremoth seeking to strangle life, with force or poisons, and corrupting th rou gh torment and breaking down his victims’ will – with a preference of plan tlife, indicating a possible desire to rule a wo rld where plants are the apex, not animals. Deep Sea Dragon – Too little is kn own abou t the deep sea dragon to draw any conclusions that aren ’t purely baseless for ties to the Elder Dragon itself. All we know of its mean s of corruption is what Decimus the Historian wrote in The Movement of the World: ”I n the deepest waters of th e sea, another dragon breathed, twisting the waters themselves in to tentacled horrors that rose from every lake and river of the land.” This indicates that, like Primordus, the deep sea dragon has little need of the living in making minions, and uses the water that it thrives in to make its minions ou t of directly . The Dragon Nu mbers From jotun stalea, the Durmand Priory has deduced th e existence of six Elder Dragons: Primordus, Jormag, Zhaitan, Kralkatorrik, Mordremoth, and the deep sea dragon whose name has not been revealed. However, su btle hints ex ist throughout the world that may mean that there may be more, by at least one. The primary case of this is in h ow Rotscale, Glint, and Kuunavang had been co ntinuously compared to each other – even after Glint’s reveal as a champion of Kralkatorrik having been freed . There is no known dragon tied to Rotscale, thou gh to h is connection of undeath one my think of Zhaitan (alternatively, given Rotscale marched continuously westward tow ards th e Maguuma, he may be tied to Mordremoth – akin to how the Branded march south towards the Crystal Desert and Kralkatorrik; it is not impossible that Rotscale was meant to awaken h is planty master, and his being raised by the Stone S ummit removed the living plant matter from his body exp lainin g his skeletal look, as Mordrem Wolves are known to con tain at least a partial skeleton). Kuunavang, on the other han d, holds nothing in similarity with any of the six Elder Dragons, h in tin g to a seventh Elder Dragon’s existence. The common th eory being an Elder Dragon related to sky and/or stars. There is counter evidence to this, h owever, in the form of the vision of the Eternal Alchemy w itn essed from Omadd’s Machine. However, the Pale Tree suppositions to non -sylvari who witnessed this vision that w hat they saw was not their ties to the Eternal Alchemy, but Scarlet Briar’s, indicatin g that the view was subjective and partial. It is also possible that the comparisons made are no t a hint to  the other two (Rotscale and Kuunavang) being dragon champions, but of a race of actual dragons. Tru e enough , there is reason to believe such th ings.

a study in magical

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guildmag - the guild wars 2 magazine | a study in magical developme n ts since the sear ing
They say that necessity is the mother of invention . If so, then it could probably also be said th at upheaval is the father of n ece ssity...
Written by Dr axynni c
In the last three centuries, we have possibly seen the greatest period of upheaval since the Exodus. Hu manity has gone from being the undisputed masters of Tyria, to a degree where the greatest threats to the human natio ns seemed to be one another, to bein g reduced to effectively a single kingdom that is perhaps half of its former exten t an d un der constant risk of losing further ground. Races th at w ere once spread widely across the continent have been p ushed together by the pressure of elder dragon s risin g in th e north, south, an d beneath our feet. As a result, it should not be surprising that th e mag ical arts  have also changed substantially in this time. Refu gees mixing with older inhabitants of Tyria have b rou ght their own techniques, and when combined with mo re traditional methods have lead to more capabilities still. But mu ch has also been lost as books of knowledge, th e experts that wrote them, and the academies they tau ght at have been lost to cataclysms unleashed by war and by the activities of th e Elder Dragons. In this study, I will seek to ch art th e changes that have occurred in the body of magical know ledge, identifying th e new practices that have arisen during this time and seekin g to shed some light on those th at have been lost. D ue to the size of this study, I have split it into multiple parts, w ith this first part concentrating on those forms of magic available to adventurers and defenders of Tyria with the direct as sistance of magical devices (which will be the subject of a later part). One of the most significant changes has b ee n a steady decrease in the apparent influence of the Blood sto nes, as the  supply of magic that does not directly come from the Bloodstones has increased. This has lead some theoris ts to postulate that the schools of magic associated with th e Bloodstones is no longer relevant to modern magic users, as  they rely more and more on ambient sources of magical energy that do not seem to hold the same co nstraints. Certainly, recent relevations coming from Orr as to the true nature of th e Bloodstones (to which I refer the reader to other documents) indicate that the Bloodsto nes were n eve r the ultimate source of magic, and that the magic that has been released from the Bloodstones for mortal use co uld easily have been soaking into the world of Ty ria in general over the centuries sin ce. However, the restrictions imposed by the Blo odstones established the foundations of many of th e mag ical disciplines we see today – and those discip lin es have not merged together as legend says was the case before the splitting of the Bloodstones. Thus, they still remain relevant, as the Bloodstones caused the division s amon g the magical professions that persist, albeit blurred, to this day. Accordingly, I have structured this study according to which of the bloodstones I consider each of the professions to be closest to.
Aggression Necromancer When the uninitiated think of necroman cers, they typically think of the undead that necromancers raise in their service. This may be one of the few thin gs that has actually remain ed constant over the ce nturies. However, several developments have been made in th is area. In centuries past, necromancers could raise l arge numbers of minions with an ample sup ply of fresh corpses… but they were all fragile things that decayed rapidly after animation, and which would fall apart with in minutes of animation unless maintained with increasing amounts of additional energy. While some necromancers co ntinue to use minions of these ty pe (often w ith out even going to any effort to maintain them), most rely more on minio ns that are protected from decay and persist until released or destroyed. Furthermore, they no longer require a corpse to be fresh to raise a new minion. This transitio n might h ave b een initiated by an Ascalonian necromancer named Ve rata – records speak of such a necromancer being chased into exile and fi nally hunted down and killed for murderin g Ascalonian refugees in the trek across the Shiverpeaks to use th eir bodies in experiments for creating longer-lived minions. At least some of his discoveries survived his death, and may ultimately h ave lead to the long-lived minions we see to day . As well as long-lasting minions, modern necroman cers also make use of some shorter-term animations. Swa rms of undead insects have long been part of the und ead arsen al, lasting only for a few seconds an d thu s being view ed more as ammunition than as min ions. More recently, necromancers have mastered an art of animating skeletal limbs to grasp at their foes. The biggest change, however, is that necromancers have moved into the spirit realm often literally. In ancient times, necromancers were able to curse their foes with deb ilitating afflictions, conjure wells from the corpses of their foes to aid their allies or hinder their enemies, drain their life force to replenish their own, and draw stren gth from deaths around them (much as they still do now) b ut apart from th e odd hex that was believed by some to draw the attention of malign spirits, necromancers mostly remained with the aspects of death that remained on the Tyrian side of the veil. Now, however, necromancers are more inclined to unleash the powers of the spirit world upon their foes – su mmon in g shadowy wraiths alongside their corporeal minions, manifesting spectral claws to tear at their enemies, an d even transforming into a spirit form – known as ‘d eath shroud’ – themselves for short periods of time. Previously, magic affecting the spirit world was the province of ritu alists (to be discussed later) – perhaps these new abilities were developed due to an assimilation of some of that tradition in to the w ays
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guildmag - the guild wars 2 magazine | a study in magical developme n ts since the sear ing
of necromancers, granting them a more complete degree of control over death?

More recently, n

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s

have mas tered an art of anim ating ske letal lim bs to gr asp at their foes. A more subtle change that is observed in the histories is in the use of marks. The marks used today are esse ntially a form of magical trap, possibly similar to those used by rangers and thieves – however, past record s speak of marks as having been a form of curse, granting some addition al effect to attacks directed against the target. These m arks, along with another lost branch of necromancy referen ced as ‘orders’ that can strengthen the b lo ws of allies at the cost of a blood sacrifice from the necromancer, could allow a necromancer to support and direct a gro up of warriors, directing and augmenting their natural aggression . Den ial Mesmer Mesmers have long been regarded as bein g the most su btle of the dedicated spellcasters. However, in present times, this is a relative thing – when a typical person thinks of a me smer in battle, what they think of is a powerful mage co njuring large-scale illusions left and right, appearing and disappea ring in bursts of smoke and purple fire, directing blasts of ch aotic energy, and twisting time and space to th eir will. This, however, clashes with records of centuries past of mesmers in battle. Accounts from the Guild W ars speak of mesmers apparently doing nothing through most of a b attle except watching intently, waiting for an opponent to atte mp t a vital spell… and then with a flick of a wrist, th e spell fizzle s with a burst of unboun d mag ical energy. W hile mesmers retain the ability to interrupt, steal, and redirect enemy spells, most mesmers nowadays would say th ey have better things to do in a fierce battle than to simp ly wait to interrupt a key spell – and they would be righ t. The most overt change is the use of large- scale illusion s. While illusion has always bee n part of the mesmer’s toolkit, accounts from centuries ago speak of relatively minor illusions such as a brief b ut well-timed d istractio n that causes a warrior to fumble a blow, possibly causing harm to himself instead of the target. While such techniques remain
in use, more extravagant illusions have become the no rm. Mesmer illusions nowadays range from clones of the caster conjured to confuse foes to semi-solid ph an tasms, able to inflict real harm with their attacks. Research notes dating to before the Searing indicate that around th at time, mesmers had begun experimenting with compressing ‘eth er’ – or magical energy – into a semi-solid form to protect against attacks or to hinder the movement of foes: perhap s this research was the initial breakthrough that lead to phantasms and holographic constructs today? One tactic that is also mentioned in accounts of mesmers in battles of the past is one of draining magic from their foes, denying it to their en emies while replenishin g themselves. This, however, is a technique that has fallen out of favou r. When I asked my niece wh y, th is was her respon se: “Yes, every mesmer learns the technique of siphon ing ether from one place to another in their first steps alo ng the path , but it’s too slow to be use fu l in combat. Wh y slowly d rain magical energy from the target while they co ntinue casting spells unhindered when you can instead strike th em with a concentrated blast of ether that they’ll actually notice?” It is my hypothesis that this shift in focus is a result of the increased availability of magic in modern times. In the past, magic was sparse enough that stealing it from your en emy could be decisive. Today, however, it is too plentiful for this tactic to be effective – instead, mesmers have reversed it , learning to overload a target with enough magic energy fo r it to cause harmful effects, manifesting as burns, flares of magical lightning, even as freezing cold or deadly poison . Those particularly competent in the art of chaos magic can exercise a degree of control over these unp redictable effects, harming their enemies w hile also aiding their allies. This increased sup ply of magic may also explain the abilities  mesmers have gained to twist time and space, forming portals from one location to another, speeding up and slowing down time… an d the ofte n-cited refere nce to mesmers raising a barrier that reflects projectiles to the attacked may itself be a form of limited time rever sal. In times past, the magical power required to manipulate th e fundamental fabric of reality in this man ner simply was no t available. Now, however, time and space have become the playthings of the ded icated mesmer. I only wonder how many mesmer app ren tices and researchers turned themselves inside out or otherwise suffered gruesome fates as they experimented with what increasing quantities of magical energy. Note: The following section is not to be included in copies of this document that are made available to the general public. Copies with this section are to be viewed by trusted M agisters and others with gen uine need to know only.
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Another technique recorded as being in use by mesmers that appears to have fallen out of favour is the ability to directly interfere with their target’s mind. Soldiers that survived encounters with mesmers speak of seeing visio ns of th eir worst fears that none of their companions could see, sh arp pains with no clear cause, or being sw ept by in tense waves of uncharacteristic emotions such as shame, guilt and panic that hindered their ability to fight. When I asked my n ie ce if she knew anything about this apparently discarded bran ch of the mesmeric arts, she denied all kn owledge and suggested that any such accounts were most likely those of sold ie rs attempting to blame mesmers for their own failings . While I did not think to question her explanation at the time, I have wondered, since that discu ssion, if perhaps sh e was protesting too much . Thief The thief has the d ubious h onour of being a profession that was named by its detractors. Unable to agree on a common term among those, the people who emphatically do not call themselves thieves have found themselves stu ck with th e label that others have applied to them. While most scholars agree that there is a distinctio n to be made between thieves and the Canthan tradition of assassins (as I have made here), it is also cle ar that many of the techniques of assassins have worked their w ay into thief methods – the art of rapid telep ortation kn own as shadow stepping was first developed by the assassins, and many fighting styles employed by thieves, particularly when wielding daggers, appear to be Canthan in origin . However, much of the mysticism of the Canthan tradition has disappeared. Historical records indicate that while some assassin guilds aspired to higher ideals, some of the less scrup ulous h ave long been a fixtu re of Cantha’s u nderworld. In the period of increased communication with Cantha after the Searing, it is likely that, one way or another, their secrets filtere d through to spy organisations and criminal grou ps on our continent as well, that did not share the focus of assassin s on brin ging death. As this happened, the magics of shadow and deception that were most useful in their lifestyle were developed further, while th ose that were more concerned with killing or the mystic aspects of the assassin were forgotten – or never learned in the first place. This makes the thief one of th e few professions which, instead of expanding from the more rigid constraints of a Bloodsto ne school, has actually become more closely aligned with one having lost the trappin gs of death associated with Aggression in exchange for greater depth in the trickery and illusion of Den ial. Possibly the greatest breakthrough for members of this
profession has been the discovery of true in visibility. It is unclear whether this was first discovered by a mesmer, an assassin, or a true thief in the modern p arlance, but certainly thieves have become the greatest experts in its u se, such that armies and law enforcement officials alike are now seekin g for ways to break such invisibility or at least prevent it from being applied in th e first place . Their most infamous ability, however, is their ability to swipe objects off a target and them emplo y them against their former possessor – including objects such as magical foci that thieves never normally use. This may, again, be a resu lt of their greater concentration in the school of Denial – ste aling the knowledge and magic of their foes and using it against them has long been a part of the mesmer’s arsenal. While thieves are even more reticent to reveal their secrets than mesmers, they may be combining the ph ysical act of th eft with a cantrip to acqu ire the know ledge of h ow to u se the item. Destr uction Elemental ist Soldiers who have fou ght again st the Flame Legion and the centaurs in Kryta will have observed that they employ a very different style of elemental magic to that preferred by more civilised nations. Instead of shifting b etw een different elements as is standard practise, Flame Legion elementa lists employ fire magic effectively exclusively, while most centaur shamans focus on earth magic, with some use of air magic by more powerful practitioners. At the time of the Searing, this was standard practise among all elementalists in the known w orld . Most elementalists would specialise in a single element, or in two elements with synergetic effects – however, the more a practitioner focused in one element, the less th ey could attun e to others. W hile a practitioner in those days co uld switch to differe nt elements, this was a lengthy process that had to be perfo rmed in a safe location, as opposed to the almost instantaneous switches that are possible n ow. The development of this new techn iq ue allowed elementalists to gain the best of both wo rlds – giving them th e benefit of specialising entirely in a single element, but retaining the versatility of wielding multiple elements. However, since this technique still allows focusing only on one element at on ce , even if they can quickly switch between them, a number of spells that relied on synergies betw ee n elements have fallen out of favo ur. However, the source of this n ew method of wielding elemental magic is unknown. Record s from the time of Nightfall indicate that Kournan elementalists developed a technique that allowed them to attu ne with all fo ur elements
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simultaneously, a techniq ue that spread beyo nd Elona’s borders in that conflict – however, this tech nique was not popular at the time, as it proved incompatible with many of the more powerful spells that were available to elementalists at the time. Whether this techniq ue later developed into the fluid switching b etw een elemental attunements employed by modern elementalists, or whether it was simply a dead en d and the modern technique was a paralle l development, has been lost to history.

the development of this

n

ew

technique all owed e lem enta l ists to g ain the bes t of bot h worl ds This is not the only major change in the discip lin e of elementalism, however. While elementalists have long had the ability to bind elemental energies in to weapons, this had traditionally been to enhance existing w eap ons – making it a practise that tended to be employed more by warriors an d other more physical adventurers dabblin g in elemental magic to augment their attacks. Now, however, instead of simply augmenting an existing weapon, this art has developed into creating new weapons ou t of raw elements th at can be employed by the elementalist that conju red them, or even to be granted to an ally w ho can then use th e spells imbued within the weapon without n eeding any kn owledge in elementalism themselves. Beyond this, the creatio n and binding of elementals has gone from a lengthy pro cess only available to specialists that are willing to devote lengths of time to creating an elemental army, to a viable battlefield spell capable of bringing a limited amount of elemen tal assistance at a momen t’ s notice. Another significant development in elemental magic since the Searing has been the capab ility to conjure water with healing properties. In those times, ‘water’ magic was primarily concerned with generating cold and fro st to freeze enemies. Despite this, around this time sources of magical water were known to have healing properties – particu larly in the Maguuma Jungle, but rangers had also d evelop ed the ability to invoke a spring of healing water at an y location . Might these discoveries have served as impetu s for elementalists of  generations past to learn how to co njure such water fo r themselves? Unfortunately, it seems some knowledge h as been lost as well as gained. My research has uncovered men tio ns of ‘wards’ – similar to guardian consecrations and necromancer wells, these allowed an elementalist to extend an umbrella of  protection over an area against enemy attacks. Alas, this branch of the art seems to have been completely lost in th e
present day. R angers At the time of the Searing, use of magic by rangers was much less overt than it is today. Apart from the co njuration of  spirits, in fact, contemporary writers often disagree on whether those ancient rangers actually used magic at all, or whether it was a mix of canny woodcraft, an imal empathy and bit of simple alchemy. From the writings of contemporary authors, it ap pears that ranger summoning of spirits has advanced greatly in sophistication since the Searing. At that time, the spirits th at rangers could summon applied their effects, beneficial or otherwise, to friends and foe equally. While a p repared team could still take advantage of this by bein g better prepared for the effect of the spirit than their foe, th is limited their utility. Today, rangers have learned how to conjure spirits w ith more directed effects, boosting their allies and/or harming their enemies. This may have been the resu lt of a sharing of techniques with ritualists (which I will discu ss later), wh ich had established the ability to control sp irits to only harm their enemies or aid their allies – while the spirits bound by rangers are of a very different nature to those reportedly summoned by ritualists, the techniques of controlling th em may have still been compatible. S ome modern rangers have also developed the ability to conjure spirits that can move on their own power to follow the ranger after being summoned, instead of being limited to remain in the location they started. Again , this may be a development of ritualist techniqu es developed to resummon a spirit from its o riginal bin ding location to a more useful one. Otherwise, rangers appear to have develop ed a more overt use of magic. While rangers have been able to generate fire for some time, in recent centuries th ey have also developed the ability to conjure frost to place trap s or to freeze a weapon as they throw it. In th e mean time, rangers seem to have made a deliberate move to abandon the simple alchemy that their ancestors may have employed to ignite their arro ws – instead this technique appears to have spread to w arrior archers that care less for natur al magic. Of course, most rangers would say their powers are not related to those wielded by elementalists, but instead come from nature itself. It’s possible that this is in deed exactly what has been happening throu ghout th e centuries – callin g on nature spirits without relying on Blood sto ne magic in a similar manner to how ritualists reportedly invoked their spirits since long before the unlocking of th e origin al proto- Bloodstone. Such a theory as to the n atu re of the magic wielded by rangers wou ld provide a simple explanation as to  why rangers have more overt forms of magic than in past generations – because there is now more magic to be
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guildmag - the guild wars 2 magazine | a study in magical developme n ts since the sear ing
received from the world around them. If this is the case, then it is possible that the only reason that it manif es ts in elemental forms is because, as the elements are a part of nature to begin with, this feels more natural to rangers th an magic that is more closely related to the other sch ools. Preservatio n
Monk Readers unfamiliar with history may be perplexed at the mention of monks as a spellcasting profession, as in modern times they have been effectively replaced in most circles by guardians. In fact, today it is most common for monks to be found among undead and other groups th at con tin ue to practise magic from before the Great Tsunami. Interestingly, Pact forces from Orr have reported little if an y presence of monks among the forces of the Risen – a nu mb er of theories have been put forth to explain this, b ut as monks w ere reported among the Orrian undead u nleas hed up on Kryta by Vizier Khilbron after the Searing, the simplest is probably th at Khilbron had already recruited most of them before Zhaitan awoke. The disciplines of monks were divided among th ree main strains, which human practitioners at the time associated with the gods (even more strongly than other bran ch es of magic). Two of these have been fu rth er developed by modern guardians – the discipline of Protection largely consisted in conjuring barriers of magical force in order to defen d a subject against attack, a discipline guardians still employ today both in its original form and in converting them in to weapons to defeat their enemies. A more directly aggressive tradition at the time was of Smiting, directing energies against the monk’s foes that human texts label as “holy”. D es criptions of this energy of use speak of b lu e-white fl ames and bolts and beams of light – very similar to that used by guardians today, including early records of symbols. Interestingly, these energies are commonly described as being particularly effective against undead. No such additional effectiveness from such energies are observed against undead in modern times, although it is worth noting that at the time of the Searing, the offensive capabilities of monks were usually seen as being all but in effective against any enemies apart from undead, an observatio n that cannot be made of guardians today. A likely explanation is that the conjurations that produce this energy have been refin ed so they are as effective against living and constructs as they are against undead, rather than that their old efficacy against undead has been lost. The third discipline of healing, however, seems to be on e that has atrophied in recent decades. While guard ians are still quite proficient magical healers, they pale against accounts of monks of old, which accounts speak of bein g able to bring an
ally back from the brink of death w ith a word and a gesture… and to continue doing so for a len gthy period of time until their powers were exhausted (or drained by a mesmer). Tales even speak of monks as even being able to resu rrect those who have crossed death’s door, as long as they can reach th e fallen in time.

Accounts speak of being able

to b

ri

n

g

an ally b ack fr om the b ri nk of deat h That such a powerful ability is sp oken of in such a matter-of- fact way, and yet now has been lost en tirely, is astoun ding. Some of my colleagues have argued that this ‘resu rrection’ was most likely actually nothing of the kind, and th at th e ancients were pronouncing as dead those that w ere me rely mortally wounded that this ‘resurrection’, in fa ct, was merely the ancestor of the basic battlefield first-aid taught to all soldiers and would-be adventurers today. On th e other h an d, records have spoken of such resurrection magic continu in g to function even after a minion h as been raised from the corpse of the dead, suggesting that it at least represented a magic powerful enough to restore a subject to a measure of health even after a significant portion of their skeleton has torn itself from their body and wandered off at a necro mancer’s command. It seems u nlikely that such powerful and, seemingly, widespread magic would have been simp ly lost – that it is no longer available today suggests something has changed that prevents it. With th e silence of th e gods and reports that Zhaitan was able to pu ll souls from the Underworld an d force them into his Risen, perhaps Grenth felt it necessary to seal the Underworld against return traffic, and the loss of resurrection magic was a necessary sacrifice in order to prevent more souls from being forcibly claimed by Zhaitan? Paragon The tradition of the paragon is believed to have originate d with the Order of the Sunspears in Elo na, where Paragon s formed much of the officer caste within the order, alth ough paragons were often found as officers in other Elonian armies – and sometimes abroad, as traditions spread after Nightfall. Legend has it that every Paragon had been the su rvivor of a near-death experience, which unlocked their new abilities and encouraged them to take up the spear an d shield. Perh ap s some divine inspiration was involved in the initial discovery of these techniques, but th ey have also proven to be able to be taught just like other tradition s. Tales of paragons speak of acting as con ventional leaders , inspiring, rallying, and directing their troops thro ugh a set of vocal commands, speeches, and stirring verses. However,
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while paragons were not regarded as true magic users at the time, tales also speak of their arias and ballads generating supernatural effects – causing the weapons of their allies to set those they strike aflame, preventing and h ealing injuries, hurling javelins that strike like bolts of lightning, an d even raising the dead. It would be easy to write such stories off as hero-worship of beloved lead ers, if not for one thing: Many of the same abilities are used by guardian s today. While  they dispense with the song-and-dance attributed to paragons (which raises the question of wh eth er this was really necessary or a show that was being p ut on for their subordinates…) modern guardians are able to do many of the  things attributed to paragons – except, of course raising the dead. While spears have fallen o ut of favour except as a weapon for underwater combat, a common guardian technique does involve projecting bolts of energy fro m th eir spears… and orbs of ligh tning are a common part of th e guardian’s arsenal above the waves, although there they dispense with spears for more traditional spellcasting foci. This is consistent with what we kn ow of th e guardian ’s origins in that chaotic time after the Great Tsunami, when several traditions came together to form what we now know as th e guardian. While monks had more scho larly kno wledge of the school of preservation, the paragons had an instin ctive knowledge of how to in corporate this magic into th eir fighting styles and leadership skills. As the guardian tradition became more established, techniques that had b ee n previously applied to spears only got expanded to a wider ran ge of weapons, and guardians became experts at using a range of martial weapons as magical foci as well as for their original purpose. Guardian Many efforts have been made to es tablish a fighting tradition  that seamlessly blends magical and martial fighting techniques – including the dervish (to be discussed later) and various orders of warriors dabbling in magic to augment their fighting techniques. The guardian , however, represents the most advanced iteration of this concept currently kn own, although other magic users also make use of martial fighting techniqu es in a limited fashion. As previously discussed, history records the guardian a s being a conglomeration between multiple traditions the monk and paragon as previously discussed, the ritualist (to be discuss ed later) and some have argued th e dervish as well, although no firm evidence of this connection has been made. The story goes that over the years, monks increasingly began  to recognise that they were priority targets in most battles – due to the combin ation of their light armour and ability to keep the rest of a squ ad fighting – and sou ght ways to improve their own protection. These mon ks formed a
collaboration with paragons from the Order of Sun spears that had fled from Palawa Joko’s occupation – th e former learned how to employ magic while wearing heavier armour and to blend the magical and martial arts, while the latter benefited from the greater breadth of magical knowledge of the monks. Afterwards, additional techniques were ab sorb ed into the tradition . As a result, many guardian tech niques are developments of those used by their predecessors – as well as th ose already described, the sheet and ball lightn in g employed by most guardians for ranged combat most likely grew out of th e ethereal lightning once employed by ritualists. Significan t advancements appear to have been made, however – in the past, protective fields were only able to be applied on individuals (although some spells are capable of apply in g them on multiple individuals at once) while n ow they can be cast to protect an area. Where symbols used to be purely offensive in nature, the symbols employed by gu ardians usually provide some benefit to allies in their area as well as harming foes. The biggest advancement, however, probably comes in the ways guardians have learned to comb ine spells into physical attacks – including directing waves of fo rce at foes from a sword blade and prod ucing symbols th rou gh slamming a blunt weapon into the ground, amon g other examples. While other magical traditions have developed their own techniques of augmenting physical blows w ith magic, guardians are probably the mast ers. Possibly as an extension of using th e physical forms of weapons in their magic, guardians have developed one technique that is truly their ow n (albeit with some analo gues in mesmerism and elementalism) – that of generating weapons of magical force to fight beside th em for a short time. Opinions vary as to the true natu re of these w eap ons – some guardians regard these ‘spirit weapons’ as being spirits that they call to their aid that happen to man ifest in the form of weapons (similar to the animated weapons rep orted in Orr, although those have phy sical forms rather than bein g constructs of magical force). Others regard them simply as magical constructs that act as extensions of their ow n will, similar to the phantasms produced by mesmers. Und efined Ritualists According to Canthan history, the tradition of ritualism represents the oldest form of magic used by humans on Tyria, predating the unlocking of Bloodstone magic by several centuries. While ritualists expan ded into using Bloodston e magic once it became available (which I su spect to be Preservation, given that ritualists were also associated wi th healing and protection, and that ritualist tech niques would later be absorbed by the guardian) the ritualist’s practise of spirit-binding allowed them some measure of supernatural
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power at a time when magic in th e world was mu ch weaker than it is now.

according to canthan

his

tor

y, the

t r adit i on of rit ua l ism repres ents the ol d es t form of magic us ed by hum an s on t y ri a, predating the unl ocki n g of b l oods tone magic by sever a l c ent uries This likely occurred because, at a time when very little magic was available within Tyria itself, the most efficient use of what magic was present is to access somewhere wh ere more power can be found – namely, the Mists. By using what magic they did have to open a portal to the M ists an d beseech a creature from the other sid e to employ its power on behalf of the ritualist, the ritualist was able to multip ly the limited power available to them, possibly by several orders of magnitude. Even when Bloodstone magic was available, the subseq uent division of the Bloo dstones meant that, through calling on spirits with knowledge of other magical discip lin es, the ritualist could achieve a level of ver satility that other spellcasters often lacked. Whether because of the destructio n of Lion ’s Arch and th e loss of communications with Cantha, or simply becau se the strength of Tyrian magic has increased such that the practise of drawing power from the Mists in this way has grown obsolete, the ritualist tradition has falle n out of use in the local region of Tyria. However, there are many signs that parts of the ritualist art has been absorbed into other traditions – as discussed previously, rangers have developed a finer degree of control over the spirits th ey summon and necromancers have expanded into the sp irit realm they once mostly eschew ed. Stories of ritualists speak of th em bestowing ‘spirit weapons’ on their allies, alth ough if a lin k truly exists between these and the sp irit w eap ons used by guardians, they seem, like elementalist conjurations, to have graduated from enhancing an existing w eapo n to creatin g a new one. Even the more practical conjuratio ns of elementals used by modern elementalists may owe someth ing to techniques of spirit binding that were p io neere d by ritualists. Assass in As previously discussed, the commonly accepted origin al source for many of the magical abilities displayed by thieves
are the members of the legendary assassin guilds of Cantha. While the stories indicate that these sh ad ow killers relied primarily on their skills with daggerwork in order to do the deed, they also indicate that many assassin s relied on a number of minor supernatural abilities to ensure that th ey could reach their mark, dispatch them, and make their escape. Prime among these is the art of the shad owstep. App earing as if teleporting from one location to another, acco unts suggest that assassins may not actually have been able to use this technique to reach places they could not reach by conventional means, su ggesting that shadow stepping may not entail true teleportation, but a short bu rst of extraordinary speed. For a long time, teleportatio n was viewed as the province of necromancers, but in recen t times this has been overturned as follo wers of other sch ools have discovered their own, often more efficient, mean s of teleportation. With shadowstepping now common amon g modern thieves – who otherwise seem much closer to the Denial school – it seems that this ability was part of this school all along. However, this is not the only ability linking th e assas sin s of old to the powers of necromancy – assassins are cred ited with the ability to draw power from the afflictio ns they have inflicted on their foes to rejuvenate their own spirit an d vitality, along with sapping the health of their target throu gh magically conjured toxins – not necessarily delivered through a weapon as is common practise amon g thieves today, bu t manifesting directly within the target’s system with a tou ch of the hand or even at a distan ce. How this is possible is something th at, w ith out re-establishing contact with Cantha (and perhaps even then, given the changes that have taken place in the way magic seems to operate since then), we may never kno w. Perhaps the assassins were another early adopter of the rising current of ambient magic alongside an attunement to the Den ial Bloodstone, or perhaps they found a w ay to tap into tw o Bloodstones, accepting a reduced flow of power compared to more specialised spellcasters in exchange for bein g able to access the lesser magics that were important to their vocation. Another an swer could be in their relationship w ith Grenth – assassins from the more principled guilds were known to request the sanction of Gren th before taking an assignment, and it may be through his hand th at they were able to wield powers associated with other forms of magic. Or perhaps these more mystical talents of the assassin s never truly existed, and the tales of th eir powers have been exaggerated by fear and superstition. Certainly, the claims that the most skilled of assassins could stand up to all the horrors of the Underworld with out suffering the slig htest injury can hardly be regard ed as credible.
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Dervishes It is difficult nowadays to find in fo rmation of the scythe- wielding holy warriors known as dervishes as those sch ools in  this tradition that had been established in this part of Tyria were destroyed in the flooding of Lion’s Arch. A ny masters of the profession that survived this catastro phe seem to have  been lost therafter, possibly fighting against the many enemies that Kryta had at the time or returning to Elon a to join the resistance against Palawa Joko. With the route to Elona blocked by dragon minions and Joko’s armies, we have also been unable to seek information at the locatio n wh ere the tradition was established . Rumour has it that the Order of W hispers – anoth er organisation that began in Elona – has a secret route th at allows them to access Elona and assist in the resistance against Palawa there. I have submitted a req uest to the Ord er of Whispers for any light th ey might be willing to sh ed on these holy warriors. No response has been forthcoming. What the records do show, however, is that dervishes were capable of wielding effects that were reminiscent of a variety of schools of magic. They had the power to call the earth and winds in their vicinity to their aid , a power typically associated with Destruction, but also to manifest the b lu e fire and burning light associated with the school of Preservation. Finally, some battlefield reports speak of dervishes healing with every sweep of their blade, reapin g their enemy’s life force to replenish their own – a capab ility usually show n by wielders of Aggression magic. In a time wh en the division s between the schools were reportedly stricter th an they are now, how could this be? The answer may well lie in the relative new ness of th e tradition compared to most that were aroun d at the time of the Searing, or even today. Dervishes first started appearin g in Elonian legends during the Shattered Dynas ties era, six centuries after the Exodus of the Go ds. If th e Bloodstones have been feeding magic back into the world in general sin ce the Exodus, it is possible that dervishes first appeare d aro und this time because it was then that th e ambient magic of the world first became strong enough to be u seful in combat, albeit lacking the power available to more specialised magic users that relied on the Blood sto nes. This lessened power would also explain why dervish traditions emph asised mixin g magic and martial techniques – their magic alone wou ld not have made them a match for a specialist, but w hen combined with and used in concert with their skill with scythes it made them a force to be reckoned with. Alternatively, of course, it is worth noting that dervishes were known as the most d evo ut of the traditions around the time of the Krytan civil w ar, including being able to assume the forms and so me fraction of the powers of the gods it is possible th at th e pow ers of dervishes came purely through being granted by the gods, as members of some other traditions once believed of th eir
own magic, and it is this divine mandate th at kept them independent of the Bloodstones. If so, this would pro vid e an additional reason why this tradition has faded from history.

d

ervishes

were

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apab

le

of

wie

l

di

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effects that were remi nisc ent of a va riet y of schools of magic It is difficult to point to anything th at th e dervish traditio n may have passed down to present times. Since the Searin g, magic users of all traditions have placed a greater focus on training to defend themselves in close combat, includ in g using their magic in concert with martial weaponry, an d otherwise demonstrate powers and techniq ues similar to those reported of dervishes – b ut this may simply represent finding their own path to a similar goal. Certain ly , nobody in current times uses the scythe as a serious weap on of war! There is, however, one element of dervish training that may have persisted – despite the silence of the gods, rep orts persist that some particularly heroic and devout humans are able to retain the power to call upon th e blessings of the gods within themselves, including being able to transfo rm into forms associated with Melandru and Gren th . Perhaps these represent some vestige of the powers once w ie ld ed by dervishes. Warrio r Many warriors, particularly among the cha rr, scoff at the notion that they use magic. However, increasing eviden ce has been growing that they do – th ey just d on’t always realise they are. Instead, it mostly seems to be an in stinctual process, using magic that flows through their bodies to au gment their strength and toughness. Since this h as only recently been recognised, however, it is difficult to track how warriors may have changed in the way they h ave used this power over the centuries. One intriguing connection, however, is in th e observation that  the energy that trained warriors build up when fighting to unleash powerful blows is o ne that, in the past, cou ld be drained away from them by a mesmer or au gmented by a friendly necromancer. These techniques have been lost, but if  this buildup of battle energy can be augmented through the  use of the Aggression school of magic, this raises the possibility that this energy might itself be in the same scho ol. As a necromancer instils their minions with th e power of Aggression to rouse previously inan imate corpses to fight their enemies, a warrior may instinctively be channelling th e same power throu gh their living tissue, greatly amplifying
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guildmag - the guild wars 2 magazine | a study in magical developme n ts since the sear ing
their strength and allowing them to withstand b lo ws that would fell other adventu rers. Even so, however, warriors in times past often dabbled in other forms of magic. One monk orison in particular, known then as Mending Touch, was particularly popular amo ng warriors around the time of the Searing to keep them on their feet and in fighting condition - this appears to h ave b eco me a staple in the training of many warriors. Furthermore, at the time, many warriors also dabbled with earth magic, particularly in conjuration with hammers – the seismic effects generated by some warriors when wieldin g blun t weapons may simply be due to hittin g the groun d that hard, but th e moment of focus needed to un leash such effects may also involve a now-instinctive harnessing of earth magic th at warriors past learned to incorporate into their fightin g. At the time of the Searing, no warrior co uld employ b oth of th ese magics at once due to the constraints of th e Bloodstones –  now, however, Tyria’s ambient magic is likely more than sufficient to power such relatively minor cantrips. Finally, the technique that has develop ed among warriors of igniting their arrows before firing should be con sid ered . While alchemical substances may be the source of th e flames, these warrior archers may also be unknowingly employin g rudimentary fire magic to ensure that these flaming arrow s behave as desired. Engi neer Possibly alone among the adventuring professions of Tyria, engineers do not appear to be using magic directly. However, they have become experts at making use of the magical properties of the materials they use, creating a variety of alchemical substances and technological devices that exploit the properties of magic to function in ways that wo uld be otherwise impossible. Such developments in magical technology will be covered in a later pa rt. Conclusi on This concludes my review over the ways that magic emp lo yed by the adventuring professions of Tyria has changed ove r th e centuries. In future parts, I will research developments in how technology has been used to harness magic, the disco very of  new properties and sources of magic, and th e properties of  magic when it has been absorbed by those beings that represent the greatest threat to Tyria presently know n – th e Elder Dragons.
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guildmag - the guild wars 2 magazine | a study in magical developme n ts since the sear ing
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guildmag - the guild wars 2 magazine | a dissertatio n o n asura n genius

a

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asur

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enius

Written by miko rie l
Asuran genius is a concept well understood by any asu ra with the cerebral and cranial capacity to comprehend such logical and simple matters. Interactions with other sentien t races, however, demonstrate that these Tyrians are m ore primitive in their beliefs, preparation, and training, an d, more importantly, that their ability to understand asuran genius is limited. To that end, the goal of this dissertation is to explain to lesser races, in terms they can understand, who we are and why our knowledge and und erstandin g of the Eternal Alchemy makes us geniuses and the most advanced Tyrian race known to date. Given the variety and fluctuation of comprehension levels within the target audien ces, I’ve kept this treatise brief so as not to tax cerebral synap ses. Origi n Asura are an ancient race dating back more centuries than average Tyrians can fathom. We had no reason to interact with other races, save the dwarves upon occasion, u ntil 1078 A.E. when the Great Destroyer, general an d champion of the Elder Dragon Primordus, forced our people to the su rface in search of habitable environs where we co uld re-establish ou r cities, labs, and residences. Yes, asura lived below the Tyr ian surface, closer to the core of our plan et where we could
study the Eternal Alchemy and its magical ramifications more precisely and without distraction s. Unlike other tun neling races, such as dredge or skritt, whose coarse cultures and diminished intelligence leave them open to enslavement and stupefaction, asuran genius flourishes individually, in creasing through the exchange and competition of id eas in logical and analytical exercises. This adaptability made us perfec tly capable of adjusting to life on th e Tyrian surface, establishing cities and labs quickly. As Cepha’s recent physiogno mic research proves, asura are best equipped to understand and expound on the E ternal Alchemy (1); ad aptation to new terrain and environments, then, are akin to a progeny’s fi rst lab experiments. Benefits to Tyrians: Asuran Technological Advancements The first and still most well-know n asuran achievement is the asura gate, those portal s which allow r apid a nd instantaneous travel to distant parts of the world. These marvels are on e of our most basic transportation ingenuities requiring carefu l calibration and maintenance, something that appears complex and impossible to other races, naturally. Merchants and citizens fund the main tenance costs of these gates with a fee schedule depend ent ostensibly on local laws and th e type
Dissertation by Dagg of the Co llege of Sta tics, in partial fulfilment of graduating degree requirements.
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guildmag - the guild wars 2 magazine | a dissertatio n o n asura n genius
and quantity of matter seeking transportation. While some merchants balk at these fees, the convenience of accelerated travel in proportion to their commercial gain s soon outweighs any resentment. The next well-known convenien ce is a different iteration of the aforementioned technology: the magi-matter transportive device, commonly known as waypoints. Th is innovation also facilitates individual travel over small or large dist anc es, for a nominal fee. Without asuran genius, Tyrians would be running everywhere they needed to go, makin g commerce and defense inefficient, not to mention sw eaty. Our understandin g of the Eternal Alchemy, and our experiments, led us to place these waypoints, we now know, alo ng strong magical ley-lines, which we did not realize at the time. We abandoned those set further aw ay due to the decrease in magical energy able to sustain them. This fact was co nfirmed just recently (2) by a progen y engineer from the College of Synergetics, proving once more that even our children are more advanced and capable to lead Tyrian societies than those of other races. Asura are also known for our golems, bein gs created by golemancers out of stone, vegetation, an d other semi-natural materials. With their imposing size, durability, and tenacity, lesser races might conclude that anyo ne can pilot a golem, or that they can replace asura when geniu s is required. Witho ut the correct user input, however, golems are not capable of complex rationalization and analysis, and this is by design . Golems are tools and most effective wh en usin g Snaff’s mind/golem interface technology. Having golems that can be operated remotely with the power of one’s th oughts is a double benefit to their programming, w hich is why most modern golems n ow use this technology.  Refinin g and improving effective technology is what asuran genius is best at. Co ntro lled experimentation and field research are crucial to the maturation of our creations and improvements.
Organization Leads to Innovation... The key to success of asuran genius is ou r pro pensity for collaboration in order to augment the potential of su ccessfu l creative endeavors that understand and master the Eternal Alchemy. Our cu lture has evolved from a system reliant on mentorships and krewes to one of apprenticeships within one of our three colleges. Graduation ultimately leads to working with the most innovative krewes, or b ecoming one of our pioneers. Unless an individual p refers scheming an d thieving with the Inquest, this advancement in o ur culture and society foments our creative genius, allowing us to gather kn owledge, develop theories and projects that test and refi ne this knowledge (in order to demonstrate our successes; inspire and remind less-gifted krewes that their wor k is substandard), and progress to the next in novation with kre we members worthy of our talents. Because our culture prizes reputation and sh rewdness, the most successful geniuses ensure their krewes are comp rised not only of cutting-edge thinkers, bu t of asura who can substantiate their theories throu gh demonstrable evidence. No one wants their lab’s reputation for inno vation an d safety questioned. To this en d, our experimentation n ecessitates precise measurements and verification, whether we tinker with levitation buttresses, magiphysical arm atures, or the prestimystic readouts generated by sentien t beings; asuran genius, th ough logical, is not to be taken lightly. Conclusi ons and Implicatio ns Thus, lesser races would do well to continue th eir associations with asura. We may be diminutive in stature, bu t that is only because genius flourishes b est when one’s cortical neural impulses have less distance to travel. It is a logical manifestation of the Eternal Alchemy. O ur technologies and incessant studies of the Eternal Alchemy will be Tyria’ s greatest weapons against the Elder Dragons.

Secret

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of the fire

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rt II

Lydia collapsed back onto the pillows. “That was amazing.” She looked at the man beside her, who scowled. “Don’t look so surprised,” he muttered darkl y. She laughed and swa tted at him pl ayful ly. “You are amazing, Nolan. That never surprises me,” she said, stroking hi s face. Th at b rought a smile to his face, and he drew her closer to him so she was lying on his chest. She turned her head so she could stare una bashedl y at him.
Short, wavy black hair sat above his dark brown eyes , which melted like chocolate as they lo oked at her. He had a chiseled jaw and prominent cheekbones with full lips, which sh e traced with her fingers. Tanned skin from years sp ent in th e sun stretched tightly over lean bu t stro ng muscles. Lydia felt fierce sense of pride as she stared at him. Nolan was hers; her brave soldier. He had come from the slums of Divinity’s Reach, enlisting in the military as soon as he w as of age. He worked his way up to become a member of th e Seraph, and now directly served under Logan. Th ey had met after she came back from Orr, when he was guarding the queen. “You ok?” he whispered, looking into her eyes. She w as abo ut to nod, but couldn’t. Instead, she shook h er head and lo oked down as she told him about th e conversation between her and Senela. “They’re insane!” he replied, shaking his head. “Your father voted for it, didn’t he?” Lydia nodded. “Damn h im. I don’ t think Logan knows yet; he’ s not always p rivy to what goes on in council meetings.” He got out of bed, shaking his head again. “You need to tell him tonight. I’ve go t to get ready for patrol anyway.” Lydia watched him get dressed. Watching him put on his gleaming armor was always a sight to behold, an d it also gave her a tho ught. “Why do we have to continu e to hid e? I’m not ashamed to be with you, and it’s not like anyon e can do mu ch about it.” “Ah, but they can, dear,” Nolan replied. “You know your fa ther , and what he would do. He already doesn’t app rove of you helping the poor, and he has th e power to keep you lock ed up in here like a delicate princess if you do an ything else he disapproves of. As for me…I’m disposable. They cou ld make me disappear any time they liked.” Lydia’s heart sank just thinking abou t it. “You’re right, as usual. I’m just tired of hiding. I’m tired of co nstan tly looking over my sho ulder for so many reasons.” Nolan finished getting dressed and sat in fro nt of h er on the bed, reaching out to touch her face . “I know, Lydia. Not to sound harsh, but some of th at is
the price you pay when you save the w orld. As far as our relationship goes though, I comple tely understand. We shouldn’t have to love in secret. No one should . But for no w, I would really like it if you weren’t locked up, alright?” She smiled an d held his hand to her face for a moment longer. “Alright.” Nolan nodded and stood u p. “Good. Now, go see Logan. He needs to know righ t away.” He kissed her one more time before walking out the door. Lydia sighed before standing up and gettin g dressed. She looked in her wardrobe and was mildly amused. M ost of the ample space was taken up by armor and various battle gear. Shoved against one of the sides w ere a few court dresses, reserved for when her father absolutely demand ed it of h er. Even though she was raised like a noble lady an d knew how to act like one when the situation called for it, she hate d it. She had always felt most at home on the battlefield . She slung her bow on her back an d walked ou t. Lydia stepped up to Logan ’s door and raised her hand to knock. What stopped her was muffled voices coming from th e other side. A corner of her mouth raised as she recognized them. She stepped back a fe w paces and w aited. A couple of minutes later the door opened and Qu ee n Jennah made a startled noise. “Lydia! I mean Lady Toran, I mean-“ “Hello, lady queen. I had no inte ntion of in tru ding, I simply have a matter to discuss with Logan.” The queen’s eyes narrowed in su spicio n. “At this time of night?” “I’m sure it will be brought to you r attention , if it hasn’t already. Besides, I’m sure you and Captain Th ackeray have been doing q uite a lot of…discussing. I wouldn ’t want to burden you an y more tonight.” Jennah relaxed a little and chuckled. “Thanks, Lydia. Just make sure you come to me if it really is important.” “Of course, my q ueen.” Lydia smiled after the q ueen as sh e walked away. She meandered through the d oor to find a
Written by Lad yLa la
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guildmag - the guild wars 2 magazine | secrets of the fire: par t i i
shirtless Logan glaring at her. “’Captain Thackeray’? A bit much, don’t you th ink?” Lydia laughed and folded herself into an armchair. “You can ’t blame me for having a little bit of fun. Besides, it’s ab out time  something happened with you two. I was getting tired of  seeing the longing glances across ballrooms and banquet halls.” Logan threw a cu shion at h er, w hich she deflected lazily. “What are you doing here, Lyd ia?” Lydia’s expression sobered. “I was going to w ait u ntil tomorrow to tell you, but I…thou ght better of it. M in ister Senela called me to her office tonight. They passed another tax law.” Logan cursed and started pacing around the ro om. “What were they thinking?! How could th ey have thou gh t this w ould be a go od idea?” “I said the same thing. But the minister als o warned me th at this could be the final straw to start a re bellio n among the lower classes. I’ve heard some rumors, but nothin g concrete yet. She was concerned for my safety , but I’m more w orried about everyone else’s.” Logan stopped and looke d at her. “Senela’s right. S ome intel just went missing. It was high level access, so whoever sto le it has to be high ranking. Maybe there is a reb ellion , an d the leader is one of our own. This is a nightmare. I’m assign in g you a bodyguard.” “No! That would make it worse. It’ll make it loo k like I’m suddenly afraid to go around them, like I’m afraid the so- called scum of Divinity’s Reach cou ld become monsters and attack at any moment. You know I can handle myself. An d I’ll have Bena with me at all times.” Logan sighed and sat back down on the bed across from h er. “I hate it when you’re right. Just be careful, Lydia.” She smiled and patted his knee. “I will. Now get so me sleep, you must be pretty w orn out.” S he giggled and ducked as another cushion was launched at her. Sh e scurried out the door before he could start throwin g bottles. The next morning, she awoke to find a letter had been slipped under her front door. She opened it, and read : You were right. The rebellion is starting. The council is meeting at midnight tonight in the queen’s private offices. I hop e you’ll be there. Logan Lydia immediately burned the letter. Bena slunk in , sniffing at the smoky air. “Sorry girl, I can’t take you tonight. We’ll go huntin g again soon, I promise.” Lydia absentmindedly stroked th e big cat’s head, thinking. Her father wou ld definitely be there, which was all the more reason to go. He cou ld n’t exactly refuse the head of the Seraph’s wishes, as much as he wou ld like to. Sh e made up her mind, then decided to wan der aro und th e city to pass the time. As she stepped outside her dis trict, the familiar sen ses overtook her. She always relished her ability to get lost in a crowd, and even more so now. But still, there were a few people that recognized her. Her magical ability amplified her hearing, and she started wishing sh e could tu rn it off. “There’s  that bastard Toran’s daughter. I wonder if she helped him pass the new law .” “Who does she think she is? She’ll n eve r fit in h ere. S he just helps the poor to make herself lo ok good.” Lydia turned her gaze downward and picked up th e pace .
She kept walking u ntil a noise stop ped her. Sh e looked up and realized where she was. Uzolan’s Mechanical Orch estra loomed before her, playing its eternal song. The mu sic brought a smile to her face, like it always did. As a child, she used to spend hours listening, watch in g the cogs an d wheels turn to produce the beautiful melodies. Even n ow it brough t her tranquility. Some time later, Lydia shook herself out of a daze. Th e sun had already set; darkness had fallen on the city . Silence had replaced the music. She mad e herself stand up, and looked toward the clock tower in the mid dle of Rurikton. Sh e still had half an hour to get to the meeting. She started meand erin g out of the district, but stopped halfway do wn the ro ad. She  listened closely, hoping her ears had tricked her. They hadn’t. A moment later, she heard a soft swishing nois e, an d a footstep. Lydia ducked and swung aroun d to the righ t, bringing her dagger out of her boot as sh e went. S he made contact with tough leather armor, and heard a gru nt as she knocked her opponent into th e wall. She quickly reach ed out, grabbed hold of their neck and pressed h er dagger to it. Her would-be assassin was a slender woman, with raven b lack hair and piercing slanted eyes that glare d at Lydia. “I’m sure you know the d rill,” Lydia explained. “You tell me who sent you, an d I let you live.” The woman laughed. “If only it was that easy. I don ’t valu e my life that much, and neither do es my employer. It’s ou t of apathy, not loyalty, that I tell you I would rather d ie than give you information.” Lydia was puzzled, but tried not to let it sh ow. “You know who I am, you know what I’m capable of, and yet you would give up without a fight?” “Oh, I didn’t say I wou ldn’t figh t.” Th e woman sh oved Lydia away and swung a dagger, seemingly o ut of n owhere. Lydia barely dodged it, and returned with an attack of her ow n. She immediately regretted leaving Bena at home. The two women danced and wove, fiercely striking at each other. Neither gained the upper hand until Lydia tried a desperate fein t, which the other woman read too late. Lydia whirled aroun d and caught the woman in a chokehold , whipping her dagger up to her neck. “Still want to die?” Lydia asked her. The w oman just laughed . “We’re all dead, even you. Do what you will.” “Have it your way then,” Lydia replied, and opened her throat from ear to ear. The woman collapsed to the ground, an d Lydia stumbled back a few steps. S he took a moment to think, and glanced at her surroundin gs. She grabbed the woman’s limp body and dragged her around th e corner to a thin alleyway, then wiped her dagger on th e woman’s clothes. As she did, the cloth shifted and a small o bject rolled onto the ground. She picked it up, an d stared in sh ock. It was a sapphire, one of the most rare and precious gemston es. Whoever hired her must be beyond rich. That narrow s it down considerably. She pocketed the gem an d noticed her hands were shaking slightly. She didn ’t like killing in co ld blood, and what she had just done u nsettle d her. Sh e shook her head, pushing it to the back of her mind, and h urried along the winding streets to the center of th e city. She sp ent the ride to the top tryin g to disguise th e bloodstains on her clothes. She walked silently through the gardens, pay in g no attention to the beauty. W hen Lydia got to the do ors of the queen’s chambers, she took a d eep breath and pushed th em
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guildmag - the guild wars 2 magazine | tyr ia in brambl e s: season 2 of the living st o ry

Ty

ria in brambles

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When we last left our band of heroes, they were in The Dead End bar in Divinity’s Reach, celebrating Scarlet’s defeat and contemplating the rise of a dragon, the colossal creature our her oes now kn ow to be Mordremoth, the jungle dragon of poison and annoying summertime weed growth. T he dr ag- on’s thrall, Scarlet Briar, had laid waste to the city of L ion ’s Arch and stabbed at a massive leyline hub beneath the ruins of the submerged old city only weeks earlier. Since then, Braham Eirsson and Marjory Delaqua had been recovering from injuries acquired during the Battle of the Breachmaker.
This article contains spoilers for the first half of Season 2. Turn back or be forever s poiled - you have been w arned!
Written by Archaes8
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guildmag - the guild wars 2 magazine | tyr ia in brambl e s: season 2 of the living st o ry
Closer to the end of the party, the p layer is also in trod uced to Belinda Delaqua, Marjory’s older sister. After the two catch up for lost time, Belinda drops a line about being mo ved out to Brisban Wildlands to investigate Black Market activity in the area, a not-too-subtle hint that we were h eaded west for Season 2 of the Livin g Story. The arrival of Belinda also served to deepen our character’s relationships with the Living Story cast and the relatio nships between cast members. Kasmeer is eager to get to know Marjory’s family, possibly because she has been without her own for some time. Season 2 picks after the Festival of the Fo ur Winds, a traditional celebration held by the Zephyrites of the Z ep hyr Sanctum at their landing in the Labyrinth in e Cliffs. The Zephyrites had recently returned from one trip and w ere preparing for another, to west of Kryta. The h eroes of the Battle of Lion’s Arch took the opportunity to relax and enjoy the festivities at the Bazaar of the Four Winds an d at the reopening of the Crown Pavilion in Divin ity ’s Reach . Eventually, the Zephyrites left the Bazaar again an d the festival ended, as did the lull b etw een seasons. s e ason 2: episod e 1 g ates of maguum a The Pact Commander receives a new letter from the mysterious “E” asking the heroes to investigate stran ge happenings to the west of the Bris ban Wildlands. Th is brings us to the region of Dry Top, a locatio n know n for its desert-like badlands at h igher altitu des and its moist ju ngle climates at lower spots like much of the Maguuma Ju ngle of Guild Wars familiarity. On arrival, the he roes note the massive thorny vines responsible for creatin g the more accessible openings to the Dry Top area. Here th e heroes are reintroduced to Belinda Delaqua, working a Seraph outpost near a water pumping station. The peace is sh ort-lived as a small army of Inquest attacked the outpost (a very “small” army *snicker*). The heroes hold back the asura invaders while attempting to clear out the vines block in g the p assage to Dry Top at the same time. Even tually the In quest are dispatched and the players resume their journey, parting ways with Marjory’s sister, who is ordered to retu rn to h er post at Fort Salma. Upon entering Dry Top, the heroes are met with a d readful sight. The wreckage of a Zephyrite airship lay strewn across the landscape. The survivors were those lu cky enough to use to their aspect magic crystals to survive the fall. Many others weren’t as fortunate. The Pact Commander, Marjo ry, and Kasmeer split from the group to examine th e wreckage and discover the cause. After conquering many natural an d unnatural obstacles (courtesy of the In quest), the group happen upon a fatally injured Zephyrite who exp lains that a sylvari had been behind the crash and that th e sylvari is after the Zephyrites’ leader, the Master of Peace. Marjory and Kasmeer remain the at the crash site to tie-up any loose ends, leaving the Pact Commander, Rox, Braham, and Taimi to investigate the small nearby mining town of
Prosperity. After collecting a few clues, the Comman der follows a trail of clues out into th e wastes usin g scattered fragments of the Zephyrite aspect crystals to traverse the terrain. Soon, the group reconvenes and continues th e hun t together. This finally leads them to Aerin, a male sylvari that had been present aboard the airship . However, the sylvari is distracted, but driven, driven with an inexp licable desire to find and kill the Master of Peace. After multiple encoun te rs, the heroes finally put the sylvari to rest, allowin g the M aster of Peace to continue his pilgrimage to an unknow n location. Afterwards, the group shares notes, mentioning that Aerin ’s mannerisms were similar to that of Scarlet Br iar’s. They also rummage through the sylvari’s belon gings and find a note scrawled with the sylvari’s thou ghts and p aranoia. One important point on the letter is that the citiz ens of Prosperity had b een wary of his presence in town. The heroes doub le back and learn that Aerin hadn’t b een the only sylvari to roll through town in the p ast. A number of villagers’ acco unts detail the arrival of a female sylvari several months back, with red pigtails.
Scarlet Briar had made Prosperity her home prior to her opening act at the Queen ’s Jubilee, even before the events of Flame and Frost. Scarlet’s early lab is quickly discovered in a ren te d home and Taimi excitedly volunteers to stay and research the lab from corner-to-corner while the Commander follows ano th er lead to one of the miners in town a norn n amed “To sk a”. Toska explains that she’d pointed Scarlet in the direction of a “magical river” that the miners had uncovered before her arr ival. They had found a leyline.
The town of Prosperity.
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s e ason 2: episode 2 entan glem ent Unfortunately, our heroes are several steps b ehind th e enemy. Mordremoth’s reach is gro wing and not long after learning of Scarlet’s discovery, Prosperity has fallen victim to the dragon’s enthrall. The Commander leads the grou p further into Dry Top where they encou nter a frien dly centaur tribe, likely descendants of those w ho followed the centaur Ventari’s, teachings. From there, they venture westward again, following a trail of clues left by Scarlet only a coup le years before. This eventually brings the team to the sylvari’s field lab in the leyline cavern. After clearing ou t the local Inquest infestation, Taimi, once again, eagerly volunteers to stay behind in the cavern, but not before discoverin g that Mordremoth has already started feeding off the leyline’s magic. The prodigious progeny taps into th e asuran waypoint network and discovers erratic behavior coming from both the Fort Salma and Fort Concordia waypoints. The group splits up to investigate with Marjory and Kasmeer head in g to Fort Salma in Kessex Hills, and the Command er, along with Rox and Braham, to Fort Concordia in Timberline Falls.
The Pact base is in shambles, and the Comman der eventually leads the members of the Pact to the “safety” of the Goldenlight Hallow asura lab to the north, but n ot before whacking an army of Mordrem weeds alon g the way. Th e lab itself is nearly overrun as the Commander approached . With the Pact soldiers and scholars under Ro x and Braham’s supervision, the Commander quickly takes the way point network to Fort Salma. Sadly, much of the fo rt is already in ruins with Mo rdrem crawling above and beneath th e walls. Even with Marjory and Kasmeer’s help, the Seraph are struggling to hold their own. After clearing out the Fort, and culling the Mordrem numbers with arrow carts, the attacks subside, but not without cost. Marjory discovers the lifeless body of her sister, Belinda, in the grip of a Mordrem vine. The Commander an d Kasmeer try to comfort the detective, but amidst the tears, sh e urges them to return to Taimi, and leave her to prepare her sister for a funeral.
You kn ow there’s a lot of ambient magic if rocks are floating.
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guildmag - the guild wars 2 magazine | tyr ia in brambl e s: season 2 of the living st o ry
Finally, the group (sans Marjory) return to the underground leyline in Dry Top. There, Taimi brings them to a smaller side chamber in the cavern. A large (and very pretty) construct of asura design sits at the center of the chamber. The device is revealed to be Omadd’s machine, th e device that open ed Scarlet’s mind to the Eternal Alchemy an d Mordremoth. Taimi, being the young and curiou s mind th at sh e is, rushes into the device with the hope that she’ll glimpse even a little of what Scarlet saw. The others try to stop her, but th e young asura is caught in a magical stasis. Th e Commander is able to push through the device’s defen ses with Kas meer’s h elp and throws Taimi out of the way of the magic beam only to take her place. The Commander’s mind opens to the w orld ’s network of magic and is thrown into a vision of the E ternal Alchemy with the Pale Tree at its heart, surrounded by six rotating facets. The hero wakes from the vision, confused, disorien ted, and alive to the delight of th e others. After a game of 20 Questions, the Commander and Kasmeer devise a plan to meet with the Pale Tree an d the other world leaders to coordinate a World Summit against the threat of Mordremoth with each of the members of th e group left to convince their race’s leaders to atten d. s e ason 2: episod e 3 t h dragon’s re ach: pa rt i The meeting with the Pale Tree goes off without a hitch as she agrees to host the World Summit again st the threat of Mordremoth. From The Grove, the grou p splits. Rox leaves to find an audien ce with Rytlock Brimstone with the ho pe of attracting Imperator Smodur, while Braham seeks the aid of his mother, Eir Stegalkin, to convince Knut W hitebear to join him against the newly w oken dragon. K asmeer follows suit, and seeks an audience w ith Queen Jennah. Taimi, not present for the meeting with the Pale Tree, h ad returned to Rata Sum to catch up on her own studies, but sent the Commander information abou t Mordrem sightings in the Iron Marches, spurrin g the h ero to head out  for another field investigation. Like Fort Salma and Fort Concordia, the Mordrem had populated various lo cations
throughout the charr territory. After lending the fearless felines a hand, the Commander received a second letter from Taimi, mentioning that she’d managed to score a meeting with Councilor Phlunt through her mentor, Zojja, a nd that he’s joined her at the leyline hub. Upon the Command er’s retu rn , there was an immediate and vocal conflict between th e old councilor and the prodigy progeny. Taimi’s age, along with her relationship with Zojja had left Phlunt with noth in g short of contempt for the pupil an d her w ild speculations abou t leylines and dragons didn’t do much to curb his skepticism. Together, the Commander and Taimi present th e prototype for a leyline repairer after fetching some last-minute parts. The device would cycle the magical frequencies th rou ghout the waypoint system, making it more difficult for Mo rdremoth to abuse the devices. Phlunt, after much debate, ag rees to return in a few weeks to witness th e effects of the d evice. Kasmeer arrives as the councilor is leaving, reporting that she managed to convince the Queen to attend th e World Su mmit. The Commander then waypoin ts to the sn ow-covered city of Hoelbrak to check up on Brah am. Just before joining th e norn, the hero receives a letter from—wait for it—Trahearne. The Marshal of the Pact has caught win d of th e Comman der’s World Summit and writes that he’ll also be attending to give the world leaders an upd ate on the Pact’s status and liste n to what his favorite commander has to share ab out the new dragon threat. The Commander arrives at Eir’s h ome in time to join the nervous Braham as he reunites with his mother. Eir welcomes them into her home and they discuss the Su mmit. After hearing her son’s request, she airs (harrharr) her concerns over whether Knut Whitebear can be con vin ced as he already has his hands full with the Sons of Svanir an d Jormag. She proposes a plan to ease some of Knut’s co ncern s by tasking the Commander with the infiltration and eliminatio n of th ree powerful Sons shamans causin g cha os in Frostgorge Sou nd. The plan is carried out without much complication an d as the three convene at the base of a large shattered dragon to tem, Eir and Braham share a short but sw eet bond in g moment. Braham realizes the burden his mother has had to carry for her people for so long, and understands a little more abou t why she had to leave him and his father behind . Eir p romises to speak to Whitebear and share news of th eir victory over Jormag’s followers. Rest is for the weak, and the Command er flies off to the Black Citadel to join a frightened Ro x as she greets Rytlock Brimstone, whom sh e hadn’t seen since h e’d given h er orders to kill Scarlet Briar, orders she refused in order to help save Braham and Marjory’s lives on the Breachma ker. Rytlock, despite his outer brutish demeanor, simply gives Rox a little tough love before shooin g her away to talk to th e Commander. Much like Eir, Rytlock is skeptical of Imperator Smodur’s willingness to attend the Wo rld Summit with so many enemies encroaching on charr territory. Similar ly, Rytlock also has a solution; one he thinks can do away with the Ascalonian ghost problem. That’s when he mentions h is sword, Sohothin, and it’s supposed role in en ding the cu rse of the Foefire.
Rox confronts Rytlock.
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Rytlock explains that the swords were gifts from O rr and came with a crown that likely belonged to the true royal bloodline. According to the cu rse, o nly a member of that bloodline, wielding Sohothin (or Magdaer), could put the souls of Ascalon to rest. Sadly, Rytlock is just about th e opposite ideal candidate to undo the curse. For those wh o know their Guild Wars lore, even King Adelbern and h is son Prince Rurik were not of the royal blo odline, Doric’ s bloodline. Regardless, Rytlock seems to believe he could be an exception, and sends the Commander out into the field to retrieve the fragments of the royal crown. Once the crown is back in one piece (an d you r human characters have asked for its return to your hands after the ritual), Rytlock, Imperator Smodur, Rox, and the Comman der descend into Duke Barradin’s ( gu ess who WAS a desce ndant of King Doric?!) tomb an d begin the ritual. Like clockwork, the angry ghosts rise up to defend th eir Duke’s resting place and repossess his statue. The grou p defeats the gh osts with minor difficulty, and Rytlock finally puts his research to th e test. With a dramatic “Ascalon, I free you from this curse!” the Tribune plunges Sohothin into the flo or of the tomb. Th ere’s some rumbling, a hole in the floor opens to an un known dimension and swallows th e sword. Rytlock, of course, does what any main character would do in this situation: jump in after the thing. Out of raw instinct, Ro x tries to follow after,  but the hole shuts, leaving the three with an unbroken curse, a missing tribune, and many “dead” ghosts. Imp erator Smodur commends Rox and the Comman der’s efforts on th e latter, agreeing to attend the World Summit at th e Pale Tre e for the heroes’ service to the Black Citadel.
s e ason 2: episod e 4 t h dragon’s re ach: pa rt ii As the Summit nears, a development in Divin ity’s Reach changes Queen Jennah’s plans to attend the Wo rld Summit. Kasmeer writes that she needs the Commander’ s help to root out someone spreading dangerous rumors ab out the Queen, and how she’d been consp irin g with S carlet before the Queen’s Jubilee. In respon se, Countess Anise has th row n a party for the nobles and ministers as an opportunity fo r th e
Commander and Kasmeer to boost Delaqua In vestigations’ cred and trap the culprit in a web of their ow n lies. The trail eventually leads to Minister Estelle, who is quickly re vealed to be known ally of Minister Caudecus. After a hard day’s mingling, the two interrogate the minister until sh e trip s over the details of her own sto ry. Countess A nise and h er disgruntled companion, Canach, the ill-mannered sylvari from the Southsun Cove incident, sw oop in to make the arre st. Anise, pleased with the heroes’ success, offers Kasmeer the chance to travel to the World Summit as th e Queen’ s guest and speak to her abo ut the even ts that led her family to  ruin with the intention of restoring some nobility to the Meade household. Kasmeer accepts, but not soon after is th e Commander summoned back to the leyline in Dry Top for the testing of Taimi’s waypoint repairing device. On arrival, the Commander is greeted by Braham, back from the Shiverpeaks, and (regrettably) by Councilor Ph lu nt, who’ s run thin on patience. Taimi demonstrates her w ayp oint- repairing device on a miniature waypoin t field and her results are positive. So positive that they attract the attention of the Mordrem, hoping to put an end to her device befo re it can do their master any harm. Braham and the Comman der make quick work of the minion s while Ph lunt and his Arcane Colleagues cower at a distance. W ith the immediate danger gone, Phlunt recognizes Taimi’s achievemen t and agrees to attend the summit per his on e stipulation: Taimi is to leave her invention in his custody. Naturally, Taimi is p rou d of h er work and the thou ght of h er genius en ding up in the wrinkled claws of someone like Phlunt upsets h er greatly. To no one’s surprise she hops insid e Scruffy and d ash es into the wastes of Dry Top with her invention in -hand (I was kind of hop in g we’d just toss Ph lunt off a cliff and be done with h im, bu t hey! We can’t always have what we want). To add to the danger, the Inquest are skulking around the entran ce to the cave and jump at th e chance of h arassing a yo ung progen y with a promising looking device. They chase Taimi to the ed ge of a cliff and disable Scruffy. The Commander and Braham, hot on the young asura’s heels, overcome the Inquest before they can reach her. Shortly after, Phlunt also catches up. Taimi apologizes and hands over the device, ch oosing to do wh at is best for Tyria—a noticeable moment of growth for the progeny. With all the leaders accounted for, the World Leader Summit begins. Every major player has made their way to Th e Grove to listen to the Commander and the threat of M ord remoth. Trahearne and Caithe are both present and con gratulate the hero on th e momentous occasion. Rox, Braham, Taimi, and Marjory, back from Divinity’s Reach, are also present and  waiting for the procession of leaders, and the arrival of Kasmeer. Even a disguised Countess Anise and Can ach have infiltrated the crowds with whisperings of their own agend a. Finally, the Commander joins the leaders in th e Omphalos Chamber and the discussion begins. Each race brin gs their own burdens to the table, but are ultimately coun te red by the  immediacy of Mordremoth’s threat, quite literally. The elevator pod that floats to-and-from the Omphalo s chamb er is destroyed and the Mordrem attack. Trahearne jump s to the defense of his Mother w hile the oth er races engage (o r
The World Leader Summit.
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guildmag - the guild wars 2 magazine | tyr ia in brambl e s: season 2 of the living st o ry
The Pale Tree’s vision.
cower) with the corresponding member of the Co mmander’s team. Kasmeer quickly establishes a portal for escape, and the leaders exit as the Mordrem are culled. Before the A vatar of the Pale Tree can be evacuated, the Omphalos ch amber is assaulted by one of Mordremoth ’s lieutenants, “The Sh ad ow of the Dragon”. Alone, the Commander fends off th e powerful foe, eventually injuring it to the point of retreat. Weakened and terribly injured, the Avatar of the Pale Tree calls th e Commander to her side. She reaches out with h er min d and touches the hero’s, impartin g a vision of dying forests, a sea of thorns, vines, and brambles, ancient structures, an d a cavern of crystals appearing to be flo oded with magic. The sylvari flock to the Avatar’s aid and the Command er returns to rest of the gang belo w. The Su mmit Leaders vow to help in some form in the battle again st Mordremoth, and the Pact plans to assemble as soon as p ossib le. On th e side, Countess Anise asks Can ach to pay a visit to Fort Trinity to find out what the Pact’s plans are, to wh ich he (somew hat) respectfully obliges. In true Delaqua Investigations spirit, Marjory and Kasmeer volunteer to do some follow -up research at the Durmand Priory, while Rox and Brah am offer  to watch over Taimi as she works on newer and better inventions. The Commander, however, is po ised to discover the meaning of the Pale Tree’s vision, what it tells the h eroes about Mordremoth, an d how to destroy it.

The technological

re

v

olution

of tyri

a

“Victory is a mat ter of ingenuity, not mu scle. Even magic is just a cog in the Eternal Alchemy. Brain, not brawn, will change the world.”
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guildmag - the guild wars 2 magazine | the technological r evo lutio n of tyr ia
Written by da rr yshan
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guildmag - the guild wars 2 magazine | the technological r evo lutio n of tyr ia
Since the appearance of the asura and th e aban donment of the titans by the charr, technology in Tyria has been steadily improving. Before this time, most of the advances from the races of Tyria were in the field of magic, with even Gods contributing to this. The God, Abaddon, gave the gif t of magic in 1 BE (1328 years before the current date) to th e races of Tyria. The mursaat found out how to disappear from the view of those without the gift of sight. The charr discovered the titans, and by worshiping them gained the ability to cau se the Searing. Before the capturing of their respective cities by the charr, Vizier Khilbron of Orr and King Adelbern of Ascalon destroyed them with magic in 10 71 AE (2 56 years before the current date) and 1090 AE (237 years before th e curren t date) respectively. The Asu ra When the asura escaped from the stirring Primordus and his minions, they set up cities on the su rface. Their first cities were not fully above groun d, but rather were in shallow caves with a large above grou nd presence (e.g Rata Pten). At this time, they had not yet developed the floating stru ctu res that are now synonymous with asuran architecture . However, the angular aesthetics are easily visible in this ruin. When they began to fully leave the caves, they estab lis hed many other cities; the most major of which w as Rata Sum, the centre of asuran activity on the Tarnished Coast. By th is point, the asura had developed the technologies of go le mancy; th e asura gate network, and floating structures. Rata Sum w ent from being a major outpost to a huge city in a timescale comparable to that of Divinity’s Reach, largely due to similar circumstances: large amounts of refugees. In 1219 AE (108 years before current eve nts), Zhaitan awoke and Orr rose, destroying the ancient h ome of Krytan monarchy, Lion’s Arch. The city was rebuilt over the next few decades with the help of Cobiah Marrin er, th e first commodore of the new Lion ’s Arch. As part of this rebuilding, due to the neutrality of the city, asura gates were set up to lead to all five of the major races’ cities: Rata Sum, The Pale Tree (this was set up much later around 1302 AE (25 y ears before current events)), Divinity’s Reach, Hoelbrak and the Black Citadel. This investment help ed the asura thrive, as it allowed them to have somewhat of a mo nopoly on travel across Tyria. A fee must be paid to travel by gate and by waypoint, which goes in to the p ockets of the asura.
Asura architecture is so well made that it can resist erosion and degradation, despite the majority being in an area of heavy rain and plant growth. While it may seem on first glance that the plants in the Tarnished Coast are reclaiming the land, th ey are in fact just integrating with the asuran architecture. This creates a strange balance of technology and nature, which no other race has been able to re ach, w ith
the sylvari not attempting technological breakthroughs, an d the charr actively destroying nature. One major area that showcases this intertwining is the Idea In cu batio n Lab. Its structures are almost entirely encased in vines, yet there are no ill effects. The Charr Once, the charr stood united under one lead er, th e Khan- Ur.  When the Khan-Ur was assassinated aroun d 1 BE (1 328 years before current events), leaving no clear heir, the four Legions were formed. Blood, Ash, Flame and Iron . With th is split, the charr could not withstand th e might of th e humans, and were pushed back from most of Tyria into the Blazeridge Mountain s. However, this would not last. Soon th e charr, jealous of thehumans with their Gods, looked to th e T itans, strange shape-shifting creatures said to obey the bearer of the Scepter of Orr. These so-called ‘Gods’ gave the ch arr the Cauldron of Cataclysm, a magical device that would rain destruction upon their enemies. The Flame Legio n Shaman Bonfaaz Burntfur, called down the Searing, d estroyin g much of Ascalon. The actions of Vizier Khilbron resulted in the titans attackin g Kryta in 1072 AE (255 years before current even ts). However, human heroes managed to drive the Titans to extinction in full view of the charr. This caused a shift in the ch arr ideology, with warbands breaking away from the religion. S ome charr attempted to worship new ‘Gods’ such as the destroyers in 1078 AE (249 years before curre nt events), but were ignored by many other charr. Even with the breakdown of ord er in the charr ranks, Ascalon was eventually taken, with the fi nal battle resulting in all nearby humans becoming ghosts in an event known as the Foefire. Distrust of th e shaman s and anger at the Foefire resulted in a rebellion, and th e beginn in g of an industrial revolutio n.
The Idea Incubation Lab .
The Asura Gates of Lion’s A rch .
The Black Citadel.
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guildmag - the guild wars 2 magazine | the technological r evo lutio n of tyr ia
When before the most important Legion to the ch arr h ad been Flame, now Iron took the pod iu m. With a n ew focus on  technological advances, the charr war machine be came one of admirable strength. Large iron an d steel structures were built on the ruins of Rin, and became th e Iron Legion capital, the Black Citadel, in 1112 AE (215 years bef ore current  events). Research became focused on creating new machines for war, as the war in Ascalo n became condensed on Ebonhawke, a city with fortifi cations so stro ng that even the charr could not break through them. Understandably, the industrialisation of Ascalon had an effect  on the countryside, which was already damaged by the Foefire. The lifespan of charr is short due to this po llu tio n, and their obsession with war. Currently, with no war to fight in, the charr machines are at work defeatin g ghosts, Separatists and branded across Ascalon, and will continue to do so until all enemies are gone from Ty ria. The charr and asura, while very different, are also somewhat similar. Both races have made a huge imprint on the w orld with their technology, bu t while on e does it o ut of love fo r science, the other does it for love of war. Only time will tell which race becomes the forerunner in the technological race, but while the asura seem further ahead, th ey have a knack for keeping their discoveries secret. The charr are more willing to share their discoveries, as can be seen with the Pact’s technology. The Other Races Both the sylvari and norn have never had much need for technology, but the ways they ha ve used it are very innovative indeed, and fit very well with the resp ective race’s culture. The sylvari’s innate ability to manipulate plant life allow s creation of technology such as elevators and reliable lighting. These developments are so exclusive to the sylvari th at th ey are not seen anywhere without sylvari nearby. Sylvari also have the capability to manipulate plants into growing into housing and other buildings. Th is has increased the speed of growth for their settlements an d allowed th e Caledon Forest’s population to become almost 100% sylvari as they ex pan ded outwards from the Grove. Norn technologies, on the oth er hand, are very few and far between. Most of their in novatio ns have been in the alcohol makin g process - specifically that of ale. Norn ale making is a very delicate process, and innovations have allowed the process to be much mo re efficient. One can assume that the shape of barre ls is one of these innovations, with them being elliptical in shape rather than circular. There is a large deficiency of otherwise notable innovations, likely due to the nature of n orn society, which frowns upon th ose wh o do n ot fight. Humans, on the other hand, are quite techno lo gically advanced. For example, they have developed large plumbing systems which extend across Kryta, as well as irrigation machines. Windmills are also in use for driving machines as shown in the picture below. A lot of h uman technology is used for entertainment purposes, as with Uzolan ’s Mechanical Orchestra in Divinity’s Reach. The Zephyrites
The Searing ritual.
A Searing crystal.
The Great Imperial Smelter.
Fort Trinity.
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are known for different mechanisms. Namely, their flying
machines, one of which recently crashed in the M agu uma Wastes. Human technology, while imp ressive in some aspects, is far behind that of the asura and the charr, w ho have entire cities devoted to their respective tech nologies. One group in Tyria, the Pact, an amalgamation of th e Order of Whispers, the Durmand Priory and the Vigil, has tak en the technologies of all five major races and combined th em to help fight the Elder Dragons. For example, th is group h as created the airship and electrical fencing, all in aid of saving Tyria. It seems as can be seen with the charr an d the Pact, that peril can really encourage the need for technolo gy to progress.
A sylvari elevator.
Norn bre wing equ ipment.
Uzolan’s Mechanical Orchestra.
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guildmag - the guild wars 2 magazine | how to w in a war

how

to

win a war

written by s ta rcon spir ator
Every cub in the Fahrar knows about the hu mans an d their claim on our territory. Ages ago, they stole our hun ting grounds from us, driving us north into th e colder climes where the hunting was poor. W ithout ou r Khan-Ur, the H igh Legions fractured, fighting each other for the scraps the humans had left us. O nly wh en we worked with the Sh amans did we reclaim part of our homeland. Together in battle, the legions forced the Orri ans’ hand. My, what were they thinking; sinking their land, killing their people to escap e us? But th e Orrians weren’t the only ones. Every cu b can tell you the story of Aldebern and his son Rurik. They can recite by ro te how the humans tried to hold the Northern W all but failed, and how Rurik escaped over the Shiverpeaks to the ju ngles and swamps beyond. And everyone knows how th e story ends, how Aldebern, that Sorcerer King, remained behind, emboldened by the relic Stormcaller. A mere two decades later, he cursed himself and his people; th e precious land he loved ravaged with an endless death, rather than b ow to th e inevitable superiority of the charr. But despite that superiority, we have n ot yet beaten th e ghosts hence Ascalon City (pile of rubb le that it is) cannot truly be called ours. The tribunes may have th eir own excuses  for this endless war, but our ultimate hindrance is
our inability to work together. In the past, when we w orked together, the charr advanced across Tyria. Now, we are hampered. We are hampered n ot only by the traitorous Flame Legion and various breakaway factions, but by our ow n shortsightedness. This inefficiency threatens our future, an d may prove the undoing of Smodur’s ru mored plan to bring the legions together again . The myopia colors our very thoughts an d feelings. An y given evening in the Tavern on the Grey, when the w hiskey flow s, the insults do as w ell. Iron cannot u nderstand the subtlety of Ash, Blood thinks Iron hides behind th eir machines, and Ash is certain the others are cretins. Although we all have shortcomings, each legion plays a part in shaping the greater war effort. Ash Legion knows all and sees all. When the machines rust an d the fron t lines crumble, Ash Legion will step from th e shadows. It is this kn ack for invisibility that allows Ash to aid the charr. It is through A sh’s spy network that the plans of the saboteur are thwarted, the  hidden bases of the Flame Legion are discovered, an d the  assassination plot fails. Iron Legion’s contribution is all around us - the Citadel itself, one of the greatest Charr cities in Tyria. All races know of Iron Legion ’s prowess. Even th e
Repor t by Shaymar Cloudwatch, a gladiu m of the As h Legion
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asura have sought their metallurgic knowledge. Withou t the experimentation of the Iron Legion, we wou ld n’t have any engineers of any races, nor would there been an y firearms. For their part, Blood Legion fills the front lin es. When our enemies remember the charr, it’s the Blood Legio n they dream about. It is this legion who meets our en emie s head on, fighting both the ghosts of Ascalon and the Flame Legion along the Blazeridge Mountains. Perhaps th e most importan t force outside of the charr, the Vigil, grew from the Blood Legion, embracing Almorra Soulkeeper’s broader world vision about the Elder Dragons’ threat. This charr an d her order recognize that dragons cannot be fou ght with a fragmented society. Combining forces for the good of our p eople is at the heart of  the Black Citadel’s power and continued existence for nearly one thousand years. In the recent p ast, Flame Legion treachery took advantage of the in-fighting that plagu ed the  Black Citadel, attempting to turn Blood and Iron ag ainst each other. If not for Ash, the plot may have su cceed ed. Throughout these years of fighting ghosts , th is single fact has resurfaced again and again. We are stronger wh en we work together. Iron knows this as well, refining o ur ghost h unting technology and offering it to Blood and A sh for ou r combin ed war effort. Despite the signs of th e fragmentation of our society fou nd throughout the Black Citadel and surrou nding villages, I see our people changing. I’ve seen legionn aires w orkin g with scrappers to find solutions to problems instead of d is missing these charr as worthless troublemakers. I’ve seen Flame Legion shamans come to their senses for th e good of our people, and more aston ishing, given the benefit of the do ubt in order to foil their plans. Not just ghosts and Flame Legion, b ut Elder Drago ns as well have fallen before the combined efforts of th e the C harr Legions as th ey have joined with other races. Witness Tribune Brimstone’ s deeds with his guild, and his recent courageous attempt to cleanse our lands of the Foefire, freeing us to concentrate our milita ry might elsewhere. He, a tribun e of the Blood Legion, recognized the value of working with the Durmand Priory in order to free Ascalon from the Sorcerer King’s mad curse. And though the tribune’s attempt w as not completely successful, we know he continues to fight so mew here in the Mists, and he will return triump hant one day, as Imperator Smodur has said. It’s true the peace that exists between the th ree legio ns is an  uneasy peace. But, if we are to succeed, we must make a conscious effort to change how we view the smelly brute elbowing up beside u s. Our disdain mu st give way to tolerance, if not acceptance. We charr have show n time and again that we need only rely on ourselves, n ot false gods like the lesser races. We are charr. We are strong when un ited
in purpose, our own talents and d eeds forging ou r path s, bringing victory over the ghosts and settin g the stage for ou r ultimate dominance of Tyria.

a

different ki

nd

of

nightm

a

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A voice echoed in the soupy morning fog. “Just look at you. All of you… heroes.”
“Hello? Who’s there?” The sylvari asked as she p ushed through the mist, wading in the bo g water just below her knees. She could feel the mud squelch u nder her feet and water plants loosely cling to her legs as sh e pressed on into the thick of the fog. Insects hummed and buzzed, near an d far, creating a distracting and disorienting symphony. Th e sylvari glanced down at the water, her purple face d istorted in the ripples. Without warning, a face rose out from her reflection, followed by the rest of the bod y. It was ano th er sylvari— green, with darker veins that flowed acro ss her skin, and two bright red bramble pod s that sprouted from th e back of her head. This sylvari was, like her, naked. Sh e’d never met this stranger, but a memory surged to the forefront of her thoughts, “Ceara... Scar let!” “Don’t you want to know why I did it? A ll th at ch ao s and destruction?” The new arrival said, her tone erratic. She h ung in a slumped stance, like an Orrian und ead . “I’m sorry, I don’t unders ta—.” “They did n’t want to know. No. The big one just said, ‘I t doesn’t matter now. You’re do ne’, but see, I wasn’t d one, and then they hacked me to bits,” she said, straig htening h er stance. Her grin filled with terrifying delight. “You ’ll let me tell you, won’t you?” The sylvari shuddered, tryin g to think of a response as with every passing moment Ceara’s expression darted between sadness, glee, and perversion. Ceara released another deeper chuckle before plummetin g back into the swamp. “I’ll take that as a ‘yes’.” The sylvari looked aroun d desperately for any oth er company, preferably someone with all of their marbles intact. Finally, she moved forward, more cautious than before. Another step, another breath, her pace quicken ed . Sudd enly,
she dropped underneath the water; the gro und had vanished underfoot. Flailing around violently, the sylvari reach ed out to the water itself and attempted to rise to the surf ace. To h er own surprise, a powerful current surged fro m underneath her, pushing her towards th e light of th e sky above. Before she could make it, tangles of vines lashed out and wrap ped around her limb s. “Such a stripling! Your meager attempt at magic is no match for my master!” Ceara roared with laughter, a da rker and deeper voice envelo ping her ow n. Incapacitated, the sylvari reached out to the elements again. The water around her froze, cutting through the vin es that held her with surgical precision. Soon, she was en cased in a spiked sphere of ice. Larger thorny tendrils erupted from the murky depths and lash ed at her protective barrier u ntil, with one motion, she emerged in a ma elstrom of icy blades that circled her, lacerating most of the flailing offshoots. Her sunset colored eyes burned as she th ru st a hand in the direction of the vines, lightning coursin g from her fin gers. The  monster in the deep roared and hissed at the sylvari’s defiance. “You can’t fight it! It starts to wear you down , dragging you into the darkness, and eventually,” Ceara’s brooding vo ice quickly perked up, “you just give in! Th in k of the power, little one. Think of the worlds you could con quer!” she fin is hed with a ch uckle. “I will not!” the other sylvari’s thou ghts echoed through th e deep. With a slow spin, she began to wh irl b eneath the w ater. Again, she pushed herself to the surface, this time atop a vortex. Her icy blades still circling, lacerating anything that came too close; her magic had grown to become an extension of her body. Sunlight. She rose from th e water to see b lu e skies, and the soft rays of the sun flicker through the bran ch es of w hat she
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recognized as The Pale Tree. No w wavering above the water at the apex of the twister, she slo wly descend ed to a sandy shore at the base of the sylvaris’ home. Tired, sh e allow ed herself to fall against the warm earth, closing her ey es for only a momen t. She woke to an entirely differe nt scene. Fire, brambles, smoke, and thorns. Massive vines strangled the coloss al tree, relinquishing it of its splendor and life itself. C eara casually strolled up to the sylvari’s side, admiring the sigh t. “Isn’t it beautiful, little one?” She grabbed Ceara’s neck and raised an icy blad e to her throat, tired of her antics. Her eyes filled with tears of an ger and exhaustion. “Why are you tormenting me? W hat are y ou trying to do?” “Me? Oh no. I ’m just a messenger, her voice began to deepen, “of our savior, Mordremo th .” “You’re insane!” the violet sylvari cried, jerking Ceara’s body ever so slightly. “‘All things have a right to grow’ an d my master is just beginning to bloom,” Ceara cackled, but was quickly cu t short. The sylvari allowed Ceara’s limp bod y to collapse into th e sand while her maniacal laughter still reverberated through the air. Facing the tree once more, she watched w ith horror as a storm of thorny vines and branches raced to wards her at amazing speed. The beach sand rose to protect her, forming a thick sphere. Ice blades zipped out from the wate r an d whirled madly around the earthen barrier. The briar barrage was nearly at striking distance, giving the lone sylvari the time she needed for o ne last spell, something sh e’d see in the Dream, something ancient. A hole appeared in the san d shell and a massive gout of fire erupted forth in the shape of tw o winding dragons. Their mouths opened wide as they tore into the vines with a roar. Toira esa’s roar. *** Toiraesa was born into th e world screamin g. She’d burnt h er way out of her pod, which tu rn ed more than a fe w heads in the process. The other sylvari rushed over to aid her. One of them, dressed in flowing turquoise robes, bearing th e insignia of the Durmand Priory, was the first to ask. She placed a h an d on her should er. “What did you see, child? What was it yo u witnessed in the final hours of your Dre am ?” Toiraesa, still shaken, shared what were already starting to feel like distant memories from somewhere far away. “I met Scarlet… no, I met her master, an Elder Dragon. It… it tried to kill me.” “Did it tell y ou its name?” She looked down at the grass u nderneath. The many blad es pricked at her skin, a reminder of the tangled growth that had attempted to strangle her.
“Mordremoth,” Toiraesa whispered, “Mordremoth is coming.”
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To mark the occasion of Ollannach stepping down as administrator for GuildMag, we’re h olding a contest in his n ame. W e’ ve put together an awesome list of prizes, and an equally awesome comp etition to go alongside it, which takes its insp iration from how GuildMag has always chosen to operate: producing uniqu e content created by th e community, for the commun ity . In order to enter this competition, all you need to do is write an article for an u pcomin g issue of our digital mag azin e. Don’t let the word ‘write’ put you off – the topic you choose can literally be anything relate d to Guild Wars 2, an d we’ re not expecting university-level dissertations! To get you started, we’ve put togeth er a few ideas: Are you an artist? Why not write an article that showcases some of you r best fan art, or perhaps one that explains the process you go through behind creating th em? If art isn’t your thing, but lore is, then why not co nsider delving in to your favourite piece and writin g about it for u s? We’ve always had a strong focus on lore in our magazines, so consider taking a topic that has no t been recently covered and write about it! On the Tube? If you enjoy making videos, why not make a new one fo r us? Be sure to in clu de a small write-up to accompany it too. If you enjoy writing fan fiction, why not submit your bes t piece? And if you’ve n ever attempted it b efore, n ow might be the time! Of course, any idea is welcome – the more unique, the better! All entries must be submitted before O ctob er 30th 2 014. Each entry will be judged on its creativity, style and how well it inspires others to get more involved in the community th ems elves. And don’t worry if you’re scared that your writing skills aren’t up to par – our team of ed ito rs will be happ y to take a look at your submissio n and help tidy it up! Prizes 2x 2000 gems (gem cards p rovided by ArenaNet, thanks! <3) 2x Miniature Llama Cod e 1x Guild Wars 2 M ousepad 1x Guild Wars 2 No teb ook 3x Guild Wars 2 T-Shirt (each with a different d es ign ) Each winner will randomly receive one of th e above prizes. Plus, all winning articles will be pub lish ed in an upcoming issue of the magazine! Rules Articles should be no more than 1000 words long, 6 imag es maximum (y ou may go up to 1 100 if y ou absolutely n eed to). Articles need to be submitted before 30th of October 2014 (11.59p m GMT) Entry is open to the Guild Wars 2 community of Europe, America and Australia. Due to shipping costs, all physical prizes (mo usepad, noteboo k an d T-shirts) are exclusive to citizens of the European Union. GuildMag team members are allowed to participate. Judging will happen anonymously and ju dges will n ot have seen th e articles beforehand. Entries must be related to Guild Wars 2. By entering the contest, your submitted article is eligible to be published within a future issue of GuildM ag. Th e re sp ective author’s name will be credited. Entries should be submitted at www.guil dmag.co m/submit or sent to submit@guild mag.com Good luck !
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Are you interested in contributing regularly to Guild Mag? If so, then we’re looking for you! GuildMag is one of the longest-serving Guild Wars 2 fansites, run en tirely by volun teer gamers. We p rod uce regular e-magazines, website articles and a weekly podcast, all about the world of Tyria and its inhabitants. All of this is made poss ib le by our team of amazing, talented individuals working behind the scenes. If you fancy jo in ing this team, we’ve go t a tonne of different roles to suit everyone’s skillset - read on below for more in formation! Writers Writers are the backbone of GuildMag. They’re the ones who spen t countless h ours playing, researchin g an d then writing about the game. Some specialise in one topic - such as lore or fiction - whilst others simply write ab out wh atever takes their fancy at the time. To become a writer, all you need is a good un derstan ding of th e English language, and a passion for Guild Wars 2. Editor s Without these guys, GuildMag would be awash in a sea of missing punctuation and mis ty ped words! Editors h elp writers clean up their articles, proofreading each for mistakes and ensuring that everything we publish is as good as it can be. Editors are our final line of defense in the endless war against bad grammar; to join their elite ranks, your English needs to be top-n otch ! Desi gn ers If you have an eye for good design, then th is might just be the role for you . Designers are responsible for, you guessed it, designing each magazine article. It’s a designer’s job to make sure that an article looks pretty on the pag e; we give them a blank canvas, and they give us a masterpiece. We applaud bold design, an d look for even bolder individu als. To become a designer, you don’t need a qualification in graph ic design - just show us w hat you can do! Website Deve loper HTML, CSS, JavaScript, PHP. If these mean something to you, then you cou ld be ou r next web site developer. The web dev’s job includes troubleshooting issues, implementing exciting new features an d aiding in the developmen t of future w ebsite layouts. Think you have what it takes? Th en get in touch! How to apply If you’re interested in one of the above roles, simp ly navigate yourself to www.guil dmag.co m/join You’ll be able to find more information on each position, as well as an application form. If you do cho ose to apply, good luck!
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