Issue
#12
Magic
and
Technol
o
gy
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.
2
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
r
oduction
to
the elder drag
on
s
4
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
5
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.
6
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.
7
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.
8
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
developments sinc
e
the seari
n
g
9
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
10
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
ecr
om
an
c
er
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.
11
guildmag - the guild wars 2 magazine | a study
in magical developme
n
ts since the sear
ing
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
12
guildmag - the guild wars 2 magazine | a study
in magical developme
n
ts since the sear
ing
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
13
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,
14
guildmag - the guild wars 2 magazine | a study
in magical developme
n
ts since the sear
ing
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
15
guildmag - the guild wars 2 magazine | a study
in magical developme
n
ts since the sear
ing
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.
16
guildmag - the guild wars 2 magazine | a study
in magical developme
n
ts since the sear
ing
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
c
apab
le
of
wie
l
di
n
g
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
17
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.
18
guildmag - the guild wars 2 magazine | a study
in magical developme
n
ts since the sear
ing
19
guildmag - the guild wars 2 magazine | a dissertatio
n
o
n asura
n genius
a
diss
ertat
i
on
on
asur
an
g
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.
20
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
s
of the fire
pa
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
a 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
21
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
22
guildmag - the guild wars 2 magazine | secrets of the fire: par
t
i
i
24
guildmag - the guild wars 2 magazine | tyr
ia in
brambl
e
s:
season 2 of the living st
o
ry
Ty
ria in brambles
:
s
e
ason 2 of the living
s
tor
y
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
25
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.
26
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.
guildmag - the guild wars 2 magazine | tyr
ia in
brambl
e
s:
season 2 of the living st
o
ry
27
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
e 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.
28
guildmag - the guild wars 2 magazine | tyr
ia in
brambl
e
s:
season 2 of the living st
o
ry
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
e 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.
25
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.”
30
guildmag - the guild wars 2 magazine | the technological
r
evo
lutio
n of tyr
ia
Written
by
da
rr
yshan
31
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.
32
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.
33
guildmag - the guild wars 2 magazine | the technological
r
evo
lutio
n of tyr
ia
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.
34
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
35
guildmag - the guild wars 2 magazine | how to w
in a war
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
re
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
written
by
a
rchaes8
36
guildmag - the guild wars 2 magazine | a different kin
d of nightmar
e
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.”
38
guildmag - the guild wars 2 magazine | a different kin
d of nightmar
e
Communit
y Contes
t
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
!
39
guildmag - the guild wars 2 magazine | the
back page
s
join the te
a
m
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!
40
guildmag - the guild wars 2 magazine | the
back page
s
cont
ribu
tor
s
Ollannach
Project Lead & Maga
zine Designer
Valian
t
Mag
azine D
eveloper
LittleBoat
Edi
tor
Tauz
Edi
tor
Konig d
es To
des
Write
r
Draxynnic
Write
r
Miko Riel
Write
r
LadyLal
a
Write
r
Darrysh
an
Write
r
Archaes8
Write
r
StarCon
spirator
Write
r
Fancy having your own work pub
lish
ed in
th
e next issu
e?
Find all the details you n
eed at www
.guildmag.com
/submit
social medi
a
Icons
by Martz90
/GuildMag
@GuildMag
guildma
g.com
/GuildMag
41
guildmag - the guild wars 2 magazine | the
back page
s
© GuildMag 2014. All Guild Wars 2 assets © 2014 ArenaNet,
LLC.
All rights reserve
d. NCSOFT, the
in
terlocking
NC logo, ArenaNet, Guild
Wars, Guild Wars Factions, Guild Wars Nightfall, Guild Wars: Eye of the North, Guild Wars 2, and all associated
logos and
designs are
trademarks or registered trademarks of NCSOFT Corporation. All other trademarks are the property of their respective owners.
Social media icons by Martz90. Back pages concept art created for GuildMag by Vasbu
rg.