THE ANNU A L
2018
IN T HI S ISSUE
EDITORIA LS
R A IDING M ISC O NCEPTIO N S MightyTeapot gives his take on why raiding isn’t just for the PvE elite.
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16 BOUNTIES: A VISUA L GUIDE TO UN ST ABLE MAGIC ABIL ITIES Too much magic imbued into creature s is never a good thing! Learn how t o recognise the dangers that await you .
76 MAGIC SYSTEMS IN TY RIA We explore how magic manifest s itself in the world of Tyria, from Elde r Dragons to the Mists .
32 PA R ADIGM SHIFT Who says heavy armor isn’t for mages ? Amala’s latest fashion choices pu t scholars on the front lines !
FEATU RED 60 GUIDING ST A RS The latest Living World u p date brough t us to the Mists. Recap what w e encountered there . 65 TY RIA IN FLUX Our world is always changing, always in flux. A lot has happened since 1325 AE...
C OMMUN ITY GUILD SPOTL IG H T This issue w e feature Owl Legion, a WvW guild in NA with a great community.
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LORE & HISTO RY
23 THE FUNCTIO N OF D R AGO N S Elder Dragons feed o n ley energ y and other sources of magical power . Discover why Tyria depends on them . A FORGE OF ICE AND FI RE This year, Zommoros opened u p the Mystic Forge to raiders. P hoeni x unearths what was waiting inside ...
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WITH LE A PS AND BOUNDS Dra x ynnic continues his serie s exploring the lore behind elit e specialisations with the daredevil .
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10 M INOR R ACES, MAJOR MAGIC Many races in Tyria wield some form of magic, as Phoenix uncovers...
FICTIO N
THE MER CHANT PRINCE Starconspirator presents an epic poem on the life of Drooburt.
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THE CA T AC LYSM One minute Orr stood proud, the nex t it was nothing. J ust one spell was all i t took ...
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EMPTY SHELL Delve inside the mind of a ley-line anomaly with this short story by Jalinar.
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ANOMA LOUS VISIO N A revenant Commander is plagued by visions of a strange anomaly.
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2 GUILDMAG #23 | In This Issue
We’ve packed this magazine with amazin g art from talented community artists, as well as Guild Wars 2 concept art. Look out for this logo for o ffi cial art produced b y ArenaNet.
here do I even begin this time aroun d? It seems that every year our A nnuals grow in size and improve in quality, and this year is n o exception! We’ve partnered with more commun ity members, produced more conten t and raised more money for charit y than an y previous magazine, and as always I couldn’t be more prou d of the fi nal ou tcome. I’d like to start by talking about the amazing work u ndertaken by the World Child Cancer charity. You may b e forgiven for thinking that everyone in the world has access to solid healthcare, but this simply is not the case. Survival rates for children with cancer in developing countries are far below those in developed nations, and it is h ere where World Child Cancer choose s to work. They bring together healthcare professionals from
both sides to ensure that ch ildren in developing countries have th e best possible ch an ce of beating cancer, in a ddition to o ff ering support to the families. Many o f us have been a ff ected b y cancer, includ ing our very own Fearan whose child has a rare form of the disease. This is why we’re donatin g this year’s A nnual proceeds to World Child Cancer - so o n beh alf of the charity and everyone at GuildMag, than k you for you r donation that came as part of pre- ordering this magazin e. On a lighter note, the theme of this year’s magazine is Tyria i n Flux. For quite some time we’ve been experiencing the e ff ects of excess magic in the world of Tyria and how it has warped the game w orld. T h e GuildMag Annua l 2018 is an attempt to capture this in magazine for mat. We have a range of articles exploring the
nature of magic and the changin g nature of Guild War s 2 as an MMORPG, including contributions by Kora, Mighty Teapot and Jalinar (Chronicles of Tyria). We’ve also commissioned a set of posters from littleMURE which depict a timeline of events that have shaped the world of Tyria. An d as if that wasn’t enou gh, you’ll fi nd more custom artwork hidd en throughout th e remain ing pages - have fun exploring! So, all that remains to be said is that I hop e you enjoy the latest GuildMag Annual! Plea se remember to visit the channels of our partners listed on th e following pages, an d if th is is your fi rst GuildMag magazine, you can view all o f our previous editio ns for free at www. guildmag.co m. Happy readin g!
EDITO R’S L ETT E R
EDITOR-IN-CHIEF Valiant MANA GING EDITOR Starconspirator GE NER A L MANAGER Drax ynn ic
C OMMUN ITY MANAGER Miko WRITERS Amala, P hoenix, Fearan
C OPYEDITORS Tau z, Talus, Kalabajooie, Arlee, Belph DESIGNE RS Maiirin
We lc o me to the GuildMag Annual 2018! This is the largest projec t we’ve ever taken on, all to s upp o rt this ye a r’s c harity: Wo rld Child Cancer. On beha lf of everyo ne involved in th i s m a gazi ne, tha nk yo u fo r yo ur s upp o rt and we hope yo u enj oy everything this Annual has to off er!
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Editor s Lette r | GUILDMAG #23

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1 0 GUILDMAG #23 | LORE - Minor Races, Majo r Magic
M i no r Races Major Ma g ic
BY PHOENIX
dds are you know somethin g about the magitech of the asura, the Dream’s shared consciousness of the sylvari, and t h e shapesh ifting abilities of th e norn granted to them by the Spirits of th e Wild. But many of the unplayab le races and groups around Tyria have unique forms and uses of magic too. The most obvious exa mples are the fi ve ancient races - the dwarves, Forgotten, jotun, mursaat, and the Seers - but there are severa l other notable ones. This article isn ’t exhaustive; I’m instead focusing on the most m agical and prominent among them and have ch osen the fi ve we have the most information about.
Anyone who p layed Guild Wars Proph ecies will know all about the mursaat, a race of fl oating spellcasters who wore gold en armor and had long black feathers radiating from their backs. The
downfall of the mursaat was foretold by Glint in t he Flameseeker Prophecies. Afraid of their eventual doom, th ey manipulated a group o f Krytans that came to be known as the W hite Mantle in to doin g their bidd ing. The mursaat excelled in magic; they were all members of one of th e original spellcasting professions: elementalist, mesmer, monk, and necromancer. Lucent the Spectral, one of the last living mursaat, was an assassin in add ition to being a mesmer. Nevertheless, the only assassin skill he used was a signet, not a martial or melee skill. All o f the mursaat elementalists use d air magic. T his small detail turned out t o be an important tell in Rising Flames, the second episode of Livin g World Season 3. In it, Lazaru s the Dire, the last living mursaat, shows up and o ff ers t o h elp save Aurene from the enhan ced destroyers. However, this fake La zarus, who turns out to be Balthazar, uses only fi re magic, while the real Lazarus from Guild Wars was a dual-classed
O
Mursaat
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LORE - Minor Races, Major Magic | GUIL DMAG #23
elementalist and necromancer who used on ly air magic like the rest of his kin. Accordingly, whe n La zarus i s truly resurrected in the Living World episode One Path Ends, he c alls forth lightning storms and summon s necrotic orbs, as would be expected in converting his abilities from the original games to Guild Wars 2 . The mursaat also had two interesting and un ique abilities common to all mem ber s of the race. The fi r st was the ability to shift into a di ff erent plane o f existence, thereby rendering themselves invisible to those who did n ot have the Gift of True Sight. For this reason, they came to be known as the Unseen Ones. Th e Gift of True Sight was acquired by Ascen ding - communin g with the Human God s and being blessed with D ivin e Fire - or, in Canthan tradition, becoming Weh no Su (“closer to the stars”) b y ful fi lling the trials of the Celestials and Oracle of the Mists. The Tests of Ascension were taken by Central Tyrians and Elonians and proctored by th e Forgotten. The second uniqu e ability was Spectral Agony, a magic that i n fl icte d excruciating pain, health loss, and eventually death upon its victims. The Seers created a safeguar d against this de a dl y ability; they us e d the spectral essence of a phantom eidolon to infuse armor with special properties that would protect the wearer. The mursaat were also skilled crafters, able to create an army of jade constructs t o combat the Elder Dragons during their last awakening . They were not able to transfer their Spectral Agon y to th ese constructs so they could use it a t will, bu t they enchanted th em so that wh enever they attacked, Spectral Agony woul d be app lied to their en emies.
The Forgotten were a r ace of serpents that slithered upright. The y
had gray o r bronze scales and four arms. As previously m entioned, they oversaw pilgrims who wished to Ascend, but thei r c o ntributions t o Tyria are much larger than that. Like the mursa at, the Forgotten were a ll spellcasters, but their elementalists favored earth magic. They also decided to assault th e Elder Dragons head on b y bu ilding enchante d armors that could wield physical weapons like hammers, bows, and swords. Wh en th ey failed to rout Zhaitan, the mursaat planar shifted to protect themselve s and their magic, but the Forgotten agreed to seal their magic with that of the other races and work toward a di ff erent soluti on. To that en d they discovered Glaust, a champion of Kralkatorrik, and attempted to purify her. It is un kn own how exactl y t hey subd ued
her, but within Arah they managed to perform a ritual that cleansed he r of Elder Dragon corruption, thou gh she retained her magical abilit ie s and crystalline form. Afterwards, th e cleansed dragon champion took on the name Glin t. The spell used to cleanse her does not require magic speci fi c to the Forgotten. As a sylvari, War den Illyra managed to recreate the ritual thousands of years later with a Risen chicken in the now-ruined city of Arah. It was also discovered that Forgotten artifacts were immune to dragon corruption, so we kn ow th e Forgotten used their knowledge not just to reverse the corruption, but t o protect other o bj e cts f rom i t a s well . Abo ut 20 0 years ago, some of the Forgotten joined w ith a grou p of h umans, comprised mostly o f Canthans and Elonians, dedicated
Forgotten
12 GUILDMAG #23 | LORE - Minor Races, Majo r Magic
to preserving Glint’s legacy. T hey performed a ritual on the hu man s who volunteered, transferring their souls into the enchanted armor the y had made so long ago. Th ey used their preventative magic on the armors, ensuring they would never be corrupted by the Dragons. This group of humans came to be know n as the Exalted. Unfortunately, th e Forgotten’s restorative magic either did not wor k at all, or was not potent enou gh when it was attempted to cleanse an Elder Dragon. Kralkatorrik’s hunger was too great t o be cowed, and it swept through Elona, exterminating half of the Forgotten in o ne fell swo op. Presumably this is because the Dragons are primal forces of nature, in tended only to keep th e balance of magic in check. Interestingly enough, the Forgotten either could not - or never tried to - use the preventative magic on themselves because there are Branded Forgotten in the desert , including the former monk, Jo sso Essher. While the restoration ritual works on living creatures, the protective spell may on ly work on inanimate objects.
The Zep hyrites are n ot actually a race, but a neutral, nomadic sect of humans who were originally servants of Glint. After Glin t’s death, they traveled to her domain to collec t crystals from the site of her demise to prevent th em from falling into the wrong han ds. Some of the Zephyrites a re also the aforementioned hu man s who volunteered to become Exalted. They discovered the three Aspects of air magic: Lightning, S un, and Wind, and develop ed a way t o grow additional glowing crystals that contain the magical essence of each . Using these crystals, the Zephyrites’ physical abilities are enhanced. Wind crystals allow th em to ign ore gravity and ride th e wind, leapin g
much higher than normally possible . Lightnin g crystals enable them to dart from one spot to an other, much like ligh tning strikes the ground . Finally, su n crystals let them brie fl y travel at the speed of light. Scholars who have studied the Aspects in-d epth and can wield them with pro fi ciency are known as Aspect Masters. They guard these crystals and Glint’ s legacy closely, a ff ording strangers a chan ce to use them only w hen they host their Bazaar of the Four Winds, an annual tradin g event and market in the Labyrinthin e
Cli ff s. Damaged crystals, like those spread around after the Zephyrites’ crash in Dry Top, lose their pow er rapidly. Presumably this is meant as a deterrent against stealing.
A Crack in the Ice, the third episode of Living World Season 3 , took us into the northern Shiverpeaks. It was there that w e learned more about the origins of th e kodan, a race of humanoid polar bears, and their magic, which is closely tied to their religion.
Zephyrites
Kodan
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LORE - Minor Races, Major Magic | GUIL DMAG #23
The god of the kodan is K oda, also known as th e Ancien t One. Bear was the fi rst creature t o speak against cha os and instability and this pleased Koda, for the bears wh o were ready to guide the spirits of th e world h e transformed into ko dan. According to the Fla mebearers in Bitterfrost Frontier, Koda taught the kodan to guide all manner of spirits, from water and ston e to plants and animals. Naturally, the tribe of Flamebea rers accepted the spirit of fi re. Supposedly their sanctuary contains the last living fl ame begotten by th e original fi re spirit. It is unknown how much of the Flamebearers’ story is tr ue, but the fi res ten ded in their braziers do have special properties; they can make living creatures resistant to the deadly frostbite ca used by being so near to the ice dragon, Jormag. It may b e that kodan who have dedicated themselves to other nature spirits have unique magical abilities too, but we have yet to see any other tribes, save those fl eeing Jormag in their fl oatin g sanctuaries. The spiritual leader o f a grou p of kodan is called the V oice. They spea k to Koda and interpret his will as well as perform other record-keepin g duties and rituals. O ccasionally a fren zy consumes them known as th e Rage of Koda which may be caused by them casting their min ds to the Mists for so lo ng to seek guidance from their god. When the V oice is released from this religious fervor they seem to have n o memory o f what transpired sh ortly before or durin g their episode.
Guild Wars 2: Path of F ire brought back Elona and the d jinn. The djinn are spirits with elemental m agic that often protect items, places, or causes. Generally, they all fl oat and have four arms and a torso with no discernable legs, but their appearance varies based on their
element and they can take on di ff erent forms. They might also have wrappin gs or face or head coverings of some kind and emit an elemental aura. Unlike elementals, d jinn have agency and intelligen ce, enabling them t o communicate with d i ff eren t species and races. They ar e m asters of their respective element, each able to throw p r o jectiles of fi re, rock , ice, or lightning, summon storms, and embody the fl u idity of their element temporarily, allowing them to pass through en emies. The djinn are also able to modify th e tormented remnants of Abaddon ’s magic that infected Elona after Nightfall. They forge r unes, imbue these with their own essen ce, an d then arrange the runes in the shape of jackals to contain the corrupted sand. The jackals are then tamed so they do n’t act on the will of th e
fallen god. Since the jackals are comprised of nothing b ut sand and magical energy, they are able to travel through sand portals, using the Mists a s a gatewa y to get to another potentially far-o ff location instantly. The djinn have other special abilitie s too. It is said they can grant wishes and bestow powers on others who win their favor o r m ana ge t o subjugate them. All of them, no matter their element, can construct shields of white light that protect an area and all the creatures within it from the ligh tning of the Brand. The djinn can not be Branded and can theoretically imbue others with a minor form of their resistance. This might extend t o other forms of dragon corruption , but no other Elder Dragon has gotten close to the djinn to know for sure. Oddly enough, a fi re djin n n amed V emyen
Djinn
14 GUILDMAG #23 | LORE - Minor Races, Majo r Magic
was recently Branded . This may have been caused b y Kralkatorrik’s new control over the domain s of death, shadow, mind , and plants, courtesy of the deaths of Zhaitan and Mordremoth .
Like I said before, this is just a small smattering of the unplayable races and groups around Tyria th at use magic in uniqu e ways. Some races, such as the largos and tengu, likely have their own forms of magic or spirituality that remain a mystery due to their rare or secluded natures . The Seers died out before w e could learn anything particular about them, but we know they were great spellcasters in life. The jotun, thoug h still living, have forsaken magic, so we know little about t heir ancient powers except that th ey were tied to astronomy and the cosmos, and they consider the h arn essing of the eleme nt s “pr i mi tive .” W he t he r t h at’ s intended to mean it’s crude and unsophisticated or simply archa ic is up for interpretation. Wh o kn ows if the Canthan s, if and when we’re fi nally able to access their continent again, have some completely di ff erent sorcery in store for us. The spells w e use as players and the ra w magic we’re used to seeing in the Elder Dragons are but a few of th e many techniques developed over time in Tyria.
Other Races
THE SEARING CRYSTAL
With the titans’ power, the charr brought forth the Searing, a devastating rain of huge burning crystals that shattered the land and destroyed the human cities of Ascalon. The Searing Crystal in Pockmark Flats is one of a handful remaining from that centuries-old event. The nearby grawl continue to worship it as a relic of their god and the Priory studies the magic that pours from it to this day. by Pern artstation.com/pern
16 GUILDMAG #23 | EDITORIAL - Bounties: A Visual Guide to Unstable Magic Abilities

BountieS:

A Vi sua l Guide To UNs t able Magic abilit ie s
BY AM ALA & MAIIR I N Commander! Reports of creatures driven insane by ley en ergy are coming from all ov er. What are you going to do about it?
ounties are a n open world, group-orientated activity introduced in Guild Wars 2: Path of F ire . The premise is that with the death of two Elder Drago ns, high levels of magic have been released in to the world. This ley energy is a ff ecting th e wildlife, making cer tain individuals of a species larger, stronger, a nd more dangerous. Bounties ar e contracts to take dow n speci fi c targets a ff ected by this magical in fl ux, wh ich can b e obtained fro m bounty boards in PoF maps. If you’re goin g to take a contract from a board, y o u ’ll need to prepar e for the di ff erent mechanics y ou’ll face o ut in the fi eld. The normal variety of targets a re Champions and will give you two mechan ics to deal with. Each bounty board will also have on e Legendary bo unty, which w ill have three mechanics. To see w hich mechanics you ’ll have to deal w ith, look for the blue b u ff s underneath the enemy’s nameplate . Each mechanic will a lso have visual cues during th e fi gh t which are easier to n otice in a combat situation, so to h elp you recogn ise these cu es we’ve pu t together this guid e.
B
While Exploiter is up, you will see a blue bubble arou nd your target. Touching the bubble will grant you the e ff ect Identi fi ed Weak Point. This lasts for 20 seconds and in that time you can damage your target. Without this bu ff you can’t damage your target. O f course you can also simply stand inside the b ubble and d o melee damage, but i f you are using ranged weapons y o u will need to reactivate the e ff ect by touch ing the bubble again .
Exploiter
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EDITORIAL - Bounties: A Visual Guide to U nstable Magic Abilities | GU IL DMAG #23
Ph a se-S hift e d
While this ability is active you will see two types of blue areas around your target: one in melee range and one outside of that range. You can only damage the target as long you are standing in the blue zon e - o utside of this zone your attacks will b e blocked. The best thing to do here is make sure your character is wielding melee and ranged weapons. When the area lights up brighter, you can then step into th e new blue area and co ntinue attacking. On the edge of the blue area there are arrows pointing inwards to show you where you need t o move to keep damagin g your target. P r opagator
With Propagator, tendrils will spawn around the target and heal it. You can take them down i n just a few hits, or entirely ignore them as they will decay over time. This mechanic depends heavily o n how many allies you have to take a bounty down. With a larger group, the amount of hitpoints healed will b e inferior to the group D P S. However , with a smaller group your DPS will be lower than the amount of hitpoints healed , in wh ich case taking d own th e tendrils becomes a priority. They also count towards the Plan t Slayer ach ievement.
1 8 GUILDMAG #23 | EDITORIAL - Bounties: A Visual Guide to Unstable Magic Abilities
Restorer i s similar to Propaga tor, but instead of spawning tendrils th is ability w ill spawn healing coalescences. You might have seen them before; they look like green air elementals. You can ignore them when you have a lot of allies because the coalescence s will not be able to outheal the amount of damage you deal. But, as with Propagator, they pose a threat whe n you have only a handfu l of peop le .
Restorer
Personally, every time I see this bounty, “Mambo Nr. 5” plays in my head. It is kind of like follow the leader . Your target will have a red or a green light next to it. A red light means you have to stand still and attack, wh ile a green light means you have t o move wh ile attacking. If you d on’t fo llow these ru les, your attacks will miss.
si gnaler
lEY-ENERGY BUILDUP
This mechanic is broadcast by glowing leystone spheres that levitate o ff the ground. You want to run to these ofte n and stand within their area -of-e ff ect to get the Resistor e ff ect. When you are o utside of these AoEs, a deb u ff w ill stack on you called Ley-Energy Buildup. The more stacks of this you have, the more damage will be done t o you per tick. Gaining the Resistor e ff ect wipes out all stacks o f Ley-Energy Build up. The safest method is to use ranged weapons and stay within the safe AoEs, but if you’re using melee just remembe r to dart back in when y ou get to aroun d fi ve stacks of b uildup . Note that if o ne of the leystone spheres sp aw ns where you are, you won’t get the Resistor bu ff until you leave th e AoE and r e- en ter.
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EDITORIAL - Bounties: A Visual Guide to U nstable Magic Abilities | GU IL DMAG #23
You’ll notice the Sniper mechanic by th e glow ing orbs that follow ran dom players. Stay away from these! Whether they will hurt you or not will depend o n if you’re Marked. Foreboding, isn’t it? This is a debu ff that can be seen o n your U I, but you will also have a glowing gunsight icon on you. The aforementioned glowy orbs are actually also gu nsights and if th ese touch you wh ile Marked, you’ll soon be h it with a p owerful sho t which will probably down y ou. This shot comes in the form of a blue fi reball which can be dodged, th ough if you don’t feel con fi dent with this and feel doom breathin g down yo ur neck, h eal up beforehand. Make sure you’re standing close to other play ers so they can revive you quickly.
snipe r
captor
Captor is similar to a move u sed by Balthazar’s Herald in The Sacri fi ce story instance. Random players will be surrounded by an ethereal blue ring. You can’t walk out o f these, they w ill ju st knock you back into the centre, bu t you can dodge o ut o f them. You can also shadowstep o r blink ou t. They don’t hurt, so you can ju st stay inside if the target is within your weap ons’ range.
2 0 GUILDMAG #23 | EDITORIAL - Bounties: A Visual Guide to Unstable Magic Abilities
FLASH FR EEZE
This is denoted by pulses of icy rings coming from the target. Being hit by these blasts will chill you and cause a small interrupt. Deal with these as you wou ld Tequatl’s w aves: ju mp over them.
With this one you’ll see an ominous depiction of an ey e above your target. Like in the Shattered Observatory F r actal, w he n yo u see this t ur n your c h aracter away. I f you are facing the target when the eye is present, you r character will be temporarily petri fi ed an d therefore vulnerable t o other dangers.
P etr ifi e r
There is really not much you can d o against this ability . The bounty will automatically block all attacks for a time. All yo u can do is wait for it to en d.
Su rvivo r
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POLLUT ER
If you don’t want to be poisoned and tormented, stay out of these dangerous fields. These fields spawn and expand around your target, but if y ou have a ranged weapon y ou can still attack. SC O RCH ER
This ability is the same as Polluter, except now th e fields are made out of fire in stead of poiso n. Standin g in fire is deadly ! S PINNING LASER
The central points of the spinning laser spawn fi rst. These will look like blue, crackling nodes of magic and their appearance should give you enough time t o get out of the vicinity before the lasers start spinning around them. If you don’t get out, they hurt - a lot. Don’t worry too much if yo u see yo ur friend get hit an d go down as th e lasers do not hurt people in downed state; if you try t o re vive th em, you’ll ju st go dow n you rself.
22 GUILDMAG #23 | EDITORIAL - Bounties: A Visual Guide to Unstable Magic Abilities
There will be several large, wispy circles with a sk ull - exactly the same one a s you see when you get feared - fl o at in g ab ov e ea ch c i rcl e. I f yo u st ep in to t he se fi e l ds , you will be feared. Be careful as these could send you o ff of a cli ff .
FRIGHT ENER
Three hammers will be rotating around the ta rget. Being hit b y one will knock you down . The hammers are a sizable distance away from t he tar get so be careful if you’re attacking from ran ged.
Hammerer
This list of mechanics is long, but with practice they will all become intuitive and you’ll be ab le to explain th em to others with con fi dence. Helping others understand may be the b est skill to take away from this guide as bounty targets cannot b e taken down alone. If you’re taking one on with only a handfu l of people instead o f a zerg, the pressure for each person to perfor m is much higher, so sh are your new expertise! Good lu ck with y our hu nts, Commander.
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LORE - The Function of Dragons | GUILDMAG #23
The Function of Drago ns
n his fi nal words, Palaw a Joko is reported to have claimed that the Elder Dragons are the “life force” of th is world. This is not the belief of the Priory. Magic is the tru e life force of Tyria. However, a s recent events have shown, there is certainly such a thin g as too much . Increased levels of ambient magic since the destructio n of two Elder Dragons a nd the Maguuma bloodstone have resulte d in the tearing o f rifts in reality and the creation o f destructive sentient coalescences. Simulations in dicate that further overloadin g of energy would be more destructive still. In fact, too much could risk tea ring apart the world in spontan eous
cata clysms. Instead of being the life force of the world themselves, th e Elder Dragons act as magical regulators. Wh en the levels of ambient magic rise, the Elder Dragons r ise with them, consuming this power an d cont a ining it within t h emselves u nti l they eventually go to sleep. Once they enter hibernation, th e dragons unknowingly begin t o slowly release energy back into the world, until the ambient magic rises to a level that causes them t o awaken once again. Wh ile this system h as kept Tyria alive in the past, the problem is that the dragons ar e indiscriminate in their feeding. Rat h e r t h a n feeding i n a manner that causes little harm to
the other inhabitan ts of the world, the dragons actively seek out energ y that is found within, o r otherwise in use by, other living beings. In fact, they seem to speci fi cally seek out the magic of sapient b eings when given the opportunity. From the perspective of their ecological purpose as magical regulators, this is a highly ine ffi cient system. It maximises the damage they cau se, wh ile mostly con suming power bound’ within artifacts or living beings, rather than the ambient magic that threatens to overload Tyria’s ley lines. In addition, the d ragon s do n ot stop once this ambient d weomer has been reduced to safer levels. Instead, they continue to consume,
BY DRAXYNNI C
I
An explanatory document on the shift of the Pact’s objectives regarding the Elder Dragons, penned by Scholar Eleanor Draxynnus in the Season of the Scion, 1331 AE.
24 GUILDMAG #23 | LORE - The Function of Drago ns
only entering hibernation wh en they sense n othing left to absorb. For Tyria’s biosphere, th is is just as dangerous as an overload; since living beings requ ire magic, consumin g it all would result in the death of those bein gs. The solu tion in past awakenin gs was to hide some of th is energy from the Elder Dragons, allowing Tyria to recover once they went into hibernation . The last time they were awake, this was accomplished by the combinatio n of th e original bloodstone, wh ich absorbed much of Tyria’s ambient magic before the dragon s could, and through Glint hidin g the elder races from the dragons. In principle, this suggests that the bloodstones coul d themselves be used as a regulatory system - as, in fact, th e gods appear to have done before their Exodus. However, those w ith knowled ge of the bloodston es to u se them in this mann er are believed n ot to be present on Tyria an y longer.
To resolve this, Glint and the Forgotten formed a plan to replace the Elder Dragons with new beings which cou ld regulate magic to safe levels. Instead o f the destructivenes s of the Elder Dra gons, the idea was that the replacements wou ld be b eings that recognised the responsibility inherent in the ro le. Rather than engaging in cy cles of unch ecked consu mption follow ed by hibernation, they would ac t for the good of Tyria and its inhabitants . Unfortunately, with th e death of Vlast a t the han ds of the fallen god Balthazar, there is only one known candidate to assume this role: the second scion of Glin t, Aurene. The connection betw een the Eld er Dragons and magic is, however, more complicated than simply bein g one of living storage devices. Simila r
to h ow the Six God s each represent di ff erent facets of existence, each of the Elder Dragons represented a d i ff erent sphere o f Tyria’s dweomer , a concept en compassed by the diagrams of the All found in the Durma nd Priory. I t seems that while each of the Elder Dragons was alive, they were able to monop olise their own spheres so that oth er Eld er Dragons were u nable to use th ose powers directly or to empower into their minion s. Despite this, an Elder Dragon is still able to make use of magic outside its own sphere if it corrupts a being which already h ad access to that energy, as seen by th e use of the full spectrum of mortal disciplines by th e Risen. After the death of Zhaitan and Mordremoth, other Elder Dragons proved fully capable of absorbing the power of their spheres. The possible implication s of th is are far-r eaching. If these spheres of magic were always part of Tyria’s system, why was each dragon limited to its own speciality? Did the Elder Dragons have some means of jealously guarding the en ergy that fi ts with in their ow n speciality so that th e other Elder Dragons could not use it, even if mor tals could? Or is it that magical power is something that can be transformed from one variety to another? In the latter case, the Elder Dragons might , consciou sly or u nconsciou sly, shift all of the dweomer they absorb into their own sp here. If this is the case, then the current wider range of capabilities show n by
the other Elder Dragons in the wake of the deaths of Zhaitan an d Mordremoth migh t be temporary. Consumption of large amo unts of the dead dragons’ power allow s the remainder to employ powers associated with their spheres wh ile the magic remains untransformed. Over time, however, this energy m a y be absorbed into their own spheres . Such a resu lt might bring relief a t fi rst, as Kralkatorrik, Primordus and Jorma g would gradually r evert to their original capabilities, but might represent a greater danger to Tyria. Over time, the spheres assoc iated with the dead dragon s might disappear altogether, removing those branch es of magic from the world. It is also interesting to note th at while a researcher might assume that the energy available to mortals would be divid ed among th e same spheres, this does not appear to be the case. Of the various spellcasting profession s of Tyria, only necromancers seem to fi t nicely within a single sphere (th at of Zhaitan). Meanwhile, the powers of mesmers and elementalists a p pear to be spread across multipl e spheres. No ne of the sph eres appear to grant powers simila r to those of monks and gu ardians, or that allow access to th e Mists (Kralkatorrik’s curr ent ability to do so appears to be d erived from absorbing Balthazar’s p ower). W e know that the divisions o f morta l
Once they enter hibernation, the dragons unknowingly begin to slowly release energy back into t h e world.
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Nunc tempor luctus inte rdum | GU IL DMAG #99
magic derive from t he splitting of the bloodston es, even if today these disciplines h ave b ecome more a matter of tradition rather than being enforced by the rules o f magic. However, it d oes appear to indicate that there are dweomers in the world of Tyria that d o not follow the same rules by which the Elder Dragons appear to be b ound. Even if these ‘missing’ forms of magic do fi t within a sphere, other b eings are able to access the complete spectrum. Elder Dragons, in contrast, appear to be u nable t o do so outside of sp ecial circumstances (such as a sphere bein g left w ithout a corresponding Elder Dragon). Or it may simply be that the spheres controlled by the dragons d o not encompass all magic, and that the magic of Tyria it self represents a seventh sphere, with some overlap with those o f the Elder Dragons but nevertheless d istinct. Having discussed the overall functio n of the Elder Dragons in Tyria’s ecosystem, it seems fi tting to provide an overview of the observe d spheres of each one.
The fi rst o f the Elder Dragons to rise , Primordus’ connection to fi re is clea r for all to see. Of the known Eld er Dragons, Primordus’ disdain for corrupted min ions is n otable. While it is capable of corrupting living beings, it appears to prefer simply to kill. Instead, it forms its minio ns out of rock and magma in twisted mockeries of creatures such a s trolls, harpies, an d cr abs. Comb ined with Primordus’ preference for dwelling und ergrou nd, some have taken this to mean that th e second part of the dragon’s’ sphere is earth magic, despite the apparent con fl ict this generates with Kralkatorrik’s domain of crystal. Others consider that th e secon d part of Primordus’ magic is simply that of destruction.
The second dragon to rise was Primordus’ apparent opposite, the ice dragon Jormag. In addition to the elemental opposition of fi re versus ice, Jormag, while often still
destructive and uncaring of mortals , seems to show the most tolerance towards them. Speci fi cally, Jorma g appears to be willing t o accept an d empower the Sons o f S vanir withou t transforming them in to icebrood , or taking away their free will, as long a s they worship the d ragon . Contin ued expo sure to Jormag’s corruption appears to inevitably lead t o a Son of Svanir becoming an icebrood regardless, unless he d ies or turns away from the Sons fi rst. Nevertheless, Jormag’s acceptance of followers that are not completely under its control is notab le, and some su spect this might b e a hint as to the second part of Jor mag’s sphere.
The third Elder Drago n to rise in recent history, and the fi rst t o die. Zhaitan was known as the dragon of u ndeath for go od reason: wh ile the second part of its sp here is known to encomp ass shadow, it was Zhaitan ’s use of death magic that resonated most clearly in the minds of those who fou ght him
Primordus
jormag
ZHAITAN
“Confronting the Undead Dra gon” - li ttleM UR E This piece captures the initial horror that surrounded the rotting corpse army of the Elder Dragon Zhatain. Trahearne valiantly faces off against the monstrous creature, their pitched battle playing out against the nondescript ruins of Orr.
26 GUILDMAG #23 | LORE - The Function of Drago ns
and his minions. Furth ermore, it is perhaps this aspect which is most dangerous when spread among the other dragons, allowing them to raise the dead when p reviou sly they might have b een limited to corrupting victims w hile still alive.
Due to the decay of the Scroll of the Five True Gods, much remains a mystery about th e Deep Sea Dragon, including its name (we kno w that it starts with an S, an d that it awoke sometime before 1270A E, but little else). Water is believed to be among its domains, but this may simply be a re fl ection of wh ere it prefers t o live, or even sim ply where i t happened to be when it awoke, rather than truly being p art of its domain. Con fi rmation of th is assumption, and identi fi cation of other aspects of its sphere, will n ot be possible with out the acqu isiti on of new sources or a confro ntati on with the Deep Sea Dragon or one o f its minion s.
Possibly the most elemental of the Elder Dragons, the crystals left b y th e Branding creates a clear indication of at least part of Kralkatorrik’s sphere. The other part can possib ly be derived from observation: with the exception of Jormag’s blizzards, Kralkatorrik i s the dragon most associated with extreme weather, with its presence and that of its mor e powerful minio ns often herald ed by tornadoes, Brandstorms, a nd even hurricanes. This suggests that the second aspect of K ralkatorrik’s sphere is likely connected t o air or the sky in some fash io n.
The last of the Elder Dragons to rise, Mordremoth leveraged both sides o f its domain against the Pact to good e ff ect before its demise. Its command over plants presented the most obvious threat, but its mental in fl uence proved the more dangerous in the end, allowin g i t to manipulate sylvari through the Dream and distribu te its sapience across the jungle rather than bein g con fi ned t o a single ph ysical body. Only by entering its min d throu gh the Dream and destroying it from within was Mordremo th able to b e slain.
While not technically an Elder Dragon, Glint provides an interestin g case study o f the distinction betwee n powers that come from an Elder Dragon and those th at d o not. Like Kralkatorrik, Glint had c om mand over crystals a nd over aspects of the sky, although Glint’s aspects of wind, sun and lightnin g are gentler in nature than Kralkatorrik’s. The aspect of sun, in particular, migh t not have originally come from her former master. Her telepa thy and gift of prophecy de fi nitely did not come from Kralkatorri k; instead, s h e is believed to have been corrupted by Kralkatorrik some tim e in t he
distant past speci fi cally to grant the Elder Dragon a minion with capabilities he did not have access to directly. At present, not enough is kn own abou t the capabilities of Glint’s scions to comment on ju st how much of their capabilities have been inherited from their moth er, or whether they have deve lo ped their ow n un ique magical skills. With our newfound know ledge, it is clear that our understanding of th e Elder Dragons creates a dilemma for the Pact and other defen ders of civilisation. They represent a cle ar and direct threat t o civilisation in their destructive behaviour, bu t their deaths risk bringing a bout a
greater catastrophe. With luck, the ongoing e ff orts spearheaded by the Dragonslayer to fi nd a solu tion to this prob lem will bear fruit. In the meantime, the Pact’s e ff orts have switched from seeking to slay the Elder Dragons to a mission o f containment.
The Deep Sea Drago n
Kralkato rrik
Due to the decay of the Scroll of the Five True Gods, much remains a mysery about the Deep Sea Dragon, including its name.
MOrdremot h
Glin t
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LORE - The Function of Dragons | GUILDMAG #23
“The Mo uth of Mordr emo th” - Pipann deviantart.com/pipann Pipann’s piece, representing the physical form of the dragon, is as adorable as the tubby Mind of Mordremoth we fight in the heart of Maguuma. Then again, perhaps adorable’ isn’t quite the right word for an Elder Dragon. . .
THE THRONE OF PELLENTIA
The ruins of the Throne of Pellentia still hold great power. Before they left this world, the gods would look down upon the throne and judge those who stood before them, their gaze imbuing the land with power. The throne itself was built by the legendary hero Turai Ossa after he led his people into the Crystal Desert. Although he stood before the gods and beseeched them to grant him Ascension, that honor would only be bestowed upon the heroes of the Flameseeker Prophecies. by Varrus Shatterblade deviantart.com/tmattom
THE HENGE OF DENRAVI
Centuries ago, druids gathered at the Henge of Denravi, performing their own rituals and imbuing the jungle with their magic. After the druids’ disappearance, the Henge remained lost and abandoned until the Shining Blade found their way to its magical waters. Today, the Priory and Inquest struggle to lay claim to the area’s secrets. by Varrus Shatterblade deviantart.com/tmattom
PARADIGMSHIFT
BY AM ALA & DRA XYNNI C
These mages are already pro fi cien t with swords, axes and greatswords. Now they’ll need to train tho se weapon stances in full armour if they’re to b uild enough en durance for the fron tlines.
t’s chaos out there. With the imbalan ce of magic wreaking havoc on the environment, aggravating the wildlife and empowering o ur enemies, we’ve had to adapt and evolve our roles. The quartermaste r thought I was mad when I requisitioned heavy armour for the schola r classes and light armour for the soldier classes, but I told her u nconven tio nal stratagems will be the ke y to victory. They d i d n’t make me a Tactician of the V igi l for noth ing.
CRUSADI NG MAGISTE R
I
32 GUILDMAG #23 | FASHION - Paradigm Shift
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FASHION - Paradigm Shift | GUILDMAG #23
Head: Nightmare Court Regal ia 180 Deadly Blooms This helmet’s design w as stolen from the u pper echelon s of the Nightmare Court hierarchy. I acquired th e Deadly Blooms required to make the pu rch ase by exp loring the Twiligh t Arbor in Caledon Forest. Payment was made to th e dun geon merchant near the Vigil C enterhouse in Lion’s Arch. Shoulders: Chronomancer Epaulets Free A member of my elite grou p of mesmers brought these sh oulders to my attention. E very mesmer who masters the chronomancer specialisation earns a set. Ch est & Legs: L uminous Rega lia & Luminou s Cuis ses Free It is vital to show veterans of any army that their experience and loyalty is valued. Starting from this year, those Commanders who ’ve proven their loyalty to Tyria for six years will rec eive an Anniversa ry Armour Box. From this box, they may select a Luminous Armo ur set in their chosen armour class. Gloves: Triumphant Armguards Free Those o f my colleagues wh o endanger themselves in the Mist Wars, a never-ending battle wh ich pits World vs. World, can sign u p for one of many reward tracks. The last reward of the repeatable Triumphant Armor Rewa rd Tra ck gives the recipient their choice of the Triumphant armour piece. Boots: Glori ous Footge ar Free Sometimes, one need s to get creative t o motivate his troops. You could call it a training exercise, but I must admit, I’ve enjoyed the arena matches I’ve h eld for them.
Wh ile they compete in th ese player vs. player matches, they also earn points towards di ff eren t reward tracks. If they reach the end of th e repeatable Glorious Armour Rewar d Track, they get their choice of the Glorious armour piece. Dyes Midnight Yew – 14s 67c Tea Shade – 8s Tarnish – 16s 28 c Gre en Shade – 44c
Murky Grey – 64g Patina – 69c Illuminatio n – 19s 81c Sage – 39s 96c
34 GUILDMAG #23 | FASHION - Paradigm Shift
Naturally, the asuran soldiers have taken well to the mandated studies. It made sense to invest in gear that wo uld better synergise with their new skills.
Ar cane Warmaster
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Head: Sun Aspect Eye 500 ge ms When the Bazaar of the Four Winds fl oated in last Summer, I caught word of elaborate aspect crysta ls being sold by the Black Lion Trading Compan y. This one, the Su n A spect Eye, emanates visible waves of power. Ch est: Galvanic Coat Free I cou ld always depen d on asuran cultural armour to be of the highest standards in design . The Galvanic Coat could have been sourced from the tier 1 cultural armour merchant in Rata Sum for 80 silv er, but there were also the skritt tr aders in the Borderlands and Etern al Battlegrounds to consider. Th ese skritt o ffered the coat at the cheaper price of 40 silver and 20 Badges of Hon our the currency earned for participating in th e Mist Wars. Luckily, our coffers were sa ved when I learned that asuran warriors, guardians and revenants receive this coat for free d uring their level 20 perso nal story step s. Legs : Fune rary Tassets Free To satisfy the Primeval Steward at the Tomb of the Primeval Kings, I fi rst had to complete ‘The Collection of Tribute’. This achievement involved the thirsty work of harvesting materia ls across the desert from the Crystal Oasis to the Domain of Vabbi. On completion , I received the R oyal Funerary Leggin g Box. If I hadn’t selected th e tassets at that time, I would have had to return t o the Primeval Steward an d purchase another box for 2 gold, 40 silv er and 80 Elegy Mosaics. Boots: Mu rsaat Brogans Free You could say the mursaa t also wore an amalgamation of heavy an d light a rmour. Getting these brogans meant returning to Siren’s Land ing, the place w here the last mursaat
perished, an d then completing 36 achievements within the ar ea. Each counted towards th e ‘One Path Ends Mastery’ achievement. Dyes Illuminatio n – 19s 81c Lemon Tint – 39s 73c Burgundy – 33s 16c Midnight Fire – 2g 80s 78c
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FASHION - Paradigm Shift | GUILDMAG #23

RaidING

M i sconception s
BY MI GHT YT EAPOT
38 GUILDMAG #23 | EDITORIAL - Raiding Misconcep tions
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EDITORIAL - Raiding Misconceptions | GU IL DMAG #2 3
aids in Guild Wars 2 are an often misundersto od, and s ome times e ven fea red , game mod e. As a season ed raider, I see the same misconceptions proliferating and preventing players from entering the scene or enjoying raids at all! Fortunately I have this article to clear up as many of these as I can. Right a t the top of the list is th e notion that you have to be good at the game to raid. This idea typically stems from newer raiders not approaching the content with a soli d game plan or knowled ge abo ut the encou nter itself. If even the b est players attempt to kill Qadim - th e fi nal boss in Mythw righ t Gambit - without kn owing wh at to do, they are going t o have an extremely bad time. Progression raiding is an excellent example of this. S ome of the most experienced raiders take hours to kill a n ew b oss fo r the fi rst time. This is because raids are like an elaborate puzzle; once you know how to solve and approach the pu zzle , it essentially becomes trivial . There are two main aspects of understanding raids: S trategy and roles. Strategy is the method for dealing with the mechanics, an d roles are the professions and builds used to execute th e strategy. For example, you will generally w an t as many b oons as you can lay you r hand s on, p lenty of crowd control, and copiou s amoun ts of healing. It is possible to raid without these, b u t it is going to be a rocky ro ad . By  understanding the encoun ters and making sure your t eam contains the utility to h an dle the un ique challenges of each boss, you can change raids from an insurmountable obstacle to free loot every week!
The goo d news is that there are plenty of commun ity resources to help solve this p u zzle, from Y o u Tub e guid es to friend ly, non- toxic streamers and web resources such as the Sn ow Crows or Metabattle sites. By brie fl y perusing so me of these sources, a new r aider can approach a boss and be armed with the kn owledge of how to execute each fi ght and know what is coming . Understanding these resou rces is also key; for example str ategies foun d on the S now Crow s web site are geared towards maximum e ffi ciency and speedkilling, which may not be top priority for ev ery group! However, it is important to note that beating a boss doesn’t req uire playing even close to perfectly as almost all the b osses in Guild Wars 2 are very forgiving with regard to mechanics. The same is true for D P S. The sickest damage rotations are simply not required to do wn any of the b osses. E ven i n challe ng e m o de , you can get away with slackin g a b it on damage (or using gr een gear like The Inveterate [IvT] or less than fi ve players like Quantify [qT] or S now Crows [SC]). I t is true that having high DPS is extremely favourab le in raids, but it is simply not necessary; enrages are generous and will seldom b e a threat. An other misconception is that you must play only the professions with the biggest damage benchmarks. This causes problems for new raiders for multiple reasons. First of all, benchmarks are developed in an optimal environment. They assume the DPS player will get no raid mechanics, has perfect b oons, and there is perfect execution from the entire team. This isn’t going to happen in even the stron gest of groups, let alone in grou ps facing
R
Some of the most experienced raiders take hours to kill a new boss. This is because raids are like an elaborate p uzzle; once you know how to solve and approach the p uzzle, it essentially becomes trivial .
40 GUILDMAG #23 | EDITORIAL - Raiding Misconcep tions
a boss for the fi rst time. That is n ot to sa y, however, that benchmarks aren’t usefu l; they demonstrate h o w to correctly execute a rotation and show case the damage potential of various profession s. The problem of idolizing benchmar k damage is compou nded by the fact that not all professions are a ff ected equally by conditions within the rai d or group. For example, scourge DPS is barely in fl uenced by mech an ics and, altho ugh its b enchmark is on the lower side, it will b e able to consistently deal damage whereas a thief or elementalist may struggle in suboptimal situations (i.e. not being in melee range all the time or taking heavy damage). Not all DPS rotations are cr eated equal and some are more di ffi cu lt and more punishing than others. I wo uld advise sticking to simpler rotations and sturdy professions like holosmith, soulbeast, scourge, warrior, and dragonhunter. There is also more to playin g DPS than just damage, no ma tter wha t DPS mains try to tell you ! The best raiders are always looking to make the raid as easy as possib le by bringing all th e utility their class can o ff er. Whether it’s cleaving d own adds, providing strong crowd control, using mobility to han dle mechanics, or reviving, healing, cleansing, or apply ing
barrier, all DPS professions have something to o ff er and it should be yo ur goal to always u se your profession to delete mechanics in whatever way yo u can.
The deadeye illustrates this poin t well. It has a very high bench mark, but it doesn’t provide much cleave or group sup port and it requires speci fi c position ing and b eing in melee constantly while being very squish y. Although a holosmith may theoretically do less DPS, it doesn ’t struggle w ith the same issues; it’s much bee fi er, provides very strong cleave, AoE CC, AoE healing and cleanse, and it has decent ranged capabilities. I n most raid groups, i t i s easily possible to be the top damag e dealer on any profession you like, often thanks to thin gs d escen ding into a clown fi esta, but you should be more concerned with hand ling mechanics and keeping your team alive than yo ur DPS . In judging the merits of a profession , you must look at the whole picture rather than just the benchmark number. It is easy to dismiss a profession with a lower benchmark,
e .g . necromancer, while ignoring th e potentially game-breaking utility it brings - in th is instance Epidemic. Epidemic is so strong that it can single-handedly d elete multiple mechanics from fi ghts, all w hile packaged with a n extremely durabl e profession that o ff ers solid team support and good damage. This makes scourge arguably the most broken DPS profession in the game, especially for newer raiders, as on e or two scourges can greatly smooth out almost any encoun ter.
Another misconceptio n is that you must play only the professions with the biggest damage benchmarks.
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EDITORIAL - Raiding Misconceptions | GU IL DMAG #2 3
J ust as some play ers mis u nderstan d DPS viability, many misconception s e xi st re ga rdi ng ge ne ral c omp os it io n and supports. Now mor e than ever, the door has been op ened for playing pretty mu ch wh atever you want. Druid, for example, is not th e only good healer - in fact it pales i n comparison t o heal scourge , tempest, fi rebrand, renegade, or scrapper when it comes to raw support potential. Druid is more of a hybrid role, providing boons and bu ff s while also healin g the team. Other options do n’t always fi ll the boon role as well, but they ca n excel in other areas; for example, nothing quite car ries like a heal necro (go watch my gu ide)! These hard support builds may not be u seful for amazing sp eed kills, but it turns out th at 9 9% of the community don’t engage with raid s in that way, so the supports a re perhaps overpowered for their role rather than underpowered, as som e believe. Many of the misconceptio ns that I have been discussing are rooted in a fundamental misunderstand ing of balance. The most important thing about balance is that no t every profession can or sho uld cover all bases. One profession or specialization should n ot be able to do the best DPS while also
obliterating adds and break-bars, nor should it possess the supreme bu ff powers of druid while having the godlike healing of a tempest. Professions b eing asymmetric - trading utility, o ff ense, and defense - is the heart and soul of b alance. If ever y profession performed the same functions, the game would b e dull an d fl avourless. Anoth er common misapprehen sion about raids is that you w ill n eed to devote h ours of research and training i n order to even think abou t participating, and after all that you will still get fl amed by the toxic delusional raidin g community. In truth, however, simply watching or reading a g u ide and s p ending a bo u t thirty minu tes on th e golem will set you well on your way to stacking up Legendary In sights! For the raider concerned w ith encou ntering toxicity, fear not; training guild s such as the Crossroads Inn (EU) or The Guild Wars 2 Raid Academy (NA) exist, providing a friendly an d h elpful environment for all those enterin g raids for the fi rst time. Even PUG groups are n ot particularly toxic; a s long a s you meet the requirements and know vaguely what to d o, you will probab ly be okay.
Of course, in an y game mode that requires teamwork and coordination, y ou will en counter a few unpleasant individuals, but they are very much in the minority and are best ignored. Furthermore, even if you lack kill p r o o f or Insigh t s , simply expressing that you kno w your role can often be enough for most groups to give you a chance. I perso nally have joined PUG groups on an anonymous alt w ith noth ing bu t my wits and spamming memes and have been given a shot, even th ough I was playing on an extremely o ff -meta profession. I w a s
even able t o secure top DPS i n man y of tho se groups! In conclusion, r aids are content that can be accessible t o everyone and many of the barriers that seem to exist stem from misinformation rather than h uge problems w ith the game mode or community. Contrary to po pular belief, you can hop into raids with any profession and minima l experience or time investment and come out w ith something to sh ow for it. Balance is actually solid in ten-man con tent, with a wide v ariety of builds and playstyles to ch oose from, so pick up your favourite profession , gat h e r your friends, and conquer the raids!
Now more than ever, th e door has been opened for playing pretty much whatever you want.
42 GUILDMAG #99 | Nunc tempor luctus inte rdum
44 GUILDMAG #23 | LORE - A Forge of Ice a nd Fire
VS
A Forge of

i

ce AND

fire

BY PHOENIX
o whom it may concern: Glenna is neither my legal docu ment assistant nor power of attorney, and therefore she is n ot authorized to sign any d ocuments on my behalf, including bu t not limited to legally or life-binding contracts, waivers, and non- disclosure agreements. Therefore, i t i s within my rights t o uncover detail s of the contents and operations of the M ystic Forge.
Now that I’ve addressed that potential spot of legal tr ouble, let’s talk about the Mystic Forge. For years the secrets of the Forge have remained a mystery. Until recently, all we knew was that it was controlled and guarded by a water djinn n amed Zommoros. His friend and mouthpiece in Tyria, Miyani, was the only one who knew anythin g about the Forge. But this all change d recently when Zommoros extended an invitation to Scholar Glenn a and a band of willing ex plorers to tour
the M ystic Forge. Unfortunately, o ur “tour” was derailed rather quickly wh en a fi re djinn n amed Qadim popped o ut of a lamp an d summoned a living construct of Elonian architecture. Zommoros refused to provide us with more informati o n until we too k care of this threat for h im. Being th e stalwart a dventurers we are, we decided to destroy it, if only to learn more about the Mystic Forge and berate our h ost for the ob viously
T
Fall into the Mystic Forge with lore from the new raid wing, Mythwright Gambit.
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false pretenses we were lured in un der. During the fi ght, Qadim explained that Zommoros had gambled himsel f into debt. Zommoros made a bet to pay them o ff , staking the Mystic Forge. Qadim handpicked three of his own challengers, but Zommoros had to get creative to fi nd people willing to take the risk. That’s where we came in . The second challenger was a gold- g u zzling sand shark that ran rampan t through the d i ff erent divisions o f the Forge (more o n those l ater). Luckily, we’d all encou ntered man y of these in the C r y stal D esert b efore , so w e knew just how t o handle it. A few of our asura friends wer e nearly fl attened by the fl opp in g monstrosity, but we made it out relatively unscathed. As w e went along though , we discovered Qadim’s true nature. Zommoros is a savant of shiny thing s - a hoarder of hand-me-dow ns, if you will - but Qadim has di ff erent tastes. Most o f his possession s are living, breathing, sentient creatur es he stores in his lamp. At best we might call it a zoo, at worst it’s slavery. I distinctly remember Seraph Exemplar Talie’s words to the centaur Vallog: “Slavery’s illegal in Kryta. E ven the animals know that. I t looks like som e animals need to b e remi nded.” The same held tru e here. Qadim’s fi nal challenge for us was a brother and sister pair of Largos twins: Nikare and Kenut. The a quati c assassins proved the most di ffi cult challenge yet, but we were unable to glean i f they willin gly fough t for Qadim. We know that largos value oaths and pay their deb ts, as we saw with Sayeh al’ Raji hd an d th e late Pact Marshal Trahearne. T he twins didn’t remark upon Qadim except to say, “The djinn’s thrown us some meat,” and fi nally given us something with teeth,” s o they didn’ t
seem entirely unhappy. Yet it’s hard to imagine any creature, especially ones with sophisticated reason ing and comple x emotions like the largos, could have been happy stu ff ed in a lamp with a menagerie of exotic specimens. Maybe a largos with a challenger is a content largos. We were forced to dispatch the largos twin s, emerging from their watery domain onto a grand causeway. Zommoros and Qadim argued, Qadim refusing to honor their deal even though we clearly conquered every challenge set in ou r way. In the process, he revealed the existence of the Mystic Cauldron, th e powerful artifact Zommoros u ses to create and im bue legendary r elics. Qadim wishes to use it to forge new living things, making a n army to ann i hilate the races of Tyria and tak e over as the ruler of all djinn . Qadim blew apart a rock wall a nd rushed to claim th e Cauldron . Zommoros, distraught that Qadim disregarded the djinn bylaws, asked us for our h elp, no tricks or games or “tours.” Sid e note: who knew the djinn had their ow n set o f bylaws? It seems they have a more complex socia l and legal system t han previously imagined. Regardless, we had come this far already, and grown fo nd of the charismatic water djinn , so we took him up o n the o ff er. We raced down the reliq uary bridge, up the stairs, and into th e Cauldron itself, defeating scores of fi re imps and elemen tals released from Qadim’s lamp as w e went. The Cauldron is a sigh t to beh old, a pool of swirling magical energy with vessels of enchanted w ater feeding it. It was there Qadim and Zommoros squared o ff , fl inging fi re balls and spheres of water that erupted in bursts of steam where they met. Naturally we were hesitan t to put ourselves between them, that is until Qadim entrapped Zommoro s in h is lamp.
Qadim’s final challenge for us was a brother and sister pair of Largos twins: Nikare and Kenut.
LORE - A Forge of Ice and Fire | GUILDMA G #23
46 GUILDMAG #23 | LORE - A Forge of Ice a nd Fire
We had to confron t the petulan t fi re djin n ourselves. In th e end, his strength was also his do wnfall. Being a fi re djinn, Qadim was naturally inclin ed t o keeping all manner of fi ery animals and elementals. But being a soulless subjugator who captured creatures for entertainment and enslavement , he also kept a bun ch of oth er critt ers. For each deadly creature he released from its c ramped prison, we too braved the lamp and unlocked cages to fi nd oth er creatures to attack those. A n icebor n hydra versus his ancient chimeric hydra, an ice elemental to combat the destroyer he u nleashed, and fi nally Zommoros himself to settle his con fl ict with Qad im. Zommoros dual-wielded th e legendary greatswords Sunrise and Twilight (like a complete badass, I might add) , and together w e managed to kn ock Qadim from the platforms. . . rather unfortunately into th e Cauldron below. Unable to snatch him out in time, Qadim
emerged as a spectre of his former self, black as nigh t and with glowing purple eyes. We’ve n o idea where Qadim fl ew o ff t o, bu t for n ow, the Cauldron is secure and the My stic Forge still safely in the hands of Zommoros. But now you know that the precious Cauldron has been defended , I’m sure you w an t to hear all about what’s in side the Mystic Forge. In short? Everything. Gold and mystic coins litter the fl oors in great piles; the old lion statu e, destroyed by Scarlet Briar in the razing of Lion ’s Arch (may it rest in p eace) is buried among them. Pearl weapo ns protrude here and there; everyone knows they’re a favorite currency of Tyrians itchin g to receive a precursor. And w ho sorts and organ izes it all? T he skritt. Zommoros took advantage of their prop ensity to do any job or take any test as lon g as it involves shinies. The skritt also wor k in the miniature-pet men agerie.
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There they prepar e pets for their new homes, stabilizing cuddle ratios , adding a dash o f holiday magic here , and a pinch of sugary sw eetn ess there. They then reduce them down to size with a sh rin k ray and send them u p to the Tyrians ab ove. Aside from the menagerie, we were lucky en ough to see many of th e other manufacturing and storage rooms. Zommoros is quite the w ine conn oisseur, keeping a fl oor- to-ceiling cellar full of Elonian wine. It w ould beho ove you all to kno w: his favorite is Jackspruce Jacaranda, a grape blend with fl oral notes, wh ile th e wine he deems “common swill” is Djinnspit, both because of the name and the s u bp a r quality. So next time yo u consid er tossing a bottle of Elonian wine in the forge to bribe Zommoros with , do make sure you get the best vintage. There are two containmen t rooms, one dripping with ectoplasm. In itial exposure caused our strength to swell, but as time progressed we felt cold, lethargic, and nauseou s. Unsurprisingly, the latter feeling is similar to the experience of bein g run through by a ghost. A nother room housed deposits of gemstone s from ruby to emerald to opal. There
were also barrels sizzling with magi c here and there; Bezzalak the skritt informed us that these held all manner of lodestones corrupted by dragon energies. An additional storage room held bones and s k ulls , likely put there by necromancers wishin g t o get back a p owerful item to help them better commu ne with the dead . The fi nal room w e were shown? The mystic clover garden. It’s a small open-air garden with a fountain in the center. Naturally, a few in our grou p, I will admit myself among them, were inclined to pick a clover o r two. . . or seventy- seven. If the ectoplasm cast a chill in the room, Zommoros’ sudden appearance in the garden, shards of solid ice hovering over each of his many hands, sen t the cold into our very bones. Needless to say, ou r temptation was properl y doused after that. Honestly, I could go o n ab out th e Forge’s interior, sprawling, glittering thing that it is. But I’d like t o tell you all a little more about our enigmatic host, Zommo ros. As y ou all kno w, Zommoros is a water djinn, and as I’ve explained, a gambler. I f you eve r wondered wh y h e’s so capriciou s about what he throws back out of
the Forge, there are a few reason s. First, it’s a gam e for him. Being master of the Mystic Cauldron is lik e being the pit boss of h is very own casino. Second, as there are so man y people chucking things in th e Forge daily, Zommoros controls very few of the transactions. In actuality, the skritt give and receive as they see fi t and they don’t always keep th e best records. Finally, some things are controlled b y the Cauldro n, particularly our legendary r elics. But Zommoros assured me he gets just as excited as we do when we fi nally fi nd the right combin ation of items to be awarded the dazzling, magical weapons and armor . He’s there whenever a legendary item is Tyria - boun d. Even though the Cauldron sp its out the legendaries, Zommoros designs them within the con fi nes of the Cauldro n’s p ower and his own magic and cr eativity. He was humb le enough to show u s a few scrapped ideas. Amo ng them were a Duoblade, a legendary greatsword that splits in to two greatswords. While prototyping that one, he remembered his target audience tends t o only have two a r m s instead of f o ur . I was intrigue d by Featherweight, a set of three daggers that fl oat around your perso n… that is, until he told us the y were invisible and eager t o take on any perceived threats, whether it was a wyvern or a friend with a
Zommoros dual- wielded the legendar y greatswords Sunrise a n d Twilight and together we managed to knock Qadim from the platforms.
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simple qu estion. Even thou gh he used deceit to rope us into fi gh ting his battle, I was pleasantly surprised by Zo mmoros in th e end. H e was protective of everything in the Forge, from his possessions to the live skritt. From interviewing a few, we found out h e does, in fact, emplo y them, taking them in as refugees an d letting them quit when th ey p lease. H e even told them they were free to take knowledge of the F o rge back t o their scratches and invite others to work for h im as well. Being the nosy person I am, I might have read Zommoros’ priv ate journal w hile we were in there. He is both confused and horri fi ed by Qadim’s keeping of creatures. From his perspective, living things need nourishment and care and keep ing them purely for entertainmen t is nonsensical. Zommoros’ preference is to invent o bjects with historical relevance and emotional and monetary value. It seems to make him happy that Tyrians haul his handiwork aro und with them. Somethin g Zommoros said to Qadim made me th ink: “M y
creations tra vel the world, striking down evil, protecting the weak. Wha t do YOU create aside from chaos?” All this time, we thou ght we cou ld best bribe and please Zommoros by sending him so man y sparkly things, but perhaps the b est way to honor him is to use his legend ary creations to c reate a better world we can cherish a s much as we do those wonderful, myth ical relics. Oh! I’m sure it’s n ot importan t, but Zommoros did write a journ al entry about Isgarren, the wizard who resides in the fl oating tower over Garrenho ff . He said Isgarr en had thrown things in the Forge seeking special compounds, likely for one spell or a nother. But there’s n o record of what the magic practitioner tossed in, nor what he received in kin d. An d n o one’s seen hide nor hair of I sgarren in a long while. Normally I wouldn’t comment on such an in signi fi cant sliver of information, bu t perhaps the Wizard’s Tower is wh ere we’ll… ... Nah, could n’t be.
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BY S TARCONSPIRAT O R
GUILDMAG #23 | FICTION - The M e r ch ant Prince
The Me rch a nt Prince
“Drooburt” Custom art by Ametat (artstation.com/ameta t)
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None now kn ow h ow lon g he wadd led, How far-flung his fate had b eco me . Drooburt, Merchant Prince Driven ou t by Briar’s Tower To deserts harsh an d dry There to waste away lost, betrayed; He begged for coin th at none cou ld give Drooburt, Merchant Prince For taverns owned by ch arr are cold An d miners have no gold
Then came the crash ing vines! Wild th orns, poison barbs, acid pools! Elder Dragon minio ns all around ! Drooburt, Merchant Prince Did fight and bite and havo c wreak! As all brave quaggan do! OH! The green ery! Stems, twigs, leaves! Not a sin gle plant was safe from Drooburt, Merchant Prince. With  flippers, tail, an d teeth he fough t And none more brave ly stood!
Then one came up behin d! None now mourn, none saw his stru gg le Body left behind, wrap ped in vine! Drooburt, Merchant Prince! He disappeared into the Mists Bereft of scant pen ny Whilst time passed, he did wander th ere Through ghostly mists b oth thick an d fine, Drooburt, Merchant Prince, Until he came upon an other A p umpkin head on fire!
Then Mad Kin g Thorn d id stand! “What  have we here?!” the Mad King cried, “A wayward tuna washed ashore?” Drooburt, Merchant Prince,
sighed, “Foo! Quaggan’s very good at Poor decision -making!” The Fire chortled, h eld out his hand . “Join my Court!” the K ing commanded, “Drooburt, Merchant Prince, We’ll find you fish and copp er coin! Rebuild your life anew!”
Then quaggan join ed the K ing! Now ghostly qu aggan courtier Attended Thorn in Lion’s A rch . Drooburt, Merchant Prince, Was sent to beg for candy corn In hopes of ren ewed life! But sweets and treats can not rebu ild A quaggan life sadly sq uandered, Drooburt, Merchant Prince! Relentless begging at the door Brought quaggan no succor!
Then Dro oburt lost all h ope! Not candy corn nor sn owflakes cold Could bring q uaggan life anew. Drooburt, Merchant Prince, Did even try Continu e Coins! No  single currency bou ght peace. Disheartened, Drooburt wandered far. Between the mortal realm and Mists Drooburt, Merchant Prince, Soon  found his way to Sanctum h igh And met the elements!
Then merchants took him in! Now merchant quaggan gh ost is foun d Plying his wares with Zephyrites! Drooburt, Merchant Prince, At last his life has turned aro und His lu ck improved greatly!
O O O o o o O O O o o o O O o O O O o o o O O O o o o O O o O O O o o o O O O o o o O O o O O O o o o O O O o o o O O o O O O o o o O O O o o o O O o O O O o o o O O O o o o O O o
TEMPLE OF THE AGES
For centuries, people gathered here to worship the gods of Tyria. Even when the mursaat convinced Saul D’Alessio that they were gods, the Temple of the Ages remained unchanged, dedicated to the original pantheon. When the gods left, the Temple remained and stories spread that one day the gods would return. by Varrus Shatterblade deviantart.com/tmattom
WATERFALL
Water has always held power. Long ago, springs of healing power could be found throughout Tyria. This waterfall, here in Ogham Wilds, sits near the Pale Tree and the sanctuary created by the sage Ventari. Here the barrier between our realm and the Mists, as in so many other magical places, is stretched thin. by Varrus Shatterblade deviantart.com/tmattom
Guiding Stars
S4 RECAP: Episod e4
BY S TARCONSPIRAT O R
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RECAP - Guiding Stars | GUIL DMAG #23
a Star to Guid e Us
he latest chapt er o f the Living World foun d us delving deeper into the Mists and pressing further in to Elona’s deserts. Along th e way we met new allies, visited old frien ds, and discovered uncomfortab le truths.
A call from Taimi brings us back to Jahai wh ere the leaders of th e various Elonian factions are t rying to negotiate peace in the power vacuum left by Jok o’ s demise. Z aeim , leader of the Sun spears, requires the Commander’s help in qu elling the hatred and distru st that has fl ared u p between the factions whe n Auren e crashed th e summit and refused t o leave. Co ncerned abou t our dragon, we hurry t o Veh tendi. There, in th e V ineyards, we meet Braham who escorts us through a secret passage into Jahai. According to Braham, Auren e has been defending villages acr oss Elona and she was probably simp ly concerned about everyon e’s safety at the summit when she collapsed in the middle o f the proceedin gs. Her presence unnerves the Joko loyalists, who are led by Grand Vizie r Utumishi. However, each faction brings its own worries, fears, and prejudices. The free Awaken ed, led by Ambassador Sianna, want t o try and make the best of their unlife bu t their human countrymen are not always welcoming, while the loyalist s are determined to await Joko ’s return. We also meet Redeemer Kossan, the representative of the Order of Shado ws and o ne of K oss
Dejarin’s descendants, and Arch on Iberu of the Mordan t Crescent. W e are able to convin ce Au rene t o go on a walk with Taimi and let the summit continue. However, just as negotiations begin, a M ordant Crescent force descends upon th e rotunda and attacks! Iberu’ s coup is short-lived and his dreams of glory cut short by Koss Dejarin’s arriva l. With the show of force, the free Awakened and the remaining Mordan t Crescent agree to join Z aeim and h is Sunspears. However, Utumishi deman ds land of their own where th ey can wait for Joko. Th e negotiations are interrupted o nce again by the appearanc e of the Shatterer , Kralkatorr ik’s champion. With a n even larger dragon to contend with, everyone fl ees Jahai, fi ghting past Branded Awakened controlled by the Elder Dragon . This serves well for an introductory story step, setting up the tension
between the rival factions and introducing the Shatterer to Elona. Utumishi’s insistence that Joko will return and that A urene is the enemy and the Comman der n ot to be trusted is a welcome chan ge in point of view that remin ds u s we may be the h ero of ou r own story but we are not everyone’s h ero. After making our way out of the Fortress of Jahai, w e witness the Shatterer disappear into a strange rift! Confounded by her readin gs, Taimi escorts the sur vivors to safety and we begin our exploration of the new map, searching for information regarding the rifts w e witnessed an d others that have appeared acr oss Jahai.
As h as become part of each n ew story step, we are now free to explore the map, the Jahai Blu ff s. Our goal is to collect data on the rift s
T
Shattered Reality
The Jahai Bluffs
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for Taimi and he r p a r t ne r s Blish an d Gorrik, which sends us in to battle with the Branded creatures that pour out of the tears in reality. Ther e are a total o f four events that requir e our attention and they are fl un g across the map just far enough that we get a go od taste of the environs by traveling to each disturbance. It isn’t long before w e realize that many of the disturbances in the Jahai Blu ff s are echo es of the past; moments of time from the Mists tha t
have been tra n sposed onto moder n reality. As a historian and long-time player of the fi rst game, I found this to be an interesting touch and quite enjoyed the battles. However, one of the more interesting events has to do with a sudden appearance of otherworld ly mushrooms. Like the activity associated with it, Run Around for No Reason, t o me it seemed to serve little p urpose. As part of the story steps, it do es provide some char acterization for Taimi and the Commander and it does allow u s to hallucinate various fi gures from our past. After completing the events we have enough samp les that Blish and Taimi are able to deduce that Kralkatorrik has invaded the Mists, a place previously o ff -limits to Elder Dragons. His presence there is causing the rifts and threatens all of reality!
The fi nal event in our exploration of Jahai starts with a call from Braham, who had been sent to che c k on a villa g e t h a t h a d j ust bee n Branded. He discovers a han dful of survivors who escaped Brand ing by hiding underground . With th is discovery, we realize that th e best headquarters in our fi gh t against Kralkatorrik will be undergroun d - and Koss knows just the place. Onc e the center of activity in K ourna, the former central comma nd post of the Sunspear s will be perfect! However, the large underground chamber is currently overrun by spiders, includin g a giant spider Broodmother that must be driven out o r destr o yed. While cree p y , the y are not a di ffi cult fi ght an d we are soon able to claim the territory as our ow n, d ubbing it Su n’s Refuge. Like our h ome instances, the Sunspear Sanctu ary belongs to us alone. There, we can rebuild the Refuge throu gh a series of q uests. Once safe, the krewe discuss their fi ndings. Kralkatorrik’s presence in the Mists is destabilizing rea lity and threatening its destruction ! Sadly, there is little explanation at this point in tim e a s to how or why an Elder Dragon resid ing in the Mists represents such a threat. Blish and Taimi also determine that Kralkatorrik’s r ifts and Branded minions are attacking places where Aurene has been . As she is being hunted, it is decided th at th e youn g dragon will be safe if she remains in Sun’s Refuge. This w as one of my favorite story steps for a coup le reasons. Returning to yet anoth er Guild Wars area of signi fi cance and open ing the series o f qu ests that allows one to rebuild the Refuge provided an other won derful shot of nostalgia. I also enjoyed t he fi nal fi ght of th e story step, joining forces with the spirits of Eir and Sna ff - of all people! - to clo se a rift and save Aurene and the sanctuar y. Given Sna ff ’s original demise, their presence in this fi ght was ver y satisfying. Only when the battle is
Going to Ground
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fi nished do we receive th e missing piece o f information that explain s the rifts: Kra lkatorrik is devouring the energy within the Mists!
With everyone safe and Braham an d Eir’s reunion a t a n en d, it’s time to turn o ur attention to fi ghting the Elder Dragon - this time in the hop e of saving all of reality. Sna ff and Eir have brought a message to Aurene from Glint: Au rene must replace Kralkatorrik as an Elder Dragon and w e cannot wait for her to grow. However, Aurene’s vision show s her dy ing at every attempt. With no clear path forward, and fearing death, Aurene fl ees. In her wake, people begin to panic over th e fact that Kralkatorrik is untraceable and nearly indestructib le. Hurriedly, Blish assures everyone that he has a plan for tracking the Elder Dragon so that th ey will h ave w arn ing of h is arrival. Blish believes he can b uild a device that can be attached to Kralkatorrik and warn them of his approach. In order to lure th e Elder Dragon close to Blish an d allow the tracking device to be attached, the Commander must secure some tasty bait: Balthazar’s sword. Runn ing out to collect the sword is a quick sidequest to Vabbi and back to the Blu ff s. While searchin g for the sword, we come across a Priory team who were ambush ed by a sniper who stole Balthazar’s sword from them. We quickly hunt down the sniper, a priestess of Balthazar, who wishes to complete Balthazar’s work and kill K ralkatorrik. We are able to subdue her and regain the sword. After recharging it with S oh othin’s p ower, Balt h azar’s swor d reacts o n its own, seeking Balthazar , sensin g the god through Aurene.
We soon learn the rest of Blish ’s plan to help A urene. First we need
to enter the Mists th rough a rift. With Glint protecting us, we sh ould be able to lure K ralkatorrik to u s with Balthazar’s sword. We then convince the dragon to swallow both the sword and the tracker. Blish insists on d oing th is withou t Gorrik, saying that he won’t be able to concentrate if h e’s worried abou t his brother. Begrudgingly, Gorrik acquiesces and we set ou t t o fi nd a rift. U pon entering th e Mists we fi nd ourselves in the middle of a battle betw een Glint’s forces and Kralkatorrik’s Branded. We hurry t o set u p the sword as a trap for the Elder Dragon while Glint’ s forces provide cover. Despite wa ves of Branded attempting t o steal the sword for their master, Blish is able to set the bait and attach the tracker. As Kralkatorrik draws near, the sword reacts to the dragon and erupts with Balthazar’s m agic, sending ou t a n explosion that damages the tracker and its pow er supp ly. Blish valiantly tries to repair i t but as Kralkatorrik draws near a n d Glint’s army falls to the Branded we run out of time. Blish stay s behin d and orders us to escape, telling us t o return for him afterward - since he’s a machine, he’ ll be safe from th e brandstorm. We give in to his wishe s and, with Glint’s help, escape across the wasteland s of the M ists. After we leave, Blish contacts us on the communicator an d con fesses. There is n o way for him to restore the power to the tracker an d he will have to use his golem body as the power sou rce. This w ill only be possible if he t akes his higher
There and Back Again
Brandstorm in the Mists
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functions o ffl ine. No matter how much we want to go back for the golem, we cannot, and the plucky little Inquest scientist sacri fi ces himself in order to save Tyria. Despite b eing telegraphed in th e story, Blish’s sacri fi ce is a noble dee d and fi ts well with the change o f hear t he confessed to earlier in the Living World story. H e was impressed with Taimi’s desire to save people a nd help others and wanted to do the same. His sacri fi ce n ow allows h im to do so and left me a bit teary-eyed . Leaving the Mists is a race against time against Kralkator rik’s Brandstorm. Guided by Glint’s spirit , we are able to ride our raptors to safety, leaping at last through a portal back to the real w orld.
Taimi welcomes us ba ck on the communicator, ecstatic tha t she’s able to receiv e a signal from the tra cker. Unable to tell her about
Blish right away, we return to S un’s Refuge to break the news to h er and Gorrik in person. Everyone is devastated by Blish’ s sacri fi ce and Gorrik wanders away mumb ling, “But I saved him,” which I felt was another shout-ou t t o Edward and Alphonse Elric of Fu l lm e ta l Alc h e mis t . Blish’s last words inclu ded a call for everyone to stop keeping secrets from one anoth er. When we mention this to Taimi, she reveals that her con dition is no longer in remission and sh e doesn’t have long to live. After losing Blish and with Gorrik wandering away, this fi nal bit o f bad news is en ough t o bring more tears to the eyes. I have to admit that even though I am n ot a fan of Taimi, the thought of losing her does bring a frown to my face and a tear t o my eye. I’ve grow n attached to her, even if I prefer R ox and Rytlock as compan ions. With this fi nal revelation, the stage is set for the next Living World story step. We need to fi n d A urene in order to help her face Kralkatorrik
but we do not know where to begin. As if on cue, Caithe reappea rs, steppin g from the shadows an d o ff ering to help us fi n d A urene. The sylvari’s appearance marks the end of this episode. In the next on e, I’m hoping for more large-scale battles like those found i n Jahai, more map s to explore, collection s to complete, and perhaps a reprieve for Taimi.
More Bad News
RE: Tyria in Flux Steward Gixx, Apologies for the gap in my communications. Has it really been a year since my previous report on the Ancient Spearmarshal? Time does fl y when you’re fighting to prevent a psychotic lich from unleashing an ancient plague on the world! As requested, the following report summarizes the massive world-changing events of the last fi ve years. Honestly, I’m not even sure where to start this report. So much has happened post-Zhaitan’s fall, all leading up to the current state of the world. How could I possibly hope to summarize it all in a single letter? But I’ll do my best. If I had to pick the first sign of the changes that were to come, it woul d be the emergence of the Ancient Karka from the Unending Sea and its attack on Lion’s Arch. We still have yet to discover wh at the Deep Sea Dragon is up to that drove the karka from the depths to resettle on Southsun Cove. But as things have stabilized in that section of Tyria, I can only assume that the Deep Sea Dragon has settled back down. For now, at least. Soon after the events of Southsun Cove, various intelligence reports began circulating about a rogue sylvari named Scarlet Briar. We would not learn the dire signi fi cance of her actions until later… and after substantial losses. Following complet ion of critical repairs on Lion’s Arch in the wake of the karka attack, the city held the fi rst (and last) annual Dragon Bash festival. During the celebration’s effi gy lighting, a member of the Ship’s Coun- cil was assassinated by Mai Trin and her Aetherblade pirates. Before the Council had a chance to vote on a replacement, a notice arrived that the Zephyrites and their floating sanctuary - the Zephyr Sanctum - had docked in the Labyrinthine Cli ff s for the Ba zaar of the Four Winds. Per your orders, I traveled to the bazaar to investigate the unique properties of the magical “Asp ects” that were supposedly connected to that of the deceased dragon, Glint. Try as I might, I never quite managed to master the use of the various Aspects to enhance my movement. I kept crashing into walls at full speed or knocking my head into every slightly protruding ledge. I don’t care what anyone else says, it’s harder than it looks. But I digress.
THE DURMAND PRIORY
From the o ffice of Kora Sangbrell Department of Lore
Steward Gixx Durmand Priory Headqu arters Lornar’s Pass Shiverpeak Mountains 17 Colossus 1331 AE
Over the next many months, Scarlet Briar made various attacks on the people of Tyria that culminated in a devastating assault on Lion’s Arch. Th e result was mass casualties and structural damage necessitating a complete rebuild of the entire city. While the threat of Scarl et herself was ended during the fi nal battle, she succeeded in her ultimate goal. In drilling down i nto a ley line, the resulting surge of magic awakened Mordremoth. It wasn’t long before the fi rst reports came in of the Jungle Dragon’s deadly vines sprouting up all over Tyria. Th en more terrible news - the Zephyr Sanctum had crashed in Dry Top desert. Th e Pact quickly sent ou t members to aid in search-and-rescue e ff orts. It was during this time that the Commander discovered the ship had been sabotaged by Aerin, another rogue sylva ri. We now know that both Aerin and Scarlet were acting as agents of Mordremoth. It would be some months yet before we learned the dark truth - that sylvari are minions of the Jungle Dragon and that it’s only through the protection of the Pale Tree that sylvari are born with free will. It’s unknown why some succumbed to the corruptive call of the Dragon, while others resisted and stayed pure. In the years since, I h ave come across reports suggesting the Soundless were particularly vulnerable given their predisposition to block the Pale Tree from their minds. I must check my journals for the order of what happened next. Let’s see… Fort Salma was overrun by the Dragon’s vines. Th ere were few survivors. Rytlock attempted to use his sword, Sohothin, in a ritual to end the curse in A scalon. He failed, thou gh sub- sequent reports have put the current number of ghosts at a much lower count. Both Rytlock a nd his sword vanished into the Mists - another event deeply connected to future world- changing events. Th e World Summit followed soon after and the leaders of the various races came together as one to agree to fi ght the Jungle Dragon together. Too bad it ended when a champion of the Dragon attacked. Th e Commander and their team brought the beast down, but not before the Pale Tree herself was left in a critical (albeit, stable) condition. We received our first top-secret report about Glint’s last known egg just as the Pact fl eet set sail to end Mor- dremoth’s threat. No one could have anticipated the utter destruction that waited. If only the truth about the sylvari had been uncovered sooner, perhaps the outcome would have been diff erent. Perhaps the Pact wouldn’t have been literally decimated before they could even get one shot o ff. As your evaluations of me at the time included the request that I “cease my inane gushing about Tarir and the Exalted” and to “get back to work,” I will simply say that the g olden city and its inhabitants are still a vast fountain of lore that Priory members are cataloging to this day. Now, where was I? Oh, yes! With the remains of the Pact scattered throughout the jungle, the Commander took charge. Rytlock reap- peared, no longer a warrior, but the first revenant able to summon forth legendary fi gures of the past and gain their abilities for battle. Glint’s egg was safely recovered and placed within the protected walls of Tari r. The Commander and allies ventured forth to attack the very mind of Mordremoth, while the shattered remains of the Pact forces rallied to fi ght the physical manifestation of the Dragon. Th e assault on both fronts succeed- ed and the Dragon was killed… although - given what we’ve learned this past year - killing an Elder Dragon is less an “ending of a threat to the world and a cause for celebration” and more of an “oh dear, we’ve tipped the world closer to apocalyptic destruction.” Who knew? Th at brings us up to 1329 AE, which really was all over the place. I mean that literally. It seemed with every new event I was traveling back and forth across Tyria trying to stay current on the latest happenings.
It was exhausting. Minister Caudecus caused a ruckus over the Bloodstone that coincided with the resurrection of Lazarus, th e last mursaat. Lazarus then denounce d Cau decus as a fraud who then denounced Lazarus as a frau d who, in fact, was a fraud. It turned out that Fake Lazarus was actually the god Balthazar in disguise because he’d been kicked out of the pantheon and needed to collect magical energy to regain his power. We’ve since learned that it was Rytlock who freed Balthazar from his imprisonment in the Mists in exchange for the god re-igniting Sohothin. To be fair, it’s not as though Rytlock knew he was unleashing a vengef ul god determined to wreak havoc on the world. It was about this time that the dragon egg hatched and the baby Aurene bonded with the Commander. Th at hot-head Braham shot an arrow at Jormag’s tooth. Th e one the norn have on display in Hoel brak, that is. Th e tooth cracked which the norn took as a sign and were all set to attack Jormag. Balthazar tried to kill Primordus to steal the dragon’s energy but the Commander used an asuran device that pitted Primordus’ and Jormag’s energies against each other. Th e result was that both dragons were put back into a “dormant state.” No one has been able to answer how long these dormant states will last. It could be months, years, or hundreds of thousands of year s. Even though that would mean two fewer threats for the world, I can’t help but feel it would be rather antic limactic if we should not see them again in our lifetimes. Oh, and somewhere in all that, the real Lazarus was resurrected and then Livia - the Livia - reappeared and helped the Commander put down the last mursaat once and for all. After that, I went to Elona. You have all my reports of my time there. Of Glint’s first Scion, Vlast. Of Balthazar’s plan to kill Kralkatorrik. Of Aurene and the Commander fi ghting together to kill a god and save an Elder Dragon. And so on and so on. Th at catches us up to Palawa Joko’s return, the narrowly- avoided outbreak of the Scarab Plague, and of the lich king’s permanent death at the hands (or rather, teeth) of the juvenile Aurene. I do worry that there a re yet unforeseen consequences of the second scion consuming that pile of rotten fl esh and evil magic, but none have presented themselves as of yet. Other than a bit of fi ghting in the Mists, the Commander preparing Aurene to take her place as an Elder Drag- on, and Dragon’s Watch preparing to destroy Kralkatorrik, I have nothing else to report at this time. Which is good as it’s ti me for me to take my pet roller beetle out for her daily spin. Until my next report ,
Kora Sangbrell Archon, Dur mand Priory
K.S
70 GUILDMAG #23 | COMMUNITY - Guild Spot light
BY MIKO
hink the to p tier WvW servers a re full of hardcore guild s with hardcore 24/7 rep ru les and n o-holds-barred tactics? Then meet Owl Legion [Owls], a Kaineng loyalist gu ild that’s b een with the server since 2012 an d is known for its friendliness and sense of fu n. Guild leaders Krimshaw and Nanes h began [Owls] a s a personal guild shortly after Guild Wars 2 ’s launch, developing frien dships with many of the core W vW players alon g the way. After several Kaineng guild s disband ed or transferred o ff the server, Krim and Nan decid ed to open the guild u p to th eir friends and o t h e r guildless K aineng p layers . “Over the year s we’ve taken in Kaineng loyalists and that’s been par t
of our guild’s strength - the longevit y of our friendsh ips,” Nan says. Th is e x tends beyond the guild and to t h e partnerships they’ve established with other guilds. “[Owls] is not a solo act,” Nan tells u s. “We believe in guild cooperation. We partner with our friend s and encourage guild cross-over; this means you almost always have someone to run around with . Skritt K ings [S K] and The Devil’s Rejects [HELL] are active guilds that [Owls] tag up for when w e’re not fl ying a s a fl ock.” This dedication to the friends they’v e made on Kaineng has n ot gone unnoticed and contin ues to d raw people to the gu ild. Gu ild members Elrenia, Rhall, Corvax, and Migellito all found themselves run nin g into the Owls in WvW and had th eir
curiosity p iqued. “They were su per friendly and accepting right away,” Elrenia shares, while R hall says he was enticed b y a promise o f Kainen g shenanigans. For the most part I ha d onl y d o n e some r o aming , so playin g with a larger group was a di ff erent and fun experien ce with [Ow ls]. After running with O wl Legion for the night, I joined the gu ild, and have met some amazing p eople over the past few years.” Their dedication to Kainen g has also not gone unnoticed by server leaders. As [Owls] member an d K aineng’s Discord server admin, Caephire, tells us, “they’re a fun group to ru n with, not too seriou s, but n ot too casual, they hold sp ecial events in WvW ( Theme N ights) and the accompanying music always cheers me u p . T h ey’ve served as my ancho r
T
Guild SPotlight

owl legion

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Owl Legion [Owls] Leader: Nanesh and K rimshaw Server: Kainen g (NA) Size: 22 4+ members Preferred game mode: WvW In-game contacts: Sionnach.5391 , Dill Picks.5 069 , Elrenia Hothien.4657 Website: w ww.owllegion.com Quirk We’re a wacky b unch of Kaineng Loyalists; a flock of fun-loving Owls ready to swoop in to W vW and save the day (or die honorably.) Our watchwords are Have Fun With It - translation: “ Hoot hoot!”
on the serv er. I believe in staying on Kaineng for a while since it’s been my home server. With [Owls] here, it always feels great to ha ve familiar people t o hang out with .” So what makes [Owls] d i ff erent fro m other guilds? Krim believes it begins in their being a n o-hassle guild. Their only real requiremen t is to be go od to on e another along with other players. “Because of our laid- back atmosphere, I think it rea lly allows for everyon e to kick back and enjoy the game versus making it into a job. We all have jo bs and gaming shouldn’t be one o f them.” For guild o ffi cer Dill Picks it’s their members. “Any questions you have, there are always players to hel p answer it. I enjoy h o w we are alway s laughin g and having a go od time in
voice chats. We always try to invite and include any players runn ing around with us so i t is always a fresh experience.” Migellito sees an interesting e ff ect from this relaxed atmosphere: everybody really feels they have room to shine in their o w n w ay. “I t hin k pe op le te nd t o p er fo rm better when they’re ful fi lling their own potential rather than trying to stick to someone else’s p aradigm of how to play their character.” The [Owls] are also not strangers to other game modes. Recently, Dill Picks has also organized some Owls into trying out raids, progressing through the wings quickly, th eir coordination and exp erien ce from WvW provin g its worth here as well. Nan and Krim also make it a point to reward their members with
semi-monthly WvW theme events featuring giveaways, ensuring tha t everyone in squad gets something cool - usually a skin or top-tier dye. Themes have run the gamu t from Caturday ( all charr) to Macho Madness (wrestling character s!) to Purple Reign (mesmers and the music of Prince). As Corvax puts it, “Theme nights i n WvW are always lots of fun . During these events, we often end u p runn ing ridiculo usly unconventional build s an d comps, and I think w e give the enemy some good laughs due to our shenanigan s as well.” [Owls] also team u p with their partner guild [HELL] for WvW guild missions and [HELL]’s annual St. Patrick’s Day gold and giveaway ra ffl e. In addition, [Owls] host their own annual even ts like Mardi Gras , where they parade through all the
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major cities the weekend before Fat Tuesday, throwing all the b est stu ff to parade watc hers! As well, they participate in the Tyria Pride march, which is always a great time. Guild member Clea is proud of [O wls]’ participation in the in-game Prid e marches. “Few or many, [Owls] is always there, representing a belief in fun, acceptance and d iversity.”
Together, [Owls] continu e to stay true to their server pride as one of the remaining WvW gu ilds and also one of the Old K ain eng gu ilds. They’ve achieved a fully unlo cked and max level guild hall, and boast friends across just about every NA server thanks, in Caephire’s opinion, to Nan’s ab ility to reach out to opposing teams after a good WvW skirmish. Nan credits their ability to stic k together through thick and thin as one o f their major achievements. They’ve also managed to make a name for themselves in WvW despite the fact, in Krim’s opinion, that they consider
themselves a casual WvW guild . Still, you can always fi n d [Owls] roaming around WvW maps even outside of their normal weekend runs. A nd because many Ow ls are cross-guild members, they can often run into each other in th e Borderlands or Eternal Battlegrounds. Nevertheless, w hen the call to arms goes u p on Discord or in guild chat, th e Owls show u p whether it be for dungeons, fractals , raids, WvW, or even in other games like Dungeons & Dragons . Beca use of their focus on weekend activities, guild o ffi cers take care of th e guild durin g the week, forming up casual parties or squads for fun in Pv E dungeons, fractals, raids, or i n W v W. For players w ho might thi nk starti ng a guild is daunting, Nan and Krim encourage players to fi nd out what your grou p likes to d o and go and have fun with that. It also h elps to have a friend or partner, someone you can trust and rely on, with whom to start the guild. “Don’t be in a ru sh,” Krim says. “[Owls] grew organically over time. We almost never recruit in the way big WvW guilds recruit. Most of our players have been picked u p via direct player-to-player communication.”
Nan shares that she regularly messages “tagless roamers in WvW to see if th ey are looking for friends to teach them the ropes - often new WvWers are shy becau se the atmosphere can b e intimidating.” Clea agrees and p oints ou t to “keep an eye on those who ru n with the squad, but aren’t in it. Remember the name of the asura wh o always seems to be aroun d to revive you . Talk to the charr on the wall rain ing fi re down on th e rams. These are the folks wanting to help, to collaborate. They are often looking
Because of our laid-back atmosphere, I thin k it really a llows for everyone to kick back and enjoy the game versus making it into a job.
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for a group to be part of, a h ome.” So if you’re on Kainen g and [Owls] soun d like th e kind o f people y ou’d like to know or be a part of, get in touch with one o f the in- game contacts listed on th e previous page. Nan stresses that their focus on fun and friend ship amazes her - “[I] love my server mates and love my Owlets!” And this sen se of true friendship exten ds throu ghout the gu ild. “Some p eople wou ld say there is a di ff erence between the friends I h ave in [Owls] and
the friends who I’ve eaten din ner with. There isn’t,” Migellito says. “These people are my friends, and I’m proud to kn ow them. I can ’t
even count the number of times one or another has h ad my back in some way that has noth ing to do
with playing an MMO. I care ab out them, and I know they care about me too.” Clea ex pands, “Du ring our tenure as a lin ked server, w e encou ntered a host of p henomenal guild s and in dividuals, many of wh om we welcomed to our ranks. We eagerly look forward to th e next member, and their poor pun s and challenged tastes in beverages, a n xious to invite them to our sundr y and varied ca lamities a nd capers.”
Some people would say there is a d i fference between the friends I have in [Owls] and the friends who I’ve eaten dinner with. There isn’t.
76 GUILDMAG #23 | EDITORIAL - Magic Systems in Tyr ia
Magic Systems in Tyria
BY FEARAN & STARCONSPIRAT O R
he concept of m agic is a frequ ent occurrence in books, movies and video games. Players well-versed in the fantasy genre will easily recognise the common trope s of magic that exist in Guild Wars 2 the moment they start playing. Fro m the playable races and professions, to th e di ff erent personal stories, starter maps or end game content, there is n o denying that magic plays a massive role in this game. We see two d istinct magic systems at work in Tyria which creates an interesting mix of inherent properties and fl ow ing energies that can b e harnessed by living beings for a variety of purposes, including food. This d ual system cleverly explains a nu mber of in-game ph enomena and provides the impetus for the overarching story of the Living World.
The core magic of Tyria is ever present, moving through the w orld along ley lines that enable waypoint s and various places of power. The waypoints and asu ra gates were fi rst introduced in the Eye of the North expansion and it was only recently that w e discovered they were powered by the energy fl owin g across the planet. Man y modern games with expansive worlds mu st o ff er a fast-travel system, and while many of these are free, using asura n bu siness acumen to charge a small fare for using their gates is an adde d characterization bonus. As far as fast-tra vel system s go, explaining fast-tra vel to far-o ff places by connecting the two poin ts throu gh a river of magic, this is q uite clever. Now, if only we cou ld fi gure o ut a way to get in on some of that p ro fi t. The ley lines themselves are on ly visible in some specific places such
T L ey Energy
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as the Ley Line Hub in Dry Top or some un derground areas in the Heart of Maguuma, w here the chak are foun d feeding on the ley energy. While in most places the ley lines are of a light blue color, in some other places such as Slothasor’s Den in the Salvation Pass r aid wing, the fl owing rivers are of a bright y ellow (with a hint of purple) color. Taking into consideration that the di ff erent types of magic, each with their ow n color, combined wou ld create the light blue ley lines - similar to th e way light behaves, with di ff erent wavelengths merging to create the color white - these y ellow ley lines could be a sign of the system’s imbalance.
Not surprisin gly, the ley line system is not always reliab le and it fl uctuates. Basing the network of
waypoints on an u nstable power source means that somet imes a gate will be unavailable or the magic will spike, becoming volatile or unstab le. Althou gh some creatures, such as the chak, feed on ley energy, some of the greatest changes to this core magic system of late have related to the awaken ing Elder Dragons and their apocalyptic eating habits. Creating a world where monstrous beings rise up to destroy civilization by allowing them to feast on the lifeblood of th e planet sets u p an interesting conund ru m for players. Making the Elder Dragons a cataclysmic force has allowed the storytellers at ArenaNet to explore a world in w hich trying to save it from being consumed by dragon s has inadvertently led to its p ossible destruction a s the energy that girds the planet becomes dangerously unstable.
A lot of lore, originating back from the fi rst Guild Wars series, was based on the existence of gods who once came to Tyria from the Mists, and later returned to it. Having established that an “afterlife” or other dimensional area exists, and adding in a network of gateways tha t instantaneously move you from on e place to another, th e n ext natural step was to add in gateways to th e Mists. With the connection to the Mists, th e developers at ArenaNet create d a system that w o ul d explai n how some other seemingly magical things could happ en; things th at don’t fi t into the Elder Dragon magi c- balancing system. Even thou gh having th is two-layered system seems controversial and may seem contrived, it does turn out to work pretty well. This combined system, comprising of the magic o f Tyria wit h its Elder Dragons and the old lore of Guild Wars with its god s and th e Mists, is actually a n ew and realistic way t o represent the p hysics of
The core magic of Tyria is ever present, moving through the world along ley lines.
Unsta ble Systems
The Mists
78 GUILDMAG #23 | EDITORIAL - Magic Systems in Tyr ia
magic in a game world.
So how does th is work? The magic of the Mists could not simply remai n within the Mists. Placing the gods - extremely powerfu l b eings with their own access to magic - into the world made it clear that Mists’ magic could be u sed elsewh ere. Artifacts and certain event s become explainable, with out resorting to “it just happened” because of th is extra touch. For example, the magic of some o f the professions partially originates from the Mists; whilst the revenant is obvious, the gu ardian and the necromancer augment thei r capabilities b y drawing on magic from another time and place as well . Many of the storytelling moments of Guild Wars and Guild Wars 2 are driven b y the actions o f the gods. The founding of Arah, the gifting of magic by A b addon, the shattering o f the b loodstone and the three Guild Wars that followed, are all e x ample s of this heavy-handedn ess. In this way, ArenaNet has two option s for explaining a story: if the Eld er Dragons didn’t do it, then surely the gods d id.
Once players could travel to the Mists, various worlds opened up to our exploration. The Mist War s and t he P vP maps were some of ou r fi rst experiences with th is magical realm outside of the Elder Dragon system. Additio nally, the Fra ctals also takes place in th e Mists. Alongside Fractals, other Pv P areas includ ing the realms of th e Mad King and World vs. World can all be explaine d by this m e c h anism, givin g these areas we frequently v isit a solid reason to be there, instead of o ff ering some ma gical, out-of- nowhere appearance. Of co urse, our most recent Living World Story showed us what h ap pens wh en th e
two systems cross! With an Elder Dragon n ow run ning rampant in the Mists, eating its energy, the ver y fabric of reality is tearing!
These two sources of power, t hat of the ley lines an d that of th e Mists, form the foundation s u pon which all th e magic u sed by ArenaNet is built. The balance b etween these two so urces is a delicate system because the world of Tyria can’t exis t without it, bu t a level of magic that is too high on the other hand will be equally destructive. The process of evening the scales is n ot peaceful and can be foun d in the in -game lore. Killin g two Elder Dragons has led to volatile and unstable magic fl owin g throu gh the ley lin e system. Throughout th e story of the Livin g World and th e fi rst two expansion s, it becomes clear t hat Tyria has become unbalanced and hazardous . Orbs of free fl oating magic appear randomly; anomalies, sparks and coalescences trigger events at certain places. Even rifts to the Mists have developed an d grown to the point where bubbles in reality are forming through out the world. To create a world wher e magic is always present, the developers hav e added places, items a nd stories tha t show its variety, complexity and believability. Throu gh th e story of Guild Wars 2 , ArenaNet has created
a system that dep ends o n dragons to c y cle power i n and out of a syste m and have set a land of pure magic on a separate plane of existence to explain otherworldly adventures. Then they purposefully broke it. Thi s results in a challenging storyline where the players ( Tyrian creatures ), and the forces threatening them (the gods and Elder Dragons) are disruptin g the balance o f the world itself to a level where it could be destroyed. By having th e story go in this direction, th e storytellers at ArenaNet are making sure th ey develop a n interestin g tale, wh ere the risks of failure are ever-present but the euphoria of victory h igh.
The Gods
Traveling to the Mist s
Two Systems in Danger
The magic of some of the professions partially originates from the Mists.
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LORE - Wit h Leaps and Bounds | GUILD MAG #23
With Leaps

and Bounds

elcome to the fi fth installment of our series where we try to uncover the possible backstories behind the vario us elite specialisations of Guild Wars 2: Heart of Thorns . In this issue, w e set our sigh ts on w hat is possib ly the slipperiest of them: the daredevil! Launching fi rst into an an aly sis of the daredevil’s equipmen t set, the Daredevil’s Scar f is c lose to the stereotypical ‘ninja head wrap’ look. However, this actually clashes with the historical headwear of the Canthan assassins in Guild Wars , which w ere usually masks that only covered the lower face. This
appearance was available to PCs o f all professions i n the Mask o f the M o Zing in Guild Wars: Eye of the North , but despite the Canthan-d erived name of the item, a head wrap received from the mysterious Vael might not genuinely be Can than in origin. Some Canthan NPCs, particularly among the Luxons, do wear such headgear, but this is pr ob abl y no t enou gh t o ti e t hi s st yl e to Cantha. Instead, similar head wrappin gs are present in other forms of adventuring armo ur, such as the Anonymity Mask ava ilable to sta rting thieves; this seem s to indicate that in present-day Tyria, such items have become common among th ose interested in hiding
their iden tity. Moving o n to the w eap ons, th e Daredevil’s Sta ff a ppear s to be a simple, utilitarian, iron-bound sta ff without deco ration. In Guild Wars , staves of this nature were generally found in Cantha, but in real- world history this sort of design was fairly common wherever sta ves were seriously used as a weapon . Considering this, its app earance probably cannot be taken as meaning anything more than that the sta ff is intend ed for combat rather than as a spellcasting focus. The Ascended weapon , known simply as “Bo”, is similar in design
W
BY DRAXYNNI C
Revealing the origins of the daredevil...
80 GUILDMAG #23 | LORE - Wit h Leaps a nd Bounds
- however, the entirety of each en d is capped in bronze (or at lea st a thicker section of wo od). More interesting is a design inscribed on the shaft: one formed from fl owing lines reminiscen t of tho se that decorated many Canthan armour pieces in Guild Wars Factions and the sleeves of the Canthan-themed Imperial out fi t in Guild Wars 2 . Another notable design elemen t of Bo is the two tassels along its length - a feature which is, again, commonl y associated with Canthan-themed weapon s such as th e Dragon’s Jade set. The collection required to acquire Bo provides few hin ts to the daredevil’s origins, or at least noth ing that seems to point in a single direction . The Grizzlemouth Fighting Techniques manual indicates an interest in charr martial arts, but this is probably to be expected in what is essentially a mar tial artist elite specialisation. The Silen cing Down Feather is something that can b e expected to be of interest to thieves in general for sneaking around, and therefore does not poin t to any particular origin. The Scalawag’s Lucky Coin, o n the other hand, may be a potential clue. While it may simply be a lucky charm for a profession with a hab it of swashbuckling, it d oes p oint t o a p otential criminal con nection; speci fi cally, to the pira tes from whom this coin is scaven ged. Finally, let’s look a t the skills ava ilable to the daredevil. The daredevil’s utility skills involve a mix o f throwing d aggers on th e one hand and unarmed combat b ased around kicks and p unches on the other. This style is reminiscent of some of the skills from the Deadly Arts line for a ssassins in Factions, but where assassins seemed to be focused on precise strikes, th e daredevil’s unarmed skills seem to be more of a brawling style, focusin g on power and speed over precision. Of particular interest is the Bandit’s Defense skill - the naming of w hich suggests that even if the originators of the daredevil profession weren’t
bandits themselves, t hey were, at the very least, not too proud to lear n from them. This gives u s two intertwin ed threads regarding the origin of the daredevil. The fi rst is that th ere is, apparently, some Canthan i n fl uence . The secon d is a conn ection with a criminal element. There are two po ssible ways in which th ese two threads can be reconciled. The fi rst is that there has been som e link between Canthan traditions a n d criminal groups all along. This could be in the form of some export of the Canth an gangs, such as the Am Fah or the Jade Brotherhood, havin g made their way to Kryta among the other refugees. However, this does seem unlikely. The organised criminal underworld of Kry ta seems to have been mostly organ ised b y, and for the ben e fi t of, the White Mantle - an organisation based on Krytan rather than Canthan histo ry, and w hich probably could not
reasonably be expected t o pay many respects to Canthan artwork or traditions. I t is possible that th e White Mantle d id not manage to in fl u ence all of Kryta’s organised crime, or that t here ar e some gangs that are under White M an tle in fl u ence bu t w here non-Krytan cultural elements have remained intact. However, there have b een few, if any, signs of criminal group s with Canthan in fl u ences in Guild Wars 2 thus far. A somewhat less direct, if also less interesting, con nection comes from the observation that the core thief has alwa ys shown Canthan in fl uences. While th e thief is considered by Aren aNet t o be separate from the assassin of Factions , it is clear through skill and trait names (part icula rly in rega rd to dagger skills) that at least some of the techniques o f assassins have been adopted by thieves. If th e thief community continues to use Canthan names for certain fi ghting techniques, it is possible that certai n thieves, even if purely of T yrian
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LORE - Wit h Leaps and Bounds | GUILD MAG #23
ancestry, maintain an interest and respect for other aspects of the culture, including usin g Can than styles to decorate their weapons. It is even possible th at such styles of decoration might have become tradition among some groups of thieves, with out th e members of such groups realising that they are Canthan in origin. Neither of th ese po ssibilities, however, gives any explan ation as to why the daredevil app eared when it did. One could certainly imagine that somewh ere there was a secret organisation of daredevils that decided that the r ise of Mordremoth sign alled the time to reveal themselves - but we have no indication that such a group might exist. One possibility that might bring it all together is that th e daredevil may be involved with th e corsairs that ply the waters between Elo na and Cantha. Un like Krytans, w hich were cut o ff from Cantha by the rise of Zhaitan, these corsairs may still be in a position to engage in trade or plun der with Cantha. A s a result, Canthan in fl uences amo ng these groups would be stronger than in Kryta, but th ese would still merely be in fl uences - the rough-and-ready nature of pirate culture wou ld still be the dominatin g element. So while they’re still not the precise and controlled assassins of Can th a, they may have more access to these traditions than the thieves of Ty ria.
Under this hypo th esis, th e death o f Zhaitan would have o pened up the Sea of Sorrows to these corsair s. Some might then have arrived in a rebuilt Lion ’s Arch, relying on the city’s acceptance of privateers to ensure a safe port and a place to sel l goods stolen from other locations. Over time, these corsairs might hav e begun sharin g their techn iques - deliberately or otherwise - with local privateers, adventurers, and the Lionguard. Th ese skills might then have been passed on, in turn, by the Lion’s Arch con tingent of the Pact expedition to the Maguuma. I n the end, there i s no ‘a- h a!’ momen t in this analysis. I thin k it is safe t o say that th ere is some connection to Canthan heritage, however distant, as well as clear links to the seedy un derbelly of Tyrian societies. Bu t the same observations can also be made abo ut the core thief. It is possible that in this case, there is n o deeper story to be fou nd - the daredevil is simply a natural extension of the thief’s in herent skill set, developed b y thieves wh o wanted to further develo p their physical capabilities a nd acrobatic skills t o give themselves a b etter chance w hen stealth fails.
emp ty shell
BY JALI N AR from C HRONI CLES OF TYR I A
un I turned my head once more to the incoming stampede. I could feel the thunderous reverberations of thei r a pproac hing feet. The howls o f anger and the clanging of weap ons echoed in the valley. I was f r o zen f o r a momen t remembering the look in their eyes. Was I truly a monster? Hid e My b ody still felt slu ggish from the recent events and coordinating my legs was an arduous task. One slow step a t a time was all I could manag e at fi rst, my left leg still limping from the fi rst impac t. I walked o ff the well-trodden path and let the forest cover my escape.
The bitin g cold o f the mornin g dew , the grit of dirt between my toes and the occasional sn ap of a twig under my bare feet were all too unfamiliar to me still. Before comin g to th is land I had watched it, but bein g able to feel, touch and hear it were concepts all too foreign. From my prison, I had learned of thi s land in all its facets. The inhabitants that walked o n it, built upon it, waged wars and ravaged it, but I could never understan d h ow it felt to be among them. The Shiverpeak Mou ntains could have been a fi gment of my imagination, and it wou ldn’t have made a di ff erence to me. Dirt turned to stone as the trees thinn ed and I emerged at th e foot
of th e mountain. Its sheer walls and snowy peaks blocked further progression westward. I caught my breath for a moment. Running for my life was not what I had expected of my arrival in this land. I thou ght of the morning’s events once more to try and make sense o f where I had go ne wrong. Hea d south The land -dwellers had descen ded from the north; appearing out of thin air under a fl oating contraption powered by a familiar energy. First, they tentatively walked in my direction, scared of my st ature as I towered over them. I open ed my mouth to speak like th ey did, bu t no words came out; I did n ot n eed breath to live. I reached my hand
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dow n instead t o greet on e of th e humans, but a b olt of lightning sprang between us, laun ch ing him a cou ple of paces back. The rest of his group unsh eath ed their weapons and brandished them menacingly. One of the fi gures swu ng at m y exposed th igh. Th e land-d wellers backed away instinctively as they saw a similar energy arc from my wound. A cry of pain echoed within my mind, not my own voice. My foot gave way undern eath me as I took a step back. Th ey came forward again , bu t with a single p ush I fl ung my assailants onto the g r o u n d and ran. Ma ke it stop The chirping of the birds and b u zzing of insects deafene d my ears, bringing me back to the present moment. I had n ever heard such noises i n my entire existence a n d somewhat missed the silence of my prison. Never fully experiencing this world had been a torture, but all thes e noises made it unbearable. I walked southw ard until I foun d a small waterfall cascading from a cli ff above. I knelt down and w atch ed as leaves lazily travelled downstream. As I submerged my hand to c atch on e, th e water boiled and evap orated at my touch. The leaf was left charred in my palm and the wind blew its remains back into th e stream. As the water settled, I noticed my re fl ection. My unblinking stare gazed back at me as I reached a hand up t o feel my features. This b ody was n ot ideal, too conspicuous, too di ff erent from the other races. Too bright. Fear: that was what they felt when they saw me. When they saw us. They fe ared us. The realisation dawned upon our collective mind as the voices started arguing on ce more. “T hi s was a mistak e , one o f the voices said. “W e shouldn’t have left our home. “You mean our prison, another interjected . This i s the o nly way, a third said. “W e have t o warn them.” The cacophony of voices continued to argue with in ourselves Enough. I screamed as our hand broke the surface of the water, shattering our re fl ection. T he voices stopped as we gathered our surround ings. Noon had turned to dusk, and w e n eeded to fi n d a safe haven and quick. The Tyrians would be coming back any mo men t now. L et’s move We rose from our position as w e heard the crack o f a twig behind us. We spun to fi nd a cu rious individu al staring at us. On e of the newborns. Born from the land itself: a sylvari. It gazed at our form in quisitively.
“Wyld Hunt?” sh e whisp ered . The word made us back away. Hunt. They were hunting us. We had to get away before the others arrived. “I mean you no harm,” she hurriedly said, seeing u s backing away. She pulled her axe from her belt and set i t aside o n a nearby tree trump. “I’m Keara. I’ve seen yo u in m y Dream.” Once more we tried to speak, bu t nothin g happen ed. “I d o not know what my Wyld Hunt en tails, b ut I de fi nitely needed t o fi n d you ,” she said sittin g dow n by the brook. “What are you? Oh, we can play th is fun game I learned from the humans. You can mime it to me. Make gestures and I’ll try to gu ess.” Should we trust h er? The voices fl owed back into my mind an d started arguing again. Our fi rst experien ce with the land- dwellers had made most of the voices distrustful. They wondered if we should truly h el p them or let th eir own ignorance de s troy them. We settled on giving t hi s one a chance as she hadn’t feared us like the oth ers had. We agreed to her game as w e raised our hand and pointed at the fl owing w ater. “Oh, the brook? No. The water? Probably not.” She chuckled to herself. I swept my palm above the water, careful not to disrupt its flow this time. “Flow?” We nodded in resp onse then put o ur palm to the ground. The dried plan ts sizzling under o ur touch. “You fl ow underground? I’m not su re I understand. How can something fl ow through solid earth. Unless... Pulling her backpack o ff , she rummaged through it fo r a moment. Some sheets of paper, rations, and a few bits and bobs were strewn around the sylvari before sh e pulled a worn leath er- bound book o ut. “I know I’ve read it somewhere. It must be in my notes, I know it,” she mumbled as she turned page after page. Here it is. ‘U nders ta n d ing the fl o w of Magi c’ by Taimi. ‘T h e transcendent magic channels that span the globe. Old- fashioned synergetics texts call them ley lines. Normally , you can’t see them o r touch them, but th ey’re real. Magic fi nds its own path, like rivers running to the sea.’” She looked up from her book for a moment staring at us as i f she was seeing more than our physical form. “Is that what you are?”
I nodded and the voices inside agreed for the fi rst time. “But, why are you h ere? W hy w ould th e Mother Tree send me to fi nd you? You might be one of a kind. Some kind of ley-energy anomaly. Is that rud e? S orry.” How could w e explain o ur purpose th rough a series of simple questions? The issue at hand could be devastating for the survival o f ever y r ace. Keara tried to reach a hand over to us. We can t hurt this one We p ulled away from h er, b u t our foot c a u ght o n one o f the baubles left on the groun d and we tripped in to the brook. The water fi zzled an d b ubbled against ou r bod y as we p ulled ourselves back on our feet and looked at what w e tripped over. “I’m so sorry, I just left my things lying aroun d like that. Being organized wasn’t one of the traits I picked u p fro m the Dream I think,” she said, apologizing profu sely. “I think you tripped on Plidd’s data crystal, sorry.” Data crystal. The object looked of asura design, maybe it could help us. Perfe ct Small sparks shot out from its edges to my fi ngers as I approached it. It was one of the only items we could
hold in our palm witho ut destroying it. We felt the information contain ed within it. It fl owed through u s like we fl owed th ro ugh th e ley lines not too lo ng ago. “Is that w hat you need?” the sylvari asked. We shrugged, unsure, and concentrated on the crystal. The glow of our skin started fl owing toward the cry stal as we made our information p our into it. We are from the ley lines. We were born when the Elder Dragon energy poured into the veins of Tyria. This land is sick. What happened i n the Fen will happen elsewhere. We used some of the magic to create this s hell and warn you. Save Tyria. We put the crystal back on the groun d a s its bluish tint shifted to the orange of our glow, gently illuminating Keara in the growing darknes s. We could only h ope it reached the right individual s now. “What did y ou d o to it? Plidd wo n’t be happy if h is research notes are gone,” she wo rried. “D id you hear that?” she said, turning to the woods and grabb ing her axe. “People are coming this way.” We felt them approaching before Keara spotted them. They were the same footfalls as before w e entered the forest. There were less o f them this time.
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An asura, a norn, and a charr emerged from the forest into our clearing. “There it is,” the n orn exclaimed as they drew their weapon s. “Get away from this monster,” th e charr growled. “By whose authority?” Keara replied, stepping in front of u s. “Move aside, twig. This creature almost killed us,” the asura snapped as he p ointed h is rifle at us. “Get back! I w on’t let you h urt my Wyld Hu nt.” Keara swung her axe in a wide arc summoning vines from the undergrowth to snare th e trio. She turned to us an d yelled. “Run! I’ll fi nd you again .” RUN We hesitated for a moment before turning aro und and leaping across the brook. We ran back into the cover of the forest to hide from our pursuers. Our escape was short-lived as we felt the bitter cold of steel dig into our throat. Our view of the world spun as our body lurched to a stop and hit the grou nd. As our vision regained focus, w e saw what had stopped us: wires, strung between the trees at di ff erent heights throu ghout this portion of t he forest. Footsteps and voices approached as we attempted to rise. Panic overwhelmed us a s a kic k to our lower back pushed us against the rocky groun d
and two sharp spears pin ned o ur arms down. “You can’t run this time. Kill it,” the human we inju red ordered, his features barely illuminated by the ligh t of the moon piercing thro ugh th e can opy. The blades and bullets carved into our body. The multitude of voices screamed into our mind. Why woul d they do this? We on ly want to help. We felt each oth er being ripped from this empty shell we created. We tried to pull our arms free from their restraints, but the magic had grown too weak. One b y one the voices fell under the blows of the T y rians, o u r collective ley energ y dissipating piece by piece, until only th e I was left, th en there were n one. Nothing. I found myself fl oating once again in my p rison . The end less fl ow of ley-lin e energy coursing through th e groun d w here I was u nable to feel win d, unable to see the water fl ow, unable to hear the chirping of the birds anymore. Having been rippe d away from the wo r l d, all I had now was knowledge, know the violence of the worl d above, know th e imbalan ce of magic through out Tyria. I n ow knew that w e were never meant to gain access to consciousness and that we w ere only an eph emeral anomaly o n Tyri a . I knew t ha t we were u n wanted t he r e , but someone had listen ed to u s. I could only hope they wou ld be th e change Tyria need ed.
R EM AINS OF THE NORTHERN WAL L
When all hope was lost, the human s of A scalon took heart in the fact that their wall still stood. Brave men and women stood their ground at the wall, battling wave after wave of charr, struggling to save their homeland. Their sacri fi ce and struggle, though ultimately futile , remains proof of the human spirit. Even after the Searin g destroyed the land, most of th e wall stood fi rm.
by Varrus Shatterblad e deviantart.com/tmattom
THE BURNING FOREST
This volcanic vent is the site of the Flame Legion’s Godforged rituals. These charr shamans rely on powerful magic, embracing its power unlike the other High Legions. It is here that the charr worshiped their leader, Gaheron Baelfire, who was trying to become a god. Long ago, the charr’s homeland held another burning forest, a land set on fire by the titan Ignus the Eternal, one of a race of demons that all charr once worshiped as gods. by Pern artstation.com/pern
88 GUILDMAG #23 | FICTION - The Cata clys m

The Cataclysm

BY FEARAN & S TARCONSPIRA T O R
t was a beautiful evening, the sun was slowly setting toward s the horizon, spreading a warm and comfortable glow over the sky. But somehow it didn ’t feel right. He stood there in his tower, the place he always returned to when h e needed time to think, his h an ds holding a scroll that felt familiar to the tou ch. From below, sounds were vaguely audible - shouting voices of people in fear, cries, words hardly understandable, all covered by loud, rumbling sounds that h e had last heard a lo ng time ago. The roars of th e charr. Carefully he unrolled the scroll, reading the words that were written in the old Orrian style, closing h is eyes as he did so. “Act with magic, act within reason, act without mercy.” H e felt t h e voice o f the dark god reaching out to him, again. “Sometimes it’s better to make it fast.” He opened h is eyes again, surprised that it had tu rn ed qu iet all of a sudden. He was standing in front of Din al-Jindi, th e gate that had protected Orr against invaders for cen turies. When he looked back h e found himself in the lush Valley of Lyss, overlooking the w aterfall, any sound covered b y the impressive voice of Hope Falls. But h e heard it. Th e lou d sou nd the gate made w hen t he char r dest r o yed it. W he n he t u rne d around he saw them, a moving carpet of blades, claws, and horns, swiftl y covering the lan d. He only blin ked for a second , but wh en h e opened his eyes he wished he had kept them closed. Now , instead of the gate, in front of him were the dead bodies of hundreds of his people, unrecogniz ab le, slaughtered at the feet of the statue of D way na herself. H e felt tears wellin g in his eyes w hen h e realized the siz e of the massacre. Men and women were brutally killed, even the maidens from Bakkir Saray i had not been spared. Yellow fl ower petals had stained to o range an d red. The next vision b rou ght him t o the small village of Sajix, b ut where there used to be chickens and dolyaks kep t in the p ens, n ow th e charr had gathered th e children of Orr. Slaves.
I
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Vision after vision appeared i n front of him. His people slaughtered . Children crying. Houses set ablaze. Noth ing remained of the Orr h e used to know - it was enough to bring him to tears. Now cryin g, he witnessed the brutal beasts invading the City of the Gods, no man or woman spared at their hands, his king murdered. In his place, the charr, the new ru lers of Orr. Khilbron opened his eyes and a t th at same momen t he was w ide awake. He took some deep breaths to slow his racing heart. This dream, this nightmare, had to mean something. In the past few weeks he often woke u p like this , bat h e d in sweat, t h e vision o f the charr invasion fres h i n his mind. Every time he dreamed h e remembered more, and every time it became more real. They had come from the east, from the Blazeridge Moun tain s, a ferocious race of sentient catlike bein gs. Th ey called themselves charr and they had come for revenge. Hundreds o f years ago the hu man s of Tyria had chased the charr out of their lands in Ascalon, and now they ha d reclaimed that which was once theirs and were sp readin g south ward . A year ago they marched against the kingdom of Ascalon, causing great destruction when they, led by their shamans, called fl am es and burning crystals down upon the city, destroying it and searing the lands all around . A n d in his nightmares t hese beasts were now marching on to Orr . His heart skipped a beat when h e sudd enly realized w hat h e h ad seen. I n his n ightma r e the charr had slaug ht e r e d people a t S culptor’s En d and the temple o f D wayna, the Cathedral of Zephyrs. He had seen the yellow fl owers, stained with blood. Every year the Maidens would lead th e procession from Bakkir Sarayi to Scu lptor’s End w here they would h onor Malchor the Sculptor and his love for the goddess D wayna. Every year the y would bring wreaths of yellow fl owers, placi ng those w here h e sacri fi ced himself. Once a year. Today. “Act with magic, act within reason, act without mercy .” He heard the voice of the dark god resonating in his head. “Th ey are coming.” A short knock on the door mad e him come to h is senses again. Enter.” The door opened smoothly revealing his personal assistant Terick , who, for a brief moment, had a strange smile on h is face. “Yes?” The words escaped more angrily than he inten ded. “There is a messenger waiting for you in the hall, Vizier,” Terick said, the expression on his face turning serious now. “She says she wants to speak to the king. She says the ch arr are marching o n Orr.” “It is as I showed .” Khilbron bowed his head, recognizing th e pow er of his d ark god .
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“The honorable judge, advisor to the king, Vizier K hilbron is arriving,” the loud voice o f the guard announced , letting the peop le in the hall know the V izier had arrived. Like magic, they moved to the sides, leaving a broad path for the Vizier to w alk through. He had not realised that so many peop le would wait for him to arrive that early. He usually came hours later. He shook his head. Now was not the time to listen to their problems. He fi rst had to deal with th is messenger then convince King Reza that time was o f the essence, th at they had to take u p arms, use every possibility they had, that this was thei r only chance. The Vizier smiled kindly wh en Terick open ed the do or to th e meeting room at the end of the great hall. Inside, a small fi gure stood in the corner. When she turned arou nd he recogniz ed her: one of th e captains wh o was stationed a t D in al-Jindi. She kn eeled respectfully. “They are coming, your honor.” Her voice trembled lightly. “Th e charr are on their way.” His brain started working fast. “What do you know of their ar my?” “There are hundreds, thousands of them. We can ’t h old th em o ff much longer,” she shook her head, fear visible i n her eyes. “They are killin g everyone they encounter, bringin g w ith them fi re and monsters. It will not be long before they reach Din al-Jindi, and I am not sure the gate will stand.” “I will talk to the king.” He smiled reassuringly. “And don’t worry, I have a plan. Gather as man y able peop le as you can.” Vizier Khilbron rushed up th e stairs, Terick close behin d h im, kno w ing too w ell King Reza pr o bably was still slee p ing. This time he didn ’t follow protocol. He didn’t wait patiently for any doorkeeper to open the doors, but instead used his magic from afar, leaving th e servants and anyon e else w ho witnessed his h urry, surprised and in a light form of shock. “Your honor! You can ’t…” Instead of listening, he strode throug h the no w -ope n golde n doo r to t h e king’s private q uarters, staring T erick d own when he tried t o follow . In the corner of the room Kin g Reza was sitting in h is chair, en joying his unusual breakfast. Bowls fi lled with fruit, sweet and spicy beans, salads, satay and even soup. D o zens of sweet bean buns, omnomberry cakes a n d dragon fl y cupcakes were nicely arranged on the plates. “Sit down, dear Kh ilbron.” The king smiled at h im, h is voice a bit unstead y. “I don’t have time to sit down your Majesty.” King Reza frowned and looked a t the musical instruments, hangin g on the walls. Th e fi nal n otes of th e song left the room as mysteriously as they entered, a composition made h undreds of years ago. He han ded the Vizier a glass fi lled with red wine that h eld a deep purple hue. “Th ere
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is always time to sit, and there is always time for Amethyst. Even in the darkest of times.” The Vizier complied and sat, taking a sip o f the velvety drink, its e x quisite b o u quet so eas y to r e c o gnize, bu t so h ard to copy. It had been a kingly gift prior to the Searing, but now it was priceless. He took another sip, enjoying that short moment where everything seemed in order, and closed h is eyes. He found h imself in th e tower again, p utting dow n an an cient chest. He knew h e had seen chests like th is before. While his hands opened the chest, his mind searched for where h e had seen it. Khilbron!” King Reza’s voiced snapped him out of his vision. “Wha t is so important that it cannot wait until later, dear frien d?” “The charr are marching on Orr, my king.” There was no easy way to say it. “They will destroy the city if we don’t take action immed iately.” King Reza nodded and reached out to his glass of win e, his hand trembling slightl y. “We have t o do something, your M ajesty. W e have to u se the Forbidden Scrolls!” The Vizier was almost begging. “We can’t let them com e any closer. We c a n’ t let those savage beasts r ule o ur l a n ds! T he scrolls a r e our last chance!” “We cann ot and w ill not u se those scrolls, Kh ilbron. The gods themselves have forbidden it, and we still have some of our t roops protecting us u p north. With the help of the gods, th e gate will stand strong.” The king smiled, a smile that didn’t reach his eyes. “Ou r lands have always been blessed by the gods and th ey will always pro te ct us.” “They are no match for the charr!” The Vizier, angry and desperate , tried to reason with his king. “The gate will fall if we don’t act with every force we can gather. The troops we have left are no match for those savage beasts and their Titans.” “The gods will help us.” King Reza frowned , resolu te. “But the gods would never forgive u s if w e use the scrolls, they a re for bidden for a reason. I’m sorry, my dear friend, but th is is how it is.” “They will overrun us!” U pset, the Vizier stood up, almost droppin g the glass of Amethyst on the fl oor in his haste. “We have no choice ... I hav e no choice!” He left th e room as fast as he cou ld, leaving behind his old friend. “I wish he could understand,” K hilbron t h ought s a dl y as he h urrie d down the hallw ay . Outside Terick was waiting, standing as close to the half-open doo r as the guards allowed h im. “You knew h e wouldn’t listen.” His friend smiled when th ey walked away. “The fi ve gods abandoned u s long ago; they cannot help u s anymore. But we can still cou nt on our dark lord, he kn ows it all.” His brain fogged, he nodded . “It seems we h ave no choice.”
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He made his way to the Vaults of th e Hid den, ignoring everyon e who tried to capture his attention. Around him, the city was in an uproar, soldiers and servants scurrying every which way as they p repared to mee t the charr in battle. Somewhere along the way, he lost h is assistan t. His thoughts created havoc in his mind, his loyalty split between his king and the god he revered. The guards at the vault were relu ctant t o let him enter, but one glare made them change their minds. He entered and kne w which chest h e had to take. Not staying in Arah an y longer, he used his portal scroll to h is tower. It felt as if he was dreaming again. He heard the sounds and cries of his people, the loud roars of the beasts. Carefully he opened the chest to reveal the forbidden scroll. He unravelled it, ju st as in h is nightmare, but this time he understood what it said. “Act with magic, act within reason, act without mercy .” Looking out from his room, his eyes lingered over the lands of Orr , smiling at the view he loved, his heart broken. The beauty and magic kept insi de A r ah, c r eated by t he gods , w o uld be lost forever. T he g r an d h a lls o f the city would collapse, the bright colors would fade and its endless musi c would b e gone. But his people would not su ff er a t the hands of the charr. An d he d id the last th ing he had to: he wrote to his king. Your Majesty, I write this kno wing it will never reach your eyes. I’ve been faithfull y yours since the moment I entered your service - I have never wavered, and I never will. I tell you this because you may not understand what I’m about to do. I b e l ong to yo u, yes, bu t a ls o to th e dar k g od. He has sh own me h ow to e n d this war. And the price is steep. I will r e ad this s crol l, ful ly k n o wing the c ons eque n ces. Or r will b e gone . Perhaps forgotten. But it will not be remembered as a land c onq u ered by brutes. To me, that is worth the sacri fi c e. I’m sorry, old friend - and I h ope on e day, when we meet in the afterlife, you will greet me with forgiveness. He closed his eyes and it was as if his spirit had left h is body . He felt like he was fl oating, high in the sky, overseeing th e green and fertile lands of Orr, the bright blue of the Unending O cean far away. The sun w a s setting slowly, but still warming his body. H e could see the temples of the gods, the small human villages and Arah, in all its grand eur. He also saw them, the charr. Thousan ds of them. Marching on to Orr, a blazing threat. In his mind, a flash caught h is attention, coming from his tower. He was still there, standing in his tower, scroll in hand . Openin g his eyes, his consciousness retu rning to the p resen t, his gaze lingered o n the magic word s before him. “Such power was never meant for mortals,” he heard K ing Reza chide in his mind. “But it is the only thing that will save ou r lands,” he replied . He thought the word s pen ned beneath his bon y fi ngers, lin gerin g on th em before forming them silently with his lips. He could feel the p ower gathering around him, ready to be un leash ed b y the spell. He took a
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deep breath and whispered the words… once, then again a bit louder. Swallowing his fear, he spoke the sp ell aloud. There was a blinding fl ash, then an other follo wed by another, until they melded together, fi llin g th e tower room with a molten ball of unfettered magic. Brilliant silver stars shot from the tower, trailing searin g fi re through the air behind them, each on a mission to destro y a ch arr soldier. They found their prey and consumed them. The charr dissolved where they stood, frenzied screams ending sharply as the b easts disintegrated into ash. Like a pyroclastic cloud, ash, dust and fi re engulfe d the lands, bu rning an d b ury ing everythin g. The p eople of Or r ha d n o time to fl ee, many had no time to even realize what was about to happen before they were overwhelmed by th e spell. Then the rumbling an d shaking began, shivering through the very dep ths of th e lan d. Build ings swayed and towers toppled and slowly, inexorably, the land began t o sink . As it shifted, a massive fl ood invaded the coast, surgin g inward, tossing everything that had once been in to a pile of ru bble. It spared no one. When the d ust settled and the waters calmed, all th at was left of the once great City of the God s and th e blessed country aroun d it, were the tales in the memories of th e people.
Darkness pays O rr a visit. With  bill o wing robes of blackened silk, She beckons us, arms outstretched . I see my brothers walk forward, greet her as a friend . So many fold themselves into her embrace. And even over their cries, and the roars of the beast s, I hear Darkness call to me with a promise. But I close myself. I will not join her yet. Another call is more beautiful , - Carved Poe m
94 GUILDMAG #23 | FICTION - Anomalous Vision
ANOMALO US VISION BY AMALA
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here was something satisfying about being in the Dragon Lab. Maybe it was the refreshin g aesthetic of hexagonal columns of igneous rock, just lightly dusted with mo ss. Or may be it was the retro Rata Novan tech. Brizzi, however, theorised that her comfort was a b iological throwback from when her people were su bterranean dwellers. For a moment or two , she enjoyed devising experiments that could prove or discredit this theory experiments she would never have the t i me to r un. Re g a r dless, the m aze-like d e p ths of t he jungle had a bea ut y that you c o uld re all y appreciat e once you’d cleared o ut all the ch ak. Your soul will suffer for millennia in my d omain, promised the voice inside her head. The latest taunt from Mallyx the Unyielding came as little surprise. Brizzi rubbed her face. She looked down and saw Taimi working at one of the Rata Novan terminals. “Taimi, I’m here,” Brizzi said, stepping around ancient golem parts on her way d own. “What did you want to show me?” “Commander!” Taimi looked up from her datapad, still tapping away at it for a few more moments. “Firstly, how are yo u? You do ing good?” “That’s not the biggest question right now.” Brizzi glanced at Taimi’s terminal. It showed the magical potency of varying locales and compared the readings from before and after the bloodstone explosion. “We need strategies for both Lazarus and Primordus. There’s also Caudecu s, but the Shinin g Blade will need to handle him for now. He w asn ’t overjoyed to see his mursaat god, so we shou ld treat them as–” Taimi groaned. “You’re avoiding the question. Again! I asked you how you w ere, b ecau se I’m…” “Don’t say it, Taimi.” …worried about you.” She put down her datapad. “Lately you’ve been a little, how can I p ut this. . . worn down?” I will twist your spirit into a horror this world has never seen! “Oh please,” Brizzi said. “I’d like to see the ech o of a d ead demon do that.” “See!” Taimi said, gesturing with both hands. “This i s what I mean! You spend all day talking t o the evi l voices in your head and you’re under all th is tremen dous pressure and now there’s… ergh.” Sh e scrun ched up her face. The younger asura had a habit of letting h er words run a bit further th an she w an ted them to. “Now there’s what?” Brizzi asked, cracking her knuckles. Problem after problem. There was a time when her greatest an xiety was co llege deadlines.
T
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Taimi sighed and limped to one of her workstations. “Take a look at this.” On the surfac e was a petri dish with a sliver o f red crystal. “This i s a small sample o f a shard found near the Jaka I t zel camp. As you’ve n o doubt already concluded, it came from the bloodstone explosion which nearly… killed you.” Taimi shook o ff a thought. “Luckily, none of the Itzel came into contact with the substance before it was found b y my krewe member who, what do you know, just happened to be in that area with all the co rrect equ ipment to safely remove it.” “Nice catch, Taim i.” “No, it’s not. You see, although I sent some people around the jungle, I seriously underestimated the force of a bloodstone explosion.” Taimi turned on the monocoloured blu e map of th e ju ngle. S he made a few adjustments and it was rep laced with a map o f the contin ent. Multip le dots appeared. “According t o a super-secret source that I ’m not a t lib erty to divulge, the Consortium have been fi nding signi fi cant slivers of bloodstone… everywhere! It’s bad enough that th ey’re tryin g to get their greedy little hands on those shards, but it gets worse! These shard s are mutatin g wildlife–” The crackling sound of a magical discharge startled Brizzi into Dwarf stance. An anomaly appeared between them . “Glitch!” Brizzi cursed as she unsheathed her weapons. No one shall harm m y allies! Jalis Ironhammer declared. The faceless entity stood there, static, save for the fl ow of magic that made up its form. Brizzi had chased giant versions of this thing across Tyria for the last few weeks, but here was one that could be human-sized. Sparks! The big one s had been kno wn to cause massive expulsion s of magic. She had to protect Taimi. A secon d thu nderclap of magical discharge, and th e anomaly vanished . “Uh… Commander?” Taimi tilted her head in confusion . She hadn’t seen it. She hadn’t seen it? Brizzi sheathed her weapons with deliberate calmn ess. What in the A lchemy… a hallucination ? “Sorry. Lack of sleep. Mallyx.” In adequate excuses. Brizzi managed a on e-sided smile before turning to face the map. “I’ll see what I can d o about th is.” Brizzi snaked a path through the clumps o f asura wh o were perusing the marketplace wares of Rata Sum. No sedate walk today then. On observation, the number of asura presen t was typical for the time of day, but th e sum of lumberin g golems had increased. This either indicated a security threat or, as is more likely, a new batch of Peacekeepers. Those new recruits could never resist tinkering and testing. Some progenies had even gathered to watch for the inevitable glitches. Brizzi checked for a mirrored surface as she passed by the stalls. A reflection from an armo ur p iece, perhaps? No,
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asuran cultural armour was too ornate for her need. Anyway, there was no point speculating before reachin g her lab. I t was just illogical to dwell on the image of those Vigil soldiers with th eir red, glowing eyes or on how their proximity to the bloodstone explosion h ad cost them th eir mind s. Brizzi h ad been close to th e explosion, she had then spent an extensive amount of time in Blood sto ne Fen an d had sin ce been ch asing giant, bipedal coalescences of magical energy in her spare time. If she checked n ow, wou ld she see a red tinge in her eyes? She half-raised her h and to rub her eye and then forced it down. No. It would be fi ne. There wouldn’ t be anything there. O f course, having perfect vision only made the ‘seeing thin gs no o ne else can problem more disconcerting. A thunderclap of magical disch arge. Brizzi touched the hilts o f her weapons, shifted her feet and scanned the marketplace. There. Behin d the pro genies! “Replicating glitch!” sh e cursed. The progenies saw her an d squealed in deligh t before turnin g back to th e golems, w ondering wh at fantastic error had Brizzi ploughing through the marketplace crowd. A few choice words w ere shouted her way. The anomaly van ished. “Sprockets! I missed it,” huffed a progeny with a bow reminiscent of Taimi’s. “Which one was faulty? “Yeah, what was the glitch anyway?” Another progeny scowled and scratched his ears. “Will it precipitate a second golem revolution?” Brizzi wiped her face and then grin ned at the kids. “You kn ow w hat, instead o f reporting it, I’ll give you guys another chance to spot it. Your observational skills may not be there yet but… keep an eye on that one.” She pointed at a perfectly functional golem. The kids peered at it with intense concentration, discussin g every detail. She walked past them, drop ping th e grin. What w as happenin g to her? Stepping through the p ortal in to the Ap plied Develop men ts Lab, Brizzi won dered if she should confess the hallucinations to Taimi. How would Dragon’s Watch react? Would they q uestion her sanity, h er decisions, her mind? That kind of instability within th e grou p wou ld be ab ominable in this time of crisis. Tyria was at stake. No, she just needed to grind this Sna ff Prize-winning brain to the problem and eliminate it before it became dangerous. Brizzi laced her fi ngers and cracked her knuckles. The Applied Development Lab may not be as exclusive a s the Dragon Lab, but the diamondism architecture had been the co nstant backdrop of h er studies for most of her life. She cou ld do th is. So, for hours she searched her library of datapads for anything that could relate, even tangentially, t o what she was experiencing. As her stalker was a ley-line anomaly, she tried to fi nd every scrap of informatio n she could o n ley lines. The pool o f information was limited i n this case and none o f i t related t o hallucinations . There was frustratingly little literature on the Thaumanova A nomaly as well. With some hesitance, she changed direction and delved into the men tal health route. By the end of it, she had loosely self-diagnosed herself with severa l a cute disorders to varying degr ees, and while they should be addressed a t some point, they were not the current priority. I n terms of hallucinating, she couldn’ t fi nd anythin g that fi t well enough with w hat she w as experiencing. As night came, the other asura left the lab. She should go too, b efore sleep d eprivation became a
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hindrance. Brizzi powered down the console, walked out into the night breeze and listened to Rata Su m’ s rushing waterfalls. It usually calmed her. The thunderclap of th e anomaly. It stood in the open grass, glowin g in th e darkness. “What do you want?!” Brizzi shouted. Her own vehemence shook h er more than th e an omaly, b ut Destroyers take it, this thing made her question her mind. Alone and without the context of having others to protect, Brizzi noticed something she hadn’t before . Its head was bent forwards a s if it was looking at the ground. Its sho ulders were sagged, and its arms were limp. Its whole postu re indicated that it w as… sad? It vanish ed. It may not wis h anyone harm, Ventari said within her. You s hould reach out. “An interesting proposition,” Brizzi said. Sh e sighed, knowing catastrop he often occurs desp ite intentio ns. By the time Brizzi arrived, Seraph Observers was a ruin of collapsed tents and splintered wood. One Seraph held his broken leg, face twisted in agony as he watched his squad fi ght the monster. Briz zi pulled out her weapons and joined the melee against the unlikely enemy: a gian t moa with eyes th at radiated th e red light of bloodsto ne madness. It screeched . Taimi’s voice broke out of the communicator. “Commander! I’m reading a high magical concentration at your current location. What the heck is hap pening th ere?!” Brizzi dodged a peck that would have bitten her head off. “Mmph . Confi rmation that shattered blood stone sho uld n ot enter an avian diet.” “Oh boy.” Brizzi helped up a Seraph that had collapsed near her. “You’re okay. We can do this.” Togeth er they charged back at the moa. The red light in its eyes surged. From them it fi red two beams of focused en ergy. Brizzi caught it with a gauntleted hand, swung her arm and broke’ the line o f magic. Thank the Alchemy Taim i devised this method t o counter such magical ab ilities. Dwayna bless you, Commander,” a Seraph said. “This o versized chicken h a s been destroying us with that move.” Brizzi n odded, n o t taki n g her eyes o ff the innocent creature. Everyone keep to me! I can protect yo u from its attack.” Not the best rallying words, but in th e heat of battle, it w as enou gh. The moa’s bloodstone abilities were its greatest threat. If Brizzi could manage to keep its atten tion, she cou ld safely cou nter– The thunderclap of the anomaly. It was right beside her. S o close. She reached out. “What are you?” Her hand passed through and its second thunder deafened her. She staggered back and tried to blink away the afterimage of cracks spreading out from a single point of origin. Faraway, she heard the moa screech. It wasn’t on her. A human screamed. In that moment of an guish, Mallyx mad e his demand . UNLEASH ME. Brizzi embraced the darkn ess.
From the rocky ledge where Brizzi sat, sh e saw sunbeams reach the earthy floor of the Maguuma
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Jungle. I f she turned to her left, she would see the scars o f battle. Before the Seraph left t o help their wounded , they had thanked her. They th ought sh e had saved th em. “Commander?” Taimi called through the commun icator. “Yes, Taim i?” “You know that Seraph squad would have been anni hilated with out you , right? As far as I kno w, fighting angry bloodstone abominations isn’t part of stan dard train ing.” I should have been b etter. “There’s something else, isn’t there?” asked Taimi. “You’ re keeping somethin g from us.” “It’s…” Sh e couldn ’t. “It’s…? Commander, I’m here for you. We all are! Something’s bugging ou t your system and I hate seeing you like th is. What is it?” “Taimi, I appreciate it, but…” Brizzi shook her head. “It’ s okay, I can deal w ith it.” A Seraph died. “No, you can’t! I mean …” Taimi sighed. “Okay. Fine. Commander, we trust you, but please, whatever you’re going through, don’t go through it alone. I f there’s some reason you can’t talk to u s, then reach out t o someone else. Don’t p ull a Caithe, you know ? You have friends.” Brizzi sni ff ed. The thunderclap of the anomaly sounded from afar. She saw it w atch her from the remains of the Seraph Observer camp. “Don’t pull a Caithe?” Brizzi snorted as she wiped a tear. “You really know how to put th ings into perspective.” “I know, right? Witty observations are just an other part of my repertoire of magn ificence.” Brizzi let herself chuckle. A s she thought about the friends she could contact, she felt an aching regre t for not being able to tell Taimi and the others. Still, it was for the best. There was someone else wh o came to mind though: Ogden Stonehealer. The sch olarly dwarf might have an an swer.

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