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.
38
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.
70
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
...
44
WITH LE
A
PS AND BOUNDS
Dra
x
ynnic
continues
his
serie
s
exploring
the
lore
behind
elit
e
specialisations with the daredevil
.
79
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.
56
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
...
88
EMPTY SHELL
Delve
inside
the
mind
of
a
ley-line
anomaly
with this short story
by Jalinar.
82
ANOMA
LOUS VISIO
N
A
revenant
Commander
is
plagued
by
visions of a strange anomaly.
94
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
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and
this
year
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n
o
exception!
We’ve
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y
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d
of the
fi
nal ou
tcome.
I’d
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talking
about
the
amazing
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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
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are
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those
in
developed
nations,
and
it
is
h
ere
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Child
Cancer
choose
s
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work.
They
bring
together
healthcare
professionals
from
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to
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ch
ildren
in
developing
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e
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possible
ch
an
ce
of
beating
cancer,
in
a
ddition
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ff
ering
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o
f
us
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ff
ected
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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
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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
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latest
GuildMag
Annual!
Plea
se
remember
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of
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e
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rst
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Happy readin
g!
EDITO
R’S
L
ETT
E
R
EDITOR-IN-CHIEF
Valiant
MANA
GING EDITOR
Starconspirator
GE
NER
A
L MANAGER
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ynn
ic
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OMMUN
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We
lc
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upp
o
rt
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a
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harity:
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rld Child Cancer. On
beha
lf of everyo
ne involved in th
i
s
m
a
gazi
ne,
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nk yo
u fo
r
yo
ur
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o
rt and we
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oy
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THE TEAM
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3
Editor
’
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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
11
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
13
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
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
17
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.
19
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
21
EDITORIAL - Bounties: A Visual Guide to U
nstable Magic Abilities
|
GU
IL
DMAG #23
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.
23
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.
“
25
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
27
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.
.
.
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
33
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
35
FASHION - Paradigm Shift
|
GUILDMAG #23
36
GUILDMAG #23
|
FASHION - Paradigm Shift
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
37
FASHION - Paradigm Shift
|
GUILDMAG #23
RaidING
M
i
sconception
s
BY
MI
GHT
YT
EAPOT
38
GUILDMAG #23
|
EDITORIAL
- Raiding Misconcep
tions
39
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.
“
41
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.
45
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.
47
LORE - A Forge of Ice and Fire
|
GUILDMA
G #23
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.
“
48
GUILDMAG #23
|
LORE - A Forge of Ice a
nd Fire
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.
56
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)
57
FICTION - The Me
rch
ant Prince
|
GUILDMAG #23
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!
Guiding Stars
S4 RECAP: Episod
e4
BY
S
TARCONSPIRAT
O
R
60
GUILDMAG #23
|
R
ECAP - Guiding Stars
61
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
62
GUILDMAG #23
|
R
ECAP - Guiding Stars
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
63
RECAP - Guiding Stars
|
GUIL
DMAG #23
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
64
GUILDMAG #23
|
R
ECAP - Guiding Stars
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
71
COMMUNITY - Guild Spotlight
|
GUIL
DMAG #23
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
72
GUILDMAG #23
|
COMMUNITY - Guild Spot
light
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.
“
73
COMMUNITY - Guild Spotlight
|
GUIL
DMAG #23
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
77
EDITORIAL - Magic Systems in Tyria
|
GUILDMAG #23
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.
“
79
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
81
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
R
82
GUILDMAG #23
|
FICTION - Em
pty Sh
ell
83
FICTION - Empty Shell
|
GUILDMA
G
#23
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.
84
GUILDMAG #23
|
FICTION - Em
pty Sh
ell
85
FICTION - Empty Shell
|
GUILDMA
G
#23
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
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
89
FICTION - The Cataclysm
|
GUILDMAG #2
3
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
.
90
GUILDMAG #23
|
FICTION - The
Cataclysm
“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
91
FICTION - The Cataclysm
|
GUILDMAG #2
3
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.”
92
GUILDMAG #23
|
FICTION - The
Cataclysm
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
93
FICTION - The Cataclysm
|
GUILDMAG #2
3
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
95
FICTION - Anomalous Vision
|
GUILDMAG #2
3
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
96
GUILDMAG #23
|
FICTION -
Anomalous Vision
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,
97
FICTION - Anomalous Vision
|
GUILDMAG #2
3
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
98
GUILDMAG #23
|
FICTION -
Anomalous Vision
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
99
FICTION - Anomalous Vision
|
GUILDMAG #2
3
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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