ISSUE 20
The secrets hidden in Season 3 laid bare for the first time at GuildMag.
S E AS O N 3 R EVISITED

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Explore the meaning behind On e Path End’s sacred texts of the human gods.
PARABLES OF THE GODS
We uncover the impact of June’s PvP update with Jebro and Gladomer.
COMPETITI VE FEATURE P ACK
LORE & HI S TORY SHADOWS & FLAMES Recap the entirety of Season 3 with Starconspirator.

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39 WHO ARE THE D RUID S? Draconis Mons revealed more about these ancient spirits, as we uncover.
54 TO SOW THE WIND What might the origins of the tempest be? There’s more lore than you may think...
COMMUN ITY
Looking for a casual-friendly guild? Minions of Grenth might be just what you’re after!
GUILD SPOTLIGHT

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ART & FI CTION COMMUN ITY ART Delve into this issue’s collection of inspiring art, curated by Kent Benson.

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WAR PR O FITEERS: PART IV - FI NALE War Profiteers concludes in Kent Benson’s last piece of writing for GuildMag.

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LEGA CY Zachariah’s story continues in Inheritanc e as he comes across an old face...

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SEA SON 3 LORE: THE IMPOR TANT PARTS There were many plot threads in Season 3; here’s the important lore you missed.
22 INTERV IEW: COMPE TITIV E FEATURE PA C K We interview popular streamers Gladomer and Jebro on the latest PvP features. EDITORI ALS 16 CHA SING D R AG ONS How does Season 3 compare to its predecessor? Miko takes a closer look.
59 THE DIFFERENC E ELITE SPECI ALI SATIONS MAKE With Heart of Thorns truly over, Draxynnic explores how elite specs changed the professions.
2 GUILDMAG #20 | In This Issue

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We lcom e to our tw entieth m agazine is s ue! Path of Fire is ext rem ely close, so in t hi s i ssu e we’r e t a k ing a r e tr os pective look at Season 3 in preparation for the e xpan sio n!

the team

EDITOR-IN-CHIEF Val iant SEN IOR WRITER Dra xynnic SEN IOR COPYEDITOR Tauz
WRITERS Kent Benson, Starconspirator, Vian de Bod COP YEDITORS Talus, Kalaba jooie
D ESIGNERS Xeroe CONTRIBUTORS Miko, Kora Join our aw esome team www.guildmag.com/join
It’s happenin g - Path of F ire is almost upon us! Th e game’s second expansion is just about to hit, and although we’re r eleasing this magazine la ter than planned, the conten t inside is just as r elevant as ever. In this issue, we delve into everything Season 3 has to o ff er: Draxy nnic reveals the important lore you may have missed; Starconspira tor recaps the story i n its entirety; an d Miko explores how this lates t season compares to that of its predecessor. On top o f that, you’ll also fi nd insights
into each of the parables of the human gods scattered throughout the magazin e. Both Drax ynnic and guest writer Kora (@GuildLores on Twitter) have worked hard to decipher the meaning behin d these sacred texts u ncovered in Siren’s Landi ng so start flicking through these pages to find them! Just as in previous issues, art and fiction also fea ture in this magazine. Kent Benson presents his last ever round- up of community artwork (don’t worry, we’ll con tinue publishing aw esome pieces in future issues!), this time featuring pieces inspired by Season 3. He also contin ues
his War Pro fi teers fi ction series with i ts fourth and fi nal chapter, whilst writer Vian advances Legacy wit h its second instalment. We’ve also lined up a n interview with Gladomer and Jebro two popular Guild Wars 2 streamers taking a look a t June’s updat es for PvP and WvW and the e ff ect o n the competitive community. Finally, I’d like to thank you for continu ing t o support GuildMag. Our next magazine will b e o ur 2 017 Annual, w ith proceeds going towards char ity - so stay tuned to guildmag.com!
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Editor’s Letter | GUILDMAG #20

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FR IE NDS In this issue we say goodbye to two veteran team members: Miko and Kent. As both move on to bi g ger thin gs , w e wish them the best for whateve r the future may hold and thank them for their years of dedication to GuildMag.
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CONTENT MANAGER

hen Guild Wars 2 launch ed, I was oblivious to the fan community out there and the amazing talent to be fou nd amongst its con tent
creators. As I leveled up my fi rst characters to 80, I started searching online to see what othe r players might b e discussing abou t the game and what builds they were experimenting with . Then I foun d GuildMag. Th e fansi te cau ght my a ttention in th ree w ays: its weekly commu nity rou nd-up posts; its podcast; and its digital magazine. Gu ild Mag was m y gateway to connect with pla yers creating builds a nd theorycra fting their e ff ectiveness; it brought me in touch w ith fan fi ction writers and fan artists; it helped me understan d Guild Wars lore; and it helped me fi nd players excited by the ways Tyria changed because of the Living W orld ArenaNe t created. Of these three types of content, it was GuildMag’s podcast - called Dynamically Spoken in those d ays - that made me a fan of this group of content creators. So when a call went out on Twitter that they were lookin g for writers, I jumped at the chance to see if the admins thought I could help them tell Tyria’s stories. I joined the team
in the winter of 2 013 with GuildM ag Issu e 10: F rozen Tales , writing the opening exploration article of one of my favorite areas of the game : the Shiverpeaks (and stealing my character’s name for my penname). A year later, Valiant asked me to become the content manager for the site as he began his tenure as sole administrator and the team set for th on a new chapter of our history. I never imagined in 2 013 that I’d get involved with so man y of GuildMag’s productions from website articles, the GuildMag Podcast, to magazine editorshi p and print magazines. It’s with a heavy heart that I walk away from GuildMag eleven issues later, but I’m proud of the team I’ve worked with, and how everyone has grown and become stronger in the conten t we’ve created. I’ll miss collaborating with this wonderful team who I kn ow w ill continue to delight all of us with their professi onal and fun magazines, and so much more. I’ll especially miss collaborating with Valiant w h o’ s taught m e so much about magazine design, podcasting and streaming, and in dulged a lot of my craziest ideas for the site, and who, in the end, has made a raider out of me. Thank you GuildMag! You’ll forever have your bigges t fan in me. <3
’ve never liked endings because of the uncertainty that follows afterwards, but here I a m at such a point. I joined GuildMag over three years ago, and wrote m y fi rst magazine artic le for Issue 11: Scarlet’s Journal titled “Lightn in g Strikes: The Rise of the Aetherblades.” It was a lore piece detailing what we kn ew abou t the group, which I took becau se I fou nd the Aetherblade pirates so interesting. I think what I was so impressed with back then was the digging I had to do through interviews and articles for lore on the group because there wasn’t a lot. I had to dissect the facts and attempt to decipher what their origins were and w here they w ere going and i t s still a loos e thread to this day. Mai Trin is still at large and who kn ows what the Aetherblad es have been up to? I’d love to see those high-tech tough customers again, honestly. See what I’ve done? I’ve distracted myself with all of this nostalgia, though I’m not sure it can be h elped. I’ve enjoyed much of th e work I’ve d one for GuildMag over the past 10 issues I’ve been a part of, sans my totally NOT awkward interview with Colin Johanson an d Isaiah Cartwright a t PAX East (they were still gracious about it, thank the gods). Ultimately,
things changed a bit when I started my work in QA, so I turned to writing “Thrifty Threads,” “Community Art Spotlight,” and m y fan- fi ction “War Pro fi teers.” That’s where I’m choosin g to close this particular chapter in the Guild Wars 2 fandom, with Rilana, Iyone, and Greer’s own fi nale. I’m shooting for slightly further stars and I need all the time, energy, and focus to get there. I’ll miss all of you readers and I’ll de fi nitely miss the GuildMag team. There’s noth i n g quite like GuildMag in the community , at least, not that I’ve seen. So if you’re a fan of the game looking to write about Guild Wars and its lore, I recom mend applying. They’re always looking for fresh faces and new stories . See you in Tyria, Kent B.
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6 GUILDMAG #20 | LORE - Season 3 Lore : The Important Parts
BY DRAXYNNIC
s the third Living Story season reaches its conclusion, we have seen a number of revelations being dropped about the lore of Tyria. Some of these have been tied directly to the main plot and are di ffi cult to miss; these include th e spectrum theory of the nature of magic and its interactions with the Elder Dragons, and the apparently fi nal conclusion of the long- running plot thread of th e White Mantle and the last of the mursaat. However , the third season has also been fi lled w ith a number of various lore tidbits t ha t can be found through letters and conversations within the instances and the maps of each episode. In this a rticle, I seek to highlight some of these side piec es of lore in each episod e that might
have been missed, and the ram i fi cations that these items might have for future storylines. The primary focus o f the fi rst episode of Season 3 is th e bloodston e and, accordingly, most of the lore that ca me in this episode related to the bloodstones, mostly throu gh the journals of Bauer, Valis, and Kasandra. For a star t, we received con fi rmation of something that had been long suspected : the W hite Mantle have a means of transferring soul s trapped in th e Bloodstone into a n otherwise unidenti fi e d ‘auxiliary storage device’ (possibly similar to those use d b y the I ron Legio n ). This woul d explain how souls sacri fi ced on bloodstones close to Kryta
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SEASON 3 LORE:

THE IMPORTANT PARTS

Out of the Shadows

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LORE - Season 3 Lore: The Important Parts | GUILDMAG #20
could be transferred t o the ‘soul batter ies’ that locked the Door of Komalie in Abaddon’s Mouth . In addition, w e get our fi rst real descript ion of what a bloodston e physically is. In the journals, the bloodston e is described as having a rocky exterior (which is what we see in Guild Wars: Prophecies and Eye of the North ), but the inside i s described as being like a geode, hollow and fi lled with red crystals. It would be interesting if blood stones of other magic sc hools had di ff erent colours, but Aren a Net seems t o have gon e with the blood’ theme, makin g the crystals of all of the stone s red. These crystals seem to be h ow the bloodstone ‘stores’ magic - as th e bloodston e absorbs magic (as it did when the Dragon s died) it expands, likely to make room for more cr ystals. Wh en th e bloodstone is cut open, magic seeping out leads to form ation of crystals on the outside, near the location of the opening. While bound up in the crystal, the magic appear s to be difficult to extract, but can be accessed through implanting the crystal i nto a subj ect, or extra cted using specia l tools created by the Seers. One particularly interesting plot point is the insanity and magic a ddic tion caused by bloodstone magic, w hi c h raises an interesting q uestion:
is i t bloodston e magic speci fi cally that ca uses this addiction, or is it a property of h igh concentrations of magic generally? If the latter, it might explain the beha viour of the Elder Dragons: while dragons appear t o have higher tolerance for ma gic than humans, charr, and asura do, i t is possible tha t the Elder Dragons were once less destructive beings that overgorged themselves on magi c. Most of the revelations from Episode 2 were made in the form of major plot revelations , which have been discussed elsewhere. Namely, that magic appear s to be divi ded into a ‘spectrum’; and that the surviving Elder Dragons have been absorbing parts of the magical spectrum that ha d been released by the deaths of Zhaitan and Mordremoth. One interesting r evelation from the lore tablets scattere d around the mursaat ruins is that the Forgotten and mursaa t worked closely together before the latter’s desertion, launching a joint attack on Zhai tan t ha t fa iled due to lack of support from the other races. From th e perspective of the mursaat, this lack of su pport was itself a betraya l, which justi fi ed their l ater abandonment of the cause. However, this does support the theory that the similarity o f a ppea rance between mursaat armour
and Forgotten constructs may be n o coincidence, but may be a consequence of th e time when the mursaat and Forgotten cooperated against the Elder Dragons. Perhaps more signi fi cant, however, is w hat we see on the dwarves. While the dwarves ha ve been presented as being relatively light on m agic compared to the mursaa t and Forgotten (although still competitive against modern races at the time o f the origina l Gu ild Wars ), in Rising Flames w e see t h a t t h e d warves have device s capable of holding back a volcanic eruption. If they can do s o here, could there also be other pla ces which are held back by similar means? And could th e technology being used by asura in Mt. M a elstro m be related in som e manner? More interesting, potentially, is the fa ct of Rhoban’s survival despite having been liter ally broken to pieces. While the dwarves have generally been considered to have fo ught their way into e ff ective extinction, this does render the possibility that any stone dwarf could be rendered totally unable to fi ght or move on his or her own accord, b ut still ‘alive’ enough to in teract with other races if found. Might there be other similar ly im mobilised dwarves in the Depths, with further knowledge to impart if they were to be located and recovered ?

Rising Flames

8 GUILDMAG #20 | LORE - Season 3 Lore : The Important Parts
BY DRAXYNNIC
Episode 3 brought a considerable amount of new lore, m ost ly related to the kodan. W hile we’ve know n for a while that the kodan believed that their role in ancient times was to shepher d the ancient spirits of Tyria in Koda’s name, her e we have the fi rst case wher e this belief has evidence to back it up. The kodan of Sorrow ’s Eclipse were apparently tasked with guid in g the ‘Spirit of Fire’, teaching it to balance the destructive and creative aspects o f fi re u ntil it had learned all it could from the kodan and moved on from Tyria . The ancient ma gic of Koda’s Flame i s formed from the fl ames the fi re spi rit left behind, which have been maintained by the ko dan of Sorrow’s Eclipse ever since. The departure of the Spiri t of Fire from Tyria does raise for a n interesting lin e of speculation, given that the plot of Season 3 has n ow
turned out to be the return of a powerful entity of fi re t o Tyria from the Mists. Could there be some connection between the spirit o f fi re once tended by the kod an and Balthaza r? Might the spirit have then gone o n to be the fi rst god to take Ba lthazar’s role i n the pantheon, having been replaced and absorbed by new entities over time unti l Balthazar came to b e the mos t recent holder o f the mantle? Furthermore, this is not the only spirit that ha s been guided by the kod an . The Flamebearers mention tha t other kodan tribes hav e guided other spirits; those o f stone, water, plants, birds, an d “creeping things” - and this list may not be all-inclusive. This raises the possibility that other spirits, including t he animal spirits of the norn, might once have been raised by kodan. In turn, this raises up the possibility that we have seen evidence of past con fl ict
between the kodan and the norn. Pl ayers of E ye of t he North may remember Egil Fireteller describing spirits of “mountains, seasons, fi re and darkness” as adversar ies to be fought. Such a descrip tio n may indicate that there have been hostilities between the norn and the tribes of kodan responsible for guidin g those spirits in the past, leading the norn t o believe that those spirits are hostile. This m ay lend some credence to the kodan story that the norn originated from a band of fallen kodan. With regards t o the current band o f kodan, w e n ote that the Flamebearers a ppea r to be training quaggans to take their place. An aqu atic specie s seems a curious choice for a race t o safeguard their h oly fi res, but perhaps desperatio n has resulted in this m ove. Rela tively few kodan ar e to be seen aro und the Sorrow’s Eclipse sanctuary - the kodan there might fear that they ma y soon be extinct, and t hu s the y

A Crack in the Ice

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need to pass o n their legacy t o another race to avoid it from being lost forever. And that may be an importan t legacy to maintain. While Taimi believes that Jormag an d Primordus are each other’s weaknesses, her r esearch seems to indicate tha t it is fi re ma gic that is Jorma g’s weakness, not Primordus speci fi cally - the other Elder Dragon i s simply th e biggest concentration of fi re magic around.
The fl ames left behind by the Spirit of Fire, however, might also be su ffi cient to destroy Jormag, should a sc ena rio arise where that is better tha n the alternative. I t may b e no coincidence that the resting place of the scroll Braha m used to enchant Eir ’s bow was foun d nearby. Similar to Episode 2, most of the lore that came in Episode 4 was part of the main p lot and thus di ffi cult to miss. The letters found in Cau decus’ Manor con fi rm that he was pretty much responsible for everything bad that has happened to Kryta in previou s years that were not r elated to the Dragons or Scarlet . This included some things that had n ot previously been clea rly linked: the Floating Grizwhirl, the attempt on Jennah’s life at Caudecus’ Manor, and possibly even the intensi fi cation of the centaur war through the massacre of the Ulgoth’s family. Interestingly, it also turns out that Caudecus might have been partially responsible for saving the life of th e human orphan PC, by giving E warning of the a ttempted assassination - an action apparently motivated by Caudecus’ desire t o eliminate Confessor Esthel so h e could claim the title for himself. Speaking of E , w e a lso get another hint as to their identity and history, in their
usage o f Order of Whispers codes: suggesting that E is either a Whispers agent, or someone who has worked with (or in fi ltrated) them before. Most o f the obscure new lore that c ame with Season 5 related to the druids. Sin ce this represents a full top ic entirely in its own right that expands on a mystery that wa s presented in the original Guil d Wars , readers ar e r eferred to the a rticle “Who Are The Druids?” o n page 39. This article explores the dr uid’s origins as once-corporea l beings that ascended t o spirit form and their beliefs in the balance of nature, drawing on material from the original Guild Wars a nd earlier Guild Wars 2 m ateria l as well as Episode 5. Questions can be raised abou t Zinn’s terraforming device and his means of a rriva l, however. Z inn apparently evacuated Rata Novus into Draconis Mons via asura gate, but gates normally require a receiving gate, espec ially in Zinn’s time. Did Zin n have a gate that did not require one, or had h e sent an expedition to Draconis Mons in advance? If so, how did it get there to set up a gate? Did they come in through the w ater, as we did, or did they dig their way in through the rock? If Zinn’s ter raformer is recovered, it could prove to

Head of the Snake

Flashpoint

10 GUILDMAG #20 | LORE - Season 3 Lore: The Important Parts
BY DRAXYNNIC
be a threat or a n asset in the future, depending on whethe r it is retrieved by the In quest or the Pact. Zinn ma ximised its power by fuelling it with captive druid spir its; if the Inquest were to build th eir own, they may seek to p ower it through similar means, and possibly to use it as a weapon rather than Zinn’s more constructive goals (however devastating those goals might have been t o Dracon is Mons’ pre-exis tin g biome). Conversely, if the Pact was to obtain it and fi nd a suitable power source, it c ould be valuable in restoring location s that have been corrupted by Dragons or devastated by other disasters, such a s the ruins o f Orr . Speaking of the ruins of Orr, the fi nal ep isode gives us our fi rst real look a t what has been happening in Orr since the fall of Zhaitan and the archaeological expedition s into Arah that followed.
Here, we see e ff orts of the sylvari (including the Firs t bor n Dagonet, formerly the Pale Tree’s ambassador to Divinity’ s Reac h) not only to restore Orr , but to redeem the Risen. The interesting thing here is that we’ve know n for some time that a means to do so does exist i n Orr, using the Altar of Glaust within the Forgotten path o f the Arah explorable dungeon. So w hy are n’t the sylvari using that? Is it out of reach? Has it alr eady been used on the captive Risen, but the Risen still cling to their old loyalties despite now having the choice to d o otherwise? O r is it simply that the Altar can only process so many Risen, and the sylvari are looking for a faster a lternative? Whatever their motiv ations, what w e see suggests that most of the sylv ari experiments have b een failing. Also taking center stage is the reliquari es themselves. I t is suggested that the reliquaries
were v eiled during the time between the Exodu s and the Cataclysm, hiding th e statues of Abaddon that are, apparently, an inherent part o f the system. However, we see clear evidence that Balthazar has visited the reliquaries at some point, and in fact, this is why one of Lazarus’ aspects was here. I f this was n ot the fi rst tim e Balthazar visited the reliquaries, could this, as hyp othesised by the S hadow of the Dragon podcast, be how he acquired one of Lyssa’s mirrors with which to perform his deception ? Possibly more interestingly, could the reliquar ies hav e been visited by a m ortal just prior t o Orr’s f all? The reliquari es a re, after al l, positioned reasonably clo se to Kh ilbron’s tower, and as a powerful spellca ster and, apparently, a secret fol lower of Abaddon, it seems q uite likely that he had the means to penetrate the veil that onc e protected the reliqua ries. Could the reliquary of

One Path Ends

Nunc tempor luctus interdum | GUILDMAG #99
LORE - Season 3 Lore: The Impor
tant Parts | GUILDMA G #20
Abaddon be w here Khilbron foun d th e forbidden scroll s h e employed to invoke the Catac lysm? Beyond Orr itself, the fi nal episode of th e season did pu t the spotlight o n two importan t artifacts, both of which have ra mi fi cations for the history of Tyria - even if the one that people were expecting to see w ith L ivi a’s return , t h e S cepte r of Orr, r emains c onspicuous in its absence.
The fi rst artifact is the Shining Blade, which also serves as th e model for a newly-introduced legendary. I t is m entioned, quite casually, that the artifac t was passed onto the S hining Blade by the last of the Seers in order to be used to kill the last mursaat, before the deat h of the Seer. This revelation casts new light on a qu estion that has been hanging since t h e War i n Kryta. During that content, a Seer could be seen in the bac k of the lab being used b y Z inn and Blimm, apparently being experimented on in some fashion. Q uestions have been raised since on whether the Seer was a voluntary part of the experiment, a captive, or simply a body that had b een obtained b y the Shining Blade . The reference to an a rtifac t being gifted to the S hining Blade, one that seems to be custom-made to match their symbol (not the other way around, as the Shining Blade was formed before they fi rst encountered the Seers), suggests that the Seer was a willing ally. The second, of course, is the Eye of Janthir itself. Where previously the Eye had only been known to p erceive what is in its general ar ea, in the fi nal scene w e see it being used a s a sc rying device. While the exact method of its use is d i ff erent, could there b e some connection between th e Eye of Janthir and the scrying pool at the heart of the Eye of the North?
11
Upon a cold, moonless night, there came a man to a farm. The night was so dark, he carried a lit candle to find the path. The farmer heard him and called out. “What business have you here?” The farm was dark as pitch. “I seek shelter from the coming storm, said the traveler. “Would you invite me to your hearth?” The farmer feared riding out the storm in the dark, but more than  that, he feared strangers. The farmer replied, “No, I cannot.” Saddened, th e traveler wishe d the farmer well and forged onward. Farther down the hill, he found a family who gave him hospital ity. The farmer s u ffered the darkest night of his life. A tre e fell on his hous e, cru shing his leg. He did not call to Dwayna for help as he knew he didn’t deserve it. For him , the morning neve r c am e.

The Parable of

Dwayna

14 GUILDMAG #99 | Nunc tempor luctus interd um
t fi rst glance, the pa rable of Dwayna appears to be a simple morality tale. The farmer disobeye d Dwayna’s strictures of mercy and compassion, and therefore he could expect no help from th e goddess in turn. However, there are aspec ts t o this tal e that might indicate that something deeper is happen ing here; a context that the devout Orrians might immediately recognise w hen Krytans today might not. Wh ile the storm might appear to simply be the context for this tale of morality, i t may be signi fi cant that the danger which threatened the traveller and claimed the farmer’s life was a storm and not some other threat. After all, Dwayna is most commonly worshipped as a gentle goddess o f life and healing, but she is also the goddess of air, wind, and storms. Thus, the presence of one raises the possibility tha t this series of events was no mere happenstance, bu t instead a story of Dwayna taking vengeance on the farmer. Both Lyssa and Dwayna have been kno wn to disguise themselves to test mor tals. For instance, the Canthan hero Karei was chosen for greatness by Dwayna a fter h e refused payment from the n oble sh e had disguised herself as, and a similar test in t h e Scr i p ture o f Lyssa is well known to any scholar who studie s the gods. To the Orrians, this might have been interpreted as another test with Dw ayn a having created the storm herself and taken th e disguise of a male traveler i n order to verify the farmer’s compassion... or lack thereof. Thus, the farmer’s choice not t o beseech Dwayna for help may not simply be out of a general awareness that he could little expect help after d enying it to anoth er; instead, it may be because h e was brough t low through a means related to the goddess so soon after refusing hospitality. Thus, he may have concluded that he had been tested and found
wanting, the tree falling onto his hou se as Dwayna’s punish ment. An d if a god sees fi t to punish a mortal, can the mortal really expect the go d to help him through the pu nishment? In truth, perhaps he could have received that help had he asked if the stories of Dwayna’s mercy and compassion are true. M ayb e if the farmer had called out and asked forgiveness for the wrong he had committed, Dwayna would have relented. Alternatively, perhaps Dwayna had know n of the possibility th at the tree would fall on his h ouse, and had sent the traveller so he could have someone to help hi m in h is tim e of n eed . Ei th er way , t he fa rmer did not call for help, and for him, the morning never came.

Draxynnic’s

Interpretation

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Nunc tempor luctus interdum | GUILDMAG #99

Kora’s

Interpretation

he story starts o ff by providing the setting: a cold and dark night. Ther e is no moon in the sky t o illuminate neither the path nor p otential danger. T raditionally, societies instill a fear of moonless n ights a s times when monsters, both real and imagined, roam freely. Yet, this night, a man travels alone as he searches for a place to rest. With him, he carries a candle, a symbol of his hope that h e will be kept safe and fi nd h is way to safety. As the travel er app roach es sh elter , th e f armer who lives there hears the man and calls ou t to halt the traveler. To venture out on a night like this i s dangerous, but the farmer doesn’t ask if the traveler is in need of help. Instead, his phrasing is only concerned with what the traveler seeks to gain from the farm er. T he words the farmer uses, whil e not especiall y harsh, are also not inviting nor kind. The farmer expresses no concern for why this traveler would b e out on such a hazardous night; his only con cern is for himself. Here the t raveler n ot o nl y makes a req u est fo r aid from the farmer, he also o ff ers a gift. He gives the farmer a warning: a storm is coming. The impli cation is that b y asking the far mer to share the warmth and safety of his home, the t r av e l e r, in retu rn , o ff e rs the f a rm e r the safet y of n ot being alone when the storm hits. However, the farmer is ruled by his fear: of th e unknown; of the storm; of the dark; and most of all, of strangers. The farmer turns away the traveler and in doing so turns away his own hop e that th e world is n ot so dangerous a place. The traveler too could allow himself to be ruled b y these same fears. He could have stayed wherever he’d been before the start of the story and tried to weather o ut the storm there, but instead, he lit a candle and let his hope guide him so that he would fi nd safe refuge.
Moreover, rather than resent the farmer and throw curses at him, the traveler wishes the farmer well and continues down th e path, hoping to fi nd shelter. A family does en d up taking the traveler in. W e don’t kn ow the speci fi cs, but based on the word “family,” we can assume two parents, perhaps a child or two, and m aybe even an elder living in the residence. The old and you ng could b e easy victims t o a stranger with violent desires; i f t h e traveler wished to do so, it wouldn’t be hard to wait until the family slept to do them h arm or steal from them. A nd yet, the family takes the traveler in. They see his hope and meet it with their own. A hope that they all survive thi s night unscathed. But for the farmer who turned his back on hop e and gave into his fears, this night w ould be his last. The traveler’s warning came true. The storm arrived and brough t wreckage down upon th e farmer’s home. Injured and alone, the farmer could not escape, but h e als o c ho se n ot t o c al l o ut t o th e g od s fo r hel p ; e ve n from Dwayna, w ho was known to be merciful. He felt undeserving of her aid due to the fact that when the traveler came to him and cal led for help, he turned the man away. In his mind, why would the god dess help someone who refused to give help to others? If we look back at the de fi nition of w hat a parable is, “a simple story used to illustrate a moral or spiritual lesson, then one could say the lesson is to not give into fear, o r perhap s to not turn aw ay a person in n eed of help; however, there is also another lesson. Dwayn a is the goddess of light and life. It is h ard to believe that had the farmer called out to her - asked for her aid, and promised to spend th e rest of his life providing aid to others - that sh e would have ignored his plea. So, perhaps the real lesson in this story is in believing in your own self worth - in believing th at everyone deserves to b e saved and to have a second chance… even on e’s own self.
T

Chasing

DRA

GO

NS

BY MIKO
e’re heading back to Elona! And with Path of Fire nearly upon us, many player s are ta king a lts through Living W orld S eason s 2 and 3 as they get ready for the expansion’s story and farm materials and gold for a ny more surprise legendary trinkets Arena Net may have u p its sleeve. Replaying these stories provides a strik i ng contrast i n how t he Commander’s guild came together before Heart of Thorn s and then seemingly fail s to stay together once their objectiv es diverge and become less clear.
One of the most frequently heard op inions is that Season 2’s story is more cohesive and interesting, and does a better job of setting u p the expansion that came after it. Throughout Season 2, the Commande r and the rest of th e main characters worked toget he r t o solve th e mysteries and dangers which Scarlet Briar’s destruction of Lion’s Arch unleash ed. From the fi rst episode, “Gates of Maguuma,” the group is forced to come together and rely on each other to try and fi gure out why massive vines are invading areas and how, if at all, thi s is connected to Scarlet’s m a y hem. Right away , the characters become a bit more invested in the Seraph outpost they help to d efend in Tangle Root since Belinda Dela qua, Marjory’s sister, is sta tioned there. This reliance on
W

Discovering Scarle

t’s

Impact

Comparing the stor ytelling across Living World seas ons.
16 GUILDMAG #20 | EDITORIAL - Chasing Dragons
character relationships becomes a common thread throughout the season . As the grou p move o ut to Dry Top, their investigation shifts to open u p two narratives : the story of Scarlet’s motives and the stor y of the Z ephyrites. These two threa d s continuall y intersect so that learning more about Scarlet’ s motives and origin weaves and helps drive th e player’s desire to know more ab out wh y the Zephyrites were attacked by another sylvari, and why their leader, the Master o f Peace, h a s fl ed. As Mordremoth’s power and reach grow , so does the story build as th e Comman der’ s group discovers the Ley-Line Hub, Omadd’s Machine, the e ff ect of magic o n the Waypoint Network, and con fi rmation that an Elder Dragon has awo ken.
Even side stories like Rytlock’s attem pt to cleanse Ascalon of the Foe fi re Curse, his subsequent disappearance into the Mists afte r Sohothin’s descent, and the still unexplained detail that the Priory holds a relic connected to the current heir of the Krytan throne, serve to create greater tension through what they foreshadow and also reveal about the season’s main plot. Players felt the shock of Rytlock’s disappearance, and while Belinda’s death might not have touch ed them deep ly, its e ff ect on Marjory did. Season 2 ma de us c are about these charac ters. We ca red about how they hurt and, when the guild was seemingly betrayed by Caithe and her theft o f 17
EDITORIAL - Chasing Dragons | GUILDMAG #2 0
18 GUILDMAG #20 | EDITORIAL - Chasing Dragons
Glint’s egg, we felt that betrayal. Chasing  after Caithe and learning where she m ight b e b y learn ing abo u t her past indirectl y - through memory imprints left beh ind - cleverly made the Commander (and through the Commander, us) sympathetic t o her. W e could see how Caithe and the Firs t born sylvar i struggled t o understand the w orld and ho w their nearest neighbors, the asura, regarded them. We could feel Caithe’s growin g unease with Faolain’s obsession to unearth Wynn e’s secret. And, fi nally, we felt her pain at killing Wynne in order to protect her from Faolain , and protect the secret tha t the sylva ri are actually minions of a n Elder Dragon. An d this moment mad e the earlier attack by the Shadow of the Dragon on the Pale Tree all the more poignant. By the time the Commander wrote in the Story Journal at the end of “Point of No Return” that “Saving Glint’s o ff spring is paramount to Tyr ia’s survival against the Elder Dra gons. I must recover i t,” players were all in. The cinematic trailer surprised us at the end o f the season because, n ot only w ould we continue the story, but i t would b e through a n expansion t o the game, leaving players elated. We wanted to know where th e story w as going, how we could fi nd Caithe and Glint’s egg, an d w hat had happened to Rytlock. With Heart of Thorns , w e got answer s to some of those questions. We saved the egg, called a reluctant truce with Caithe for the bene fi t of the greater good - ki lling Mordremoth - and we got Rytlock back (though he refused to tell us anything abou t his time in the Mists). Season 3 of the Living W orld, th en, began with cemented bonds betw een th e Commander’s friends, born by the trials and triumphs they endured and share d in the jungle. Yet unlike Season 2’s cohesive two- pronged narrative, Season 3’s two-pronged focus had many side shoots that seemed t o detract from the story. I ronically, this is not unlike the seemingly scattershot approach
that left many player s ba ffl ed by Season 1 while it was happening. And just as that fi rst season’s heavy foreshadowing was complete d through the endpoints i n Season 2 and Heart of Thorns , I believe we won’t understan d the full impact of the various side thre a ds Seaso n 3 began pulling until w e get thro ugh Path of Fire , and perhaps into Season 4.
The major story arc o f Season 3 is centered on the m a c hi nations of one character , Balthazar , human god of fi re and war. And just as it took time to unmas k Scarlet a s the main plot driver in Season 1, i t took until the penultimate episode in Season 3 to learn that Balthazar was the shadow we’ d been chasing all along. To dispel t h a t shadow , however, the Commander had to follow tw o dispara te narr atives: the White Mantle and the truth behind its leaders and impact; and the growing power and threat of the Elder Dragons. What one h ad to do with the other is still not fully apparent.
We could see how Caithe and the Firstborn sylvar i struggled to understand the world and how their nearest neighbours, the asura, regarded them.

Re-enter the Human

Gods

19
EDITORIAL - Chasing Dragons | GUILDMAG #2 0
To get to the end of the fi nal episo de, “One Path Ends,” the Commander had to learn things both within th e major episodes and also via optional gameplay like Current Event s (now called S ide Stories in th e Achievements section of the H e ro p a ne l) and r aids . Of thes e two, raids provided the greater nar rative a ff ecting the Commander’s main story in Season 3: the story of the White Man tle’ s fortress in the Forsaken Thicket, and the trut h about the disappearance of the founder of t h e White Mantle, a s revealed through the Bastio n of the Penitent. Through these w e learn that the White Mantle never truly disappeared, and that Caudecus Beetlestone of the Krytan Ministry was their current leader ; and that the Eye of Janthir still exists. And th ough out- of-raid, in-game narratives are available for those w ho didn’t pursue this content; the narrative impact of encountering these story details fi rsthand, in m y o pinion, adds a b it more fl avor to a player’s experience. Compou nding th e disjointedness o f Season 3 i s how the Command er’s group begins to splinter almost from the minute they choose a name for themselves. Rytlock is a rrested by the charr legions and disappears (agai n) for th e rest o f the season; Caithe’s timing contin ues
to be awkward, choosing to apologize for her past behavior w hile investigating the exploded bloodstone in “Out of the Shadows ”; Marjory decides to keep “Lazarus” company against our advice; Braham is ticked o ff the Commander and Rytlock chose to start a new guild for everyone and that we’re not chasi ng the Dragons with him; Rox doesn’t have muc h to say for herself other than sh e’s watching over Braham; and Ka smeer doesn’t appear until the penultimate episode - with her nobl e title restored (which is not shown on screen or commented on ) - only to disappear again when we unmask Lazarus a s Balthazar. Even Dragon baby Aurene hatches, is bond ed with, and then seemingly forgotten. The only constant in Season 3 is Taimi, who h as slowly earned the Commander’s respect and trust, particularly since Sea son 2. Much to many players’ dismay, however, the disappearance of the guild’s main characters was made worse b y the fact that Taimi was used heavily as a deus e x m ac hina devic e rather than fl eshing out her character more interestingly. Of course, the counterargumen t to this is that it’s natural that Ta imi would be the one to solv e the mysteri es of the excess magic released b y two dead El der
Dragons and an explod ed b loodstone: she’s a scientist and a n asuran scientist at that; her character as an eager, incorrigible genius is legend! Both of these arguments have some merit, and both fail to recognize that Taimi is learning from her mista kes and i s now taking steps to r ectify or atone for these. “This is my fault,” she tells the Commander near the end of “Flashpoint, after Balthazar pinched her machine in order t o use it to d estroy the Dragons for his own reasons. “I wasn’t going to let yo u go it alone.” The cohesion of Season 3 is strained again in its fi nale episode, “One Path Ends.” If Balthazar’s r eappearance in the Guild Wars story wasn’t enough o f a nostalgic shock for some players, in Episode 6 the Commander gets to close o ff the White Man tle thread by tracking down the real Lazarus w ith h elp from another Guild Wars surprise: Livia. Why this reveal is saved for the fi nal episode is still unclear. After all, the Eye of Janthir shows us w here Ba lthazar has g one: th e C rystal D e sert . Where Season 2 left us feeling satis fi ed and eager to pursue a Dragon, Season 3 ends wit h too many questions un an swered, the two most important being: Wh y did Balthazar have to disguise himself as Lazarus, of all people? Why were the White Mantle and the mursaa t the vehicles necessary to re-introduce the human gods into Tyria’s story? Luckily, we will only have had t o w ait six weeks to, hopefully, get some answers in Pat h of Fire . We may not have the same hype we had before Heart of Thorns , but w e also don’t have to wait 10 month s to get back in to the story. Let’s hope we’ll see Season 3 ’s crinkles smoothed out wh en we get there.
• •
20 GUILDMAG #20 | EDITORIAL - Chasing Dragons

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22 GUILDMAG #20 | INTERVIEW - Competitive Feature Pac k

Interview

Competitive

Feature Pack

ith the release of an update intended to remedy some of th e issues involving PvP and WvW, w e felt it was time to ask the community a ff ected by these changes and see what their thoug ht s are. I n this intervie w, we spoke to two prominent member s of the PvP and WvW community : Jebro and Glado mer.
Has the feature pack given you mor e content to util ize and m a ke your time mor e enjoyable? I think the feature pack gave me more stu ff to d o and spen d m y time on. It gave me more stu ff to g o after a s far as skins. Have you seen a higher popul ati on of players return to the Mists? I did see a lot of returning and new players come back to WvW after th e feature pack. Do the new WvW sets represent the grandeur and style you would associate with skirmishing in the Mists? I think the WvW sets look ok; I think the top tie r WvW set i s amazing w ith th e e ff ects and with the high level requirement it’s not a s easy for newer WvW players to just come in and get, which is nice. Is it on par with where the res t of the gam e is at for rewards? I would say W vW is in a better spot now than before the feature pack in terms of rewards, but I think it should have been added to WvW sooner. I think it’s in a decent spot compared to the rest of the game.
W as the addition of the new leg endary backpiece for WvW something you thought should have been added long ago? The  addition of the W vW backpiece should have been added a long time ago back when other modes like PvP were getting the updates to its reward tracks and when th ey add ed th e other legendary backpacks. What future impr ovements o r features would you like to see in you r respective game mod e? I’m not sure w hat I’d like to see as most of my thoughts were implemented with th e featu re
pack. I think mainly for me, being a roamer, I would like to see some incentive for roaming- type gameplay groups of 1-5 instead of most just zerging.
W

Gladomer (WvW)

BY XE ROE
23
INTERVIEW - Competitive Feature Pack | GUILDMAG #20
Wa rbrin ge r The New Legendary W orld versu s W orld Backpiece introduced wit h the Competitive Feature Pack .
What future improvements or f eatu res would you like to see in you r respective game mode ? I’m not sure what I’d like to see as most of my thoughts were implemented with the featu re pack. I think mainly for me being a roamer I would like to see some incentive for roamin g type gameplay groups of 1-5 instead of most just zerging.
What are your thoughts on the n ew PvP lobby? Compared to its previo us version. The new lobby is d e finitely a breath o f fresh air. I don’t really think a lot of i t i s used for perhaps the purposes they envisioned; the dueling are a is all vs all, which is fun to a degree but is rarel y visited now the novelty has w orn off. Ad ded to this, only a certain amount of players have a c cess to the controls for t he a rea, such a s the monthly AT winners. Those controls are fun , adding bosses from the forest map and other effects to the dueling area. The addition of the llama hunting was a fun addition to the lobby but again lasts 3 0 mins or so and that’s out the way. Really it’s abo ut the gliding I suppose, but more often than not you see the sa me peop le everyd ay stan din g in th e ma p wait ing for a que u e p op . T her e i s a l s o a daily jump puz z le, but again it’s not likely tha t many PvPers are using that on a daily basis; I
know I’ m not. All in all it’s a vast improvement on the last area, but really I’m not sure what they could add to improve it further. Possibly a que ue d dueli ng a rea w here the w i n ner stay s on or several mini rooms that could o ff er the same thing. Have the new tour naments given you a satisfactory amount o f replayabil ity and reward? Personally, I have enjoyed them. I have been able to form teams via the LFG and through m y stream, and even map chat is fairly active wi th people looking for other players. That said, I can only speak for NA at presen t a s that’s my current region. Obviously since th ey were introduced there are less teams, but also it’s summer which, as we all know, is a pretty quie t time in MMOs generall y! We’ve also seen mor e players since the daily AT tourney changes to gold rewards.

Jebro (PvP)

24 GUILDMAG #20 | INTERVIEW - Competitive Feature Pac k
Has the addition of the new styles of PvP (2v2, e tc.) been su r el y needed since PvP ha s b een in play? To be honest, I have barely tried the 2v2 - I prefer the 5v5 game mode personally. W e are thinking of running 2v2 tournaments shou ld the interest be there for the Unity Gaming Org. I think Arenanet learnt their lesson with Stronghold; players love that conquest mo de, but it doesn’t mean a 2v2 ranked mode shoul d be overlooked. Possibly a 2v2 AT tournament could really bring more interest, especially in the down time betw een the daily 5v5 ATs. Do yo u th ink the new 2v 2 deat hmatch map will be turned into a nother form of ran ked play? From my previous question, a t present no. I believe they will want a few more maps or community tournaments to rea lly see if the community’s interest is there. 2 v 2s are a toug h one, it’s really going to have to be a communit y driven thin g in my op inion presently. Since ranked is only on the 5v5 scale, do you think something like the arenas was needed to k eep some of the community aroun d? I don’t think it was introduced t o keep p eople here per se. Players want the 5v5 game mode the most, but arenas give players the option for that 2v2 death match a lternative. Also because of Stronghold, I feel they are testing the waters. More 5v5 competitive maps ar e
really what the community wants. Do you think it s a better idea for competitive updates to be bundled w ith other content or stick to feature packs? Feature packs are good. The argument has always been to have more frequent balance patches to mix up the meta;. this really keeps the mode from being stale, rather than playing the same build for 1 year+ and slight balance changes having little or no impact on gamepla y. Frequent balance changes in any PvP game are important to bring variety whic h keep the player active and interested . What future improvements o r features would you like to see in you r respective game mode ? AT tournaments having a solo/duo join ability. ATs a t present only allow a 5-man team to enter. This might be tough, o f course, bu t perhaps a player assembly option so if you do queue up solo o r duo, you are then matched with other players in a team and are put into the tournament, giving more players access. Genuinely, I want more bal ance patches mor e frequently, but I know this isn’t something tha t is viable. The other main feature w ould be spectator mode for ATs so t ha t I or others c an showcase matches. This would be restricted though a s it could be taken advantage of, unless of course there is a signi fi cant delay in spectating.
Tr ium phant Armou r New armour sets introduced with the Competitive Feature Pack .
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INTERVIEW - Competitive Feature Pack | GUILDMAG #20
Does the addition of needing to craf t certain tokens for the new PvP and WvW rewards he lp or hinder the experience for acquir ing them? Glad: I think the tokens you need to craft for the armor are only there for the sake of trying to balance all the ascended armor vendors in the game modes. I don ’t thin k it hinders the experience since it ma kes it more of something you ju st walk u p and get, compared to something you put a little bit more e ff ort into getting. To m e it makes it a little fairer between the game modes. Jebro: I think an addition of being able to cr aft legendary armour i s great! It makes sense to not have the skin as it’s primarily a PvE reward . That being said, the cr afting tokens were a steep nerf t o season 5 where we were easily able to gain access t o ascended armour - I think there was a happy medium that wasn ’t reached with that system. However, it makes more sense now that legendary armo ur can be crafted using those pieces. I myself have chosen the PvE route; this is Fashion Wars after a ll. Does it ma ke you want to do more PvE content to acquire craf ting materials needed rather than just simply working in a reward track or resource n odes? Glad: I don’t think th e addition of the tokens makes me want to do PvE to get crafting m ateria ls needed for them since I get most of these mats in WvW.
Jebro: Yes! I enjoy the game in its entirety. So going to PvE can really mix it up. I’m n ot a hardcore f armer of items , bu t it is a nice brea k especially in o ff -season. But I’m not farming fo r the items for PvP, it’s more the PvE armour. I WILL be doing it for my alts though which wea r heavy armour. Do you f e el i t’s o n par with cra fting t hroug h the PvE means? Glad: I would say I think it is good they added th e token to i t to somewhat make the armor price d similarly to doing i t the Pv E way, so I feel it’s at least close to being on par with the PvE way. Jebro: That I am not sure; I ca n probably answer this better when I have been able to craft both. Really it will vary for most because it’s about tim e /gold, and how much you have o f both, a nd whi ch you enjoy. If you enjoy P v Pi n g and you can get a legendary just through that means then cool. If you’re i n a rush, PvP might not be the main option fo r most. There’s time gated items for both, as you are limited in gaining certain rewards i n PvP per season. I think you’ll have to come back to me on this one!

CO

MPETITIVE CRAFTING (Gladomer & Jebro)

Overall it sounds like the changes have been well received and both modes of play are ascending to a better state o f being! As with any form of competitive play, all you can do is im pl ement changes and take feedback; but ArenaNet has turned that feedback into yet another excellent feature pack. We’d like t o than k both Gladomer and Jebro for taking the time to answer our questions - make su re you visit their awesome stream s!

Gladomer

twitch.tv/gladom er

Jebro

twitch.tv/jebrounity
Walking upon a battlefield strewn with the dead, Balthazar, the g od of war, bless ed each of the corpses for their valor, until he came across one who had not fought but had cowered. Balthazar could smell the stink of fear, and so he reached into the man and pulled forth his soul. H e held it in place as h e scrutin ized it. The soul was n o mor e courageous in death than it had been i n life, and it trembled and whimpered. It bowed its  spine and hid its face. “You,” said the  god, “do not belong here. You sully these brave men and women who died in honorable combat. You will cower behind t hem no more.” Balthazar folded the soul, bent it and broke it, crushed it until it was hidden inside his clasped hands. Then he opened his mouth wide, and shoved t he soul in, consuming it whole. O nce it was gone, Balthazar shouted to the dead, “You carried this coward when he lived. Now, carry him, for h e serves as my reminder that strength an d courage are never  to be taken

The Parable of

Balthazar

for grante d.”
n the surface, the message of this parable is clear: Balthaza r ha tes cowards, and punishes o ne by consuming his soul; however, ther e may be more to the story. In the context of recent events, this may have been a warning about how unstable Balthazar may have been becoming even then. The fi rst aspect here is that Balt h azar’s chose n pun ishment is the consumption of a soul. This seems to be a signi fi cant escalation in punishment. Eating sou ls is something that is normally associated with demons, not the gods or their servants. Grenth, for instance, is known for the harsh punishments he h as given out to the guilty, bu t he is n ot kno wn for destroying souls (in fact, it is possible that preventing the destruction o f souls was part of his motivation for bringing down Dhu um). T his ma y h av e been an e a rl y w a rning sign t ha t Balthazar was close to crossing a moral event horizon. A second aspect i s that w e know nothing abou t who the coward was. Was he a deserter? Had he j oi ned the soldiers willingly, or had h e bee n force d? Was he even a combatant, or was he i n a noncombatant role, possibly even a person that the soldiers h ad laid dow n their lives for in a n attempt to protect, an e ff ort that was rendered futile by Balthazar’s actions? We don’ t know, and the p arable sh ows n o evidence of Balthazar t rying to fi nd out. Perhaps he di d know, and this was simply not mentioned in the parable. Perhaps Balthazar simply didn’t care. Finding a coward among those who had fought and died bravely may have enraged Balthazar to the point that he did not bo th er to fi nd out whether the soul he was punishing had betrayed the valiant dead by refusing to fi gh t… or whether it was, in fact, Balthazar wh o betrayed the ones w ho had fo ught by taking the life and soul of one whom they had sough t to preserve.
Finally, if we do take the perspective that the soul was every bit the dishonourable scoundre l that Balthazar h a d assumed, there may still b e something more signi fi cant here than the fate of a coward. I n light of recent events, includin g Balthazar’s newly a dopted stance that there is no honour in war, could the soul that Balthaza r consumed have actually had a stronger e ff ect than intended ? Perhaps the soul itself in fl uenced Balthazar from within, w earing away at his sense of honour and transforming him from the violent and quick-tempered, but otherwise honourable, being i n history, to a deceiver willing to destroy a world if i t would grant him more power? W hile it seems the parable is about the fate of cowards, this may actually be the beginning of Balthazar’s own fall.

Draxynnic’s

Interpretation

O

Kora’s

Interpretation

althaza r, the god of war, blessed every corpse of every soldier that fell during battle. He didn’t fa vor one army over the other; h e saw a l l soldiers who fou ght as valian t and deserving of his respect. Then he came upon the corpse of on e who hadn’t fo ught, but hid. The text doesn’t give u s speci fi cs about the man - all w e know is that this person’s fear had prevented him from fi ghtin g. To Balthazar, fear is a powerful stink upon the soul, marking that soul as unworthy. Fear of battle and of dying in b attle i s not something that Balthazar understands. In some ways, h e is like the norn: to die fi ghting for what you b e lieve i s r i ght. I t is the m ark of a life well-live d Balthazar judges the soul to have b een “no more courageous in death than it had been in life,” but it’s unknown if the way this god judge s courage is solely based o ff of willingness and eagerness to fi ght. It’s u nknown if Balthazar even recognizes that there are other types of courage a soul can possess, but maybe the g o d sees this particular soul as lacking i n any type of courage, and so judges it o n that lacking. The god, after examining the soul, sees that it is not that of a warrior. While others around him fought for their cause, he hid, thinking only of saving his o wn life. In the en d, hiding did not spare him and instead brought harsh judgement upon him in death. Bravery is not the absence of fear, but it is taking actio n eve n though fear is felt. Many of the soldiers wh o died on that battle fi eld had to have felt fear: f e a r a s they charge d into the f r a y; as t hey sle w their enemies; and as they lay dying. Still, they ran toward th e fi ght because they believed their actions would lead to a better future fo r those who lived on after they w ere gone. The man hoped to avoid pain and su ff erin g by hiding from the battle, but death st ill found him and in death, his cowardice led to his
judgement. Found wantin g, the god removes the unworthy soul, punishes it, and th en takes it inside of himself. But, it’s important t o note the text doesn’t say th e soul is destroy ed. The god then talks to the dead that occu pied the battle fi eld. He acknowledges the burden they shouldered by having the coward among their ranks. A coward w ho instead of helpin g protect his fellow soldiers, had to be protecte d by them. In taking the coward’s soul into himself, Balthazar chooses t o give himsel f a permanent reminder that not everyone is capable of bravery, and that the “strength a nd courage” it takes to be brave i s a virtue that shou ld always be respected. Moreover, from this day on, Balthazar carries cowardice within himself, but no on e ever judges him for holding fear inside of himself as he never lets fea r st op him fr om the battl es he mu st fi ght. This story teaches us that being fearful is not a fault to be judged. Instead, it is on ly wh en we let fear stop us from doing what is right that we become coward s.
B

Shadows & flames

SEASON 3 RECAP

BY ST A RCONSPIRATOR
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RECAP - Shadows & Flam es | GUILDMAG #20
ven a fter the death of an Elder Dragon, stories in Guild Wars 2 move inexorably forward. The story that followed Guild Wars 2: Heart of Thorns took an inter esting turn: what we though t would be a simple, constant fi ght from one Elder Dragon to the next ended up being a much more complicated matter. Odds were good that there would b e no actual fi ght against anothe r Elder Dragon this soon after the death of Mordremoth, but few, if any, players could have guessed exactly who w e would en d up fi ghting as the season came to an en d.
The third season began with an invitation from Kn ut Whitebear asking us to attend Eir Stega lkin’s memoria l. Reporting t o Hoelbrak, we had a chance t o revisit Eir’s legacy and recal l her fate and the treachery that had stolen her from us. Reuniting with Rytlock, we learned that Braha m had left Hoelbrak shortly after arranging t he memor ial; it is implied that
the young norn w as out killing dragon minion s as a salve for his mother’s death. Braha m’s emotional react ion to losing Eir shows how close the estranged so n had grow n to his mother in the short time they were together. Rox and Garm also made an appearance a nd w e learned that they had stayed behin d after Mordremoth’s death and fought their way ba ck from the jungle. E ver-loyal Rox set out to fi nd Braham after dropping o ff G arm t o recover . The c elebration of Eir ’s life ends, bringing us several beginnings. One of t h e most signi fi cant being the ne w guild that Rytloc k proposes, Dragon’s Watch. With Logan and Zojja sti ll r ecuper ating from their ordeal in the jungle , Sna ff and Eir dead, and Cait h e M.I.A., this proposal seems logical. Br aham, however, sees joining Dragon’s Watch as abandonin g his mother’s memor y. Nevertheless, building th is new guild becomes one of the storytelling threads of Season Three. At this point in the story, Kasmeer, Marjory, and Taimi remain unaccounted for ; althou gh, Taimi soon reaches out and begins the next phase of the story.
Throughout the season, the plucky asura plays the r ole of moving the story forwa rd with her letters a nd radio communications signa lling nearly every new phase, many of them triggered by t h e asura’s scienti fi c discover ies and experimentation. The third season also opened up a number o f maps. The fi rst of these, Bloodstone Fen, is domina ted b y the crater lef t behin d wh en th e bloodstone there exploded, catching us in the blast. Lucki ly, an un know n force or being absorbed much of the energy released by the explosion. The map also introduces a new line of mast eries, Ancient Magi cs, along with some expan ded glider warfare mechanics and various collection items.
E

Wrapping Up

Loose Ends

Setting the St

age

32 GUILDMAG #20 | RECAP - Shadows & Flames
In Bloodstone Fen, th e player searches for clues and survivors among the wreckag e left behind b y the explo sio n. The White Mantle and th eir Jade ar mor gr eet us here and the idea o f the return of the mursaat is pr omising. At the bottom of the cr ater, we fi nd the remnants of the W hite Mantle’s camp and mining operations. Insid e lies th e center of the explosion and we learn that something was resurr ected, absorbing the power of the blood stone as it exploded; how ever, a t this point, w e do not yet know what or who absorbed so much power. W hile exploring the crater, w e discover t ha t the missing leader of th e White Mantle, Caudecus, is in the area. Fea ring that he may have been the on e who absorbed the bloodstone’s magic, we confronted hi m along with Marjory an d Rytlock, who reappear ed before the fi nal battle. The fl uidity of the team’s lineup contin ues through out the season, althou gh Marjory and Kasmeer only appear from t ime to time. Mid-season, Rytlock too disappears, escorted back to the Black Citadel to answ er for insubordination. Caithe, having appeared brie fl y i n the bloodstone crater, is absent for most of the season. There ar e tim es during the season when it feels a s i f there is
little substance to th e new guild because of th is fl uidity and the loss o f a number of regular cha racter s. The episode ends with a faceo ff between us, and Caudecus and his forces. However, we so on discover it was n ot Caudecus who stood at the center of the explosion, but L azarus the Dire, the last mur saat, now resurr ected with the power of the bloodstone. In the fi nal battle, La za rus turns on Caudecus, uninte rested in the petty struggles of th e former human worshippers. Solving the mystery of w hy the mursaat spared us and our al lies becomes one of the main focal points of the unfolding season. Th e other more important focus is Primordus, t he Elder Dra gon who was awakened as we confronted th e White Mantle.
Returning to Tai mi, we discovered that both Jorma g and Primordus were active at the same time, possibly awakened by the sudden rus h of magic after Mordremoth’s death. The asura inform s us that Primordus ha s moved from th e Shiverpeaks to the Fire Islands, where magic energy has pooled. We soon follow th e dragon to th e new map, Ember Ba y, where, we
fi nd a n ew fo rm of destroyer that has absorbed both plant and death magi c. We al so discover that Pr imordus’ presence and the pooling energy is contributing to seismic activity in the area. In order to stop the e a r t h quake s and save the island, we take up a side - quest to reinvigorat e a series of dwarven artifacts. This, in turn, brings u s to th e mursaat fort ress, where w e learn some juicy tidb its o f mursaat histor y.
In Bloodstone Fen, the player searches for clues and survivors among the wreckage.

And Then Ther

e

Were Two

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The new maps incl ude a number of similar mechanics, many of them initially seen in Heart of Thorn s . These include : bouncing mushrooms, fast travel tubes, thermal t ubes in the Fire Island and the Shiverpeaks, along with continued ley-line gliding and updrafts throughout all the new areas. Beginnin g in Ember Bay, repeatable hearts also became p art of the maps , increasing the sense of each map being a “slice of time” as mentioned by Game Director Mike O’Brien in a recent news post.
At the end of the seco nd episode, w e rec eive a vision of the egg in Tar ir and hurry there to discover its fate. There, we witness its hatching and Lazarus the Dire joins us in protecting the n e wb orn d ragon Aur ene fro m Primordus’ forc es who have invaded the sanctuary. T his is an unexpected plot twist with Lazarus fi rst spar ing a group of humans and th en aiding Glint’s hatchling w hen all hope looks lost. For those keeping score, Glint, who was once Kralkatorrik’s lieutenant,
predicted th e do wnfall of th e mursaat in the Flameseeker Prophecies. For one t o n ow aid her o ff spring seems very odd. After the battle, Marjory shoulders the responsibility o f looking into Laza rus and investigating his claim s that he has changed fo r the better and wishes to ally with those fi ghtin g against the Elder Dragons in order to save the world. Althou gh the story takes us far a fi eld, we do ret ur n to Tar ir to check on Glint’s progeny, Aurene, and help t h e Exalted with her upbringin g. These sections o f the story, full of cuteness overload, are a sharp contrast to other threads o f the tale, whic h focus on the increasing power o f the Wh ite Mantle, Jormag, and Primordus, along with the mystery of La zarus. While Marjory is awa y with Lazarus, w e start the thir d episode playing a series of games with Aurene, h oping to instill in her severa l good characteristics, such as charit y and compassion.
Despite the strange behavior of Lazarus, a nd Aurene’s upbringing, T aimi r emains focused on the two Eld er Dragons. She  asks us to search for an Icebroo d, Jorm ag’s minion, that has been affec ted by b oth death and plant magic. With a sample from that corrupted Icebrood, sh e hopes to discover a way to pit Jormag’s and Primordu s’ energies against one another and destroy both dragons at once. Such a journey ta kes us far to th e north to the new map, Bitter frost Fr onti er. Here w e fi nd the kodan and their magic fl ame, along with their allies, t he quaggan. Together, the quaggan and kodan hold J ormag’s forces at bay. However, with the demise of Zhait an and Mordremoth, Jormag ha s grown more powerful, and the corrupted Icebrood have reached a point to where they have near ly overwhelmed the allies’ defen ses. The desperate situation in the north ma y b e in danger of

Baby Dragon

Glint, who was once Kralkatorrik’ s lieutenant, predicted t h e downfall o f the mursaa t in the Flameseeker Prophecies.

Fire and Ice

34 GUILDMAG #20 | RECAP - Shadows & Flames
being downplayed and lost in the shu ffl e of intertwining stories as the threads continue to build toward the clim actic ending with the atta ck on Divinity’s Reach by the White Mantle and a factio n of centaurs… and, ultimately, the discovery of Lazarus’ true intentions. An important plot point unfolds in the th ird episode which brings us back in to contact with Rox and Braham. After collecting a sa mple from the corrupted Iceb rood and returning to the nearby sanctuary, we hear that the local Svanir a re hunting Braha m, believing that he is the one causing trouble. Perhaps spurred o n a bit by a guilty conscious - as we were the on es causing all the troub le - we hurry to fi nd Braha m and Rox. When we catch up to Braham , h e is less than thrilled a bout the new guild and ch ooses n ot to join. Up on completing his search f o r a scroll that will enchant his mother’s bow, h e and Rox then return to Hoelbrak where Braham uses the new bow to ch ip the
tooth of Jormag in the Great Lodge, setting up Braham to ful fi l the legend of the h unter who b reaks the tooth leading the norn people t o victory over Jorm ag.
Leaving Rox and Braham in th e far north, the story takes on a sidequest to Divinity’s Reach where the White Man tle and centaur tribes have attacked! Upon returning to the c ity, Queen Jennah welcomes us to her garden party and we ar e able to mingle with the fi nest. A s with so many of the queen’s parties, it ends in destruction. However, this episode gives us a chance to have another course of court intrigue and politics, an aspec t of the game that may n ot be to everyone’s taste. Luckily, for those who do not fi nd th is aspect of the game enjoyable, it is short- lived and we return to th e front lines soon enough . Before leading the fi ght against the White Mantle, we are able to pay our respects t o
Trahearne, whose memorial i s found in The Grove. We learn from Taimi tha t Braham has taken a small expeditionar y force north to test Jorma g’s strength before c ommitting a larger force to the t ask, b u ying us some time for Taim i to come up with a b rilliant idea that will save the da y. In the meantime, whi le she continues her experiments w e are able to pass the time by saving civilians from the Whit e Mantle and their centaur allies, aided by Logan, who has returned to command despite feeling changed by Mordremoth in s o m e obscur e way.
The battle against the W hite Mantle soon leads us back to Caudecus and we are able to resolve the situation, in fi ltrating the Minister’s mansion and confrontin g him in a frenetic fi nal battle. There, we discover t he m ost
When we catch up to Braham, he is less than thrilled about the new guild.

Meanwhile, Back at

the Casle...

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disturbing news… Lazarus was not actually resurrected! Something else came back from the Mists an d absorbed the bloodstone... something that is now masquerading as Lazarus the Dire.
With the revelation about Lazarus fresh in our m inds, the story r eturns to Ta imi, her experiments, and the dragons. At the Rata Novus la b where Taimi has completed her dragon magic-harnessing device, we are reunited with Kasmeer, who agr ees to join our new guild, Dragon’s Watch. Taimi has been bu sy while w e were gon e and has commandeered the heart of Omadd’s machine to crea te a device tha t will allow her to manipulate the Eterna l Alchemy and pit opposite Dragon energies against each other. However, before much can b e don e with th e device, Marjory resur faces, bearing information about the fa ke Lazarus: he has built a n army of mercenaries, a nd Marjory suspects its p urpose is not to fi gh t the Elder Dragons. Together with Kasmeer and Taimi, we devise a plan to stri p the fake Lazarus of his disguis e using magical mi rrors. While setting u p these mirrors and enchanting them, Marjory an d Kasmeer argue over Marjory’s disappearanc e, providing a moment of charact er development, which peop le may miss if they are busy fl yin g
about looking for mirrors and stands. It isn’t long before Lazarus appears and asks t o see Taimi’s device, and w hen we refuse, he attacks. By the end of the battle, Lazarus’ illusion falls to K asmeer’s spel l and the human god Balthazar is revealed. H e lashes o ut at Marjory before departing wit h Taimi’s devic e.
Kasmeer is visibly shaken by the hu man god’s reappear ance (something that shouldn’t be surprisin g given the disappear ance o f the human gods from Tyr ia for hundreds of ye ars). I n f a c t , she is shaken t o the point tha t she can’t continue th e fi gh t and departs. Alth ough sh e leaves, her reaction seems th e most genuine o f al l t hose wh o confronted Balthazar in thi s episode and I feel this major reve a l is a missed opportunit y to expand on cha racter dialogue and development. Confronting the human god o f war leaves the humans shake n and questioning, but there isn’t much dialogue variation between character rac es, leaving them all with a similar rea ction. Instead, there is some cautious curiosity from Taimi and a bit of subdued disbelief from Marjory, which is in character for her.

And All Shall Be

Reveale

d

36 GUILDMAG #20 | RECAP - Shadows & Flames
Following Balthazar in his weakened state gav e u s a chance to travel to another map, Draconis Mons. This map features a jungle environment hidden inside a volcano, with map mechanics we have grown used to. Even so, it can still be confusing an d daunting, and on more than one occasion I was reminded of Tangled Depths and how di ffi cult it was to decide which level of the map I was on and which level I n eeded to be on . Yet, it is full of specta cular scenery and the sulfuric wate r is a nice change of pace. Here , nostalgia of the original Guild Wars returns and we fi nd druid spirits, ancient golems, and the fi nal end t o the golemancer, Zinn, a recurring character from the original game. While searching for Balthazar, we receive word from Taimi concerning our origina l plan to thwar t two Elder Dragons at once. According to her simulations, doing so could mean the en d of Tyria ! Although w e aren ’t sure of a clear path forward, we
continue on the qu est to stop
Balthazar and return Taimi’s device. After allying with the druids, we are able to follow the renegade god into the heart of the volcano, where w e fi nd him with Taimi’s device, using it to attack Prim ordus. After a lengthy battle against Balthazar and his hounds, the device overloads due to our interference and Balthazar retreats. As an added b onus, the Elder Dragon appears to fall asleep again. This leaves only a few loose en ds and seems to bring most of the main story threads t o a close; the White Man tle has n o leader with both C au decus and Lazarus gone, Primordus is asleep again, and Divinity’s Reach is relatively safe for now. What sta rted as quite the conundrum has neatly resolved into just a few remaining problems l eft for the denouement .
With the disappearance of Balthaza r, we decided to check with his local pri est to see if he could giv e us some insight into wh ere the god of war may have gone.
As the fi nal episode of Season 3 begins, Ta imi has little to o ff er, which is unusual sinc e she’s been driving the plot forward with her experiments and machinations. Returning to Divinity’s Reach, w e fi nd that Balthazar’s followers are rejoicing in the streets, as onl y those dedicated to the god of war can, by brawling. Countes s Anise and her new helper, Valette the Treasonous, greet us a s well. When the priest of Balthazar assures u s that he doesn’t know where the god is, Countess Anise in forms us that the Eye of Janthir is looking for Baltha zar as well, thinking the god has one of Lazarus’ aspects. W e follow A nise’s lead to Brisban Wildlands, searching for a Shining Blade op erative who ’d gon e missing. Wh en we fi nd her; she’s cau ght in a trap inside a White Mantle stronghold. After helpin g her escape, we discover that this mysterious stranger is hunting the aspect s of Lazarus a nd has been following the Eye o f Janthir . The fi ghts and puzz les in th e White Mantle h ideout are straightforward and enemies are not constantly hara ssing you while you at tempt to

At the Heart of the

Volcano

Secrets, Nost

algia and

Another Beginning

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fi gure them out, which is nice. With the White Mantle d ead, the Exemplar fi nds her self caught in yet another trap, allowing u s to grab the aspect instead. However, although we are a ble to retrieve the aspect of Lazarus, the Eye of Janthir escapes. In order to fi nd out where the Eye had go ne, we returned to Divinity’s Reach to speak with Coun tess Anise at th e behest of our new mysterious friend , the Shining Blade Exempla r. She instructs us to meet her at t he m aus ol e um in D i vi ni t y’ s Reach. There, she shows us the hidden en trance in to the Shining Blade’s headquarters, and that’s when things get really weird. We fi nd ourselves deep undergroun d where a large, stone fortress has been built. This is where Countess Anise and the other Shin ing Blade members pass th e time when they are not protecting t he Queen . W e fi nally learn the Exemplar’s name, Kerida, and discover that her mission is guarded by a sacred oath. In order to fi nd out the truth, we must join the Sh ining Blade and take the oath a s well. Concern ed that w e will be tied to the Queen, we are hesitant to take it, but Coun tess An ise assures u s we will have the freedom necessary to come and go as we please. Joinin g the Shinin g
Blade and su ddenly having to take a sacred oath seems to require a bit of forethought and deliberation; however, Anise takes us directly to the initiation where w e a r e inducted into the order of the Shinin g Blade. The first step of the induction appears to be, at best, a hazing of sor ts, with the player being set on fi re, doused with water, and then beaten with sto nes. Afterwards, the second st ep of th e induction ceremony delves into the history of th e Shining Blade. With Coun tess Anise and Kerida playin g the parts of Kiera and Shadow - characters fam iliar to those who played th e fi rst game - w e witness the betrayal of Markis and the fall of the Henge of Denrav i. Afterwar d s , we face a manifestation of our own self-doubt - a tricky battle where the recharge time on a ll our skills is increased as our crushing guilt increases. For those who wish, apparitions of Destiny’s Edge members appear to aid you in battle. After defeating our m anifestation, we a re sworn to secrecy and give the aspect to Anise. It is only then that we learn Exemplar Kerida’s mission: to assemble all the aspects and summon Laza rus the Dir e - the rea l Lazarus the Dire - and destroy him. Although it is a crazy idea, we can only hope to fi nd
Balthazar by aiding her in her search for the Eye of Janthir. Kerida sends us to Orr, one possible location for the Eye of Janthir, while she searches the Fire Islands. We are able to reach the fi nal new map of the season, Siren’s Landin g, by boat from Lion’s Arch. Here, w e fi nd a host of sylvari working to cleanse Orr.
It’s good to fi nally see what has become of Orr after the
We discover that this mysterious stranger is hunting the aspects o f Lazarus and has bee n following the Eye o f Janthir .
38 GUILDMAG #20 | RECAP - Shadows & Flames
death of Zhaitan so long ago ; we were told that the l and would heal, but now we know it’s going to take some t ime before this is a ccomplished. While the new map mechanic s we’ve been using s o far are still found h ere, they seem less abundant. Bou ncing mushrooms and ley lines are fewer. There also seems to be less u n boun d magi c about. The Ancient Magics mast ery, Siren of Orr, allows you to bu ff your allies in combat, while the skills r equired to complete th e hearts in this ar ea a re granted by ki lling ley-line scavengers and using their ley-organs. Recla iming the undead and completing other ta sks help to reclai m Siren’s Landing and fi ll th e hearts given out by each of the long-dead rulers of Orr that you discover in this map. Speaking to Dagonet, a Firs t born sylvari, we learn tha t the Eye of Janthir has gone inside Abaddon’s reliqua ry, which is now sealed. The only way to open it is t o light th e other reliquaries in the area, which is done by harvestin g
ley-organs and completing tasks in each region. Only when the heart is fi lled can yo u move on to the n ext . Luckily, any number of actions will fi ll the hearts, includin g hunting down Risen and simply killing them the old-fashioned w ay . For those tired o f the cor e game’s Orrian maps, th is fi nal new map may not b e a welcome sight. Alternativ ely, if y ou’re like me and haven’t really played much in Orr, the map is a reminder of the lost glory of th e once- sunken land. I think the rulers as heart-NPCs is a nice touch, showing them a s caring for the land now that it’s free of the Elder Dragon Zhait an. After the hearts have been completed for all fi ve gods - Grenth, Dwayna, Balthaza r, Melandru , and Lyssa - the magi cal energy fl ows freely and w e travel to Abaddon ’s reliquary t o en ter i t, rejoined b y E xem pla r Ke rida. S h e lea d s the way a s we fi ght th rou gh a series of t raps left behind, though none of them very taxing. After a few b attles, we fi nd ourselves in the presence
of the Eye of Janthir, but Balthaza r is nowhere to be seen. Instead, we have all of Laza rus the Dire’s aspects in one pla ce and can summon the true mursaat. After placin g the aspects on the corners of a pentagram, Lazarus appear s and Kerida reveals her true self: the necromancer Livi a. A lengthy fi nal battle then ensued, and after c asting a number of spells, dodging a great deal of lightnin g and slaying th e fi ve aspects of Lazarus, we were able to strik e the fi nal blow against Lazarus with the original Shining Blad e sword, destroying the last of the mursaat once and for all. With the death of La zarus, Livia r eveals that she has been prolonging her life using the Scepter of Orr , fi ghting through centuries to rid the world of the mursaat and avenge Kryta. O f course, we are sworn to keep h er secret s a s fellow members of the Shining Blade. With the mursaat truly gone, w e only had to ask the Eye of Janthir where Balthaza r had gone. The vision r eceived is full of fl ames, pyramids, and monolithic sculptures… the Crystal Desert ca lls.
Kerida sends us to Orr, one possible location for the Eye o f Janthir, while she searche s the Fire Islands .
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LORE - Who are the Druids? | GUILDMAG #20

Who Are

The Druids?

ith th e Pact’s recent expedition to Dr aconis Mons, a topic that had once been solely th e interest of students of Tyrian history ha s sudde nl y becom e of critical im por tance to the Pact. With ma ny Pact soldiers and agent s being unaware of the background of the arboreal spirits they are now encountering, th e Durmand Prior y considers this knowledge valuable for Pact members deployed to regions i n wh ich druids may be encountered. With luck, hop efully this pamphlet will assist Pact o ffi cer s in understandin g what they are interacting with when encountering dru id s and, hopefully, avoid h ostile encounters.
W
A primer on the history and beliefs of the dru ids , penned by Schol ar Ele anor Draxynnus in the Season o f the Phoen ix, 1330 AE.
BY DRAXYNNIC
40 GUILDMAG #20 | LORE - Who are the Dr uids?
In the beginning, we worshiped Melandru, and through our devotion we learn ed to bec ome one with nature, but that was not enough for the most devout. Those of u s truly dedicated to Melandru chose t o leave behind our physical forms and achieve a harmony with Tyria. In those early days, we all transformed once in a heartfelt ritual beneath a full moon. We amazed even ourselves and vowed to forever be the defenders of unspoiled nature. Over the centuries, others joined u s, drawn by an innate urge to be one with nature, and we welcomed them t o our Henge. After a time of blissful harmony with Melandru, w e druids sensed changes in the very bedrock of Tyria. Some chose to sleep, seeking solace in the Mists. Others chose to continue creating and strove t o preserve a measure of balance in nature. Our time in the Henge was idyllic but when faced with the unbalancing of Tyria, we left to tend to the very elements of magic. We traveled to all corners of the world, creating areas of harmony in nature. And there we have remained, tending our gardens, h oping that ou r q uiet g ood work will help re store b alan ce to magic. - Kodama (Druid Spirit), 1330 AE

HI

ST

ORY

The history of the druid s is, perhaps, one o f the most mysterious of the human cultures. What is know n is that, at some point in the earl y days of human civili sation, a fellow ship of followers of Melandru abandoned that civil isation and took u p residence in the Maguuma Jungle. They took u p the role of stewards o f the ju ngle, creating structures out of the plants and cli ff sides that were common in the region. The greatest of their places of po wer was the Henge of Denravi, in the western part of what is now known a s the Brisban Wildlands.
Then, som etime before the Searing, the druids
disappeared - or so it was believed by the histories of the time. When the heroes of the Flameseeker Prophecies entered the jungle, initially at the beh est of the White Mantle, it is said that an avata r of Dwayna revealed tha t the druid s still existed, but they had “surrendered their mortal flesh to become one with the jungle.” The avatar invited the h eroes to witness a gathering of druid spirits, before the heroes tra velled deeper into the Wilds for their fateful meeting with the Shining Blade. It has sin ce been discovered that the abandonment of th e Henge of Denravi occ ur red so that the druids could d isp erse, tending to locations across the Maguuma Jungle and beyon d. Nevertheless, the druids played little part in the outcome of the Flameseeker Prophecies and the Krytan Civil War. The r ecords
indicate that the heroes of the Prophecies enacted a ritual near Bl oodstone Fen, using vine seeds to invoke the druids in order to establish their protection over the jungle. What e ff ect this ha d, if any, is unknown . A druid spirit named Dark Oak was consulted on the matter of a possible traitor in the Sh ining Blade ranks - however, the cryptic prophecy that the spiri t
The greatest of their places of power was the Henge of Denravi, i n the western part of wha t is now known as Brisba n Wildlands .
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LORE - Who are the Druids? | GUILDMAG #20
provided could not be interpreted until after the mursaa t had r evealed themselves. More signi fi cant was the hiding place that th e druids had left behind. At that time, the warding magic over the Henge of Denravi still held strong, making it impossible for anybody to fi nd the Henge of Denravi withou t having been there before. The key to this enchantment was a portal in Aurora Glade which could be activated by placing crysta ls o n a trio of pedestals; the Shining Blade was able to claim the portal and, through it, the H enge, granting them a hiding place which they believed w ould be safe from the White Mantle. Disastrously, their suspicion that there was a traitor in thei r ranks proved to be true - their haven was short-lived before the traitor led a White Mantle ar my to the Henge, forcing the Shining Blad e to disperse.
Since then, the Henge has continued to decay, and th e protective wards have failed altogether. Despite this, druid spirits can still occasiona lly be encountered by adventurers in the wildlands, anch ored to oa kh ear t- l ik e hu sk s t hat se rv e them a s physical bodies, or to various places o f power withi n the region. Despite their association with the Maguuma Jungle, the druids woul d pla y only a smal l role i n the campaign against Mordremoth. Scholar K eenwi t of the Priory, with the aid of Pact soldiers and a n Exalted Sage, was able to summon a n elder druid spirit at the Font o f Maguuma near Northwa tch. The spirit revealed that the remova l of Mordrem from the Font was only a beginning step - each of the springs in the Auric Basin r egion resonated with the others, and to fully restore the Font would require the puri fi cation of the other springs as w ell.
The puri fi ed springs regained the ma gical properti es of the Maguuma waters, but did not play a major role in the defence of Tarir, and n o such puri fi cation occurred elsewhere in the jungle befor e the fall of Mor dremoth. Recent events, however, have uncovered one of th e hidden sanctuary of the druids, as the pursuit of the apparently rogue god Ba lthazar led the Dragonslayer to the secret garden beneath Draconis Mon s.
From discu ssions with the druid spirits there, Drac onis Mons was originally a volcanic , hollow proto-island b eneath the waves, which they saw as an excellent place to hide
Druid spirits can still occasionall y be encountered b y adventurers i n th e wildlands .
42 GUILDMAG #20 | LORE - Who are the Dr uids?
a garden. Unfortunately for them, a volcanic eruption - possibly t h e one t h a t followe d the defeat of the Lich Lord in 1072 AE - caused their sanctuary to rise above the waves and become a true island that could be located by others. The fi rst such interloper was Zinn, the disgraced golemancer and founder of Rata Novus. After  the destruction of Rata Novus by the chak, the refugees located Dra conis Mons by means unknown, an d saw it as a suitable location for a new settlement which they would call Rata Arcanum . They quickly came into con fl ict with the druids, who objected to the introductio n of “unnatural” asura magitech and other constructions which disrupted the harmony of their garden. This con fl ict would escalate over tim e, with Zinn imprisoning a group of druids in order to power a terraforming device. He attempted to use this device to transform the entire cavern into a farm to feed his city, but thi s was too much for th e druids - they u nited to destroy the asur a of Rata Arcanum, including Zinn , before the empowered devic e could be activated. They have since been attempting t o restore the balance that Zinn disrupted.
Their e ff orts were set back by the recent arrival of Primordu s and Balthazar. The presenc e of these beings of fi r e intensi fi ed the fi ery en ergies in the garden, upsetting th e balance between the element s that the dru ids had cultivated there. Given this history, it is not surprising that the druids of Draconis Mon s were reluctant to welcome th e arrival of Pac t forces. Many have proven to be openly hostile, assaulting Pact forces on sight. Others have been more tolerant as long as they see the Pact forces as helpin g to r emove those that create greater imbala nc es, ev en assisting the Dragonsla yer to pursue Balthazar into the heart o f the volcano. However , they have made it very clear that th ey wou ld prefer that the Pact, too, vacate Draconis Mon s as soon as p ossible. With some coaxing, the druid Kodama has also revea led that, like he r still-living h um a n worshippers, the druids have not heard from Melandru in quite some time.
A volcanic eruption - possibly the one that followed the defeat of the Lich Lord in 1072 AE - caused their sanctuary to rise above the waves.
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LORE - Who are the Druids? | GUILDMAG #20

Beliefs

All that exists is all that must be. We are renewed by these waters. We are unchanged by these waters. All that exists is all that must be. Time moves neither forward nor back. Time is the lens of perception. All that exists is all that must be. The spirit beholds the truths that t he eye c annot see . I t i s not often that w e allow morta ls t o w i t ness our ritua ls , but w e see in you the seeds of the divine. To be divine is to realize that w e are all one. That the self is an illusion. Through this d o you understand your own immortality. Through this are you freed from the illusions of the fl esh. Do not rush your understanding of these mysteries. Allow them to take root and mature gradually within you as the seed ling in the soil. - Druidic ritual as reported by the heroes of the Flameseeker Proph ecies, 1 072 AE
As far as we kn ow, the druids never interacted with the kodan, b ut they espouse a philosophy of b alance which appears to be very similar t o that taught b y Koda. While th e druids are stewards of nature , they do not fi ght against forces of destruction unless they threaten to u pset the balance - they see destruc tion as a natural part of nature. This can b e seen in the stories regarding the guardians of some of the druid ’s sacred places during the tim e of Krytan Civil War. While i t is unsurprisin g to fi nd followers of Melandru employing plant creatur es such as Oakhear ts to defend their groves, according to th e stories this was only the fi rst line of defence. Destroying one of th e guardians serv es as the ala rm to awaken shadow creatures known as ‘Ravagers’, which employ necromantic powers to eliminate the attackers as
quickly a s possible. Anoth er connection between th e druids and powers of death is shown in the stories of Dark Oak - th e prophecy obtained by the S hining Blade, for instance, was granted after the sacri fi ce of a centaur chieftain’s heart. The druids take this philosophy a step further tha n even the kodan. Th ey believe that the concept of ‘self’ i s a n illusion - that everything in the world, from the land itself
to th e plants and animals and even the sapient beings that build civilisations across Tyria, are all part of a single, undivid ed wh ole. For the druids themselves after their ascension, this certainl y appears to be true - the druid spirits are closely tied to th e land they inhabit, to the point where it could be argued that they have become the spirit of the land. Whether they are corr ect about other sapient beings, w hich have seemingly distinct souls that travel into
44 GUILDMAG #20 | LORE - Who are the Dr uids?
the Mists upon their death, is not so clear. Regardless of their beli efs about maintaining balanc e, the druids maintain a series o f hidden gardens within Tyria. Draconis Mons is clearly on e of those, and conversations with one of their spirits there suggest that the hid den garden we kn ow as Deirdre’s Steps may be another, which has currently been abandone d by the druids i n order to focu s on restoring the ba lance upset by Zinn and Primordus in Draconis Mon s. According to another of the spirits, the druids hope that the gardens they seek to preser ve may help to maintain the balanc e of magic i n Tyria. However, they still accorded a special
signi fi cance to the Maguuma, which they r egarded a s “the heart of Tyria”. Why they attributed such importance t o the Magu uma is currently unknown. Finally, one report from the Dragonslayer indica tes that the druids h ave not approved of the Dragonslayer’s activitie s thus far - according to the drui d spirit known as Rosewood, our fi eld of vision has been narrow and has resulted in harming the natural wor ld rather than helping to heal it. Despite the damage done to nature by the dragons, it appears that the druids believe that  slaying them is n ot the appropriate response - although w hat the appropriate r esponse might be, they have yet to say.
The druid spirits are closely tied to t h e land they inhabit, to t h e point where it could b e argued that they hav e become the spirit of th e land .
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LORE - Who are the Druids? | GUILDMAG #20

Recommendations

This is what happens when outsiders come. We lose. You lose. Tyria loses. Please, take your people and go. - Druid Stormknot, Eternal Pool incident, 1330 A E
When interacting with druids, or with plac es where druids may be present, it is important t o remember: they, like us, are working for the preser vation of Tyria. While it is nat ur ally expected that Pact personnel will defend themselves if atta cked, it is probably not in o ur long-term interest to bring further destruction on the druids. When conflict does occur, it is better, when pract ical, to find some means to contain a hostile druid spirit rather than to destroy it. Both the charr and the asura have developed technomagical devices capable of containing spirits - making use of such devices might allow for a battle to be ended without permanent har m to either side. Regar dless, it is prefer able that the Pac t avoid any con fl ict with potential a llies. Pact o ffi cers sho uld learn to recognise sites which may be of impor tance to the druids, and Pact magic-users shou ld familiarise themselves wi th the ‘feel’ o f druidic m agic in places that have been veri fi ed as not triggering a hosti le druidic response, before bein g posted to locations where places sacred to the druids might be present. A n unknow n
location that is identi fi ed a s possibly druidic sho uld not be entered uninvited if it can be avoided, even if no druids are immediately obvious t o b e present. We d o not want any repeats of the E ternal Pool incident in Draconic Mons if it can be avoided .
Naturally, any druid spirit that should ch oose to manifest to Pact forces should be shown respect, and any requ ests
made by a druid shou ld be heeded, unless doin g so would con fl ict with wider Pact directiv es or would expose Pact personnel to excessive danger.
When interacting with druids [. . .] it i s important to remember : they, like us, are workin g for the preservation o f Tyria .
One day, the goddess Melandru came upon a den of foxes, and she heard within the hungry cries of kits. She bent her ear to the ground and learned that the mother fox had been killed by a farmer. The cubs were doomed to starve to death, and thus was t he way of n ature. Melandru s ought out the farmer, and asked him why he had killed the fox, thus condemning its kits to sure death. The farmer explained that the fox had killed one of his chickens, and therefore he had taken his vengeance upon the fox. “Thus,” said Melandru, “is the way of nature.” Later that year, the farmer praye d to her,
calling
he r
name in his darkest moment. In his pr esen ce, she s aw that he was in mourning and asked what h ad happened. “Wolves,” he said, “have taken my daughte r. Can you not bring h er back to me ?” Melandru was not unkind as she  said, “No. Th us is the way of nature.”

The Parable of

Melandru

ne interpr etation of the parable of Melandru is that it is simply a re fl ection of Melandru b ein g passive and accepting of whatever happens, as long as it is in line with th e way of nature. She accepts that the fox cubs were doomed to starve. Then, she also accepts that the far mer had killed the mother fox to protect his livestock. Finally, she accepts that wolves had taken the farmer’s daughter, because each event was part of nature. Sh e might have interceded more forcefully if any of the interactions had been unnatural, as is seen in the case of Ewan’s tribe, but as long as something is within the way of nature, howeve r tragic, she accepts it. Thus, the parable teache s the acceptance of tr agedies that come wit h life, a s both tragedy and triumph are part of existence. However, there is another interpretation wher e Melandru is far less accepting. In the parable, Melandru does not simply ask the farmer why he killed the mother fox, but also points out th at h e ha s co nd emned th e f ox’ s k its to deat h. He could have o ff ered to raise the kits himself , or expressed remorse that the kits would also su ff er for his vengeance, but he justi fi es his actions as the fox and her kits bein g worth n o more than his chicken. Melandru appears to accept this, but her words of acceptance will come back to haunt him. While Melandru doe s not appear to be vengeful in the p arable, if he r intent was to make the farmer experience a similar feeling of loss that the fox’s kits had su ff ered, she may have seen n o need t o twist the proverbial knife. As long as the lesson is learned, she can still o ff er comfort to the farmer, and the true course o f events remains ambiguous in the mind of both farmer and reader: Was the farmer ’s daughter taken in a n ordinary wolf attack? Or were they an instrument of Melandru’s will?

Draxynnic’s

Interpretation

O

Kora’s

Interpretation

elandru is the goddess of natu re. She is uniqu ely attuned w ith the cycle of li fe and death, and its beauty and savagery. When she hears the kits crying out in distress, she’s curious and stops t o learn what event has led to their mother not returning. Sh e disco vers a farmer ha s killed th e kits’ moth er, a nd with ou t their mother, they will die. The goddess canno t bring the fox back; or rather, perhaps she could , but understands it’s important that she does not. To t ry an d sav e ev e ry l if e i s imp oss i bl e; b y saving one, you condemn another t o d eath. If she saves every fi eld mouse, then every owl will starve. She understan ds the kits will die, but their bodies will provide nourishmen t to others. Life will continue on in spite of their deaths - this is how the laws of nature wo rk. Melandru goes to the farmer, wanting to kno w why he killed the mother fox. As a farmer, he i s also a man of nature. He must know when the breeding season is and when th e forest i s full of the next gen eration o f life; young lives still dependent on their mother’s to su rvive. Even with this knowledge that he possesses, h e still killed the mother fox. The farmer reveals the fox had killed one of his chickens, a source o f food for himself and his family. Angry that his food source was attacked, the farmer lashed out and killed the fox, ensuring that it wouldn’t threaten h i s foo d source again. The goddess understan ds it’s natural for an animal to lash out when feeling th reatened. She understands the man was only acting as any animal wo uld when its family and food source was under attack. She does not ju dge the man for his actions for he only acted o n his animal instinct; h e acted within the la ws of nature. The story takes us forward in time and we see the man, now in great despair a s h e calls out t o
the goddess, beseeching her aid. S he appears before him and asks what has happened. He tells her that wolves have taken his daughter. The implication here is that the wolves will kill and consume his child u nless th e god dess intervenes. He asks if the goddess i s able to return his daughter - to pull her from the hungry jaws of the wolves b ack to the safety of the farm. But the godd ess cannot bring his daughter back, or rather, perhaps she could, but understands that having already allowed the kits to die, and fi n ding no fault in the farmer for killing the fox mother (for he was protecting his food source), she must continu e to abide by the laws of nature. She could not save the kits without condemnin g other creatures to hunger and death. And she cannot save the farmer’s daugh ter withou t condemning the wolves, who were only acting on animal instinct in seekin g out prey to feed on. She und erst an ds the da ug ht er wi l l di e, b ut her body will provid e nourishment to others. Life will continue o n in spite of h er death and the farmer’s grief. Such are the la ws of nature. It should also b e noted that wolves are not mindless predators. They are an impor tant part of nature: they thin herds, weeding ou t the sick and the w eak. Their presence keeps the grazing animals from over-consuming foliage and destabilizing rivers. When wolves are present, all of nature fl ourish es. This parable teaches that life and death are natural and unavoidable, but it also teaches us t h a t s u ff ering, while something to be pitied , is only one side of the story. The kits su ff er without their mother, but the farmer’s family will stay safely fed. The farmer su ff ers the loss of his daughter, but the w olves - and perhaps their cubs - will be fed. Melandru sees there is a bigger picture: she knows that life and death are constantly struggling for balance, and t ha t she, and we, cannot act in a way that up sets that balance.
M
To Grenth’s ears, there came a cry from the soul of one who had suffered long and profoundly. The god was drawn to the woman who called, for she had no mercy left in her. Seeking vengeance for her husband’s violence against her, she evoked Gren th’s jud gmen t upon t he h usban d even as sh e plunged the knife into his heart. As Grenth stood over her and the husband she had murdered, he saw that she had loved him once, that she had borne him children, and that she had been a good and loyal wife. He saw that the man had never loved her, but had resented her and their children for draining his pockets. He saw that the man had not been loyal, and had never been kind. He saw the abuses he had rained do w n upon his wife. And so, the god of death said, I fi n d you guilty, woman, of murdering your husband. When it is your time, you will pay for what you  have done.” I understand,” said th woman as s he bowed
before Grenth. “And now,” said  Grenth, “I give you choice. You may come with  me now and watch your husband suffer for the wrong s he has done. Or you may walk away, and I will cl aim you only when it is your time.” The  woman said, “I gave
my
hu sband my love and
life. I wil l come now, to see this tale’s end and to s hare his su ff ering. I t will hurt him more to know that I am wit ness ing his p ain.” And so i t was .

The Parable of

Grenth

n the Par able of Grenth, we see Grenth’s justice in a ction - yet, interestingly, the focus i s on the one who was arguably the victim, not the abuser. Grenth weighs the merits o f the case and appears to pass judgement on the wife along with the husband, but gives the wife the choice between living out the rest o f her life, or paying the consequences for her husban d’s murder immediately in exchange for being able to watch him su ff er. The parable ends there, leaving the question o f the actual fate of the wife’s sou l unansw ered. She says that she will come now “to sh are his su ff ering.” Does this mean that she is actually su ff eri n g the sam e f at e t hat he i s, amel i ora ted only b y the pleasure that she feels from his su ff ering? Such a result p aints Grenth as a harsh judge, but i t would b e fi tting with his character. Both have committed crimes, and both should pay. O r is she only “sharing” his su ff ering by observing it, wh ile facing a lesser punishment herself? Might Grenth even have considered the ledger b alanced b y the forfeiture of the rest of her life? The fact that Grenth o ff ered her a choice is also interesting. Perhaps this was si mply what it appears - Grenth’s o ff er of compensation f o r the woman’s unjust su ff ering b y granting her the choice of taking pleasure in her husband’s punishment, or living the rest of her life - a life un blighted by his abuse. Another possibility, however, is that the ch oice was o ff ered as a test. If so, was the test to see if she cou ld let go of her anger or if she would be willing to give up her life for her vengeance? O r was the test to see if she was willing to face her own punishment immediately, or attempt to put it o ff ? If i t was a test, by choosing to be part of her husband’s punishment instead of living out her life, did she pass or fail?

Draxynnic’s

Interpretation

I

Kora’s

Interpretation

renth is th e god of darkness, ice, and death, with d omain over mortality and jud g ment. Moreover , he i s a patron of strict ethics, of right and wrong being b lack and w hite. This woman who calls for him has known a life of su ff ering, and has n o mor e compassion or forgiveness left i n her toward s the one w hom she wishes Grenth to punish. Rather than wait, unsure if the god will hear her and come deliver a judgement she fi nd s su itable, the woman kills her husband, ensu rin g that his soul will be judged and that she is freed from his violence against her. When Grenth arrives and begins his judgement, he sees how this woman - a w ife and moth er - was good and loving, and had been loyal to her husband d espite all his failings. Next, the god casts his eye upon her h usband and sees how the man had never given love or respect to his wife or their children. He had not been a faithful husband and resented h is family for using the money that h e wanted to spend on himself and his own pleasures. His resentment led to anger, and in anger, h e turned his fi sts to his wife. Grenth fi n ds th e woman guilty of murdering her husband and tells her that w hen it is her time to die, she will face punishment for her crim e. The woman doesn’t beg or plead for Grenth to “understand.” She ac cepts the god’s judgement a s fi tting of her crime; she kn ows she is guilty and a ccepts her fate. She then show s respect to the go d and his judgement by bowing to him. But Grenth is not unkind. He knows she lived a righteous life, but received only pain from her husband. He gives the woman a choice, a gift, i f she wants it. She c an go with the god now and watch her husband endure his punishment fo r his crimes against her and their children, or she can live out her life and, upon her death,
face her own punishment for her crime. The choice is hers and hers alone, but in giving her this choice, the god gives her back the agency that her husband stole from her. The woman chooses to go with Gren th. She will watch him su ff er, knowin g it will cause him even greater anguish to know that the wife he once abused sees proof that he too feels pain and fear. And perhaps, she feels tha t the memories of watching her abuser receive his punishment will help her endu re her ow n punishment wh en the time arrives. The fi rst lesson here is a reminder that all actions have conseq uences, and one must be ready to accept the consequ ences. The husband chose to act in violence against h is family, never thinking about the consequence s he would face for his abuse. The woman chos e to end h er husband’s violence against her knowing that she was committin g a crime, and kn owing there wou ld be consequ ences and accepting them. The fi nal lesson is that of questioning one’s self on w hether the consequences of one’s actions are worth one’ s crim es.
G
54 GUILDMAG #20 | LORE - To Sow the Wind

To Sow the Wind

BY DRAXYNNIC
ast issue, we began a series that a ttempts to delve into the p ossible origins of th e various elite specia lisations with an in-depth look at the berserker . This ti me, we turn our proverbial len s on the tempest; what might the aesthetics and abilities of the tempest tell us about its origins and how it fi ts in w ith the w ider lore of Tyria? As with the berserker , we’ll start be looking at the special tempest items and see if they can shed some light on the question . First, let us consider the Tempest’s Loop shoulder item. When worn,
this item comprises a simple loop that levita tes over the wearer’s right sh oulder. A lightning e ff ect plays over the o utside of th e loop, with the strongest e ff ec t being seen on the inside of th e ring. At fi rst glance, this could be a reference to asur an technology; levitation is a common theme in asuran devices, as a re rings that channel an e ff ect through their center (asura gates provide one very visible example, as do th e focusing rings on asuran megalasers). However, there is another possibilit y: ring-like cyclopea n structures a re common in Orr, both r eaching into the air and impacted into the
L
Exploring the origins of the tempe st
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LORE - To Sow the Wind | GUILDMAG #2 0
ground. The functio n of th ese great c ircles is unknown - it might be religious (notably, the Cathedral o f Zephyrs has a number of such r ings on and aroun d it) or, given that Orr appears to have been th e most magical of the human kingdoms, they cou ld have been a means of chann eling magic a cross Orr. Moving on, the specialisation weapon of the temp est is the warhorn. There appears to b e little that can be gleaned fr om the warhorn skins themselves - they’re pretty much what you’d expect on a warh orn for a profession themed around storms and wind . Some hint could potentially be taken from the name of the ascended warhorn - “The North Wind” - suggesting that the special isation may have arisen from a location where storms usually came from the north. However, we don’t know enough ab out Tyrian weather patterns to be able to draw conclusions from that assumption. A more interesting connectio n could be drawn, not through the skins themselves, but through the simple fact that the weapon is a warhorn. Great horns have been associated with gener ating magi cal stor ms since the initial release of Guild Wars 1 - the horn Stormcaller plays a n important role in beating b a c k the charr invasion in the early stages of Prophecies , and the Kurzick superw eap on God’s V engeance takes the form of a
giant trumpet. The Tempest’s Warhorn feels like a portable cousin, or even a descendant, of these devices, generating elemental e ff ects when activated through the breath of their user. While the asura a lso have weather control devices, the use of a horn does seem to place the tempest’s origins, one w a y or another, in huma n magic. One of the distinctions between human and asura traditions is that asura take a very scienti fi c approach to magic, which carries through in their artifac ts, tending to appear as technology that is
powered b y ma gic. Humans (and most other rac es, for that matter), however, tend to view magic through a more intuitive, even arti stic, lens, and thus ar e more likely t o create magical devices whose properties are not obviou s until they are used - such as imbuing magic in a simple wind instrument. Given the precedent of human s enchanting great horns with elemental power, it seem s l ikely that the tempest der ive s from human magic - possibly directly, possibly through another race stu dying one of their artifacts such as the broken Stor mcaller .
56 GUILDMAG #20 | LORE - To Sow the Wind
Further hints could, perhaps, be gleaned through the items that n eed to be collected i n order to obtain The North Wind. Some a re e ff ectively the mirrors of r equir ements for other elite collections, and can probably be safely ignored, wh ile others are clearly storm-rela ted. Most interesting, however, are probably the Saurian Roar an d the Itzel Singin g Techniq ues items, which suggest that the tempest’s connectio n to sound may go d eeper than simply b lowing horns. Proper use of the elementalist’s own voice appears to be an important part of m astering tempest techn iques: in this context, shouts ma y be something deeper than simpl y a convenient way to give tempests a set of area utilities centered on the caster.
To investigate this thread, let’ s look back at Guild Wars history . Chants and shouts relating to fi re and healing are staples of the paragon profession; it’s possible that the original tempests, whoever they might have been, found a way to combine par agon vocal isations with elementa l magi c, resulting in the tempest shou ts we see today. This w ould give tempests a similar origin st or y to the guardian - the combination of paragon skills with a more magically-focused profession. Hylek Cuicani in Eye of the North were also paragons - it is possible, th en, that if the tempest tradition has links to paragons, that a tempest may have an interest in stud ying hylek singing in ord er to pick up new techniques th ey can incorporate into the ir own
traditions. This gives a potential origin story for tempest s which, as noted above, i s similar to that of guardians. At som e stage, elem enta lists may have looked to combine para gon skills with their own, allowing them to further increase their potential for healing and allowing them to mix par agon chants into elementalist spells , crea ting shouts that apply aura s to their allies while harming and hinderin g their enemies. Such elementa lists may have been inspired by t h e existing links between sound and stor ms coming from magical instruments, includin g Stormcaller, in order to fi nd means to make use of these instruments themse lves. The end result is an element alist with expanded support
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LORE - To Sow the Wind | GUILDMAG #2 0
options drawn from paragon techniqu es. One question this does raise is that of how overloads come into the p icture. Here, though , it is worth noticing that the use of most over loads also come with vocali sations: it’s possible tha t over loads a re, in fact, the ultimate result of mixing the ma gical chants of paragons with elementa l magic . An overload, then, could potentially represent a chant that gathers elemental energy to the singer until it is released at the en d of the chant. Paragon animations in Guild Wars 1 established that the magic in paragon chants could c reate glowing wings that lift the paragon in to the air - in this context, the e ff ects associa ted with over loads do not seem too farfetched when elemental magic is also brought into the picture. It is worth noting, h owever, that overloads are not that di ff erent in behaviour from previous long-casting-ti me elemental spells like Meteor Shower ; it’s possible that the original tempests simply started by re fi ning such spells into overloads, and only afterwards were inspired by the example of Stormc aller (and God’s V engeance, if they knew of it) to draw a lin k between the storm magic the y had discov ered and the magic that can be activated through song an d soun d. Another possibility for the connection between storms and a n otherwise fairly
support-oriented specialisa tion could, similar to the berserker, c om e fr om religion. In human religion, Dwayna is b oth the goddess most associated with stor ms (wind and lightning, at least) and with healing… and it ’s difficult to overlook that the tempest we see i n the game is also strongly associated with storms and healing. While the tempest makes use of all the elements, it’s worth noting that many of their abi lities come from the effect of wind on an other element. With the apparent disappearance of monks from Tyria , the nature of Dwayna’s clergy also appears to have chan ged. Priests and priestesses of Dwayna are still fairly com mon - when provoked to fi ght, however, their preferred means of defend ing themselves (best seen a t the Ebon hawke delegation i n th e Fields o f Ruin during the w asp event)
is with an orb of lightnin g that wou ld not be out of place as an ai r attunement skill, and which may ha ve been originally designed as such. So it appears as though the clergy of Dwayna might have switched from being predominantly monks to predominantly elementalists with a preference for air , of course. With this being th e case, it’s possible tha t some of Dwayna’s more devout followers may have go ne further, and sought to develo p a tradition that embodied Dwayna as much as possible. During the t ime of Guild Wars 1 , th e separation of healing magic a nd a ir m agic into di ff erent schools w ould have complicated such a goal, leading to most of the clergy of Dwayna considering healing magic to be the more important consideration and studying the magic of monks. Now, however, the
58 GUILDMAG #20 | LORE - To Sow the Wind
decreased importance o f the bloodston es and advances in elemental magic all ow elementalist s to heal as well as pract ice a ir m agic… if not necessarily at the same time. The t empest specialisa tion may well be the closest a mortal could reach to matching the powers attribu ted to Dwayna - bestowin g comfort and healin g on the one hand, while calling down destructive storms to str ike dow n her enemies on the other. The previous discussion regarding the possibility of tempests being a combination o f elementalist and paragon disciplines may even fi t in with the poten tial connection of the tempest specialisa tion to followers of Dwayna. In Guild Wars 1 , Dwayna was on e of the
patrons of the para gon profession, so it’s likely that some of the members of the par a g on profession t ha t too k refuge in Kryta would have been followers of Dwayna. Some of those paragons, then, might have pooled thei r knowledge w ith Dwayna- worshipping elementalists, laying the foundatio ns of a tradition that w ould ultimately give r ise to the tempest. Of course, elemental ma gic does not care about who (or i f) you worship, and the clerg y of D wa yn a do not see m l ikel y to hoard knowledge that could sa ve lives. We see in Orr that at least one priestes s of Dwayna (Priestess Amelia) is supporting the Pact’s goals - it’s possible that in the lead-up to the attack on Mordremoth, the clergy of Dwayna began teaching the basics of what wou ld become the tempest to their Pact allies. While t he
followers of Dwayna might have focused on the h ealing and a ir-related aspect s of the specialisation a t the expen se o f other elements, once th e techniques they had developed were strippe d of their r eligious a spects and p ut into th e hands of their more practical allies, it likely would not have taken long for those techniques to be applied to any of the elements that the followers of Dwayna might have neglected.
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EDITORIAL - The Difference Elite Specialisations Make | GUILDMAG #20

The Difference

Elite Specialisation

s

Make

BY DRAXYNNIC
ith the new elite specialisa tions from Path of Fire around the corner, I fel t that it might be worthw hile to take a backwards look a t the professions from the original Guild Wars 2 and how they have been a ff ected by the elite specialisations that were introduced in Heart of Thorns . There are probably people who can perform better analysis than I on h ow these specialisa tions have a ff ected the relative power rankings
of the various professions, and on the impact they h ave had on variou s game modes. Instead, I have focused si mply on h ow much enjoyment I, personally, have been havin g with each profession, fi rst in the original Guild Wars 2 , and then after the rel ease of Heart of Thorns . Natur ally, this will b e a hig hly subjective discussion, and your mileage may vary. Wildly. After discussing each profession, I’ve given ea ch a ranking, with 4 being fo r those I enjoy the m ost, and
1 for those I enjoy the least. Like the rest of this discussion , this ranking is subjective, and mostly indicates h ow much I enjoy each profession, not which is better by any objectiv e measurement. Primarily, they have been included as a tool for comparison of how much certain professions have rise n and fallen in the order. Note that this is a relative scale, so a profession that drops in the ranking does not necessar ily mean that I think it has grown worse, mer ely that it was not a s improved a s the competition.
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60 GUILDMAG #20 | EDITORIAL - The Difference Elite Specialisations Make
Elementalists are a n archetyp e that I ’ve enjoy ed playing in previous games, including the origina l Guild Wars , so the elementali st was one of the profession s I was most looking forward to playing in Guild Wars 2 . While I was a little disappointed that the option to specialise in u sing one or two elements had been for feited in exchange for the attunement-switching mechanic, i n turn it p romised a fl exibility and adaptability that I was looking forward to using.
The core elementalist was a profession that I was fairly slow t o get the hang of. It probably didn’t help that i t wa s one of the fi rst professions I tried to make work, but the combination of low d efensive stats with a high reliance on mobility and cycling through skills in order to maintain a good o ff ence and d efence made it feel overly fragil e while generally l acking in o ff ensive capability i n turn.
As a result, elementalist was one of my less prefer red professions in th e vanilla game, although over time I di d get more o f a hang of making the most of inter-attunement combos. Part of the e ff ect of tempest was to reduce the emphasis on weaving combos through attunement-switching. A lot of elementalist player s were quite upset at this, and as it turned out that most o f the elite speciali sations proved to be str aight- u p upgrades rather than the sidegrades they were adver tised a s, I think th is was justi fi ed - the playstyle they had developed
had essentially been replaced . For this reason, I’m not sure it was the best choice for the elementalist’s fi rst elite speciali sation. From my perspective a s someone who had not committed to learning the full ‘piano playstyle, however, i t provide d an opportunity to have the fl exibility and adaptability (no t to mention the opportunity to destroy one’s enemies w ith storms of fi re and lightning)
that the elementa list had initially promised, without the requirement to switch attunements every few seconds to get those inter - attunement skill combos to work. Those skill combos are still there to use, however, if you don ’t feel the need to u se an overload at that moment. As a result, I’ve foun d that in the time since the pre-HoT balance patch, my enjoyment of the elementalist ha s increased. I’m not, however, sure how much of that has been because of the tempest itself, or how much it has bee n simply that I’ve been getting better at playing elementalist. Vanilla ran k
HoT rank

Elementalis

t

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EDITORIAL - The Difference Elite Specialisations Make | GUILDMAG #20
My experience with the engineer could b e said to be somewhat the opposite of the elementalist. Init ially, I genuinely felt tha t the engineer basically ha d everything that I really wante d out of the elementalist, while having a bit mor e durability. The no-recharge switching between kits felt like it was both more accessible and, when I really got into th e ‘zone’ of switch ing between the kits in order to set up combos, simply more exciting to play than elemental ist’s fi xed attunements. I can’t say I ever really enjoyed ground- targeted auto-atta cks, but I could set up builds that didn ’t use them and genuinely still enjoy what I w as doing. Over time, howe ver, my enjoyment of the en gineer has waned. Part of it w as the removal of some a spec ts I enjoyed: sending explodin g, piercing pistol bullets through a closely-packed mob was fun until it didn’t work any more, and the heavy ner fi ng of turrets in the HoT balance
patch was disappointing. More impor tantly, however, was the increasing feeling tha t a kit I didn’t particularly enjoy - grenades - often felt like the option that engineer s were balanced around; the mortar kit made that mechanic more important to the en gineer, and the builds I w as using were feeling increasingly stale . Because of this, w hen th e scrapper announc ement rolled around, I was essentiall y looking for it to be somethin g that could revive my interest in the engineer. For a wh ile, it did - even simply havin g a melee weapon underneath the kits opened up n ew choices. However, it hasn ’t lasted - I ’ve found that gyros are useful tools but generally aren’t all that active in their use, and once the n ovelty wore o ff , it quickly went back to feeling stale. Vanilla ran k
HoT rank
While I generally don’t th ink in terms of having a ‘main’, guardian is probably th e closest to it. I’ve alwa ys enjoyed fi ghter-mage type chara cters, par ticularly ones where the magic is actually interwoven with their fi ghtin g capabilities, and the guardian is probably th e best fi t to that archetype among the core cla sses. Mechanica lly, I’ve found the gu ardian to be a good match with my playstyle as well, rewarding go od u se of active defensive skills and including eno ugh control and pun ishment-oriented skills to satisfy m y in ner mesmer. Over the years, guar dian has always felt like a reliable choice - it generally didn’t get changed too drastically in balance patches and made for a good fi rst charac ter to go throu gh new content, as it generally had the ability to cope with whatever the w orld threw at it.

Engineer

Guardian

62 GUILDMAG #20 | EDITORIAL - The Difference Elite Specialisations Make
Because of this, there wasn’t anything th at I was really looking for out of the guardian’s elite specialisation. The guardia n/ranger nature of dragonh unter was a bit o f a surprise, but I essentiall y regarded it as being an additional set of ski lls that could be used with a profession I already enjoyed. As a result, I don’t think that either dragonhunter or the balance patch that came before it has substantia lly a ff ected my enjoyment of the guardian - although I do have to adm it that the trap met a that developed in PvP for a while was quite di ff erent to how I had ever envisioned the dragonhunter. Vanilla ran k
HoT rank
I’ve said a few times, going back to the original Guil d Wars , that ‘even when I’ m not playing mesmer, I think like one’ - for me, shutting an enemy down and turning their strengths against them can often be more fun than simply killing them. While the mesmer of Guild Wars 2 certainly feels quite di ff erent to that of Guild Wars 1 , i t’s certainly still one o f my
preferred professions, and I have a few fond memories of tying up an enemy by gettin g them to fi ght illusions w hen they would otherwise hit too hard to attempt to fi ght solo. A few things, however, kept it from being my fl agship character. The fi rst was tha t the mesm er has proved quite volatile in ba lancing, with entire builds being torn down by balancin g on a regular basis. T he second was the fragility of illusions in some content - as a result, I generally didn ’t feel like it was the right character to go through new content fi rst, a s going through with a guardia n fi rst meant tha t I could identify if that was going to be an issue (such as content with lots of AoE, before illusions, minions, and si milar entities were bu ff ed to b e stronger against such at tacks) and plan for it. The third was that, for vanil la m esmer, some of its abilities seemed anti-synergetic: you couldn ’t shatter if you were lookin g to keep your phantasms up, and you couldn’t expect your phantasms to d o much if y ou
were shattering. Chronomancer provided a big fi x to the fi nal problem. Chronophantasma meant that, while you might not necessarily be able to faceroll the shatt er keys, as long as you used them r easonably intelligently you could u sually expect at least some of your phantasm skil ls to be r eady to replace those that have been shattered for the second time . This meant that shattering actua lly becam e reasonably compatible with a phantasm build ( unless you were lookin g to m aintain multiples of a speci fi c phantasm), which in turn led to the chronomancer feeling like i t had a much mor e active playstyle than the core mesmer did in PvE.

Mesmer

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EDITORIAL - The Difference Elite Specialisations Make | GUILDMAG #20
In addition t o this, the addition of wells also h elped to amel iorate one of the Achilles heels of the mesmer, namely being able to deal with a large number of weak enemies (pocket raptor s…). Meanwhile, the mesmer also became a lot less r eliant on dodge-rolling to genera te illusions, allowing endur ance to be sa ved for its intended defensive purpose. All in all, it felt like a signi fi cant addition to the mesmer’s toolkit - albeit somewhat dampened by its compar atively low DPS relegating it to support roles in a lot of h igh-end PvE content. Vanilla ran k
HoT rank
The necromancer concept is one tha t I’ve generally been more interested in fi gh ting rather than playing myself - wh ile I play them, it’s rare that I spend enough time on them in order to master them , usually focusin g more on other classes when th ey are ava ilable. As a result, i t’s probably no surprise that I didn’t have a high regard for it in vani lla Guild Wars 2 . In hindsight,
this was probably largely self- in fl icted. My concept for my necromancer character was o f a minion master, and that wa s what I played through most of the core game’s life. It’s a build that can be e ff ective, but let’s face it, it’s not the most exciting thing in the world. At the time reaper was announced, how ever, I had already started experimentin g with di ff erent builds with more active playstyles, which had been resulting in a greate r enjoyment o f the profession . Compared to the relativel y basic minion master playstyle , once I started experimenting with alternatives such as the well bomber build s and those d esigned aroun d u sing spectra l skills to ma intain high shroud u ptime, I started fi nding the necromancer to b e more active to play and, a s a result, a lot more fun. Becaus e of this, the vanilla r ank that I’ve given it is probably undeserved, c oming more
from n ot having given it a proper chance myself - however, since most of this experimentation ca me after the pre- Heart of Thorn s patch (and, thus, after the cuto ff I’ve set), I’m ranking it a c cordi ng to w ha t I thoug ht o f it beforehand. Su ffi ce it to say that it was already rising in m y r ankin g before Heart o f Thorn s launched. The reaper, however , r eally kicked the necromancer up. Dervish was o ne of m y preferred professions in Guild Wars after its introduction in Nightfall , and the reaper really felt like ArenaNet had recaptured the feel of the Grenth dervish, with the chill- oriented tr aits and close- range e ff ects of the shouts adding to this. Beyond that , simply havin g a melee- oriented shroud just gave the necrom a nc e r more options t o play with in general. Vanilla ran k
HoT rank

Necromancer

64 GUILDMAG #20 | EDITORIAL - The Difference Elite Specialisations Make
While I like the idea of pets (particularly ones that aren’t competing for space on your bar like those in the original Guild Wars ), the vanilla ranger generally struck me a s a fairly dry profession; genera lly solid but with r elatively few really interest ing m echanics to play with (well, I guess the original version of sword was ‘interesting’, but not in a manner that I a ctually enjoyed). Ear ly on in the experience, I simply regarded this a s being a case of the pet bein g the interesting mechanic that was intended to carry the ranger, but even taking that into account, it didn’t feel as active as other professions. The build I came up with was largely based on traps. Throwing a trap to go o ff beneath the feet of you r enemies (back w hen you could do that) was quite fun, feeling a bit like throwing a grenade at the foe before charging in (and using th e
resulting fi elds to pull o ff skill combos). Unfortunately, in the leadup to Heart of Thorns , this was removed, and simply dropping them at the enemy’ s feet didn ’t feel the same.
The addition of lon gbow and traps to guardia n with dragonhunter provided the deathblow there - a lot of what I was enjoying on ranger was then also availab le on a profession I enjoyed a lot more otherwise. So there was a lot leaning o n what th e new elite specialisation would turn out to be. Unfortunately, for me, the druid just hasn’t ‘clicked’. I felt, quite early on in that fi nal preview weekend, that
druid seemed like it w ould be a p owerful option, but I just wasn’t enjoying playing it. That feeling has continu ed up until now, with the ranger currently being my least played profession. While the new pets are a solid addition to the profession, they simply don’t make up the di ff erence. Vanilla ran k
HoT rank
Thief, rogue, and assassin- type archetypes have never been ones I’ve particular ly enjoyed, generally pr eferring spellcast ers and mor e dir ect warrior types. As a result, the thief was the last of the professions in the core game that I played. Perhaps in part because of that - and my greater experienc e with the

Ranger

Thief

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EDITORIAL - The Difference Elite Specialisations Make | GUILDMAG #20
game in general - I fou nd the thief t o be a pleasant surprise . Jumping around evading attacks was fun, ther e were enou gh evades and means of replenishing health to cover for the a ttacks you couldn’t dodge if yo u knew what you were doing, and the Initiative mechanic was a nice change of pace from the recharge mechanics of other professions. This made it one of m y favoured professio ns, and from being the last core character I crea ted, it wa s the third (after guardian and mesmer) to obta in full m ap completion. Long-term thief players will probably kn ow what happen ed next: th e de fi ning feature of the Acrobatics tra itline (extra dodges) was removed, provided wi th additional mechanic s, and repackaged a s the de fi ning feature of the daredevil. Putting aside the optics of r e m oving somethi ng f ro m th e core game and repackaging it in an expansion, I can see wh y they did this. Extra dodges that might be per fectly balanced on the vanilla thief could prove to be horribly broken wh en accessed b y a future elite specia lisation (such as the upcomin g Deadeye) - repackaging i t i n an elite speci alisation is a good way of avoiding this. And, with the other things added through the daredevil specialisation, logically the thief with the daredevil shoul d be somethin g more than it
was before. But to me, it’s lost a certain je ne sais quoi. Perhap s it’s because a third d odge is not actually the same as refunding 25% en duran ce on a dodge. Perhaps it’s because the daredevil dodges just don’t feel as smooth. Perhaps it’s the loss of some syn ergy I have since forgotten. Or maybe it’s purely that the other professions have move d on with interesting new abiliti es and mechanics, and the daredevil was, basical ly, just giving bac k something that had been taken away. Wh atever i t was, however , th e magic I initially felt is gone. Vanilla ran k
HoT rank
Along with the necromancer, the warrior was a t the bottom rank of professions in my preferences in the core gam e. Part of it is that it wa s competing with the guardian for attention - I do enjoy the heavy combat style o ff er ed by the warrior, but I found that I enjoyed the guardian a lot more. Another pa rt of it, though, was the largely passive-feeling nature of a lot of th e utility skills - most see m to exist primarily to be a bu ff that makes you stronger (an d/ or gets you out of con ditions or a CC) without having to think of them much. Than ks to the power of Healing Signet, good a rmour, and a high health pool, a warr ior could bruteforce its way through most situations but there was often little you could do to up your game if those strength s proved to b e insu ffi cient. The rea l killer, though, was that I simply didn’t enjoy the adrena line

Warrior

66 GUILDMAG #20 | EDITORIAL - The Difference Elite Specialisations Make
mechanic. It felt that you wer e often spending you r fi gh ts building up a mechan ic that you might be able to use once before the bat tle was over and it drained again.
The berserker was the solutio n to (or at least a signi fi cant amelioration of ) these fl aws. The ra ge skills feel much more interesting to use and, perhaps more import antly, they b uild up adrenaline so you can berserk more quickly. Once you d o b erserk, you can keep triggering that burst skill on a regular basis. On the whole, it turned th e profession from one where you were often w aiting until
you could d o something cool to something that approache d the feel of Dragon Slash warriors from Gu ild Wars , unleashing a contin uous strea m o f powerful attacks. It probably also helps that the berserker is the King of Fires, and fi re wa rriors a re another concept I like… bu t the concept probably would not have held up without a change in playstyle to back it up. Vanilla ran k
HoT rank
Thus concludes my thoughts on the impact of each of the elite specialisations. Some I feel have significantly increased my enjoyment of the profession s - reaper and berserker fi t into this category . Others, I feel have done little
to improve the profession , causing those professions to fall in the ranking compared to those where the eli te speciali sation was more impactful. While I considered inclu ding the revenant here, I did n ot feel that it was appropr iate to do so, since our only experience of the revenant witho ut the herald wa s durin g the preview w eekends. If I do a follow- u p article in the wake of Path of Fire , however, I may analyse the present revenant against the renegade th en. (For anyone keeping score, I’m currently assigning the revenant to rank 3.) Looking forward to what w e have seen thus far of th e new specialisa tions for Path of Fire , there a re som e that I’m quite looking forward to (scourge, holosmith, and fi rebrand par ticularly come to mind) and others with which I have my doubts, although I am sure that other pla yers will fi nd enjoyment in th em. Time, however, will tell which of the new elite specialisation s will have major impacts, and which will not.

Everything Old is

New Again

From out of the darkness, there stepped a child into the campfi r e’ s light. And she said, I a m Lyssa, and I have come to teach you what is illusion and w h a t is truth.” But the soldier s ther e did not be lieve her. They laughed and said, “If you’re Lyssa, then show us your beauty, for we can surely use it on this dar k night. We have lost hope that this war will end.” The child approached, and her smile held divine grace. “Share your food with me, and in return for your kindness, I will show you beauty the likes of you will never see again.” And so the kind soldiers did, and the child ate with ravenous hunger. When the last bone had been tossed aside, and the last bean swallowed, the child began to skip around the outside of the campfire. She touched each man on his head, one a t a time, as they laughed and jibed her until, one at a time, they fell into deep slumber. Each man dreamed a different dream, but each dream was a vision of the life they would lead once the war was over — wives, children, riches, open air, health, and peace. And when they awoke upon the  morrow, the child was gone and the enemy had arrived. They fought joyfully, with  all th eir might , be cause th ey all rem embe red th eir d r eams and knew t h e y would win the war. Each man p ut his heart and soul into the battle, and each man, one at a time, was slaug htere d.

The Parable of

Lyssa

t fi rst glance, this appears to be the darkest of the parables. Each soldier is fooled into believing that they will survive and l ive happily ever after, but dies in battle the following day. However, as is fi tting with the duality of Lyssa, out of all the parables, this might be the one that most shows genu ine compassion from the deity . A careful reading of the parable reveals that Lyssa gave fair indication of what she is doing. First, she tells them that she will “teach [them] what is illusion, and what is truth.” Here, the dreams are the illusion, wh ile th e soldiers’ deaths in battle are the horrible truth. Later, she is more direct when she tells them “[she] will show [them] beauty th e likes of which [they] will never see again.” She is telling them that the lives she shows them in the dream a r e something that they will never enjoy again, b u t the soldiers failed t o recogn ise that. So i s this an act of cruelty, granting the soldier s hope of a normal life after the war only to be killed one by one, or was this an act o f kindn ess? Granted, Lyssa’s visi t did not improve the soldier’s fates. Perhaps her actions saved other lives elsewhere a s the reinvigora ted soldiers were able to resist more than th ey might have otherwise, preventing the enemy from striking elsewhere o r causing them to be caught by allies of the soldiers before they could do more harm. Or perhaps her actions that night had no e ff ect on the bigger picture. However, there is one di ff erence that her visit certainly did make. According to the parable, the soldier s had lost al l hop e when L y ssa arr ived. T hey h a d n othin g to look forward to but endless war. Lyssa’s dreams, whi le proving to be mirages in the end, gave them hope, and her visit brou ght light and laughter to what otherwise would
have been a night o f despair. Wh ile they were still doomed to die, Lyssa’s illusion made all the di ff erence to the fi nal hours of their lives. Perhaps this was Lyssa’s goal - to grant one last respite from the bleakness of war before the en d.

Draxynnic’s

Interpretation

A

Kora’s

Interpretation

yssa (in actuality, t win goddesses Lyss and Ilya, who ar e often depicted as intertwined) i s the dual-faced goddess of beauty, water, and illusion. I n this story, Lyssa steps out from the darkness as a symbol of h ope coming during a time of great despair. S he does not present herself as the female epitom e of sexual beauty for which she is known , but that of an innocent child. She approaches a group of soldiers o ff ering to teach them the di ff erence between w hat is illusion and what is truth However, the soldiers believe the c hild is lying. They tell her to prove her identity by transforming into the mature and sexual Lyssa , as they want to see beauty after endu rin g a long and seemingly unend ing war. They do not recognize the innocent beauty of the child before them. The child approa ches the men with a smile fi lled with divine grace. Divine grace is widely believed by theologians to be a source of godly in fl u ence that operates to regenerate and purify, to inspire virtuous impulses within oneself, and to impart strength to endure trial and resist temptation. Lyssa does not transform a s asked. Instead, she gives the soldiers another chance - anothe r test. She asks them to share their foo d with her, and promises that in return for showing her kindness, she will show them beauty like they will never see again. It’s import ant to note she doesn’t say she will transform into her mature sexual form - even she knows that sexual beauty is limited. She o ff ers a vision of something more, but her words also carry a warning, one that the soldiers do not perceive . Yes, she will show them great beauty, but it is a beauty they will never be able to see again. Th e glimpse she o ff ers i s all th ey will ever kno w. The soldiers, still not knowin g that Lyssa is
truly before them, feed the child, sho wing her kindness when so easily they could have shown her scorn . As soon as the food is gone, Lyssa skips (an action closely associated with innocence and a sense of being carefree) around the camp fi re. She touches each man on the head, and the men, who only a short time ago had been fi lled with despair, laugh and enjoy themselves before they fall into a deep sleep. In their sleep, each man dreams a unique dream speci fi c to the life they want to live after the war. They dream of rich and full lives , of getting married and raising c hildr en, of having enough money to support themselves, of having a home, and of a life full of p eace. While the men had jokingly asked Lyssa to show them physical beauty in exchange for their kindness, she instead showed th em true beauty. When morning arrived, the child - who perhap s they still did not believe to have been Lyssa - was gone, but their enemies had arrived. Th e soldiers, regenerated by Lyssa’s divine grace and the gift of beauty she bestowed upon them, fough t nobly, giving all their strength to endure the trial of battle and resisting the temptation to fl ee. It was the visions of beauty they saw i n their drea ms - in Lyssa’s gift to them - that allowed them to fi ght o n… believin g they would win. Instead, all the soldiers were killed in battle. But Lyssa had never promised the soldiers their dreams would come true. Indeed, she warned them they w ould never see such beauty again. And so th e words she spoke w ere truth: she taught the soldiers of illusion - that physical beauty is an illusion with no substance; and she taught them of truth - tha t a life fi lled with love, family, and peace is the true beauty worth fi ghting for.
L
72 GUILDMAG #20 | COMMUNITY - Guild Spot light
ften, you hear the term “casua l player” batted about in the Guild Wars 2 community as if it shou ld be a badge of shame. Minions of G renth [MoG], however, have taken that badge and tu rn ed i t into one of ho nor by creating a welcoming gu ild with the motto: “family fi rst, we’ll be here when you get bac k!” An d they m ean it. Guild leader Gallios c o -founded MoG as “a place for casual gamers, with
real lives, real responsibilities to be “a safe haven that is populated with like-minded, family-oriented gamer s.” While other guilds kick players for not par ticipating in guild activities and events, MoG only turn s away players who can ’t adhere to their code of conduct, which is posted on their w ebsite, http://mognation.enjin.com, particularly points 2 & 3: Be nice. Seriously, be nice. Don’t act like a butthead.
• •
Most of us are parents, we don’t need more children. You’d think this migh t be a recipe for trouble, b u t a s guil d o ffi cer Gord shares: “We rarel y have any dr ama or issues within the gu ild.” In fact, the greatest cha llenge they fac e is having al l members on at the same time. “We have so many people from all walks of life, that it c an, at t imes, be di ffi cult. Family, work, etc, have priority in o ur group, and yet w e still stick together,
O

Guild Spotlight

Minions of Grenth

BY MIKO
73
COMMUNITY - Guild Spo tlight | GUILDMAG #2 0
Minions of Gren th [MoG] Leader: Gallios Shardblade Server: Jade Quarry (NA) Si z e: 155+ members Preferred game mode: PvX In-game contacts: gallios.8142; winters.3521; Gord.8654 Discord contacts: Gallios#3334; Gord#4133 Quirk : We a re a guil d that cater s to the folks that lead real lives, with real families, and real responsibili ties. It’s always been that way since day 1, and will stay that way until Gallios hangs u p his leadership hat. No drama allowed .
Gallios proudly explains. As a PvX guild, with many members preferring PvE and WvW, MoG does not shy away from trying all the new content Guild Wars 2 o ff ers. As Gord puts it, “We strive t o lear n together, grow together , master the ga me together , and defend our Tier 3 keeps together!” This attitude is what keeps their guild united and helps them have fun and achieve success in any game mode. They may not cl ear
content f aster than other guilds out there, but that isn’t their point. Instead, MoG seeks to nurture th eir guild members, empowering them to take their ti me as they reach their goals, be that in low- and high-level Fractals, raids, or WvW - they’ll be there to make sure members are having fun w ith each boss they down and keep they take . MoG’s approach to their gaming community is also re fl ected in their recruitment
style: organic word-of-mouth. “We d o not really advertise , except maybe a few times on our podcast, Shadow of the Dragon, Gallios tells us. There, h e’s mentioned runnin g missions or W vW with his guild which has prompted some listener s to contact him to learn more. As guild member Tenken shares, listening to Gallios, Gord, an d Kora, I foun d myself eith er yelling at my stereo or noddin g in agreement. After a while, I told myself I had to start
74 GUILDMAG #20 | COMMUNITY - Guild Spot light
playing the game with th ese wonderfu l people.” Another avenue for recruitment come s from within the game itself. “People see u s in-game or do a PUG activity, like the vibe, and join in!” Gord tells us. “I love it, mainly because I don’t have t o spam recruitment messages i n Lion’s A rch.” Their membership requirements ar e just a s straightforwa rd: adhere to their code of conduct a nd represent the guild d urin g guild missions to ensure the game gives you cr edit for participating. Other than that, have fun and join whatever events you prefer, or ask for help for whatev er achievement you need or game mode you l ike. The guild is very diverse and has “some very knowledgea ble members in each arena, so w e also have small gr oups that will g at he r f or things dai l y. W e help ea ch other every single
day,” Gallios points out. Som e recent examples are running daily Fra ctals together and raiding. Gord shares that he’s also planning Guild Wars Hall of Monuments ru ns “in order to help people get those sw eet HoM points, achievements and skins!” Guild activit ies like these originate from the members themselves. As gu ild member Xandros explains, “If you want to do some event, it’s likely you will fi nd enough peop le that want to do the same.” This happens organically too,
with someone suggesting an activity in guild chat or on their Discord server, whi ch usually gets others’ attention. “Sometimes w e have so much fun that it becomes a regular guild a ctivity,” Gord elaborates, “like our Fr actal
nights and, more recently, raid nights.” Activities like WvW nights and guild mission days were set long ago a ccording to members’ schedules and availability. Together, they have tea ms that hav e mastered Fra ctals and are good en ough to have some notoriety in W vW. Other achievements include having a maxed out gu ild hall, starting a podcast that’s doing well, and helping each other fi nish Living W orld and Current Event (now Side Stor ies) achievements. However, the most signi fi cant achievement for Gallios i s that “we have kept our core.” The reason for this is simple: they treat each other like the best kind of family. “We laugh together, annoy each other, have a n occasional spat, but we always en d on a positive note and look forwa rd to our next play session, Gord con fi des. “Surprisingly,” he continues, “in my op inion, there is on ly on e clique and that cl ique is the entire guild. It really does feel like playing with you r brothers and sisters to me!” A nd h e’s
not th e only o ne wh o feels this way. The best part of MoG are the people. “Most of the fun we have is when we are all together , playing, laughing, crying, singing, you name it,” Ga llios expands. “There is never any fea r of
We strive to learn together, grow together, master the game together, and defen d our Tier 3 keep s together!
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being excluded, r egardless of playing backgr ound. Just sta rting? Then you a re welcome, and we will do everything w e have at our disposal to help you get wher e you need to be. Our member s are more than generous with their time, especiall y to the newly initiated.” Xandros goe s a bit further: “No matter what’ s going on in-game or i n real life, you always know you can count on the other moggers. Need to take a long break? No problem; they keep th e lights on and wh en you come back it’s like you never left.” Gord sums it up: “I always feel welcome, like truly welcome. There is a deep camaraderie
between us; if someone has a personal issue we really do all feel it. If someone needs help, just ask and you have it. It really is a group of caring people that genuinely enjoy spending time together .” W orking together, Mo G know s they can achieve anythin g. This is captured best i n a story Gord used to tell his karate students: Th e Su n and the East Wind were in the sky together w hen the East Wind told th e Sun, “See that man down there? I can make his c oat come o ff .” The Sun disagreed, so the East Win d began blowing at the man, bu t wh en the wind blew, the man frowned and held on to his coat tighter and tighter. After many tries, the East Wind gav e up and said it was impossible. The Sun said, “Let me sh ow you how.” The S un came ou t from behind the clou ds and gently shined u pon th e man. The m an looked up, smiled, and took o ff his coat. You will always fail when you try to force someone, but work with them and you will su cceed. If you’re thinking of starting a guild like MoG, these friends who happen to b e
in a guild together have this advice: Find what you care for, or is appealing, and then invite people that h ave the
same mentality to play the game with you. “It can seem daunting at times,” Gallios admits , but persever a nc e wil l win out.” Especially, Xandros continues, if you fi nd good people and keep them aroun d you. No one person can do everything to keep the guild functionin g.” This approach works for them and lea ves veteran M M O players, like guild member Geroz, feeli ng like MoG is a refuge. “By far, MoG has been the closest thing to fami ly I’ve found in any gam e. Sometimes, real life can be tough, thu s the impor tance to have an oasis fr om everyday l ife to fall into. That is what Mo G is for me, an oa sis. A group that, no matter what you are going through, will always have individuals who look beyon d themselves to help and encourage each other.”
No matter what’s going on in-game or in real life, you always know you can count on the other moggers.
BY KENT BENSON
community

art

he third season of the Living W orl d has come and go ne and with a n expansion on the horiz on, all eyes are fi xed on The Crystal Desert and Elona. Still, it would be a shame not to reminisce on the journey there; it’s been barely over a year since Episode One, “Out of the Shadows,” released in July 2016 and in tha t year we’ve seen a lot of interesting new places and concepts explored through every new map that was added with each major release.
This issue, I’m goin g to look back through the year and talk about pieces that invoke a sense o f journey or that I personally feel are relatabl e to what I’ve seen in the past year. Of course, this is art. My opinions and perspectives are subject to my preferences a n d the limits of m y artistic knowledge, but are ultimately bound t o one important rule: I’m here to h ave fu n.
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ART - Community Art | GUILDMAG #20
After their debut in our previous issu e’s art spotlight, I’ve chosen to visit another one of Next-LVL’s pieces. What has appealed to me most about this artist’s work is the illustrative and scenic qualities; how this painting’s detail is determined by depth and distance from the subject at the same time, and how those mor e distant layers/ fi gures are still r ecogni za ble even as simple shapes of color. For this particular piece, it looks like someplac e around Tarir in Auric Ba sin or even Metrica Province. I love how the blu e h ues present in the background sort of fl ow out from the smal l brook running throu gh the middle-ground o f the painting, providing soft contrast with the foreground of the painting, which is much warmer. It’s a common way t o show distinctio n in depth. As for the fi gure, I will say that the comic-style lining helps the character pop ou t more from the environment they’re in, though , at the same time, I also like that the outlines are more subdued colors rather than a stark black. Finally, I love the little holographic details. The use of a warm color with inn er and outer glow helps draw th e eyes from the bright su n-lit center.

“Zemma” by next-lvl

www.n ext-lvl.tumblr.com

“Norn Cospl

ay” by Eri

www.instagram.com/headless_er i
Photography by www. fotograf-13.de

“Fissure of Hope” by mohq

www.a rtstation.com/mohq
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There’s been a lot of mesmer actio n this Livin g W orld season, in addition t o man y old ruins - lots and lots of ruins. At fi rst glance, this piece made me think o f Siren’s Landing, speci fi cally Lyssa’s Reliquary, and it is stunning. It shares many similar elements, and yes, there is a brighter and sunnier ambience in this piece that Orr typica lly isn’t known for, but let’s be real; Orr probably doesn’t exist under perpetual haze or overcast as the game likes to show. Unsurprisingly, I loved poring over the details of this piece. The realization that the grassy areas were purple and that the green areas appeared to b e fl oating plants atop the watery surface of a marshy pond made me instantly think of Claude Mo net and some of his paintings of p onds that played with the illusion of re fl ection. Meanwhile, the level of detail in the stonework in th e ruin s, the textures, and even the stone silhouette that forms the asym metric frame of the piec e had me spending several minutes explorin g.
I think what I fou nd most compelling were the emotions I drew from this scene: whimsy, hope, fear, power, and sadness were the among the strongest, ma ny of which ar e conveyed by the haunting and almost tragic presence of the spirits that glide just above th e grass.
The top tier of norn heavy armor is a popular choice for cosplayers, but Eri takes its fi erceness to new levels with help from Fotograf13’s photography. Not satis fi ed with an idle pose, Er i a i m s to slay the onlooker wit h her combat-ready vigor and norn-ish ferocity and, at least for me, is triumphant in doing so. The costume armor itself is superb. I l ov e the rough textures of th e pieces that wo uld normally be made of metal in-game, a s well a s the chosen color scheme. I’m a bit of a purist when it comes to natural material colors, so this particular costume speaks to m e on that level. Of course, I have to give props (for the props!) for the antlers, which I imagine are on e of the more di ffi cult parts to do a s they have this twisting organic form in addition to the coarse and grained texture of wood.
As for the setting, it made me think of Lake Doric for some reason. Whether it’s the dark rocky shapes on the left o r the idyllic woods seen in the Krytan highlands, it’s hard to be sure, but my imagination quickly brings a personal clarity to the blurred bac kground that serves my ow n “ head-canon.”
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While painted recently, this piece was clearly meant to depict one o f the last few chapters i n the initial personal story than the fi nal Season Three map, though narratively, Siren’s Landin g is sort o f a follow-up to the seeds that were sown i n that particular story instance. Like Siren’s Landing, the Artesian Waters have a shared signi fi cance to both the human s for their ties to th e gods and to the sylvari as Trahearne’s ultimate legacy. What I love about this painting most is the softness o f the lighting and the gentleness of the details. This is unmistakably the risen ruin s of Orr - even with the slight abstraction of form and fi gure - but in a moment of triumph and peace, as if the painting captures the long relaxing sigh after the fi rst breath the land had taken since Zhaitan ’s rise. Th e c ol o r s use d contrast in a way that conveys this feeling of waking from a deep dream to the fi rst light of
dawn (if “Fear Not this Night” were a painting, which coincidentally happens t o play du rin g the cutscene in the story instance. SO M ANY LAYERS!). The mysterious but hushed purples fade into the darker vignette that borders the picture only to be sharply cut by the warm an d hopeful rays of a golden yellow, emanating their soft glow around the painting’s center. Just looking at th is piece makes me sleepy, not because it’s boring, but because it show s a brighter tomorrow at the end of our dreams .

“Artesian Wa

ters” by Favena

www.favena.deviantart.com
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What waits for our heroes in the Cry stal Desert? Well, while I can’t answ er that in any spoilery measure, I can say tha t t her e ar e mounts, a weird shattered pyramid (it’s in the promotional material, just so we’re clear), and lots and lots of sand. This is the n ext step in the journey, and artist m Sppice is ready to div e in. My unhindered bias for “sand doggo” aside, I’m a sucker for a Branded landscape (so long as it’s not trying to kill me) and the shattered pyramid makes for a great painting opportunity, one that the artist takes on with mastery (look at that craggy rock texturing). The landscape is unmistakably Branded, and not just because it’s purple-ish pink, but also because the artist captures that sort of glassy sheen of the Branded crystals with terrain that’s been fractured, tor n -up b y Kralkatorrik s massive storm in his passing over (there’s eve n lightning!). L ike the last painting, this artist pairs the purple of the Bran d w ith the soft golden hue of yellow that makes up the haz y and dusty desert sky - a combination that’s equal parts inviting and alien at the same time . The stoic figure and his mount are not the mai n focus, but serve to convey these adventu rou s
and daring feelings i n a physical manifestation . In fact, the mount almost appears to emerge from the darkness of the corner as if it were part of the cli ff scape itself. In p assing, the m a n bares a resemblance to the classic portrayal of Don Quixote of 17th century Spanish lore and artwork and, whether intentional or not, a compariso n can be d raw n. The Brand ha s i t s own windmill giants to conquer, and th is gu y looks up to the challenge. Overall, I like where this painting takes me: the road ahead is da ng erous, but at the sam e time it also ma kes me think that I’ll be able to handle it, and that’ s reassuring.

“The Ravaged Ruins” by msppice

www.msppice.deviantart.com
And thus, Ar ah was built, s e c tor by s e c tor, in hono r of the gods. I t rose into the clouds and sank deep into the ground. The p e ople of Orr decorated it wit h gold and gems be fi tting the gods who protec ted them. The gods were pleased, and s o it came to pass that the gods came to Orr and made it their home. With the gods came artifac ts, relics, and secret knowledge, and the gods wished for a safe place t o store these treasures. Abaddon—god of secrets, knowledge, and magic—designed a set of reliquaries to hold these priceless items. As a gift, he gave on e to e ac h of t he other gods an d cr eated his own as the centerpiece. These reliquaries h e conne c ted on a magical grid that illuminated the m all. Thus, h e kept thieves and de fi lers at bay.

The Parable of

Abaddon

hile include d as the “Par able of Abaddon, this appears to b e more of a scripture or historical record than a true par able. There is no lesson to be learned from the ‘parable,’ and has little room for hidden meaning. It simply tells it as it was. More interesting, however, i s the notes in the margin, possibly made by the Pr iest of Abaddo n: Abaddon sent away. Gods with the re cords of him. Childish! Why so many Abaddon relics here if true? Is this even a parable? No mention of reliquaries in the history books. Gods hid it with a magical veil? Did they sink it too? But post-god maps show the region existed. May never know truth. Orr gets sunk, then rises. Veil shredded? Reliquaries revealed. Hehe. Abaddon, Keeper of Secrets, has the last word. Here, ArenaNet lampshades the question that people have been asking since th e Episode 6 trailer: if Abaddon was supposed to be hidden away from the world, then how d id a set of Abaddon’s statues su rvive in Siren’s Landing, a location c lose to the land r outes into Orr (between th e Shark’s Teeth Archipelago in the north and the Scavenger’s Causeway to the sout h)? The theory, a s presented in the margin , is that the gods placed a veil over the statues and reliquaries to hide them, which collap sed in the sinking o r subsequen t raising of Orr. While certainly a reasonable theory, we shoul d also consider why the god s hid kn owledge of Abaddo n in the fi rst place. It was not childish spite, as the margin notes claim, but fear that knowledge of Abaddon in th e mortal realm would allow him to act upon Tyria... as, indeed , he did in Guild Wars: Nightfall and the events leading up to it. After Abaddon’s defeat and replacement by Kormir, the gods may have fel t that the concealment was no longer needed and allowed the veils to dissip ate.

Draxynnic’s

Interpretation

W

Kora’s

Interpretation

ow does the old phrase go? Arah wasn’t built in a d ay. In truth, it wa s built slowly, building b y building. The glorious c ity dug itself deep into the groun d and rose high into the sky. The humans who called the city their home decorated it lavishly to honor the go ds. In turn, the gods were pleased by the devotion of these humans and looked upon Tyria and decided that this city, decorated in precious metals and jewels, would b e a suitable home for their divinity. As t he gods settled i nt o the no w h ol y c i t y, t he y brought with them sacred and powerful items . Abaddon - not yet fallen - u nderstood that these magical items needed t o b e stored safely away from the reach of thieves. It was this god of secrets that took upon himself the tas k of building a set of c ontainers for the hol y relics. He gifted a reliquary to each god and goddess, including himself. Perhaps al ready believing himself to b e better than the other gods, he designed his personal reliquary a s the centerpiece. The fi nal line o f this parable comes with a sens e of irony, as it i s Abaddon and his worshipp ers that will become the thieves and de fi lers that threaten the gods and their secrets. In truth, the whole parable is fi lled with irony. The Orrians built a city for the gods to call home. The gods arrived and brought powerful items and great magical knowledge with them… but eventually, they left Arah and left these items behind. Arah wasn’t bui l t in a day, but becaus e of the items left behind by th e gods… it sank in o ne. If there is a lesson to be learned here, it’s in knowing one’s own limits and not wan tin g for more than w hat one n eeds.
H
86 GUILDMAG #20 | FICTION - Le gacy

Legacy

INHERITANCE
“I still think we should destroy it,” a voice came from within the cave. Zach carried a bundle of fi rewood in his arms as he made his way up to the cave’s entrance. Mosquitos buzzed near his ear, t h ough he could d o little to protect himself with his hands full. The h umidity of the d a y ha d lingered well into the night. The sooner he could leave the climate of Maguuma, the better; h e hated bein g sweaty. “That’s because you have cabbage for brains,” another voice came from the entrance. Zach rolled his eyes as he entered the dank cave. “You two at it again?” he said as he made his way to the small fire. Ravi and Lorian were near the fireplace. Ravi’s golem was on its back; t he lit tle asura had made himself comfor table on its c hest. Mechanical parts w ere strewn a b out. Ravi had o n e hand in a h o l e he had made in his creati o n s chest; the other hand held a small device that changed colour at regular intervals. Every few seconds Ravi would look at the small device, mutter under his breath, then fi ddle in the h ole again until the device changed colours. Zach knew better than to ask what he was u p t o; h e wa s too hot and tired for another lectu re. Lorian was sitting near what little of the fi re remained, carving a stick with a sh arpened stone. At his feet lay a few di ff erent gemston es h e had du g up in the ca ve. Z ach had never been muc h of an arti fi cer, but the process of crafting magic weapon s fascinated h im - not that h e was any good with magic. Zach much preferred a good bow or dagger over a sta ff or sceptre. “The overgrown petunia still b elieves w e should b urn it. Tell him he’s an idiot, Zach.” Ravi barel y looked u p a s h e worked. Lorian was trying to fi t a gemstone into the tip of his makeshift sceptre . Neither of them put much e ff ort into arguing their points anymore; it was almost part of their routine b y now. The argument over his father’s book had gone o n since the day of the funeral. The two attacker s had missed their mark when they tried to kill him, and had it not been for Lorian’s portal, they might not have made it out alive. They took the nearest waypoint to Rata Sum; that was where they took the time to decipher the notes his father had made. When word spread abo ut their discovery, they found themselves hounded by I nquest. Their nex t stop was the Grove, bu t the Nightmare Court had gotten wind of them as w ell. Everyw here they went, th ey were followed by someone who wanted h is fath er’ s book. “Lorian, I understand your reasons for wanting it destroyed, but I can’t just do that. This book
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BY VIA N DE BOD
i s the cu l min ati on o f my f ath er’ s rese arc h. It ’s h is l if e ’s wo rk . H is l eg acy .” Z ac h had t ho ug ht l on g and hard about what needed t o be done with the b ook. He cou ld not give it t o anyon e. Nor could h e destroy it. H e had considered giving it to the Pact, but he had remembered what h is father once told him. “Absolute power is for the Gods only. Their divine souls are incorruptible. Put absolute power in the hands of even the most religious man and he will be corrupted by it.” His father would not want to give it to anyone. Perhaps that is why h e sent it to Zach just a few months before his passing. Encoding it and sending it away was his way of preventing h is own corruption. Zach dropped the pile o f wood next to the fi re and took a seat. They could do without the heat, but they nee ded the ligh t. “But Zach, the power to freely manipulate ley-energy shou ld never fall i n any one’s hands. It should be destroyed.” Lorian was looking a t him now. The young sylvari had gro wn on him in the last few months, but he still felt slightly nervous when he thought back on what damage Mordremoth had done t o the wo rld. “It should b e utilised, not destroyed. Just imagine all the great things w e could do! Travelling without waypoints to anywhere in th e world. Being able to completely disable harmful magic in large areas. Think of the destruction w e could have prevented in Lake Doric when the attack happened!” Ravi’s attention was no longer on his golem, but he kept his h an d in its ch est. “Ravi, I appreciate your enthusiasm, but I’ve told you already that I won’t utilise this. What woul d stop me from using that power for my own purposes? I’m no saint. I was a thief before I joined the Priory. Had it not b een fo r my father a nd the Prio ry , I mig ht h av e continue d d o wn t h at d a rk path. Without either, who says I won’t return to it? Especially with that kind of power,” a shiver went down Zach’s spine when the thought came to him. He had left that life behind , though now he felt the itch more than ever before. His father called it kleptomania, though he wou ld have preferred a softer term . “Whatever you decide Zach. It’s your inheritance after all.” Ravi sighed and continued with the repairs on his golem. “I’ve actually given it some thought. I want to take the journal to my father’s research lab. H e had a n asuran partner, though I haven’t heard from him since before the funeral. He might be able to help us keep it safe.” Zach added some wood to the fi re and stirred the coals with a stick . “Good idea. Most asuran labs have lockboxes for each member of the krewe to keep their
88 GUILDMAG #20 | FICTION - Le gacy
valuables. If your father had an asuran partner I’m sure he had his own lockbox. They work with genetic memory, so only your father or people who share his blood could open it - it’s a pretty interesting mechanism, really. It was founded o n the principles of…” Ravi rambled on while he worked. Zach pretended to listen, but barely looked up from th e fi re. Regardless of the lockbox, he wanted to speak to his father’s par tner. He wanted to know how his last months had been. He wanted to kno w more abo ut his father’s motivations for his research. Most importantly, he wanted someon e to talk to who knew his father. Someone who cou ld make him feel less alone. “Zach, are you ignoring me again?” Ravi’s voice came from beside him. The little asura had left his golem and walked o ver to Zach. “No.” “What did I ask you?” “If I was ignoring yo u.” “Funny, Flynn. Before that,” his voice was tinged with annoyance. “Something about lockboxes?” Zach gave his best guess. Ravi sighed. “I asked if you knew where this lab is.” Ravi crossed his arms as if waiting for an answer. Zach th ought for a moment before responding. “Where all this ley-energy madness began.” Ravi looked momentarily confused, but then a wave of understanding spread across his face. Lorian raised an eyebrow, bu t said nothin g. “Oh dear,” Ravi said. * * * The old city of Lion’s Arch had been destroyed an d rebuilt twice in the last few centuries, though looking at i t, you wo uld never h ave guessed. Zach had only been there once before. When h e last saw the town, i t was celebratin g some kind of anti-dragon festival. Back then it was a stronghold crawling with pirates and outlaws; now it was a stronghold crawling with pirates and outlaws that had gotten a recent remodelling. The buildings had once been made out o f old ships and boats. The bridges were made of planks from forgotten galleys and the keeps from rough stone quarried from the local mountains. It had a real charm back then. S ure it was uglier than a basilisk’s rear end, but it had a charm nonetheless. It was much di ff erent now. Large buildings were beautifully crafted from white limestone in the shap es of creatures of the d eep: the local bank w as an octop us with an a quarium in its head; the Black Lion Market was now housed in a spiralle d
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shell. O ff in the distance Zach could see the harbour in the shape of so me kind of crustacean. The city of Lion’s Arch was a real fortress now, and the multiple patrols of Lion Guard added to the e ff ect. Zach had heard of an organisation called the Consortium rebuilding Lion’s Arch after the war against Scarlet, though he never thought it would be this d i ff erent. Th e w aypoint they had used was near t h e b ank. R avi kept his face d o w n and Z a c h wore a h ood. “Why are you two hiding your faces?” Lorian asked as the th ree of them walked through the town, though Ravi sat and let his golem do most of the work. “It’s a long story, Zach said, keeping his voice down a s he s p ok e . He looked about nervously as th ey made their way to the harbour. “Zach didn’t exactly leave the city on the best of terms.” Ravi kept his eyes firmly on the ground . “Well if you’re trying to avoid drawing detection , you aren’t doin g it very well. Take i t from a master. If you want t o go unnoticed, you must give the illusio n of innocence. Deception is abou t redirection. Walk like you’re allowed to b e here.” Lorian spoke as he casually put his hands in his pockets and kicked a stone o ff in the distance. Ravi and Zach looked a t each other and shrugged. Zach removed h i s hood and Ravi sat up straight; his eyes fi xed ahead of him. I t w a s actually working . They had just reached the harbour without attractin g any u nwanted attention. I really should give Lorian more credit. H e may b e young, but in many ways, he is wise. Zach’s thoughts on Lorian were sudden ly interru pted b y a gru ff voice from their left. “Well, well. If it isn’t old Zachariah Flynn. Never thought I’d see you again,” a large man in golden armour approach ed them. Lorian, Ravi, and Zach were all frozen i n fear of the hulking Lion Guard. He was nearly a s large a s a norn. Thick, black hair fell to his neck and fi erce grey eyes peered from b ehind an ornate helm in the shape of a lion ’s head. A single red sash hung across his chest, marking him as a captain o f the Guard. Zach groaned and took back all he thought of Lorian’s ‘wisdom’. H e took a deep breath before looking u p at the approaching man. The large man gave no smile, so Zach gave the biggest one h e could muster. “Marq! How long has it been? Gosh, the last time I saw you–” “I was dangling from the balcony of the eastern windmill. By my ankle. Naked.” Marq’s face was a storm of barely-contained rage. “Good times,” Zach said with a failing smile. Ravi ch uckled nervously.

WA

R PROFITEERS

PART IV: FINALE
BY KENT BENSON
he evening streets o f Lion’s Arch were still fi lled with a slow bustle of activity, from which Captain Greer Bladewind could see outside his room’s window at the in n. He’d since cleaned u p the mess he’d made over the past week after Rilana had intruded on his drunken stupor that morning. A twitch of annoyance traveled acros s his face at the thought of her, quickly drowned in a wash of guilt. The charr had been staring at the same blank p age of p archment for an hour now. A small pile of crumpled- u p paper h ad formed on the desk, casting peculiar shadows in the lamp ligh t. Greer let out a tired growl, rubbing his groggy eyes with his free pa w. “Damn woman was right, I can’t do it,” he mumbled as he looked over the scar from the wound he’d taken in Maguu ma. Iyone had spent a portion of each day for a week performing her h ealing elemental magic without request. The captain would try t o shoo her o ff , b ut she insisted. At the very least, it kept her well-practiced. Now, the scar was mostly gone, even when he push ed the fur around to check. The captain’s four ears pricked up as he heard the sound of a person running up the inn stairs. He scooted his seat away from his desk into a more prepared position. To the untrained eye, i t would simply look like he was sitting, but any charr wo uld know he was position ed t o pou nce. The sprinting footfalls continued up to his room’s door befo re the it fl ew open with a burst of wind, sen ding some of Greer’s loose papers into the air. Iyone stood in the threshold of the door, breathing heavily, with Rilana’s bundled glider slung over the sylvari’s sh oulder. Captain Evon Gnashblade sat at his desk, claws clicking against the fi ne wood a s h e waited impatiently for his employees to report back with - he had hoped - the sylvari in tow. His feline eyes scanned the woman sitting i n the chair across from him, noticing that she leaned slightly t o the left, the side his subordinate elbowed h ard while e n route to his o ffi ce; she’d tried to escap e more than once. In the quiet of his o ffi ce, he poured himself a small glass of strong smelling whisky and twirled it slowly in the grip of his claws before takin g a sip. Another hour p assed and a smile crept across the Pact engineer’s lips. “Your cronies aren’t bac k
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yet, Gnashblade. Not that I’m surprised; my friend moves like lightning, literally .” “Don’t underestimate my resources,” he mused. “Whether your friend got away is irrelevant; she’ll come back for you, and she’ll have to make a deal for your release. You did threaten one of my employees after all.” “Please. The ‘legitimate’ businesses of Lion’s Arch rarely shy away from a show of force when it suits their needs. I’m just a reminder that sometimes,” her eyes fl ashed a s she leaned in “the little people push b ack.” After a moment of silence, Rilana let o ut a sco ff . “Really tho ugh, your employee was just being a n as s.” The charr scowled. “They were protecting the patrons at th e inn.” “They threw that sylvari through a window and onto the street!” the human spat, arms raised in protest. “I don’t know why I’m arguing this. You don’t actually care th at I threatened your employee; you’re just using that to get your greed y hands on my glider p rototyp e.” With a coy grin, the charr gestured with faux disbelief. “Miss Dejar, the thought h ad n’t even crossed my mind, but since you mention it … maybe you’d like to strike up a deal?” Before Rilana could answer, the sound of quickly-paced but loud footsteps stopped a t the o ffi c e door. The knocks were equally as imp atient. “What is it?!” Evon barked. The same male norn that Rilana recognized from her confrontation earlier in the week shoved the heavy oaken d oor open w ith a single p ush. “The Lionguard are here to see you, sir,” he spoke. Evon Gnashblade scratched at the peppered gray and black fur that lined his left brow. “Do I even n eed to ask…” “It’s Captain Kiel, sir,” the norn replied, less enthusiastic. “Fantastic,” the charr grumbled. “Send her in an d no one else.” After four or fi ve minutes, the o ffi ce door reopened. Another chair had been set next to Rilana for the third-party to sit, but Kiel ignored it, choosing to stand at its side, hands planted on the hips of her billowed aviator pants. “What’s going on, Gnashblade? S mall-time extortion i s a step down for you, isn’t it? Are you goin g soft on me?” she mused, raising one hand to adjust a few stray strands of jaw-length ginger- colored hair out of her face. Captain Kiel looked more amused than angry, Rilana observed, which made sense from what little she knew of her. Kiel had b este d Gnashblade for a spot on the Lion’s Arch Captain’s Council b y being the fi rst to secure th e su pport and trust o f th e Zephyrites, at least, before they were lost to Magu uma. “I don’t know w h a t you’re g o ing on about, councilor. I’m looking for reparations for this soldier’s FICTION - War Profiteers: Part IV | GUILDMAG #20
threat against my employee’s life,” the charr leaned back in his chair slightly, adjusting to a more casual posture, “so I thought that maybe the noble Pact soldier and I could come to an arrangement to make this whole misunderstanding go away. Does that not sound reasonable? “You d idn’t give me much of a choice,” Rilana s p at. She postured herself to continue, but caugh t a hard downward glare from Kiel. The engineer got the feeling that her normal diplomatic and ethical postulating wasn’t going to put a n end to this. That w asn ’t how things worked in Lion’s Arch. “Let’s get down t o brass tacks, Evon. You want to strike a deal with the Pact for the glider prototype and designs, the one you never got to pitch because the Pact cancelled, no?” Kiel explained, white pu ff y sleeves now crossed over her blue-striped vest. She looked down a t Rilana next. “Obviously, you’ll want a formal apology from the Captain for your unwarranted detainment as well as some form of compensation a s a gesture of goodwill before you conside r business negotiations again, right?” Rilana twitched irritably, tightly gripping the worn wooden arms of her seat. “What?! I can just take my business somewhere else. I don’t have to deal with this cutthroat.” Evon nearly choked on his whisky a s h e broke into laughter. “HAH! Where? ! The Conso rtium? Those malcontents will bury you in so much business legalease that yo u’ll sell control of th e Pact over to them without even knowing it,” he replied. “Face it, kid. I’m the only one who has the means of production and business repute to make the Pact any form of pro fi t o ff of such a niche item in the shortest amount of time - time that th ey don’ t have.” The Pact soldier bit her lip. Evon was an asshole, b ut h e was right; there was the cruel truth in the matter. The Black Lion Trading Company was her fi rst choice when they’d fi rst arrived, but th e f ol lo wi ng e ven ts had so ured th ose pr ospec ts for Ri la na. Ev en so, the Pact coul dn ’t a ff ord to wait much longer. “Well?” Captain Gnashblade growled impatiently . A minute passed, but to Rilana, it seemed far longer. “Fine... I’ll reconsider a contract with you after you apologize to me and m y team. And as for my compensation...” she paused t o think o f something delic ious, som ethin g h umi li ating . I t d id n’t tak e l on g. “You will c om missi on my fa ther to do a painting of Captain Kiel, which she will keep as a reminder of how she continually bests you day-to-day.” The human captain let out a single, e x hausted laugh. I can’t wait to tell Magnus about this,” sh e said, looking to the disgruntled charr behind his desk. “Take it o r leave i t, Captain. Either way, I’m walking out of here with your guest in to w.” Captain Gnashblade stood, still propping himself u p o n the des k top, his head lowered and eye s closed brie fl y in contemplation. Finally, he looked u p a t Rilana. “Burn me. You’re lucky Kiel is here,” the charr said, sporting a slanted grin. “I’m not sure if I should be furious or impressed; you really know how to twist a kn ife, mo use.” 92 GUILDMAG #20 | FICTION - War Profiteers: Pa rt IV
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The Pact engineer also stood, staring past Captain Kiel to her left. “My fathers prepared me to face a world of uncertainty, which meant learning to fi ght with more than just daggers and swords,” she paused, eyes meeting Gnashblade’s gaze. “Now, w hen and where w ill we meet?” The charr captain brought himself more upright as he pensively toyed with the en d of his banded white goatee. “I have a few favorite street vendors around the Grand Piazza a t midday that sell some of the tastiest morsels you’ll fi nd in the city. Bring your friends tomorrow, if you want; however, I want to inspect the glider and your designs too. I’m not investing in a product that doesn’t meet my standards,” he fi n is hed. Rila n a made a m u ffled but haughty “h m p h” before agreeing to his conditions and left the o ffi c e with Captain Kiel. As the two exited, they paced down the dimly lit hallway, past a cou ple of private gu estrooms, and into the main foyer of Gnashblade’s bar. Two familiar faces barreled down on the women. Iyone rushed in and embraced her squadmate with a tight squeeze; Captain Greer lo oked o n, his face awash with relief. Rilana noticed this from peering over the sylvari’s shoulder. “I’m a little disappointed, Bladewind . I half expected you and Iyone to tear the whole place down to get to me, though I take it Captai n Kiel insisted she be the one to handle it.” Ellen, observing the the reunion with an ex hausted satisfaction, simply smiled. “Your friends asked for my help; this is what my help looks like. That, and your esteemed captain promised me a personal favor,” she glanced over to the rusty-furr ed cha rr, “to be decided at a l ater t ime, I fi gure.” “Really?” Rilana raised a brow . Captain Greer’s expressio n furro w ed, brie fl y wounded by his friend’s doubt. “You’re dam n rig h t I did! I take care of my team, whatever the cost.” “It won’t be anything too dishonorable, I promise,” Kiel said with a slight smirk as she started t o walk o ff into the night of a breezy but warm Lion’s Arch, a single arm raised in farewell. “Have a good evening. Stop by my o ffi ce for a drink next time you’re around, you three; my door’s open. The next day, the three met with Evon Gnashblade and two of his own associates under the elegant glass pavilion that shaded much of the Grand P iazza. A round of uneasy apologies wer e exchanged between p a rties b efo r e business began. After a few days and few more meetings, a contract was fi nally struck, one that would funne l some direly needed suppo r t to the Pact’s w a r against the Elder Dragons. For the jungle dragon, however, that aid would n ot reach the fron t in time. Mordremoth was slain before Captain Greer, Rilana, and Iyone were assigned to active duty again, though they would spend a month in Maguuma con ducting search -and-rescue operations for Pact survivors before returning to Vigil Keep as the Order began to reorganize. Word spread o f the Pact Commander’s exit from the o fficial ranks after Mordremoth’s death, b u t FICTION - War Profiteers: Part IV | GUILDMAG #20
the blow to morale was short-lived as news of Logan Thackeray’s appointment as Pact Marshal sp read quickly. A fterwar ds, th e team wa s split; Capta i n Bla d e wi n d bega n to hel p tea c h the ne w wave of recruits looking to helm and maintain the Pact’s next wave of airships, impatiently waiting for Captain Kiel to send for him. The charr wanted an adventu re, a n excu se to get th e team back together for one more journey far away. Meanwhile, Iyone took an extended leave to return to The Grove in the aftermath of the destruction of her race’s creator, seeking to help heal the hearts and minds of her people, and aid those traumatized fi nd new purpose in th e sylvaris’ un bound future . Rilana sat alone in her shared o ffi ce in the Vigil Keep. She’d been serving as one of many instructors in the Pact’s engineering division since the team had split. The sound of crisp paper tearing and unfolding fi lled the chamber for only a moment as Rilana recognised the penmanship o n the sealed envelope front. It was a letter from Greer. She poured over it, a smil e breaking across her lips every few lines or so. He wrote about the recent arrival of refugees from the Crystal Desert and Elona, and the rumor s surrounding the crisis i n the region. Further down, he mentioned seeing a consistent line o f ne w and odd gliders every few weeks, making sure to note that her designs were far mor e prac tical and intuitive. She set the letter down with a short relaxed sigh, turning her gaze to a small cabinet nex t to her desk. Somewhere inside, locked away in a small chest, sat a sealed scroll capsule that held a copy of her o ffi cial trade contract with its wax stamp and signatures, where, in the fi ne print, acknowledgement and credit for the original designs and prototype was given to Rilana Dejar, Pact Engineer.
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