ISSUE
20
The secrets hidden in Season
3 laid bare for the first time at
GuildMag.
S
E
AS
O
N 3
R
EVISITED
Se
aso
n’
s
e
n
d
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.
06
30
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
72
ART & FI
CTION
COMMUN
ITY ART
Delve into this issue’s collection of
inspiring art, curated by Kent
Benson.
76
WAR PR
O
FITEERS:
PART IV - FI
NALE
War Profiteers concludes in Kent
Benson’s last
piece of writing for GuildMag.
90
LEGA
CY
Zachariah’s story continues in Inheritanc
e
as he comes across an old face...
86
IN THIS
ISSUE
FE
ATURED
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
E
D
I
TO
R’S
LETT
E
R
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!
I
3
Editor’s Letter
|
GUILDMAG #20
FA
R
EWELL
TO
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.
W
MIKO
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.
I
KENT BEN
SO
N
WRITER
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
A
SEASON 3 LORE:
THE IMPORTANT PARTS
Out of the Shadows
7
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
9
LORE - Season 3 Lore: The Important Parts
|
GUILDMAG #20
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
A
15
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
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
.
25
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,
I 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
30
GUILDMAG #20
|
RECAP - Shadows & Flames
31
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
33
RECAP - Shadows & Flam
es
|
GUILDMAG #20
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...
35
RECAP - Shadows & Flam
es
|
GUILDMAG #20
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
37
RECAP - Shadows & Flam
es
|
GUILDMAG #20
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
.
“
39
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
.
“
41
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.
“
43
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
.
“
45
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
e
woman
as
s
he
bowed
before
Grenth. “And
now,”
said
Grenth,
“I
give
you
a
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
55
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
57
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.
59
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.
W
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
61
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
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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
63
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|
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
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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
65
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
a
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!
“
75
COMMUNITY - Guild Spo
tlight
|
GUILDMAG
#2
0
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
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.
T
76
GUILDMAG #20
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ART - Community Art
77
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
79
ART - Community Art
|
GUILDMAG #20
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.”
80
GUILDMAG #20
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ART -
Community Art
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
81
ART - Community Art
|
GUILDMAG #20
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
87
FICTION - Legacy
|
GUILDM
AG #20
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
89
FICTION - Legacy
|
GUILDM
AG #20
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
T
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GUILDMAG #20
|
FICTION - War Profiteers: Pa
rt IV
91
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
93
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.
94
GUILDMAG #20
|
FICTION - War Profiteers: Pa
rt IV
95
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|
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