02
GuildMag Issue 15 | Editor’s Letter
editor’s Letter
Welcome to Issue 15! With the community
ab
uzz w
ith
Heart of Thorns
speculation, how could we not dedicate o
ur latest
magazine
to that very
topic, and brave the depths of the jungle?
As Guild W
ars: Proph
ecies
enters its 10th anniversary, we’ve taken the time to look tow
ards th
e
future of the franchise, lying
deep in
th
e Heart of Magu
uma.
We’ve packed this issue with as much
Heart of
Th
orns goodness as
we can muster. Beginning w
ith
a comprehensive recap of Living
World
Season 2, you’ll also find a great lore primer
on wh
at
to
expect from
the Maguuma region (great if you’ve never played the origin
al
game,
or just need a reminder!) and an in
terestin
g piece on
th
e druids from
Aaron Heath. Kriss Watt also poses the question
“what does ‘ch
allen
ging
content’ mean for Guild Wars 2?” in his editorial piece, and ou
r
back
pages are filled with the usual assortment of creative fan
fiction th
at’s
absolutely worth a read
.
All of this isn’t possible without the amaz
ing team of ind
ivid
uals
working
behind the scenes to produce
each
issue. If yo
u fancy bein
g part
of
this team – as a writer, editor or designer – then get
in
touch! N
avigate
yourself to guildmag.com/submit, or to the back pages of th
is magaz
in
e,
for all the information.
Now sit up, don’t relax, and prepare yourself as we
jo
urney into
th
e Heart
of Magu
uma
.
- Valiant
04
GuildMag Issue 15 | A Recap of Living World Seaso
n 2
RECAP
A Recap of
Living World
Seas
on 2
Written by Ferialyn
05
When the living story’s season one
ended, the
play
er
had
defeated Scarlet Briar and her armies in the massive Batt
le
for Lion’s Arch, but not
before the coalition of
Aetherblad
e,
Molten Alliance and Toxic Alliance forces raz
ed the city
while
the twisted secondborn sylvari formerly known as
Ceara achieved whatever she had
been d
oing at the site
of
a
magical ley line in the city’s waters. After the roar heard
across Tyria, a new generation of heroes--Braham Eirsson,
Rox, Kasmeer Meade, Marjory Delaqua and Taimi--priva
tely
expressed concerns, uneasy with th
e idea that their trials
were merely beginn
ing.
With Heart of Thorns and a (possible) upcoming
battle
against
yet another Elder Dragon on the
horiz
on, it’s time to recap
what ArenaNet’s colorful characters have accomplished in th
e
releases that comprise season two.
Festival of the Four Winds
In the season’s
retrospective prologue, the
Zephyrites’
agreed-upon return to Labyrinthine Cliffs,
cou
pled with
Queen Jennah’s reopening of the Crown Pavilion
,
were
cau
se
for celebration in the wake of Scarlet’s destruction of
Lio
n’s
Arch, and Tyrians soaked in
the fl
yin
g community’s zen
or
raised funds toward the beleaguered city’s recovery. W
ith
parts of your newly formed guild,
you re-exp
erienced
some of
the simpler pleasures missing these last several month
s.
Whispers in
Kryta suggested
an
unkn
own female hu
man
noble freed secondborn sylvari Canach, the
guerilla fi
ghter
who waged war against the shady Conso
rtium
(an
d you)
on
Southsun Cove, through a type of inden
turemen
t,
th
ough
nobody seemed able or willing to explain why. Ad
ditio
nally
,
several traders in Lion’s Arch privately mourned th
e loss
of their livelihoods due to the assau
lt,
which coinciden
tally
left one trader not just un
to
uched by the tragedy, but
thriving in the post-battle economy: Black Lion
Captain
Evon
Gnashblade.
Gates of Maguuma
Following clues in yet another missive from th
e mysterio
us
E, your guild traveled to a corner of Bris
ban
Wildlands
where sentient vines were tearing throu
gh the
ju
ngle. A
brief reunion with Seraph
Belinda Delaqua was marre
d by
a
skirmish with vines and Inquest that forced the younger
Delaqua back to Fort Salma as the hero
es headed ou
t west to
an area called Dry Top…
... Where the first sign of life was the
burning sh
ell
of a
Zephyrite ship. Through ap
plication
of the Z
ephyrites’ aspect
crystals, Marjory, Kasmeer and the player were able to
cautiously explore the wreckage despite occasional clash
es
with Inquest agents. The allies learned that a sylvari
named
Aerin, who had recently joined
the n
omadic sky
people,
attacked several Zephyrites prior to the crash and likely
sabotaged at least one airborne vessel for
unknow
n reasons.
Morning, a crash survivor on the verge of death, implored
th
e
heroes to find and protect the Zep
hyrite lead
er, th
e Master
of Peace. However, Kasmeer later said the dying Zeph
yrite’s
words were less than 100 percent truthfu
l.
With h
alf-truths
and clues about the
crash in
hand, the
heroes headed
for
Prosperity, a small mining town in the north
ern
reaches
of
Prospect Valley. There, the truncated group located anoth
er
set of clues after finding a dead
merchant
in the tow
n, this
time leading them to the Master of Peace’s trail. Th
ese
excerpts from a faded manuscript also offered snip
pets
of knowledge about the Elder Dragon
s and their in
nate
absorption, not destruction, of magic
in
Tyria.
Aerin, the saboteur, quickly painted a stark comparison
to
the departed Scarlet Briar upon his discovery in Sp
urb
end
Canyon, though without any of her d
emen
te
d charisma or
unhinged lucidity (or style, according to
a
disgru
ntled Taimi)
as he frantically searched through san
d and sp
oke with
an
unknown
entity.
A
brief moment
of
morbid
clar
ity
assailed
the
doomed sylvari when the Master of Peace ap
peared, w
eighed
down with an unquestionably larg
e
pack
as
he w
atched
the
battle. Though grateful for their help, the Master of Peace
refused to return to his people and
respectfully
declin
ed
additional assistance from the heroes, choosin
g instead to
continue on h
is mysteriou
s journey. A
note fou
nd on
Aerin’s
body left an ominous message ab
out the p
ending d
eath
of a
leader as “the rest will fall in lin
e.”
The heroes then learned S
carlet once frequ
ented Prosperity,
and even left a number of prototypes and writin
gs at
her
former residence. As Taimi rejoiced over the un
iq
ue glimpse
at Scarlet’s earlier years, including an unsettling drawing
of
six
spheres revolving around the Pale Tree, the adult heroes
mulled over the chilling realization that whatever madness
afflicted Scarlet may not have been a
one-time occurre
nce.
Labyrinthin
e Cliffs
Zeph
yrite ship
in ruins
A Recap of Living World Season 2 | GuildMag Issue 15
06
GuildMag Issue 15 | A Recap of Living World Seaso
n 2
Entanglement
Vines similar to
the growth
in Brisban presented
a
double-
edged sword after an attack on Prosperity by th
e now-
named
Elder Dragon Mordremoth: Thou
gh many of
the town
’s shady
residents were gruesomely
displayed post-mortem, the
heroes also found a hidden passage in the aftermath
th
at
led to a new area of Dry Top inhabited by friend
ly
centaurs,
unfriendly skritt, enterprising Inquest and the ench
an
tin
g
majesty of Scarlet’s first ley line hub. Bu
t
when
trou
ble began
to strike at random waypoints across Tyria, Rox and Braham
left with the hero to investigate at th
e Pact’s
Fort
Concordia in
Timberline Fa
lls.
Despite its location in the Shiverpeaks, far from both
desert
and Dry Top, vines destroyed the Pact’s fort
an
d forced its
inhabitants and travelers to retreat into caves and nearby
Goldenlight Hallow Lab. After either escorting a caravan to
the lab or locating and rescuing a Priory team--in poss
es
sio
n
of a powerful Krytan artifact said to always carry an image
of the throne’s current heir--Rox and Braham elected
to
stay
behind as the player pushed on to the
Serap
h’s Fort Salma
in
Kessex Hills following reports of an
other attack.
Regrouping with Marjory and Kasmeer (along w
ith
Belinda
and her squad) at Fort Salma allowed for a split def
en
sive
against the plant-based enemies, with the Seraph attemp
tin
g
to contain the fort’s western perimeter as Player an
d Co.
battled a lone boss. Tragedy swiftly struck followin
g the attack
as Jory faced the aftermath of Belinda’s brutal death, forcing
her to leave the company in order to transport Belin
da’
s body
for burial.
The guild mourned Belinda’s death even as
Taimi relay
ed
her
findings at the hub, the site of Scarlet’s first
to
yed-with
le
y
line. The tiny asura explained that the
vines and
attacks were
concentrated extensions of Mordremoth’s
power targetin
g
waypoints across Tyria. Taimi posited that a recalibration
device could make the waypoints less attractive
to
the
dragon’s attentions, preserving other
waypoints. To th
e
young prodigy, though, that problem paled in
comp
arison
to her discovery of Omadd’s machine, the cause of
Scarlet’s
shattered psyche, in an antechamber.
In h
er
enthusiasm,
Taimi raced into the machine to emulate her idol, promptin
g
the player to rush in and switch places--th
us revealin
g
the
Eternal Alchemy, along with several images of the Pale Tree
that could only be explained by
th
e tree’s avatar herself.
The Dragon’s Reach: Part
1
Meeting with the Avatar of the Pale Tree, however,
yield
ed
more questions than answers. She claimed
to be th
e
single
obstacle between sylvari and “the greatest darkn
ess”
of dragon corruption, a role sh
e could n
ot fulfill for th
e
Soundless or the Nightmare C
ourt
who
had shu
nned h
er
protection or Ventari’s teachings. That said, she offered
The Grove for a summit between the five racial leaders an
d
Marshal Trahearne. In order to secure the presence of each
leader, however, Hero and
Co. first performed a series of
tasks geared toward easing the problems each race faced on
their own
.
Within the Iron Marches, th
e player investigated
Mordrem
activity. Afterward, Taimi sent word that Zojja had convinced
Concillor Phlunt of the Arcane Council in
Rata Su
m
to
examine her device. Though she made the device fu
nctio
nal
despite the Councillor’s rude interference, results
were
not
immediately forthcoming, leaving Phlunt’s attendance
in
question as his guards dis
cu
ssed additional monitoring of
Taimi and Zojja, her mentor.
The player then
journeyed
to Hoelbrak for a rendezvou
s
with Braham and his estranged mother, Eir, about
Knut
Whitebear’s attendance. Tho
ugh sympathetic to th
e idea
of another Elder Dragon’s awakening, Eir surmised that
Whitebear’s focus would remain on the known
th
reat p
osed
by Jormag and his Icebrood--likely right
up u
ntil
Mordrem
appeared on Hoelbrak’s doorstep. To combat this, the le
ader
of Destiny’s Edge proposed a raid
in
Svanir territory to
lig
hten
the norn’s burden, freeing up time to
atten
d the su
mmit.
Battle proved a bonding moment for mother an
d son
as
th
ey
bore witness to the other’s combat prowess for the
first
time.
Trouble with Ascalonian ghosts
rou
nded o
ut this episod
e’s
set of instances as Ro
x finally reported to
Rytlock Brimstone
following her failure to kill Scarlet personally.
Publicly
unamused, but privately unconcerned about the
fe
at, Rytlock
said the Branded and Ascalonian gh
osts were of
greater
concern to Imperator Smodur the Unflin
ch
ing. To convince
him, Rytlock enlisted the player and Rox to assist with a ritu
al
created by the Six human gods in
an
attempt
to
break
the
Foefire curse with his sword, Sohothin. The ritu
al
overall
failed, causing Rytlock to lose and pursue h
is sword in
to
the
Mists, but removed enough of the gh
osts to en
su
re
Smodur’s
attendance.
Marjory and Kasmeer
mourn Belin
da’s death
Vines in
the Iron
Marches
07
The Dragon’s Reach: Part
2
Queen Jennah’s presence was put
into qu
es
tion
when
rumors
of a Jubilee-era conspiracy between
the royal and
Scarlet Briar emerged. With quick thinking from Kasmeer and
Countess Anise, revealed as the human noble who
purch
as
ed
Canach’s snarky freedom to serve
as
a
bodyguard (of
sorts),
Minister Estelle was outed as the sou
rce, freeing up Qu
ee
n
Jennah’s calendar.
A final demonstration of Taimi’s Waypoint Recalibration
Device, which would keep
interfaced
waypoints run
ning at
the lowest minimum energy, thereby sp
oilin
g their appeal
to Mordremoth, was carried out to Councillor Phlun
t’
s
satisfaction. However, the Arcane Council spoiled h
er
success by securing rights to the device
an
d anythin
g else
Taimi created, causing her to run off inside Scruffy. Braham
and the player
quickly rescued Taimi and an
unresponsive
Scruffy from greedy Inquest agents. Shaken by
th
e harro
wing
experience, and bitter about the sacrifice necessary to
make
the summit reality, Taimi relinquished the
W.R.D.
to
a smug
Phlun
t.
The mid-season finale saw the summit commence, w
ith
each major leader escorted into the Grove,
though
there
was more to the spectators than initially appeared. After
a
well-placed remark by Canach abou
t a disguised
Countess
Anise’s illusions provoked
th
e sharpest response
on
record
from the unflappable Shining Blade leader, her tru
e
intentions in purchasing
his billet--to be “a
knife that can be
employed before anyone realizes it’s struck”--were
revealed.
A conversation with Trahearne confirme
d that the Pact wo
uld
begin staging for battle against Mordremoth, stalling its initial
plans to seek out Kralkatorrik. Finally, a brief interaction with
Caithe suggested the Firstborn was also lo
okin
g for ways to
stop the jungle dragon, b
ut with
no elaboratio
n.
The summit itself was cut short after
the player tentatively
convinced each leader to unite against the
dragon
as
the
Shadow of the Dragon, a familiar
foe to sylvari players,
appeared at the Pale Tree. Defending against the pow
erfu
l
lieutenant left the Pale Tree gravely wounded,
forcing
the
player to keep the dragon minion
at
bay. After the S
had
ow of
the Dragon retreated, the Avatar of the Pale Tree shared an
ominous vision of wilting flora, beams
of light and
an
artifact
-- but of what that all signified, exactly, the Co
mmander w
as
unsure. While leaders hurried to report th
eir
experience to
their respective colleagues, Trahearne privatel
y suggested
that the attack was too convenient to be an accid
ent or
luck: Someone in the know
had
ordered the
assault. As
the
Marshal departed, Canach commented that he would
be
shadowin
g the Pact’s movements on
the Co
untess’ orders.
Echoes of the Past
Season two’s return opened with an
un
ex
pecte
d rescu
e
mission of a Durmand Priory explorer fro
m
the violent,
Ascalonian-esque Serap
h spirits wh
o perished at Fort Salma,
Belinda Delaqua included. A brief in
terlu
de with
her departed
sibling led to Marjory being gifted with her
sister’s sp
irit,
which possessed and
imbued h
er
old sword
with an u
nknow
n
power.
Following that, the player reunited with
the Pact,
Destiny’s
Edge, and their guild at Camp Resolve, the coalitio
n force’s
staging area in The Silverwastes. As th
e members
of you
r
guild worked on various personal errands, th
e
present
members of Destiny’s Edge--Eir, Logan an
d Zojja--commented
briefly on Rytlock’s continued disappearance in
the M
is
ts
without serious concern. Unexpectedly, three
Zephy
rite
Masters of the
Aspects were there and
thanked th
e player
for assisting the Master of Peace with
Aerin. That said, they
also offered no insight into his final des
tin
ation
or goal before
departing on their own
journey to
find h
im.
A Recap of Living World Season 2 | GuildMag Issue 15
Convin
cing world
leaders at the Su
mmit
Glint’s Lair
08
GuildMag Issue 15 | A Recap of Living World Seaso
n 2
Caithe and Canach, the Commander soon learned
,
were
out
on a reconnaissance mission that required extractio
n.
Following the trail of Canach’s specialty mines to
th
e
Firstborn, the defensive battle proved informative as
th
e
recon team located a glowing Mordrem (later identified
as the
Mordrem Vinewrath, a PvE meta event in The Silverwastes)
behind thick vine walls before being ex
tracted by
a
Pact
chopper.
Explorer Campbell, the Priory member saved at For
t Sal
ma,
provided the player with a cipher necessary to reach
th
e
order’s research rooms in Lornar’s Pass, leading the player,
Kasmeer and Marjory to Magister Ogden Stoneh
ealer in
Special Collections, who immediately revealed his
knowledge
of the player’s visio
n from the Pale Tree. After assuring
the
player that his information
was provided by
those
who “have Tyria’s best interests at heart,” he
dire
cted
the
group to an ornate hourglass, wh
ich
transp
orted
them to
Glint’s crystalline lair. There, the player witnessed echoes
of the Master of Peace retrieving Glint’s egg as Jory an
d Kas
recounted the story of Glint, who was freed
from th
e Eld
er
Dragon Kralkatorrik’s control by the Forgotten before quietly
allying with
humans.
Tangled Paths
With the Pact on the verge
of deployin
g for the M
agu
uma
Jungle’s heart, the player politely
declined an
opportunity
to
fight once more with Destiny’s Edge, impartin
g
their
knowledge of Glint’s egg
to the fo
ur
present members before
picking up Caithe as a surprisingly kn
owledgeable companion
and departing with Rox to track the Aspect Masters. Kasme
er
revealed that Marjory had picked up swordplay, tho
ugh
the necromancer shared that her sole drive was
to end
Mordremoth with the b
lade.
The trail of the Aspect Masters proved easy en
ough to
follo
w,
but the group could not
reach th
em
before Mordrem struck
down the Master of Sun. In thanks
for
savin
g
the other
Aspect Masters, the Master of Lightning shared in
formation
about a Zephyrite symbol they
had been
using
to
track
the Master of Peace, which led to an
underground
cavern.
With their guild and Caithe,
th
e player foun
d themselves
unexpectedly separated from th
e others, forcing them to
regroup in order to battle a Mordrem Predator loomin
g over
the Master of Peace. With
his d
ying breath, he sp
oke of the
egg’s importance to Tyria’s future and
requested th
e player
safeguard it, but his request was quick
ly
buffeted by Caithe’s
immediate theft of the egg and parting word
s as he d
ied
: “No
time to explain.”
Less than quietly, the guild wond
ered
if Caithe had
fallen
to
Mordremoth’s corruption, though the player’
s remarks placed
only confidence in
her actio
ns.
Seeds of Truth
The only clear path to Caithe’s motives appeared to
lay
with
the Pale Tree, still badly wounded from
th
e Shadow
of the
Dragon’s attack. While Jory complained about a
seemin
gly
pointless goose chase against the backdrop of a
murdero
us
Elder Dragon, the Pale Tree provided four memory seed
s that
would offer key glimpses into
Caith
e’s past, perhaps better
illustrating her though
t processes.
The seeds, which transported the player
in
to an echo
of
Caithe, followed some of the sylvari’s earliest
days in Th
e
Grove when the race was new and Caithe
traveled w
ith
Faolain, her sharp-tongued lover, as th
e firstborn--th
en
called
the elders--administered their younger siblings.
Foreshadowing took the form of a tin
kerin
g secondbo
rn
named Ceara, fiddling with asuran technology,
an
d a
disgruntled Cadeyrn discussing his criticisms of Ven
tari’s
Tablet, part of what became the Nightmare Cour
t’s
foundation. Tension erupted between a
cau
stic
Faolain and
the firstborn Wynne, mediated by Trahearne, as th
ey argu
ed
over the merits of forcing the newly awaken
ed to adh
ere
to
the tenets of a long-dead centaur vers
us allowing th
eir free
will to reign. Privately, various firstborn expressed concern
s
about the quickening pace of new aw
ak
en
ings overrunnin
g
the tree’s protections, exposing inexperienced sylvari to
th
e
dangers of the wilderness, the
Inquest
an
d each other.
Faolain, on the
other hand, u
nsuccessfully focused
on
wheedling a powerful
secret o
ut of W
ynne, wh
o soon
departed for The Silverwastes to research Ventari with
a peaceful centaur tribe. A distress signal from
a
newly
awakened sylvari soon
led Caithe and
her tempestuous
partner to the secon
d memory seed site, the
Inquest
View from the Tan
gled Labyrinth
09
base at Hexane Regrade, where Canach and several
other
secondborn were bein
g experimented on
to pow
er
Inquest
golems. Aware of the dangers, Faolain actively destroyed
several golems, leading to the deaths of several captive
sylvari as she attacked the asura Vorp
p. Securing th
e
remaining sprouts’ safety, the future duchess
said
their next
mission would be to learn Wynn
e’s secre
t, w
hich “could
exert
unspeakable power over all sylvari.”
A third memory seed, planted in
th
e sand of
the Far
Silverwastes, explored the cou
ple’s journey
to
the peaceful
tribe. Though Faolain expressed confid
ence in th
eir ability
to convince Wynne, she had enlisted
se
veral “shadow
y”
compatriots along with Cadeyrn to accompan
y them,
allegedly as protection against the centaurs. Though the
tribe
was welcoming toward the Pale Tree’s children, Faolain
’s
blunt insults against their appearances and w
ay
of life soured
their opinion of her. During Caithe’s con
versation w
ith
the
tribe’s leader, Nekhii Burnthide, an unseen
commo
tion
“forced” the hand of Faolain’s shado
wy companions, w
ith
her claims of betrayal leading to the annihilation
of the
tribe
by Faolain, the companions and Caithe. Sicken
ed by
th
e
actions of her kin, Wynne’s discovery of this
massacre
led to
her immediate departure through a rock wall ad
orn
ed with
strange symbols.
Point of No Return
The door’s strange
symbols were seals left by
the Forgotten,
said Ogden Stonehealer, and a set of trials similar
to
Ascension were conducted in the
Durman
d Priory
’s Special
Collections to provide the hero with a tool nece
ss
ary to
open
the door. Though the trials would n
ot cau
se the p
layer to
Ascend, the spirit of Turai Ossa, facilitator of those ancien
t
rites, helped the player attain Divine Fire, w
hich they
were
able to use on the sealed cave’s door in the Far Silve
rw
astes.
With one memory seed remaining, the
player and
companions returned to Camp Resolve just in
time
to defend
against a harsh Mordrem attack on the base. Th
e battle’s
aftermath revealed a few aspects of the Destin
y’s Edge
dynamic: Though the guild’s members
had fou
gh
t fiercely to
defend one another, they knew
very
little
of their personal
lives, as evidenced by Logan and Zojja’s
surpris
e
upon
being
introduced to Braham. The Pact u
nderway, the p
layer and
their guild left to complete their own
missio
n with
the last
memory seed.
That seed, planted near a pallet in
the in
ex
plicably
golden
cave of an unknown civilization, revealed the critical turn
ing
point for sylvari as Caithe and Faolain located Wynn
e.
Under threat of torture from the vicious Faolain, W
ynne
surreptitiously told Caithe a secret that co
uld destroy th
eir
race: Their existence was not to
become the free-thin
kin
g
beings they were, but to serve as Mordremoth’s minions
ak
in
to the Icebrood, Branded, Destroyers and Risen. Faced w
ith
the knowledge that her lover
would
do more harm
than good
with this information, Caithe fulfilled
her sister’s
pleas for
help
with a merciful death; the
only way
to
ensure that th
e
secret would remain such
.
As the memory faded, present-day Caithe app
eared,
forthcoming with information about the
eve
nts that led to
Wynne’s death. Providing co
ntext on
her willful separatio
n
from Faolain and the realization that her actions
only delayed
the inevitable, Caithe outlined the bare facts: Tyria
would
know of the sylvari’s secret soon enough
,
if
they didn
’t
already, and Glint’s egg would be critical to their futu
re. Th
e
firstborn used the Shadow of
the Dragon’s reappearan
ce
as
an exit cue, escaping with the egg and leaving th
e
player
guild
to vanquish the first true
enemy of th
e Dream.
However, even as
the heroes b
asked
in their momentary
success, the dragon was risin
g.
A Recap of Living World Season 2 | GuildMag Issue 15
Memories of
the Firstborn
Insid
e the gold
en city
10
GuildMag Issue 15 | Preparing for Maguuma: Wha
t to Expect
LORE
Written by Darryshan
Far west of the main population centers of Tyria
lies
a
wilderness, part desert, part jungle. Known
as
the Maguu
ma
Jungle, we recently learned that this region of the w
orld
is
home to
yet another Elder Dragon, Mordremoth. We
were
first brough
t here during
the conflict betw
een the
Shining
Blade and White Mantle in Prophecies. Later, th
e Tarnish
ed
Coast took on greater importance in
Guild Wars: Eye of th
e
North when the Great Destroyer, a minion
of Primordu
s,
drove the asura to the surface. Due to their
tech
nological
prowess, the asura are now the dominant race n
ear th
e
Maguuma Jun
gle.
11
Preparing for Maguuma: Wha
t to Expect | GuildMag Issue 15
Although
they are absent from the Heart of
Thorns pr
eviews,
the most notable current natives of the inlan
d Maguu
ma
area are the centaurs. Those remaining in the region
have
stayed out of the conflict
in Kryta with
humanity, appearin
g
to share the pacifistic philosophy
of Ventari. This
includes
the principle
of hospitality that led Ventari to establish a
refuge for humans and centaurs alike over two hund
red
an
d
fifty years ago. Conflict around the original site
forced
him to
relocate to the Tarnished Coast, where
the Pale Tree would
later be planted.
In 1302AE, the
sylvari emerged from the
pods hangin
g
from the large and mysterious Pale Tree in Arbor Bay,
swiftly becoming a close second to
th
e asura
in terms of
population. It is possible that an
other Pale Tree
exists deep
in the Maguuma Jungle, w
ith
the sylvari Malyck seeming
to have woken up by the ban
ks of a river,
far from the
original tree. If this is the case, Malyck’s relatives may be
affected more by Mordremoth’s in
fluence, du
e to lacking the
protection of the Dream of Dreams.
Unlike the heavily
populated coastlines, the already explored
part of the actual Maguuma Jungle (or Wastes, rath
er)
is
fairly uninhabited, with only
a
few town
s and en
campments
dotting the maps. While there was at
least
one important
settlement, Prosperity, the centaur settlement in Dry Top
is more populous. With Heart of Th
orns, we’ll be
travelling
even farther into the jungle, most likely to
lan
ds never
explored before in any previous
campaign. Tho
ugh most of
what we’ll find in the M
agu
uma Jungle is a mystery, we
can
make some educated guesses based on
previo
us games and
the lore.
A quick glance at the in-game map sh
ows a large stretch
of
desert north of the Tarnished Coast.
Th
e Maguuma region
was once more jungle-like, with th
e plant life flou
rish
ing
in the many canyons criss-crossing the land.
Th
e tops of
the canyons were desert-like, much as Dry
Top
and The
Silverwastes are to this day. But
through mysterious
forces,
often (perhaps mistakenly) attributed
to the Elder Dragons,
the jungle began to
dry out. From wh
at
we’ve seen
in
previews of Heart of Thorns, the climate is similar to areas
seen in Guild Wars 1, so one can safely assume
th
at
there
are regions of Maguuma that remain lush and
fertile. Either
this means that the force which
dried
up th
e landscape is
not present here, or it deliberately
condensed
the plant life
into a much smaller area. The hypo
th
esis that Mordremoth
caused this change would fit with
the latter
explanation
,
while another force leading to the rising
aridity w
ould
favour the former. Nevertheless, the Heart of th
e Jungle is,
from what w
e’ve seen, an ideal location for a w
hole host
of
tropical plant life.
“
It
is
possible
another
Pale
Tree
exists deep in the Maguuma Jungle
12
GuildMag Issue 15 | Preparing for Maguuma: Wha
t to Expect
A landscape full of plants inevitably means a
lan
dscape
full
of other lifeforms, both intelligent and n
ot. The Maguu
ma
region is perhaps best known for its faun
a, ranging
from
insects to dinosaurs, jungle stalkers to dust
mites. Th
e
dinosaurs in Guild Wars 1 were located
in the
Tarnished
Coast, but the recent settling there has most
likely
pushed
them further into the jungle, toward the areas
that
will be
playable in Heart of Thorns. If what we see
in
the trailer
are
dinosaurs, which seems likely, then we could
perh
ap
s expect
more animals from the Tarnished Coast to make their way
inland, such as hippopotami and
simians.
The hylek are another race seen both
in
Guild W
ars 1
and in
the Heart of Thorns pre-release material, seemingly having
thrived in the deeper Maguuma
region
due
to
the lush
climate. But these hylek, the Itzel and th
e Nuh
och
also seen
in the trailer, vary in appearance to the oth
er
subspecies
by a large amount, more than the difference between
th
eir
nearest-known relatives, the Cuatl, Michotl and Duro
tl
in
Metrica Province. Perhaps the influence of the force
s
which
dried up the Maguuma Ju
ngle have created a sort of island,
separating the species from the rest of the world,
leadin
g
to a much greater range of biological diversity. The Heart
of
Maguuma has a very similar climate to the areas seen in
Guild Wars 1, as well as the Tarnished Coast
in both
games.
As a result, we can expect to see some fau
na from Guild
Wars 1 re-emerging in the expansion, like
ro
ot behemoths
and various insects.
If
w
e
are
to
mention
the
hylek,
we
mustn’t
forget
the
most
prominent
race
in
the
trailer:
the
Exalted.
Located
in
h
uge
golden
cities,
these
mursa
at-like
entities
appear
to
hold
some
power
in
the
Maguuma
Jungle,
their
magic
c
apable
o
f
shaping
and
restoring
the
ruins
of
long-lost
civilizations.
We
should
see
a
lot
from
the
results
of
these
magics,
as
the
Maguuma
Jungle
was
absolutely
full
o
f
ruins
in
Guild
Wars
1.
There
are
four
ruined
for
ts
in
the
Silverwastes
alone.
And
in
Dry
Top,
the
town
of
Prosper
ity
bears
a
resemblanc
e
to
the
pueblo-like
structures
seen
throughout
the
M
agu
uma
Jungle’s
canyons.
Perhaps
we
will
fi
nd
yet
mor
e
r
uins
repurposed
by
rac
es
other
than
the
Exalted?
The
Maguuma
region
is
one
of
th
e
more
magically
mysterious
areas
of
the
world,
home
to
a
bl
oodstone
in
a
location
aptly
named
Bloodstone
Fen
.
This
was
th
e
source
of
a
constant
e
ff
or
t
between
the
mursa
at
and
the
White
Mantle
to
unlock
its
powers,
an
e
ff
ort
that
may
still
be
13
Preparing for Maguuma: Wha
t to Expect | GuildMag Issue 15
ongoing.
It
could
also
be
the
source
of
con
fl
ict
between
other
groups,
even
involving
Mordrem
forces.
It
w
ould
be
foolish
to
assume
that
the
bloodstone
shard
has
been
left
alone
by
the
jungle’s
denizens
since
Guild
Wars
1,
due
t
o
its
immen
se
power an
d signi
fi
cance.
This bloodstone may have caused some
of the magical
features of the region, such as the
healin
g properties of
water and floating rocks, w
hich were ever-present
in
Guild
Wars 1. These unexplained curiosities
of the M
agu
uma
Jungle may even
be
due
to
ley
lines, which certainly exist
in
the area
.
In the expansion
’s trailer,
we also see creatures that
seem at home in lava, and
are almost made of stone.
The Elder Dragon Primordus,
who awoke in
th
e Depths
of
Tyria in 112
0AE,
has minions
across Tyria, from Mount
Maelstrom to Kessex Hills
,
with a presence recorded near the Magu
uma
Ju
ngle and
Rata Sum, as chronicled in “Edge of Destiny.” Therefore,
it
would not be too much of a stretch to see th
e
first Eld
er
Dragon to awake to be present in
the Heart of M
agu
uma.
But if this is the case, will we see a conflict b
etw
een
Destroyers and Mordrem? It is clear that the Elder
Dragons
are not allies, but merely similar entities feeding on
the
same food source: magic. When multiple creatures share
the
same food source, conflict almost becomes a
certainty. An
d
if these fire-imbued creatures in Heart of Thorns are
in
deed
Primordus’ minions, we may end up fightin
g a war on tw
o
fronts.
With the limited resources available right n
ow, not much
can be said for certain about the Heart of Magu
uma.
Th
e
limits of what we know
for sure come from gameplay
which,
lorewise, took place over 250 years before the even
ts
of
Guild Wars 2. A lot will have changed in a region
as remo
te
as the Maguuma
Jungle. On
e thing can
be said for sure:
expect surprises.
1
2
FROM RUNTLOCK TO REVENANT
3
4
5
6
My journey has onl
y just begun.
Be ready for anything.
16
GuildMag Issue 15 | What does ‘Challenging Content’ Mean for Guild Wars 2?
EDITORIAL
What does ‘challenging
content’ mean for
Guild Wars 2?
Written by Kriss Watt
Dungeons
Very little has been said in response
to
the various pokes
an
d
prods from recent interviewers on the subject
of wheth
er
or
not we’ll be seeing more
dungeon
s released
in the
expansion.
While there are a lot of players who
comp
lete
dungeo
ns
every day—mostly as a consistent and reliable source
of
gold—the system has remained relatively untouched sin
ce
the release of Guilds Wars 2; Twilight Arbor
received o
ne new
path as part of a Living World release,
an
d there were tw
o
other temporary dungeons (Molten
Facility and
Aetherblade
Retreat) which were eventually recycled into Fractals of the
Mists.
Dungeons aren’t something
that
have ever been
a
big focus
for me, not because
they are in any
way insufficient, bu
t
because the experience can be very hit an
d miss. The id
eal
situation is to have a group of frien
ds that know
the con
ten
t
and can blast through it for fun and pro
fit,
but the
reality
for a lot of
us is often
having to u
se the ‘lookin
g for group’
tool; where you en
d up
in that scenario is very much
a
mixed
bag. If you’re lucky you might end
up
in
a team
who
kn
ow
the
dungeon well and are happy to walk you through it. If
not, you
could en
d up
in a group
whose
only interest is in
completing the content in th
e quickest w
ay
possible, usually
to the detriment
of those
of us w
ho are still trying to fin
d our
way.
At present, whether or not
we’ll see more du
ngeons
add
ed
could definitely go either way. The community has said
ag
ain
and again that it
would like
to
see more dun
geons added
to
the game, and there
is an established system in
place (i.e.
running story mode to
unlock explorable paths, d
aily token/
gold rewards) that is sufficiently distinct from the w
ay
that
Fractals work so as to make 5–man dungeons w
orth
while. On
the other hand, it’s difficult to gauge from the ou
ts
id
e quite
how much work
needs to
go
into creatin
g a new
dungeon
with multiple paths. It n
eeds to make sense
as
part of the
unfolding story of the Maguuma jungle, an
d wou
ld
likely—as
When Guild Wars 2: Heart of Thorns was revealed to
th
e
world at PAX
South, it
came with
the promise that we
would
“tackle challenging group content” as we probe
the dep
th
s
and scale the heights of the Maguuma Jungle. Th
ro
ugh Poin
ts
of Interest we’ve seen
glimpses
of an impressive battle with
a flame–spewing Legendary Wyvern, and h
ave
been introduced to the reworked defian
ce
bar,
which should prove key in
making
crow
d control
useful against powerful enemies. Here, we’
re
going to
discuss wh
at
we know
so far and h
ow it
can give us an idea of th
e
challen
ges that
might
be p
ut before us
in the
upcoming
expansion
.
17
What does ‘Challenging Content’ Mean for Guild Wars 2? | GuildMag Issue 15
with th
e current set of d
ungeons—come w
ith a new
set of
armor and weapon skins,
paid for with
yet another token
currency.
Given the
long development
sch
edule for th
e expansion
none of these factors should rule ou
t
the creation
of new
dungeon content, and it wou
ld
be a very po
sitive sign
to the
player base to see at least one new ch
allen
gin
g dun
geon
created. Small–scale instanced content should
be the
*perfect* sandbox within
which to
push
the bou
ndaries
of what is
possible with
new game mechanics such
as the
aforementioned defiance changes, and it wo
uld be
a
missed
opportunity if the d
ungeon
system
wasn’t added
to in any
way with Heart
of Thorns. If we do
n’t see any
developments
in this area, the implication is—potentially—that the concep
t
of du
ngeons
is
being abandon
ed.
Fractals
One part of the current endgame
grou
p content
that has
been mentioned—albeit during coverage of
th
e Mastery
system—is Fractals of the Mists. For those who aren’t familiar
with Fractals, they are accessed via a portal in Lion’s Arch and
challenge you to complete three randomly selected instan
ces,
followed by one of three possib
le
bosses, reward
ing
ascended rings and some of the best weapo
n skins availab
le
.
When entering Fractals, the grou
p selects a difficulty from
1 to 50, which changes encounters in various ways in
ord
er
to
increase the challenge; higher level Fractals require
characters to have agony infusions on their ascend
ed
items in
order to resist otherwise largely unavoidable damage.
Master Fractals: Uncover new depths in the Fractals of
the
Mists to gain
powerful n
ew abilities to overcome difficult
fractal challenges, garner grea
ter rewards, and unlock more
powerful infusions. — official b
lo
g post
It seems likely that Fractals Masteries will pave the way
for
the difficulty cap
to be raised from 50, and
that the n
ew
abilities unlocked through this track will be re
quired to
negate increasingly deadly agony–based attacks, possibly
giving skilled players a way to temporarily b
oost their agony
resistance above what can be achieved solely through
infusions; they might also fu
nction as a w
ay
of boosting
players who are new to Fractals that
have low resistance
(which can only be a good th
in
g). At present, th
ose runnin
g
at
the highest difficulty are generally doing so because they
enjoy what is realistically the most challenging, small–scale
content in the game, and also to
roll
th
e dice for specific
weapon
skins (randomly dropp
ed above level 10
difficulty,
and anecdotally often extremely frustrating to
get a specific
skin) or the Endless Fractal Tonic, which only dro
ps at level
50. Higher difficulties, besides providing
a
greater proving
ground for elite Fractaliers, would no doubt require even
greater rewards: could we see a new set of weapon
sk
in
s—or
perhaps even armor sets—for the most determined
players?
There has been nothing in the an
noun
cemen
ts
thus far to
indicate that new Fractals will be added, although
it
seems
probable, whether it be with
the release of Heart of Tho
rn
s
or afterwards. The Thaumanova Reactor Frac
tal that wa
s
created after Ellen Kiel was elected to the Captain’s Council
of Lion’s Arch (a mistake that
the community ou
ght to rue
to this day) shows that
th
ese short instances can be used
to
give backstory: maybe they’ll use Fractals as a way to let us
play through Rytlock’s adventure in
th
e Mists and
have us aid
him in reclaiming Sohothin and becoming Tyria’s
very
first
revenant, an idea that wen
t down
very well recently w
hen pu
t
to people waiting in lin
e to play the
Heart
of Thorns demo
at
EGX Rez
zed in Lon
don!
Using Fractals as a way of telling tangential (but
super
–
exciting) stories like this could work well at te
mp
tin
g
unfamiliar players in, alth
ough somethin
g would
need to
be
done in order to allow them to play through
certain
instan
ces
without coming up against
th
e existing random selection
mechanism, such as a ‘story mode’
as was don
e for the
Thaumanova Reactor Fractal when it was first introduced.
Utilising the map votin
g system that was recently added
to structured PvP would certainly
be an
option, but
would
definitely lead to groups only choosin
g
to run
th
e optimal
18
GuildMag Issue 15 | What does ‘Challenging Content’ Mean for Guild Wars 2?
Fractals and ignoring those which are particularly tough
or
time–consuming. While this could potentially
be coun
tered
by
tweaking the reward structure, it would probably make
more
sense to allow story–heavy Fractals to be run as individ
ual
instances which don’t count to
to
wards
upgrading you
r
personal reward level.
Open world
In a continuation of their design goal of
making
Ty
ria feel
vibrant and active, it’s likely that a lot of th
e challenging group
content that we’ll be seeing in Heart of Th
orn
s will play ou
t
in
the open world where anyone can jump in
an
d particip
ate.
While this can make life difficult for sup
er–gu
ild
s who
want to
fill out a whole
map
with their ow
n members,
it
has become a
proven formula for encounters ranging from 5 to
50+ p
layers,
and worked to great effect in the
Silverwastes, culminating
in the fight against the Vinewrath. We already know th
at
Outposts (content hubs in
th
e new
Heart
of Maguuma maps)
will be a fulcrum for large
meta
–event chains, and
it’s very
likely that these might lead to large–scale coordinated b
oss
encounters; facing something the scale of Tequatl or
Scarlet’s
Twisted Marionette on a daily basis—and having a very
real
chance of failing if
not sufficiently
well organ
ised—is a very
exciting prospect.
So far we’ve seen players battle a Wyvern
(pro
nunciation left
to
your
imagination)
in
a
pre–beta
Heart
of
Thorns
convention
demo: a fun example of n
ew fire animations, visual ability
cues, and how the
defiance bar can be
used to
preven
t
certain enemy abilities from being u
sed. ArenaNet developers
have said that this particular battle is somewhat ton
ed dow
n
in order to make the demo accessible to people
who
migh
t
not be so familiar with Guild Wars 2, and it’s an en
ticing
prospect to imagine how these
new mechanics can be
utilised
going forward, particularly when you factor
in abilities that
will be unlocked via various Mastery tracks
to
be used while
facing
specific jungle d
enizens.
Taking
existing
large–scale
encounters
as
a
baseline,
there
is
both
cause
for
hope
and
room
for
improvement.
Tequatl—
completely
overhauled
last
year—is
an
enjoyable
fi
ght,
but
pretty
much
on
farm
status
a
t
this
point,
assuming
a
t
least
a
couple
of
commander
s
who
know
what
they’
re
doing.
Triple
Trouble,
the
three
great
wurms
that
appear
in
Bloodtide
Coast,
proved
tou
gher
to
take
dow
n
but
are
now
very
much
a
known
quantity.
M
y
personal
highligh
t
would
de
fi
nitely
be
the
Tw
isted
Marionette
fi
ght,
created
by
Scar
let
Br
iar
in
season
one
of
the
living
world.
The
‘r
aid’
has
to
split
up
between
fi
ve
lanes,
defending
it
again
st
a
tide
of
mechani
cal
constructs,
before
taking
turns
to
defeat
a
di
ff
erent
sub–boss
on
each
of
fi
ve
fl
oating
platforms
to
break
a
chain
holding
up
the
giant
Marionette.
While
fairly
routine
for
properly
organised
teams,
it
failed
often,
but
rewarded
player
s
based
on
how
man
y
chains
were
b
roken
.
While
elements
of
the
fi
ght
were
distilled
into
the
Vinewrath
en
co
unter
in
th
e
Silverwastes,
the
sheer
scale
of
the
Marionette
made
it
feel
epic;
it
stands
a
s
a
high
watermark
for
boss
design
in
Guild
Wars
2,
and
would
be
very
much
welcomed
bac
k
in
some
form,
perhaps as a guild raid?
Guild raids
Last, but by no means least, there’s the
eve
r–present
elephant in the room when discuss
in
g group con
te
nt: raidin
g.
A staple of some incredibly popular
MMOs, it’s somethin
g
that a lot of Guild Wars 2 players are hankering fo
r, b
ut will it
ever happen? There was cause for hope last year w
hen a CDI
discussion
was opened
up
in
order to gather feedback on
the
subject of guild raiding; around th
e same time
a
job postin
g
appeared looking for a game designer
with a focu
s
on raid
content. Taken together, it certainly looks like some
kind of
content targeted at large group guilds could be
in the
works.
Guild halls were announced at PAX
South—to
great
applause—as a way to very much put
guilds back in
th
eir
place as a core pillar of the game, but there
has been
no
subsequent guild information released. Given
every
th
ing that
has gone before, it seems likely that these halls an
d wh
atever
new systems they encapsu
late are an important first step
that
could conceivably lead to raiding done ‘ArenaNet style’.
We’re not closer to figuring out wh
at ex
actly that might
be,
but game director Colin Jo
hanson almost seems more excited
for us to learn about the
guild system changes
th
an
anything
else, which
has to be
an
encouraging sign.
It’s conceivable that instanced raiding could be
lau
nched from
inside guild halls, with a portal taking us deep into
the M
ists
in order to take down legendary
foes of p
ast, present, and
future. ArenaNet would n
eed to d
etermine w
hich approach
suits Guild Wars 2 better betwee
n fixed
gro
up sizes (e.g.
20–
man, 40–man), or a scaling approach as currently happen
s
with open w
orld
mega–b
osses like Tequatl. The former
would almost certainly be easier to balance, but would result
in people being unable to join
in; the
subs ben
ch
for raid
night in other M
MOs was n
ever
a
fun p
lace to
be. Whatever
decisions are made, assuming that we’re
not barking up
the
wrong tree entirely, raiding is somethin
g that a lot of
people
are looking for from an MMO endgame (myself
included)
an
d
forays into that territory could
really expand the appeal
of
Guild Wars 2
to a wh
ole new
set
of players.
Lead game designer Isaiah
Cartwright, speaking to
community workhorse
WoodenPotatoes at an
NCSo
ft
event in Brigh
ton, explained
how
they’re eager to pu
sh
challenging content across
the entire game world. They
want to put en
cou
nters before
coordinated groups
of players
that “beat the snot out of them until
th
ey figu
re
it
out”,
growing and improving their skills in
th
e process. Bring it on
!
19
LORE
Written by Aaro
n Heath
Druids: Fact or Fiction?
With the upcoming release of Heart of
Thorns, we w
ill
soon be
venturing
into the heart of the Magu
uma Jungle. Its
deepest reach
es will be
home
to all manner of fantastical beings, from dinosaurs to
the mysterious
“Exalted,” but one particular group of entities transcen
ds mere
habitation to resonate with the Maguuma region on
a
mu
ch
deeper
level. The druids, as they are known
to the races of Tyria,
were a pivotal
presence in the Maguuma Jungle circa Guild Wars Prophecies,
an
d it
would be almost ludicrous to
suggest that they
would
not be
granted
a
role in Heart of Thorns. But what
are th
e druids? Wh
o were they?
The
druids
were
a
group
of
nature
a
fi
cionados
w
ho,
at
a
time
unbeknownst
to
history,
ventured
into
the
Maguuma
Jungle
to
strengthen
their
ties
with
Tyria.
It
is
not
known
whether
th
ey
were
humans,
non-humans,
or
a
faction
made
up
of
assorted
races.
Human
history
dictates
that
the
druids
were
once
human,
and
some
sources
state
that
they
were
ardent
devotees
of
Melandru,
the
human
goddess
of
nature,
earth,
and
growth.
These
accounts
ar
e
supported
b
y
druid
ruins
in
the
Maguu
ma
Jungle
that
fea
ture
Old
Krytan
runes,
a
language
un
i
que
to
th
e
human
r
ace.
It
is
sa
id
that
the
dru
ids
vanished
mysteriously
sometime
around
the
year
970
A.E.
(After
Exodus),
though
in
truth,
according
to
the
Guild
Wars
2
Wiki,
they
shed
th
eir
physical
forms
in
a
druidic
r
itual
in
order
to
become
one
with
the
jungle.
After
this
point,
they
became
a
part
of
nature
itself,
imma
terial,
save
for
when
they
chose
to
manifest
themselves
physically
as
druid spirits in both Guild
Wars Prophecies and
Gu
ild Wars 2.
But were the druids actually human? Other sources of histo
ry
claim they were beings alien to humans an
d were d
riven
into
the Maguuma Jungle by
force.
While their history is
too murky
to be able to know for certain, recent eviden
ce
would
suggest
that druids were, and still are, made rather than born
.
One of the biggest features included in
Heart
of Thorns w
ill
be profession specializations. These will work as a so
rt of
sub-profession that characters can opt
in and
out of, gaining
new abilities and
losing
old ones. As of
righ
t
now,
only one
of these
has been revealed:
the
ranger’s druid
specialization. This is
one of those rare cases
in w
hich a gameplay
feature serves to clar
ify
a hazy bit
of lore. With
players now ab
le to
learn druidic abilities,
it would
seem that
the druids
were never
some mystical race with innate magical abilities akin to the
mursaat or seers. Instead, they were simply ordinary Tyr
ia-
goers who developed their
own u
ni
que
branch
of magic
through study and
practice.
Regardless of their humble beginnings, h
owever,
the druids
eventually succeeded in transcending their
mortal bodies
and became one with th
e Maguuma Jungle.
Th
ey themselves
are the only beings w
ho fully
understand the
ramifications
of
such an act, though there are some clear implications.
By effectively dissipating into the collective consciou
sness
“
T
hey
shed
their
physica
l
forms
in
a
druidic
ritual in order to
become one with the jungle
Druids: Fact or Fiction? | GuildMag Issue 15
20
GuildMag Issue 15 | Druids: Fact or Fiction?
of nature, one could theorize th
at
the druids
now p
ossess
an innate connection to all things naturally born of
Ty
ria,
including a certain recently awakened race of
bipedal plant
people.
The sylvari possess a particularly interesting ra
cial elite skill:
Summon Druid Spirit. This skill is fairly straightforward
in its
execution in
that it, well, summons
a
dru
id spirit. But w
hy
can the sylvari do this and not the other races? In
ord
er
to
possess this ability, would th
ey not h
ave
to
have a un
iq
ue
connection
with the
druids?
Due to the fact that the sylvari Pale Tree grows from the
so
il
of the Maguuma Jungle, it is likely
that
the druids, w
hose
collective spirit is
now
an
innate part of the
jungle itself,
possess a strong connection w
ith
the Tree, its “Dream
of
Dreams,” and by extension, its fruit. However, thou
gh
it is
clear why such a connection exists, it
is
unclear
why
th
e
druids acquiesce to being summoned at a sylvari’s le
isu
re.
It is extremely likely that the druids’ fu
sion w
ith
the jun
gle and
implied connection with the sylvari will affect the
narrative
of Heart of Thorns. It is possible th
at
the druids
hold so
much sway over the jungle that th
ey could
be vying w
ith
Mordremoth for control over it. Similarly, they could
even
have direct access to the Dream, and could therefore play
some role in its protection. However, heavy foreshadow
in
g in
both
Guild Wars Prophecies and
Guild Wars 2
suggests that
the druids may not be as
helpful
as
th
e players might like
them to
be.
In Guild Wars Prophecies, players could in
teract with
the
druids via their spirit forms several times throughout
the
Maguuma Jungle. During the quest “Wisdom of the D
ru
id
s,”
the player is allowed to witness a
druidic ritu
al
in person.
During this ritual, the phrase “all that
exists is all that must
be” is repeated numerous times. While
th
is phrase seems
docile at first, it bears new meaning when
applied to
th
e Elder
Dragons and the Pact’s mission to annihilate
th
em.
Theoretically, the dragons exist to maintain a cyclic sta
te
of
balance in Tyria. It is likely that when
th
e druids
became
one with nature, they also gain
ed
incredible know
ledge
concerning Tyria and its place in the u
niverse.
It is entirely
possible that they then became aware of
the Elder Drag
ons
and their role in Tyria’s life cy
cle, w
hich could
be wh
y that
repeated phrase in their ritual supports similar warnings
given by two other
figures in Tyria’s history.
The first figure was a margonite called Th
e Apostate. A
book
by The Apostate titled “The Map of the
All”
can
be fou
nd in
the Durmand Priory’s Special Collections area. Th
e
book
suggests that Tyria is a part of a greater abstr
act cosmic
mechanism known as “The All.” In this book,
the Apo
state
states that “Should the energies become imb
alanced, the
world will tilt and all beings will fall off it into the vo
id
.”
It is
likely that this refers to the balan
ce the Elder Dragons bring
to Tyria, and by extension “The All.” Essen
tially, it is a w
arnin
g
against meddling with the natural order of
th
ings, something
which the druids were also staunch advocates of if
th
eir
own
cryptic admonishments are anything
to go by
.
The second figure is
one of th
e druids th
emselves, a spirit
known as Dark Oak. This druid, fo
und
deep in
th
e Maguuma
Jungle in Guild Wars Prophecies, p
resen
ts
the player with
a
bit of intriguing dialogue: “Darkness and ligh
t, go
od and
evil... all are a part of nature. There is no regrowth
without
death... witho
ut decay. Such
is the lesson
that I can teach yo
u,
stripling.” This could be taken to mean th
at
the destruction
of Tyria by the Elder Dragons is
not a process th
at sh
ould be
meddled with, but rather acce
pted.
Bearing this ominous information in mind, it
seems
very
likely that the druids have intimate
knowledge
of the Elder
Dragons and Tyria’s place in the un
iverse. If
this is true, they
are almost certain to come into play in Heart of Thorn
s in
some capacity, if not many. The proximity, foreshadowin
g,
and opportunity are simply too perfect for ArenaN
et
to ignore
them.
So there it
is. When
it comes to the
Maguuma Jungle, the
druids are in the very woodwork. Nothing that
pertain
s
to
the jungle does so without p
ertaining
to
the druid
s
as
well,
for they are one with
th
e jungle. W
hether it be
as
an
entity of
great wisdom providing cryptic council, a dormant force rising
up to aid the player, or a formerly
neutral entity n
ow turned
enemy, the druids will have their say in the
in
vasion
of their
home, for better or for worse.
21
Written by Miko Riel
Does Guild Wars 2 Really Need Heart of Thorns?
| GuildMag Issue 15
EDITORIAL
Can you remember
how
you felt w
hen ArenaNet ann
ounced
they’d
begun
development on
Guild Wars 2?
Did you
feel you
had enough
to
do in
the existing campaigns betw
ee
n March
2007 and the launch of Gu
ild Wars 2 in
Augu
st
2012?
When it did lau
nch, ArenaNet brough
t
to the in
dustry a title
that changed the way it delivered its content and
pro
mised
to
bring its players an actual living and changing w
orld
through
its quest system and story. Yet, it’s taken tw
o and
a
half
years for ArenaNet to finally announce
an
expansion to this game - very differen
t
when
compared to the original Guild Wars which
had
two expansions already in the same
amou
nt
of time.
Many players
with experience in
other
MMOs (such as World
of W
arcraft, Final
Fantasy XIV: A Realm Reborn, or
EverQuest) have been vocal
ab
out the
need for an
expansion
to Guild W
ars 2:
there isn’t enough “end game” to sustain
play
ers’
interests, and the Living
World, though
introducing
content updates every two
weeks,
holds o
ne’s attention
like a TV show – while the season is active. On
ce
a
seas
on
ends, players are left with repeatable conte
nt that hasn’t
changed much
since launch.
The counter sometimes heard
is that ArenaNet have added
one new path to one
of the eight
rep
eatable du
ngeons
(Aetherpath in Twilight Arbor) w
hich
is challenging
en
ough
to be a dungeon on its
own.
Th
ey also added
Fractals
of
the
Mists, randomized dungeons requiring you to negotiate
four separate encounters to complete, and which
can
also
be increased in difficulty should the d
ungeon
party
ch
oose
it. Add to this two separate game
mod
es to play in
should
a
player wish, and it would
seem there’s plenty
to do in
Tyria
and th
e Mists.
And
yet, when
ArenaNet annou
nced at PAX
Sou
th that an
expansion
– Heart of Thorns
– will be
released soon™/w
hen it’s ready™, th
e
overwhelming reaction from the community
was one of joy, follow
ed
quickly by an “It’s
about time!” A new class; a new progression
system; a new explorable regio
n
with
maps built vertically as well a
s
horizontally; expand
ed profession
abilities; more challenging content;
new WvW and PvP maps; and finally
guild halls, will all be introduced with
Heart of Thorns.
Since the announcement, ArenaN
et
have shared more
information about almost all of these new systems
an
d given
players the chance to try
out the
new class, part
of one
of the
zones, and the n
ew
PvP map.
One question still remains, though
: how
are th
ey addressing
“end game” content? Thus far, we know bo
ss
encounters w
ill
have a change to the defiance mechanic
with the
add
ition
of
Does Guild Wars 2 Rea
lly
Need Heart of Thorns?
22
GuildMag Issue 15 | Does Guild Wars 2 Really Need Heart of Thorns?
a break bar that shows when a
boss is su
sce
ptib
le to crowd
control skills. We’ve also seen and heard reactions
from
players who’ve played through the w
yve
rn
encounter.
Some
of those with raid exp
erience
in
other MM
Os have said th
e
wyvern fight feels like it could
be a raid boss, esp
ecially w
hen
taking Colin Johanson’s comments that th
e difficulty of
th
e
encounter was scaled down
for the demo
an
d first closed
beta stress test. If this “baby wyvern,” as
Joh
an
son called it, is
an easier introduction to the more challenging con
te
nt man
y
veteran MMO players are used to, then
ArenaNet may
have
some treats up their sleeves. Will this be
enough
to bring
players back to Guild Wars 2? It’s no secret that man
y players
left the game because th
ey did
not feel challenged
enough;
so far the several 75% off sales have brought in
new p
layers,
but few returning o
nes,
with many
holding ou
t until more is
announced regarding this promised “challenging
co
ntent.”
What
Heart
of
Thorns
promises
in
terms
of
gameplay
conten
t,
though,
must
also
be
balanced
with
story
content
for
many
fans
of
the
franchise.
The
original
Guild
Wars
campaigns
were
rich
in
lore,
each
campaign
interconnecting
in
some
way
w
ith
the
previous
expansio
n’s
storyline,
even
if
this
seemed
tangential
at
fi
rst.
ArenaNet
have
showed
they
are
committed
to
their
original
changing
game
world
concept
and
have
built
their
future
Living
World
updates
directly
into
the
Heart
of
Thorns
expansion.
This
model
will
require
players
w
ho
want
to
continue
th
e
Living
World
stor
y
to
buy
the
expansion
when
it
is
released.
This
i
s
a
n
interesting
departure
from
ArenaNet’s
previous
strategy
of
creating
standa
lone
campaigns
that
ar
e
interconnected
with
existing
game
lore
bu
t
did
not
truly
require
the
other
expansions
to
be
able
to
play
through
and
en
jo
y
the
story.
Now,
withou
t
the
context
of
the
base
game’s
lore,
new
players
will
be
a
t
a
disadvantage,
which
could
provide
another
reason
for
the
frequent
discounted
sales
on
Guild
Wars
2
recently.
While
it’s
true
that
the
o
ffi
cial
wikis
and
fan-prod
uced
lore
pieces
like
those
produced
here
a
t
GuildMag
can
help
catch
players
up,
some
may
still
feel
that
fi
rst-hand
experience
will
be
best
(something
that’s
still
not
possible
with
Living
World
season
1).
The
question,
then,
is:
how
much
time
and
mo
ney
are
these
players
willing
to
invest
in
order
to
understand
a
new
expansion
’s content?
Delving deeper into the heart of the Maguuma
Ju
ngle allows
ArenaNet’s writers another opportunity to con
tin
ue tying
back into the original game lore. In Guild Wars:
Pro
phecies,
players met the centaur Ventari and his
human companion
Ronan. Through exploration, adventurers learn
ed of
a
seed that Ronan found and planted with Ventari. Play
ers
were able visit the tree that sprouted from the my
sterious
seed and bask in its purity. Fast forward
250+
years
in
Tyrian history and we have the sylvari, born of the Pale Tree
that Ventari and Ronan planted and tend
ed. Clearly,
the
sylvari’s introduction as the new playable race in Gu
ild
Wars
2, complete with a tutorial instan
ce
fight against the
now
recognizable Shadow of the Dragon, should
have
plan
ted
foreshadowing seeds in attentive story watch
ers’
heads. With
this mind, ArenaNet’s choice to head
west in Tyria’s futu
re,
with its ties to the Prophecies
campaign, makes sense.
Following Prophecies storyline, with its ties to
Ve
ntari, the
Ascension trials, and Kralkatorrik’s champion-turned-goo
d
dragon, Glint, it would seem ArenaNet may be
plan
ning to
open more of Tyria’s landscape
before heading
to
another
continent. By choosing to pu
rsu
e
Mordremoth first,
connecting in Glint and her rebellio
n again
st Kralkatorrik and
what this might mean for the future of the Eld
er
Dragons,
ArenaNet can explore the sylvari storyline first
before
possibly
heading
southw
est into the
Crystal Desert or
elsewhere.
This echo
of the
past story, with its
connections
to the
ear
lier trek through
Maguuma to
uncover
the secrets of th
e White
Mantle and
their ties to
the mursaat, requiring
Ascension
in order to
meet Glint and confro
nt
the mursaat, seems to be coming full circle n
ow. In order to
understand the original campaigns, it
makes sen
se to start
from the beginning. Guild
Wars lore not o
nly needs
Heart
of
Thorns but Guild Wars 2 itself needs it for
its
survival.
Th
e
game has been out long enough
.
It’s abou
t time
!
“
the several 75%
off sales have brought
in new
players,
but
few
returning
ones,
with
many
holding out until more is announced
24
GuildMag Issue 15 | A Shattered Pact: Part II
FICTION
A Shattered pact
: Part II
Written by Aaro
n Heath
“Agh! C
onfoun
d this confo
undable jun
gle and its murderous
botanical inhabitants!” Drixx howled angrily,
snapping h
is
fingers and setting the thorny vine that had
been
tryin
g
to
throttle him ablaze.
“Drixx, put that out this instant, this
is a highly
flammable
environment!” Flune admonished, looking
alarmed.
Scowling, Drixx snapped his fingers a second
time
an
d the
dancing flames sizzled as they were
doused
with water. The
vine writhed and twisted violently, but did
not attack
again.
“Better,” said Flune with a
hint of
smu
gness.
“You and your precious plants,” scoffed Drixx
.
“We’ve been
wandering around this infernal ju
ngle for three d
ays
now,
eating roots and berries, the wildlife attemptin
g to murder
us
every waking moment, and searching for a bunch of charr
who in all honesty are most
likely
dead, and yo
u want to
lecture me on lab safety procedure!”
“They aren’t dead,” Arcadia Steelfur cut in before Flune
co
uld
respond. She was several paces ahead of the two
asu
ra,
staring at the jungle floor resolutely. “They
can’t
be.”
Drixx reddened, clearly regretting losing his temper.
“I didn’t mean...”
“To speak your mind? You think my warband’s
ly
in
g dead in
a
pile of jungle thorns somewhere out there
,
do you?” A
rcadia
continued, her tone omin
ously calm.
“I, I, um
,”
“Well, let me clue you in. If a pea-sized, floppy eared,
whiny,
sorry excuse for a scientist like you could survive
that
fleet
going down, I think my friends are
ju
st fine. No one’s
making
you come with me. I can search
for
them on
my
own, and
if you and your little girlfriend can’t han
dle it,
perhaps you
should run along back to your Priory with
your qu
ills
an
d your
ink and your cozy feather beds and
let
me
get on w
ith
saving
my warband!”
At this, both Flune an
d Drixx stood
dumbfou
nded b
eh
ind
Arcadia, eyes wide and ears standing straight
up. Then
,
after
several seconds of silence, the two asura erupted in
indignation.
“I object to your insin
uation
that Drixx and
I are
voluntary lab
partners!
”
“Her?! My what?! The very co
ncept is ludicrous!”
“Are you two listening to yourselves!” Arcadia
bello
wed, finally
turning to face the two babbling asura, “the Pact
is in ruin
s,
thousands of our comrades are dead and thousands
mo
re
are either dying, lost, or both!
Not only
do I
not need
your
help, I don’t w
an
t it!”
Arcadia stormed angrily into the jungle,
shredding th
e
obstructing vegetation with her claws. What
use were tho
se
two b
uffoons, anyway? The
only thin
g they care about is
bickering.
“Tell us about your warband, Arcadia
.”
The big charr whirled around to see the two asu
ra stand
in
g
feet from her.
“I thought I told you
two to get
lo
st.”
“And yet,
here we are,” quipp
ed Drixx.
Flune silenced him with
a
sideways glance, then
co
ntinued,
“We apologize for our inconsiderate behavior and
req
uest
that our partnership continue. That is, the thre
e
of us
searching for your warband,
not, um, what yo
u suggested
was going on between Drixx and I earlie
r...Are you
alright,
Arcadia?”
The charr was doubled over, her sides
heavin
g as she
laughed hysterically. Looking up, she
bru
shed tears of mirth
from her streaming eyes, finally calming dow
n enou
gh to
reply.
“You sound like a cub asking for extra ration
s!”
“Be that as it may, we’d still like to accompan
y you,” said
Flune, “This is a
hostile environment, and
our odds
of survival
are higher if we stick together.”
“Yes I suppose you’re right,”
Arcadia acquiesced, “I
owe you
for saving me, anyhow
.”
Flune smiled and fell into step next to
Arcadia, thou
gh
she
nearly had to jog to catch up with the ch
arr’s en
ormou
s
strides. Drixx ambled along behind th
em, h
is expression
resigned.
“So, Arcadia, tell us about your warband,” Flune chirped
conversationa
lly.
Arcadia smiled sadly as she replied, “Well, there are four
of us
in total -”
“Four? From what I understand, charr warban
ds generally
consist of five soldiers,” interjected Drixx
.
25
A Shattered Pact: Part II | GuildMag Issue 15
“You’re right, they
do, in charr society. We all met after we’d
joined the Vigil.
I’m a gladium, as is everyone else in
my
warband. When I joined the Vigil, they
had already
formed
a
warband, and I was allowed to join. So
you see, we
aren’
t
an
official cha
rr warband.”
“What happened to
your original warban
d?” asked Drixx.
Arcadia did not respond, but instead
stared
off into the
thick
jungle canopy with a
faraway look in
her eyes. Flun
e dealt
Drixx a hefty blow to one of h
is large
ears.
“You don’t have to answer that,
Arcadia, Drixx was ju
st
shutting up. W
hat
were their names?”
At Flune’s words, Arcadia snapped out of h
er
reverie, “Oh,
yes, well, there’s me, Gron Steeljaw, Novia S
teelcurse, and
Faze Steelfiend. Gron and Faze are Blood
Legio
n, and Novia’s
Ash.”
“What legion are you from,” asked
Flune ten
tatively.
“I’m Iron Legion. I specialize in ballistics engineerin
g,
but I
don’t mind working the engine ro
om
when
I’m in th
e air. To
tell you the truth, I feel
pretty
useless with
out all my gadgets.
What about you two? What did
you do
at
the Priory?”
“Well,” chimed in Drixx, puffing up his chest
an
d looking
very pleased with himself, “I graduated from the C
ollege
of Synergetics with special honors
for
my
thesis on
the
properties and effects of magical energy, and -”
“He’s an expert on dragon
magic,” said Flune
in
a bored ton
e,
cutting Drixx short.
“Savant in applied magical analysis!” Drixx corrected her
indignantly.
“And I’m the Priory’s senior
historian
on the
Maguuma
Jungle,” Flune continued, ign
orin
g Drixx’s protests.
“Wow, so you must know all abou
t this place,”
said
Arcadia,
looking impressed.
“In theory. Now that
Mordremoth
is rising, it isn’t clear what
sort of effect his influence w
ill
have on th
e jungle.”
“I’m going to go ou
t on a limb and
hypoth
esize increased
hostility,” said Drixx impishly.
“Aren’t you just the cleverest,” retorted
Flune, rolling her ey
es.
At that moment, Arcadia’s ears twitched as she heard
what
sounded like excited sh
outing ahead. S
he held
up a h
an
d and
stopped, dropping into a
crou
ch
and listening
intently.
“Do you hear that?” Arcadia w
hispered. The two
asura
nodded but remained
silen
t.
“We n
eed to get closer. Follow
me, and
stay as quiet as
possible.”
On all fours, Arcadia stalked forward through
the
undergrowth like some fierce predator, her tail
swaying
hypnotically
behind
her. As
the
trio
moved forwa
rd,
they
were
able to make out what the shouting voice w
as
sayin
g.
“Have at ye, you
thorny toads! Come, w
ho will be the first to
taste the cold kiss
of steel!”
Arcadia’s brow furrowed, and
Flune and
Drixx glanced at each
other, their eyebrows raised. Finally, the trio reached th
e
edge of the large clearing where the commotion was
takin
g
place. Parting the leaves of an enormous bush,
Arcadia,
Flune, and Drixx stared out into
the clearing.
A tall, thin, bright green male sylvari dressed in
Order of
Whispers attire was brandishin
g an elegant, slender rapier at
three hulking Mordrem husks.
The hu
sks were attacking
him
relentlessly, but the nimble sylvari was too quick
for
them,
dodging their attacks and
hurling challenges and
insults at
them all the w
hile.
“Whoops! Haha! Too slow again! You
’ll
have to work on that,
er, swipe, my large friend. Woefu
lly slow.”
“We have to help him,” said Arcadia, starting to
rise.
“No, don’t,” said Flu
ne sharply. Turning
to Drixx, she looked
at
him expectantly.
Drixx grimaced and sighed, “Fine.”
Springing to his feet, Drixx leapt ou
t into the
clearing,
brandishing his peculiar staff. Th
e husks
spotted him and
made for him immediately, tired of their evasive ta
rget. The
strange sylvari seemed thoroughly
unsurprised by
Drixx’s
appearance, waving at
him as the h
usks charged.
“Splendid timing my good man
!
My sincerest thanks, the
scoundrels don’t seem to tire out! A couple
mo
re
swings and
they may have
had me!”
“Er, right,” replied Drixx, but the time for pleasantries was
over. Raising his staff over his head, he brought it
swishing
down through the air. An en
ormou
s column of
flame
burst
from the head of the staff, tearing into the Mordrem
an
d
incinerating them within seconds. W
hen th
e flames abated
,
the only remnants of the husks w
ere
three small
piles of grey
ash.
Flune looked at the shocked expression on Arcadia’s
face
with
satisfaction, “Now do yo
u see w
hy I
keep him around?”
Arcadia shook her head in w
onderment as she
replied, “I
don’t even know any elementalists in the Vigil
th
at
powerful.”
Flune smirked. Pact or no Pact, there would always be rivalry
between the three orders of
Tyria
.
Emerging from their secluded position, Arcadia and Flu
ne
stood next to Drixx, eyeing the stran
ge Sylvari.
He hailed
them as he approached, co
ntinuing
to
speak to them in
his
excited, enthusiastic manner.
“Spectacular! Marvellous! Most impr
essive, sir,” he said
jovially, drawing level with the trio and extendin
g his h
an
d to
Drixx, “I am Delwyn
n, the fin
est swordsman alive. Whom
do I
have the pleasure
of addressing?”
26
GuildMag Issue 15 | Night of Terror: Part
I
FICTION
Night of Terror: Part
I
Written by Kent benson
“I never asked for
this. From the moment I
woke from u
nder
the boughs of the Pale Mother, my last hours in The
Dre
am
have plagued my thoughts
.
Th
e menders and
eventually
Mother, they all tried to
comfort
me, ease my
burden,” the
lone sylvari whispered, her hands grippin
g the cold
metal
railing in front of her. She
was speaking to a small moth
peacefully resting on the warped
railing.
It fluttered
its wings
in
response.
“Mother explained that in her grief over Scarlet’s attack an
d
eventual death, sh
e had exp
osed me to secrets that could
compromise the stability of our people.” A tear fell to
th
e
metal flooring underneath her feet. “So I left The
Grove
after
a couple of months for th
e Durmand Priory. I cou
ldn’t be
around so many of my
own p
eo
ple,
not with
what I
knew. The
guilt… was unbearable. At least when
I was around
the other
races, I didn’t feel as bad; I didn’t feel like I owed
th
em
the
truth.”
The moth crawled onto her gray hand. The sylvari
lifte
d it to
eye level before it fluttered away towards th
e
jungle canopy
,
still smouldering from the fleet of destroyed Pact
airships.
The smoke blotte
d out th
e evening th
e sky.
“I was wrong,” she wept,
sobs seethin
g
though
her clench
teeth. Frost began to form around her han
ds and
spre
ad
to
the railing. She let go as soon as she noticed.
“Th
e cre
w will
want to know. They’ll make Braskiir do it; h
e’s a pow
erfu
l
mesmer. I-I’ll have to ru
n, but
I have now
here to go.”
Without warning, there was the sound
of heavy fo
ots
tep
s
clunking against the metal floor. The sylvari
fell silent.
Someone else had entered the wreckage.
She q
uickly
checked the sides of her petaled dress for her sh
eath
ed
daggers before dissolving into a cloud of mist. In th
is
form,
she retreated to the captain’s station inside the
wreakage
of The Illusive, an airship once commandeered by Cap
tain
Amanda Carlisle, now a crashed husk decorating the
cliffs of
the Maguuma Jungle. The the main
body
of the vessel
had
managed to survive mostly intact, but th
e wings
had been
ripped off and the p
ontoon, ruptu
red
.
From her vantage point, she’
d be able
to
spot the
unwanted
guest before they fou
nd her, allowing
her
to make the first
move. Finally, the intruder emerged from the ramp that lead
below deck to the
engineering and
arsenal stations.
“Toiraesa? Are you still here?”
The sylvari, Toiraesa, shook her head silently, holdin
g back
tears. She was crouched low and barely
peeking, bu
t
she
recognized the voice. It was her priory mentor, M
agister
Bra
skiir Vroanson.
The brown-skinned norn was massive, even fo
r
one of
th
eir
race, and the sylvari had seen a sizable number of
th
eir
kind
in her almost one year alive. Like some
norn, he
wore his red
hair long and braided with a
decorative headb
an
d to keep
it all out of his face. He was an orp
han. The yo
ung n
orn
had
been rescued by human nobles
who
were
hun
tin
g foxes and
wolves in the foothills of the Shiverp
eaks. O
ne of th
e youn
ge
r
nobles brought the
child home
to
Divinity’s Reach
where he
and his wife decided to raise
him as their adopted
so
n.
“Why him?
Why
did it have to
be him?” she lamented.
“Here
you are!” said a voice from behind.
Without a second thought, Toiraesa rolled
on her b
ack,
whipping one of her daggers at the
seco
nd figu
re
before
she realized it was the norn. The projectile
hit its mark, b
ut
this second visage shattered
into a flock
of pink ravens. Her
dagger fell to the floor, clanging hard again
st the metal. “A
clone,” she gasped, jumping to her feet, whippin
g
arou
nd to
where she’d first seen him. That Braskiir had also
shattered
,
his arm pointing toward
s where sh
e’d originally come from:
the outer front platform.
Now outside, Toiraesa spotted
her mentor casually watching
a single moth flutter around his outstretch
ed hand
.
She saw
the warm smile across his thick bearded face vanish
as she
approached.
“You… you look like you haven’t slept since
the cras
h. It’s b
ee
n
two days,” he scorned.
“How could I sleep, Braskiir? How cou
ld anyone
sleep?
Each
night… the screaming…,” the sylvari said, limbs flailing about
before she sunk into a sulky d
emeano
r.
“A few of the crew
are still recovering from injuries. The
captain recommended we rest as much as possible bef
ore
we
attempt to rally survivors in
the ju
ngle.”
“That’s suicide!”
The norn shrugged and heaved a h
eavy
sig
h. “Sure. It’s
not
the safest course of action, but it’s the righ
t thing to
do.”
27
Night of Terror: Part
I | GuildMag Issue 15
Toiraesa broke into tears. “Braskiir, please, I’m begging you;
don’t force me
to go in
to
that jungle!”
Silence came between them. The w
in
d picked
up, whistling
over the red sandblasted stone, wh
ich
the tw
o had come
to see much of since their arrival in the Maguuma Was
tes.
Braskiir’s expression softened
as
he gestured h
is novice to
come to him. His smile returned as her paranoia appeare
d
to give way to his welcoming arms. The sylvari did h
er
best to
hug back, but her arms could o
nly encompass the
fron
t of the
norn’s lower torso. The silent embrace only lasted
a
co
uple of
minutes before
the Magister spoke.
“The sylvari crewmembers on the aircraft, you’ve been
thinking ab
out them, right?”
“I still see the rage in their crims
on eyes and
the terror
of the one wh
o had n
ot turned,” Toiraesa replied, gloom
hanging from each word. She looked past th
e
norn to
th
e
small campfire glowing beyond the airship wre
ckage. Three
silhouettes stood watch around the perimeter. Th
ere
were
nine crewmembers left from the original twenty three. Of
the
six missing, two had been other sylvari that
had gone
mad,
one, a sylvari who begged the crew to kill her b
ef
ore
she
succumbed. Braskiir and Toiraesa were not members of th
e
airship crew, but researchers who
wanted an o
pportunity to
explore
the ruins
of
the
Maguuma
Jungle
and
thought
to
hitch
a ride with the Pact fleet. Unfortunately, the Elder D
ragon
Mordremoth had
other plans.
“They’ll want answers. Answers I did n
ot have the
cou
rage to
give; answers that have stained
my hands
with the
blood of
hundreds. What I’ve kept is u
nforgivable;
I can
not t-”
The norn shrugged
again. “Tell me? There is no need;
I
already have several conclusions,” he said. “As
for
the others,
they’re conten
t to make any assumptions
they want, b
ut I’ve
made it clear to them that you are my
re
sp
onsibility.”
“I am grateful. I hope you know,” she re
plie
d,
pulling away
slightly, Braskiir’s hands clasped against her sh
oulders.
He lowered into a squat. “Toiraesa. I wou
ldn’t h
ave ch
osen
to
mentor you if I felt you couldn’t be trusted. Just remember
that it goes both ways. I won’
t
betray
you, but
I also won
’t
let you shut yourself away from
th
e world. Eventually, your
actions will weigh
more than the
burden
of the secrets you
carry and the quality of your character will
be how
people
remember you. Consider
that in the
days ahead.”
The sylvari wiped away the last of h
er
exhausted tears
before fully leaving the embrace of the norn,
her confid
en
ce
rekindled enough for a
feig
ned smile. Together, they slow
ly
wandered through the airship
wreckage
to
the campfire. The
perimeter guards paid them a brief glance before returnin
g
their attention elsewhere. Around th
e fire was A
mand
a
Carlisle, the human captain; Luzon, the ship
’s lead
engineer,
an asura; two charr: first-mate, Jedrikk Cinderedge and the
helmsman, Sidcar Gunsling; another human, Navigator Yahli
Gemesh; and Quartermaster Johanna Ullasdottir, a norn.
Only a couple appeared happy at Braskiir and
Toiraesa’s
return. Most of them seated on moved boulders
or
seats
made of debris.
“I’m glad you two made it
back.
I’ve just started to prepare
dinner,” the quartermaster spoke.
“It was kind of you to make anythin
g at
all,” Toiraesa
responded with as much
cheer as she cou
ld
muster while
masking her unease. She knew
she’d
have
to
test
the
mood
to
discover who her allies
were.
Johanna bought into her act. “Nonsense! We may
not h
ave
a ship, but I still have my d
uties and most of
our supp
lies.
Moreover, I’m sure no one is
in any
hurry
to refuse a cooked
meal, especially someone with as legendary
an
appetite as
your mentor.”
The captain chuckled tiredly as
she polish
ed
her two
pistols,
her red, jaw-length hair glowing in the fire ligh
t.
“Lay
off
the
magister’s portly stature, Jo. If he takes a swing at you, he’ll
take the whole cliff side with
him,”
she said.
One of the two charr snickered
just before Toiraesa
quickly
slapped a hand over her mouth
to ho
ld
back her own
grin.
Having been with Braskiir for over half a year, the sylvari
had
heard many comments about
her mentor’s size. W
hile she
found the jokes cruel, Braskiir’s pouty
expressio
n amused h
er
greatly. Most norn reveled in their size, bu
t
having grown
up
with humans, Braskiir had always had trouble fi
ttin
g in. The
jokes still soured
his mood, if o
nly briefly.
Johanna was quick to remember. “My mistake, Braskiir. I
meant it as a compliment; I’ve heard some impressive moo
t
stories about you around
Hoelbrak,”
The magister accepted her apology with
a shameful smile.
“I was younger and wished to
immerse myself in
my
native
culture after leaving the human capital. W
hen I
finally woke
from the stupor of the moots, the rites, the hun
ts
, I was seven
years older and about a drum heavier,” Braskiir said, finishin
g
with a loud singular laugh
an
d slap to
his gut. “In
the en
d,
I’d
be liar to say that I hadn’t enjoyed tho
se
days.”
The two charr quickly chimed in with celebratory
tales of
their own, but the humor and sh
ared
stories
were short-
lived. A piercing scream echoed
in
the ju
ngle below
followed
by several gunshots. The crew sat quietly
.
Many similar
disturbances occurred the previou
s nights. Everyone
in
the
camp knew in their guts
what was happ
en
ing, but
were
not
prepared to descend into the jungle to
search
for
Pact
survivors. The blue-furred charr rose from the fireside, his
sniper rifle in
hand.
“Sid, the sun’s almost gon
e.
You wo
n’t be able
to
see a thing,”
the captain said, shifting
her position on her bo
ulder seat
to watch her helmsman scan the terrain through h
is rifl
e’s
scope.
The cries of stranded Pact survivors pierced the
evening air
for nearly an hour. The rest of the group was
silen
t and w
id
e-
eyed. The charr finally lowered his rifle an
d lumbered b
ack to
the campfire with a slight hobble. He’d twis
ted
one of
his feet
in the crash, but wasn’t about to let a minor in
ju
ry
keep him
from moving about. Johanna had
hea
led it
as soon
as she
was
able with her guardian magic. Th
e other survivors were still
standing due in no small part
to the n
orn
’s talent for healing
and her constant threats to crewmates that tried to overexert
themselves.
28
GuildMag Issue 15 | Night of Terror: Part
I
“It’s as I suspected; the Mordrem appear
to
be more active
in
the dark,” the helmsman growled. “I saw a few isolate
d Pact
groups picked-off, with the exception of th
e sylvari; th
ey’re
being taken prisoner. Have any theories as to
why, sprou
t?”
Toiraesa watched as the charr’s yellow eyes
pierced
hers. She
could feel a lump in her
throat
as
she looked
to Braskiir. The
other crewmembers averted their stares. Johanna, whose
back was to the charr, sneered disapprovin
gly.
“Don’t look to your mentor
to protect you, sylvari.
Your
silence is as incriminating as a dagger in the back, or several,
as your kind appears to be
aband
oning us in droves,” the
helmsman spat.
“I suggest you add
ress
your question
to someone
with proper
field and research experience. Toiraesa is one of the brighte
st
pupils I’ve known, but I have been with th
e
Prio
ry
for
five
years; you can direct your questions
to
me in th
e
future,”
the norn said, gripping the hilt of the orn
ate b
uster
sword
strapped to his
back.
“Know
that
if
you
push
hostilit
ies
a
gainst
my pupil any further, I won’t hesitate to take
what little
san
ity
you
have left.”
Sidcar
reached
for
one
of
his
pistols,
but
was
qu
ickly
sto
pped
by the other charr, who grabbed his wrist. Johanna had tak
en
hold
of
one
of
her
butcher
blades,
poised
to
sp
in
aro
und
an
d
atta
ck.
“Enough!” the captain cried, spearing the charr with a glare
.
“Sidcar. A word.
Now!”
The two stood. The rising
tension p
ushed th
e sylvari to
intervene. “No! Wait,” she said, arm lazily stretched towards
the captain and her helmsman. “I can answer
his question
.”
Captain Carlisle and Sidcar remained standing, waiting fo
r
the
novice’s explanation. The fire crackled between them;
another distant terror-filled scream came from the void.
She took in a meditated breath and exhaled like h
er
men
tor
when he would practice his mantras. “We, the sylvari,
are
vulnerable to Mordremoth’s power; we
can
be corrupted.
First, it was Scarlet and then we heard about
Aerin
. Both h
ad
been broken by
the dragon’s w
ill.
It is likely that the
Mordrem
are taking my brothers and sisters captive to force them
to
turn.”
Johanna was
the first to comment as sh
e continued
to stir
the
stew. “So what? The Sons of Svanir and the Icebrood are
similarly corrupted, lured in by
Jormag’s promise of p
ower. It
just means y
our people—”
“It’s not the same!” Toiraesa interrupted, her face distraught,
on the verge of tears. She to
ok another deep
breath
to
rally herself. “The norn were never created to be servan
ts
of Jormag, but we, all sylvari, were born to eventually serve
Mordremoth.”
LORE
The History
of Wintersday
Written by Draxynnic
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30
GuildMag Issue 15 | The Back Pages
LORE
The History
of Wintersday
Written by Draxynnic
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<PAGE> |GuildMag Issue 15
The Back Pages | GuildMag Issue 15
© GuildMag 2015. All Guild Wars 2 assets © 2015 ArenaNet,
LLC.
All rights reserve
d. NCSOFT, the
in
terlocking
NC logo, ArenaNet, Guild
Wars, Guild Wars Factions, Guild Wars Nightfall, Guild Wars: Eye of the North, Guild Wars 2, and all associated
logos and
designs are
trademarks or registered trademarks of NCSOFT Corporation. All other trademarks are the property of their respective owners.
Social media icons by Lee Gargano. Cover concept art
by Vasburg.
© GuildMag 2015. All Guild Wars 2 assets © 2015 ArenaNet,
LLC.
All rights reserve
d. NCSOFT, the
in
terlocking
NC logo, ArenaNet, Guild
Wars, Guild Wars Factions, Guild Wars Nightfall, Guild Wars: Eye of the North, Guild Wars 2, and all associated
logos and
designs are
trademarks or registered trademarks of NCSOFT Corporation. All other trademarks are the property of their respective owners.
Social media icons by Lee Gargano.