THE ANNUA L 2017
2 GUILDMAG #99 | Nunc te mpor luctus interdum

IN

T

HIS

ISSUE

2 GUILDMAG #21 | In This Issue
EDITORI ALS
IN K S: R AIDING IN 2017 MMOINKS returns for another Annual to share more raid impressions.

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14 LOOKING BACK ON THE PATH Guild Wars 2 streamer Age Nightroa d weighs up the pros and cons of t h e latest expansion .
ART & FI CTION
FEATURED
66 COMMUNITY FA SHION: PATH OF FIRE EDITION Desert-themed outfits straight from our reader’s characters!
31 THRIFTY THRE A DS: PATH OF FIRE Resident fashionista X eroe share s how to unlock all the core Path of Fir e armour sets .
COMMUNITY ART Seven pages of beautiful artwork from across the community - go be amazed!

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35 A LETTE R FR OM KOR A SANGBRE LL One Priory archon isn’t too happy about her latest assignment in Elona...
LEGACY The third part of Zachariah’s story con - tinues with Into the D ept hs .

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18 GUIL D WARS 2 RELE ASE TIME LIN E All the releases from launch to Path of Fire in one handy timeline.
FIND ING HOPE Stablemaster Unja learns to find hope in her springer companions.

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LORE & HISTORY
COMMUNITY GUILD S POTLIG H T Our Sanctuary is an NA guild for the LGBTQIA+ community - but there’s also far more to them...

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28 THE HISTORY O F THE SUN S PEARS Draxynnic explores the history of this ancient Elonian order. MATTE RS OF ASCEN SION Augury Rock has returned, but hav e you ever wondered what exactly As - cension is ?

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RE AP ING THE WHIRLWIN D Continuing our series on the lore of elite specialisations with the reaper.

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06 T HE LAND OF ELONA REVEALED Starconspirator takes you o n a journey of Elona’s evolution from GW1 to now.
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Nunc tempor luctus interdum | GUILDMAG #99
fter months of waiting , Path of Fire is now trul y here! It’s been a few months since th e ex- pansion’s release, and in that time we’ve ventu red to the exotic land s of Elona, battled a renegade god of war and witnessed the power o f Kralkatorrik. We’ve also seen th e commencement of Living World Season 4 with the debu t episod e “Daybreak” , and th e release of th e latest ra id the Hall of Chains. All in al l th en, th e l att er hal f of 20 17 w as a hugely busy time for Guild Wars 2 , so what better way to celebrate and remember it than with th e GuildMag Annu al 2017? In m y letter for last year’s Annual, I said that we hoped to make th e next even better and raise even more for a charitable cause. It’s therefore with great pleasure that I’m happy to announce we’ve don e just that! The physical edition of
this magazine helped us raise a total of $500 USD fo r WWF th is time around, which is no mean feat! Over the last 7 years I’ve witnessed GuildMag grow from a fl edglin g fansite to what’s no w the longest-serving Guild Wars 2 web- site still operating, with readers a ll around the world who h elp make what w e do po ssible. S o here’s to each and every one o f you. Whet h - er this is your fi rst experience with one of our magazines or y our twenty- fi rst, I sincerely hope you enjoy our con tent an d con tinue t o support us as we move into 2018 and b eyond. On that note, I’d like to extend my thanks to the content cr eators from across the commu nity w ho have, in some shape or anoth- er, contributed to this magazine alongside our regular team of amazingly talented players. You ’ll fi nd a list of our p artners over
the page, b ut I’d also like to give some honourable men tions to the followin g people not listed: Tauz As our senior copyedi- tor and IRL friend, you’ve give n up countless hours t o Guild- Mag over the years. Thank you for all your hard work on this issue and all the other s! Harper The friendliest Romanian swordsman in Guild Wars 2 . Thank you for the hundreds of screen- shots y ou contribu ted! Ponomous, Calum & the rest of our r aiders There’s too many of you to list, b ut thank you for sticking with GuildMag and the countless hours of fun ! So with all that said, I hop e you enjoy this magazine. Happy reading!
• • •
EDITOR’S LETTER
EDITOR-IN-CHIEF Valiant SENIOR COPYEDI TOR Tauz SENIOR WRITE R Draxynn ic
WRITE RS Starconspirator,  Vian de Bod COP YEDITORS Kalabajooie, Talus D ESIGN E R X eroe
We’re loo king for new team members! Come join our friend ly team of players: www .guildmag.com/join
Welco me to the 2017 edition of the GuildM ag Annua l! Proc ee d s fro m this ye ar’s mag azi ne ar e supporting the wo rk of WWF - a gl oba l co n se rvation charity. Fro m everyo ne at GuildM ag, t ha nk you fo r your support and we hope you e njoy wha t you’ll fi n d inside th ese pages!

THE TEAM

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Editor s Letter | GUILDMAG #21
A
@AgeNightroad /agenightroad

OUR

PARTNERS

@AuroraPeachy /auror a_peachy
@ChroniclesTyria chroniclesoftyria.c om
@DragonSeasonCom dragonseason.com
@gladomer /gladomer
All of the content creators listed here have h elped contribute to this year’s GuildMag Annual. We’d like to thank each and every one of them, and encourage you to check out their respective channels!
@GuildLores guildlores.tumblr.com
@JebDan / jebrounity
@mightyteapot /mightyteapot
@MMOINKS /mmoinks
@talkingskritt /talkingskritt
@TekkitsWorkshop /tekkitsworkshop
6 GUILDMAG #21 | HISTORY - The La nd of Elona Revealed

The Land of Elo

na

revealed

BY S TA RC O NSPI RATOR
or hundreds of years, the land of Elona has been shrou ded in mystery. The san ds of the Crystal Desert, the sulfurous wastes of the Devastation an d the land s of Vabbi last seen in the o riginal game have once again been opene d to the ranks of Tyrian explorers. For those wh o played the fi rst game, returning to the Land of t he Golden Sun has brought with it waves of nostalgia and giddin ess, albeit with a (sometimes starkly) changed landscape under Joko’s reign. While Elona has been sealed aw ay,
its citizens living and dying at the whim of th e und ead king, many of the iconic locations from Prophec ies and Nightfall have undergone some transformations, w hilst others have remained somewhat the same. In th is special edition of GuildMag, we’re going to reveal the extent o f these changes… welcome back to the Elon a of old !
F

Amnoon

Players of the fi rst game found themselves in the Crystal Desert as they followed the story li ne of GuildWars: Prophecies , landing at A mn oon Oasis and A ugury Rock. Upon returnin g in Guild Wars 2: Path of Fire , we also fi nd ourselves in Amnoon, now a free city. Years ago, the tiny port of Amnoon was the last chance people had to secur e supplies before heading into the Crystal Desert. Today, Amnoon has gro wn in to a large port city, arguably rivaling Lion ’s Arch in size and importance. Quite the di ff erence a couple of centuries make!
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HISTORY - The Land of Elona Revealed | GUILDM AG #21

Destiny’s

Gorge

When leaving the oasis in the years before Nigh tfall, adventures would have come upon Destiny’s Go rge; a refreshing source of water for th ose wh o travel th e crystal sands. I n the past, this lush stretch of land house d a tribe of Losaru centaurs, and although the land is still verdant nowadays, there’s no sign of th e centaurs who once lived there. Even the Zephyrites who also on ce called the cli ff s home have abandoned their city, and the area has become h ome to Elonian refu gees.
8 GUILDMAG #21 | HISTORY - The La nd of Elona Revealed
During Prophecies , players entered the Crystal Desert to Ascend. There, we met the ghosts of the Elon ian s wh o had o nce tried themselves. On e of their lost cities, Elona Reach, ca n still b e seen today; bleached bones once kept shipwrecks company in the ghost town, but to day these ruins are gone, replaced b y a temple dedicated to Kormir .
Completing the trials of Ascension brought the Chosen t o Augury Rock, where inside the structure they faced a fi na l trial before being deemed worthy to meet th e dragon Glint. Current players of Path of Fire can fi nd their way into Augury Rock once again with Follower Kaidenna, a sylvari studying the ancient Trials.

Elona Rea

ch

Augury Rock

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HISTORY - The Land of Elona Revealed | GUILDM AG #21
Palawa Joko’s palace was already centuries old during the story of Nightfall when players fi rst came across it. From the Bone Pa lace, Joko consolidated his power , rallying his undead army to fi ght against fi rst Abbadon’s forces and later the Elon ian s. The Bon e Palace of today has certainly grown in magn i fi cence…

The Bone Palace

10 GUILDMAG #21 | HISTORY - The Land of Elo na R evea led
The lake called the Mirror of Lyss was believe d to b e made by Lyssa herself, and played h ost to a fl oating cathedral dedicated to the goddess. The Sun spear heroes once defeated a powerful demon o f Ab ad don that was summoned here to desecrate this place, but no t before the slaughter of the priestesses there - an act t ha t resulted in the def ection o f General Morgahn of Ko urna to the Sunsp ears.
When Abbadon rose u p against the other gods, they struck him down and imprisoned him here, creating the Real m of Torment. The surrounding land has been malignant ever since, twisted by the fallen god’s presence. During the events of Nightfall , the warmarshal Varesh Ossa opened a gateway to the Realm of Torment in her attempt to free Abbadon, and for centuries the vortex h as remain ed intact. Now Balthazar’s minio ns, the Forged, po ur from it.

Mirror of Lyss

Mouth of Torment

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HISTORY - The Land of Elona Revealed | GUILDM AG #21
The main party destination in Elona, the Garden of Seborhin was where the Su nspear h eroes fi rst met the princes of Vabbi during Nightfall, and later returned to cleanse the garden from A baddon’ s in fl u ence. Having narrowly avoided Branding, the celebration con ti nues despite the threat of Branded an d Forged.

Garden of Se

bhorin

MIRAGE
14 GUILDMAG #21 | EDITORIAL - Looking Back on the Path
hen it comes to Pa th of Fire , the second Guild Wars 2 expan sion, there were q uite a few expectations stemming fr om it s predecessor Heart of Thorns , such as a stronger story, less of a mas- tery treadmill to do said story, and access to the map regardless of its meta event progress to name just a few. In this editorial for Gu ildMag, I want to look a t each of th e features introduced with PoF and examine how they felt at release, and how well th e expansion is performing a few mon ths dow n the road. The main attraction of any expa n- sion is the story, and Guild Wars 2 ’s story has been gradually getting better an d better over time, care- fully weaving the tale of our char- acters and their companions. In my opinion, PoF ’s story is th e best Guild Wars 2 narrative told so far, which I believe is mainly due to the focus o n character development, especially for our own character, which is somethin g I’ve never really felt before in previous Living World seasons or th e HoT story. In PoF , the story en counters themselves are more interesting with better mechanics to make th e instances and fi ghts more engaging, which is something I totally approve of. As we progress thro ugh the story we learn quite a few things, inclu ding answers to the older burning ques- tions like why the gods left Tyria or what R ytlock did i n the Mists. Spea k - ing of Rytlock, the main NPC charac- ters that join us in our adventures in the desert are himself, Canach and Kasmeer. Ou t of these three charac ters, I was most interest ed in Kasmeer because there was very
little character development for her in Livin g World Season Three where here she had to d eal with the huge task of facing down one of h e r gods. As a strong believer in the Six, Kas- meer has a lot of internal  turmoil about what she shou ld d o and it was interesting to see th e steps taken to d isplay how she confronts th is. In Act One she’s still in disb elief that Balthazar gave up on Tyria, but as the story progresses her resolve grows after witnessing th e p ower of the fallen god and his p lan for all of Tyria. While I’m on the topic of charac- ters from the story, one character that I found very compelling was Vlast, another o ff spring of Glint and Aurene’s older siblin g. Vlast sou ght to ful fi ll the duty that h is mother gave him, but ultimately felt the weight of that responsibility ver y heavily and grew more frustrated with his situation as time w ent on ,
in part due t o his discon nect from his caretakers and the races he was defending. It seems like he was fi gh t - ing a lo sing battle as he constantly fended o ff h ordes of Branded, and eventually Balthazar and the Forged , but his sense of duty outw eighed his perso nal feelings. That struggle to en dure and keep fi ghting was what made Vlast so compelling a s a charac ter. As w e transition through th e story, we adventu re through the beauti- ful maps that make up the Crystal Desert. Each of these la rge maps are uniq ue in their own right, wh ile retaining the desert theme and nostalgia from the original Guild Wars trilogy. A sense o f explo- ration is brou ght back as you take di ff erent p ath s to un lock more of the map, or try to fi nd interesting location s, wh ich is made possible due to meta event progress not being map-wide like in Heart of Thorns , but instead focu sed into sections of the map. One of the issues in Hea rt of Thorns was that some of the h ero points were not soloable - something recti fi ed in PoF so you can un lock elite special- izations at you r leisure. You cou ld say ArenaNet went b ack to their roots in terms of the maps, taking inspiration from c or e T yrian m aps that have meta events and hero points in a very similar fashion to

Look

ing Back

On The Path

BY AGE N I GHTROAD
W
PoF’s story is the best Guild Wars 2 narrative told so far [. . .] mainly du e to the focus on characte r development .
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Nunc tempor luctus interdum | GUILDMAG #99
16 GUILDMAG #21 | EDITORIAL - Looking Back on the Path
what can be seen in Path of Fire . The PoF meta events, with the pos- sible exception of th e casino coins in the Crystal Oasis, don ’t seem as lucrative reward-wise and probably need to be looked at down the road ; yet the map introduced with Living World Season 4 in N ovem b e r seem s to show that ArenaNet understands this point and can provide smaller meta events with good rewards. While I’m o n the subject o f the map s and rewards, I should cover boun- ties a s well. Boun ties are a bit of a nostalgic feature from the or iginal Guild Wars , replicating the feature of a bounty board fi lled with vari- ous bosses available to take down for a reward. What’s pretty gr eat about b ounties in PoF is that you do n ot need to go pick u p a b ounty from the board to earn credit for a kill; instead, you can random ly join one in progress and receive full rewards. The fi ghts themselves are good because they h ave engaging mechanics where you h ave to pay attention in order t o do damage or even survive. For example, on e mechanic is t ha t t h ere is a blue a ur a that requires players to be standin g in it in order to do damage , with thi s aura fl uctuating between being a ring for range damage and a circle for melee damage. Kills reward a speci fi c currency that can b e trad- ed into an NPC that sells Funerary armor and weapons (which are fan- tastic by the way), b ut each armor piece or weapon is only purchasabl e
after completing its related achieve- ment. It seems w here bou nty rewards are concerned, ArenaNet wants this activity to be the reward system in the long- term. To many people’s amusement, mounts were introduced with Path of Fire through the mastery system established in the previou s expan- sion. There are currently on ly fi ve mounts a player can obtain, bu t the twist is that each has its own strengths and weaknesses for trav- elling across the terrain; for exam- ple the raptor is the fastest land mount, while the springer is the bes t vertical mount and the skimmer is the be s t for t raversing across s u lfur , quicksand and water. Mounts are a lot of fu n to u se, especially in core Tyria, but on e small caveat is that the base mount skins only have one
dye channel wh ile the oth er mount skins, which can cu rrently only b e obtained in the gem store, have more dye o ptions. Lookin g back at HoT and gliders, the only gliders n ot tied to the gem store are the legen d - ary ones via PvP, WvW and fractals, which does raise the question if Ar e- naNet will introduce an interesting reward system to get any in-game obtainable mount skins like the leg- endary gliders. I’ve brie fl y touch ed on elite special- izations being easier to get in PoF due to the hero points b eing solo- able, but it’s worth comparin g them to the ones w e got in HoT . The Heart of Thorns elit e specs were straight up power boosts in one respect or another, bu t it seems ArenaNet wanted those in PoF t o have more of a niche roll. For example, the w a r - rior’s new elite specialization, the spellbreaker, is best played in PvP. Not to say t hat some PoF elite specs can’t be played in multipl e ga me modes, but for the most part there’ s a clear place where they excel. As time has gone on after release, it’s become apparent that some elite specs have a few problems fi n ding any means of use in other parts of the ga me. I n PvP, the HoT elite specialization herald is the more viable op tion for revenant players over its PoF counterpart renegade, which has seen very little to n o use in the mode - contrastingly, condi- tion renegade builds are currently popular amongst many raiders. It’s
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EDITORIAL - Looking Back on the Path | GUILDMAG #21
important to n ote that HoT had an issue like this with a few of th e elite specs on its release as well, an d balance patches seemed to make things better in the en d, allowing each HoT elite spec t o be viable in each mode to some extent. I expect this trend to fo llow suit w ith Path of Fire , although players might have to wait a considerable amount of time for that to happen which is not ideal . This isn’t to say all elite specs shoul d be great in every mode, but they should be viable to a decent exten t because not every player will h ave every expansion and therefore will not have access t o every elite spec for their profession . Goin g back to my renegade example, if a player wanted to play revenant in PvP but only had PoF , said player would hav e a really hard time. There were qu ite a few features added with Path of Fire but on e new item that could be a bit o verlooked is the new guild hall Wind swept Haven, which is one of the most detailed guild halls out of the cur- rent three available. Sadly, outside of the eye candy value and some new scribing recipes, not much has changed in terms of gu ilds or guild halls. How about the other parts of the game that PoF did not impact beyon d elite spe- cializations,  such as Wv W, PvP, raid s and fractals which are on their ow n release schedule? It was pain fully apparent with Heart of Thorns th at a majority of WvW players did not like the Desert Borderlands and much p refered th e layout of the Alpin e Borderland s; in the same vein, a majority of PvP players did not like Stronghold and prefered the style of Con quest. Are- naNet took the safer approach by not havin g expansion content for those modes, and instead probed the commun ity for PvP and WvW features they w ould like to see and iterated on that feedback accord - ingly. The PvP and W vW devs had
some new forum threads go up in early December askin g players for some feedback o r a nswering fr e- quently asked questions, so it’s very likely that we’ll something signi fi - cant about WvW or PvP in the early months of 2018. Wh en it comes to raids and fractals, the fi fth raid wing Hall of Chains and the new fractal Twilight Oasis were released a t the end of November 2017 and it seem s those mod es will be on a fairly consistent release schedule, which might be throw n o ff at times du e to another expansion. If you h aven ’t yet, make sure you read MMOINKS’ impressions o f the la test raid o n page 40. Perhaps the biggest weakn ess of Path of Fire is in its ability to hold players in the maps for the long term, because currently it does not feel like there is much to do even if that might not be the case. I f Heart o f Thorns has shown anything in terms of sticking potential, it’s generally rewards via the meta events. Grant- ed, there was a rework to improve these rewards in HoT , but rewards are what make players come back, whether that be meta events or farming currency for a legendary . In the November patch, ArenaNet did add an alternate way to make second generation legendaries via the Gift of Desert Mast ery, which requires players to go back t o the PoF maps. Outside of the issues I ’ve out- lined in this arti- cle, Path of Fire is a fairly good ex pansion, providin g players with a much stronger sto- ryline, a sense of exploration in the Crystal Desert maps, challenging bounties and a twist to mou nts th at make them enjoyable to use beyon d a means of simple transportation .
Where bounty rewards are concerned, Are- naNet wants this activity t o be the reward system in th e long-term .
02 THE LOST SHORES
The Lost Shores release brought us Southsun Cove and th e first big attack on our beloved city of Lion ’s Arch.
04 Super Adventure Box
Super Adventure Box appeared right before Flame and Frost concluded; the start of a beautiful arcade adventure for all Tyrians.
06 Dragon Bash
Dragon Bash was an amazing festival celebrating resistance to th e Elder Dragons. Of course, the celebration didn’t end so well for a certain membe r of th e Captain’s C ouncil.
08 Bazaar of the Four Winds
On the other end was the Bazaar of the Four Winds, introducing the Zephyrites and showing that not all sky-farin g peop le are ruthless cutthroats.
10 Queen’s Jubilee
The Queen of Kryta celebrated humanity ’s independen ce and strength through a series of fantastically challen gi ng gauntlets!

r

e

lease

t

im

eline

BY VIA N DE BOD
Launch is probably the most memorable experience for ever y Guild Wars 2 veteran; where it all began.
game Launch 01
Flame and Frost was split into four parts and herald ed th e first season of what we now know as the Living W orld.
Flame and Frost 03
The two Southsun u pdates in tro duced us to both th e Co nsortium and to the delightfully sn arky Canach.
Southsun 05
The Sky Pirates of Tyria was th e introdu ction to a faction that turned th e world upside down. These were the precursors to wh at we no w call th e Aetherblades.
Sky Pirates of Tyria 07
Of c o u rse, that d idn’t stop ou r own grou nd - d welli ng T y r ians f ro m followin g that trend on the political battle fi eld. Finding the voting tokens all over the Zephyrite airships did make for quite a n un usual voting system, though it was still a boat-load of fu n!
Cutthroat Politics 09
Guild Wars 2 is over fi ve years old! Over the last half decade we’ve been throu gh more than 45 major releases; we’re now at the second expansion and things are l o oking very good for our bel o ved franchise, and that’s why I think it’s time we too k a step back and just admire how far we’ve come. T o celebrate th e jou rney from launch to Path of Fire , GuildMag ha s put togeth er a timeline o f all the g ame’s major releases. For the sake of space, we’ve excluded Halloween and Wintersday since they come around every year and we’re all pretty familiar with them an yway. So without further ado, enjoy this Guild Wars 2 release timeline!
12 SAB: Back to School
Moto returned to teach all the young progeny the importan ce of retro platformers.
14 Twilight Assault
The first new dungeon path added to the game since launch brought us the Aetherpath in Twilight Arbor.
16 Fractured
We delved in to the M ists to investigate new fractals and uncover th e truth about Tyria’s past and futu re.
18 The Edge of the Mists
We found uncharted grounds in the Mists t o further our ad van tage in the everlasting war! This the fi rst new map added to WvW and is still frequente d by the entire commun ity .
20 April 2014 Feature Pack
A bucketload of new features for all of us to enjoy! The most n otab le of these were the wardrobe and megaserver systems .
22 Gates of Maguuma
Our epic journey to the west began as tragedy struck our sky-faring friends. The Master of Peace was missing and the Zephyrite fleet burned in Dry Top.
Tequatl’s master is gone and he’s n one too happy abou t it. Players flocked to Sparkfly fen to battle the new Sun less Scourge, n ow stronger than ever.
Tequatl Rising 13
The Tower of Nightmares rose from the depths for two episodes of Living World, changing the face of Kessex Hills forever and introd ucing us to an alliance of toxic enemies.
Tower of Nightmares 15
We delved deeper into Scarlet’s psyche to fi nd out just what made her tick. In Origins, we discovered her base and read her secret journals to get an idea of how sh e became so tw isted .
The Origins of Madness 17
This epic three-part chapter marked the death o f old Lion’s Arch. We watched as Scarlet destroyed our beloved city, then rose to defend its remains. In the culmination of this attack, Scarlet met her demise, and we came to learn of the Jungle Dragon ’s existence.
Battle for Lion’s Arch 19
The Zephyrites return to the Labyrinthine Cliffs to share their wares and wisdom.
Festival of the Four Winds 21
Unfortunately, our old friend S carlet Briar had other plans for the Qu een’s Jubilee. Chaos ensu ed as the Queen’s new machin es were twisted an d turned again st those th ey were bu ilt to protect.
Clockwork Chaos 11
24 The Dragon’s Reach
Rytlock dove into the Mist s and o ur heroes tried to forge allia nces between the natio ns of Tyria.
26 Echoes of the Past
Our heroes journeyed to a hidden library an d the lair of an old prophet...
28 Seeds of Truth
The truth was revealed and the past made clear. What were the origin s of the sylvari? And what was the Pale Tree hid ing from u s?
30 Free to Play
Guild Wars 2 opened its doors to a whole n ew world of players!
32 Spirit Vale
Raids came to the Guild Wars 2 scene with a bang, starting with the fi rst wing of Forsaken Thicket!
34 Salvation Pass
The second wing of Forsaken Thicket revealed the order behind th e Spirit Vale bandits: the White M an tle.
Mordremoth’s corruption spread across Tyria in a wave of death and destruction, leaving massive vines and tragedy in its w ake.
Entanglement 23
An even bigger bucketload of features! This time with an updated Trading Post and a better experience for new p lay ers.
September 2014 Feature Pack 25
We chased after the Master of Peace in order to retrieve the mysterious Dragon Eg
Tangled Paths 27
We were on the Dragon’s do orstep ; there was no more turnin g back…
Point of No Return 29
We took the fight to the Jun gle Dragon in th e largest featu re and story update the game had ever seen!
Heart of Thorns 31
It’s like a feature pack, but seasonal! This time, we took to the skies in central Tyria and fought an even stronger Sh atterer.
Winter 2016 Quarterly Update 33
36 Spring 2016 Quarterly Update
The birth of spring brought the birth of new features! The Heart of Maguum a was updated and HoT owners all received a free level 80 boost!
38 Stronghold of the Faithful
In the culmination of the Forsaken Thicket storyline, raiders assaulted the White Mantle’s enclave and raced to stop X era’s n efariou s plan...
40 Rising Flames
We journeyed south to the hellish Fire Island chai n in ord er to learn more about the nature of Elder Drag ons.
42 The Head of the Snake
We cut o ff the head of the snake an d crushed the White Mantle’s attack on Divinity’s Reach! The standalone raid Bastion of the Penitent was also released, where an old foe awaited ...
44 Flashpoint
We revealed a god, met the ancient druids and glimpsed another Eld er Dragon all in one amazin g chapter!
46 Path of Fire
Both Balthazar and Kralkatorrik’s call drew us to the land of sand and adventure! Elona was calli ng...
Moto returned with what could only be described a s the most loved festiva l in Tyria.
Super Adventure Festival 35
The competitive PvP scene got its day i n the sun with the advent of Leagues.
PvP Leagues 37
The world stood in shock as a dead race, th e mursaat, came back to life before ou r eyes.
Out of the Shadows 39
As a nice change after all that heat, Braham lured us north to an especially icy part of the Sh iverpeaks.
A Crack in the Ice 41
Moto was back with his box of platformer goodn ess!
Super Adventure Festival 43
We returned to Orr to chase down Balthazar, th e hu man god of war.
One Path Ends 45
RENEGADE
28 GUILDMAG #21 | LORE - The History of the Su nspe a rs
espite the tragedies of recent events, there have also been opp or- tunities; th e openin g u p of the lands of Elona, and hence the opportu nity t o study them, that h as not been availab le since the con- quest of the region by Palawa Joko centuries ago. With this opportunity , however, comes a dilemma: should the organisations of northern Tyria, including our own Priory, ou tward ly cooperate with the lich king, despite all of the risks that such cooperatio n would en tail? Or sh ould we throw our support behind the factions tha t oppo se him, in h opes of bringing him down an d earning th e ability to visit and study the region with out his restrictions and censorship of the truth? In making such a d ecision, it behooves us to familiarise ourselve s as much a s possible with th e histo- ries and activities of the organ isa - tions and individuals in qu estion. While Palawa Joko’s true origins remain a mystery - probably largely due to his own e ff orts at obfu sca- tion - I believe that w e do have the pieces to put together to u nder- stand one o f the organisations that sta nd s against h i m: t he r e mn a nts o f the Order o f the Su nspears.
The organisation known as the Sun- spears was formed by Queen Nadi- jeh o f the Primeval Dynasty as the Sunspear Guard, actin g as the royal protectors of the Primeval Dynasty. Despite their connections with the Primeval Kings a nd Queens, most of the Sunspear Guard were not interred i n the Tomb of the Primeva l Kings, but instead were buried in a series of crypts south of Fahru nar, the ancien t Istanian capital, in the region that would later be know n as Lahten da Bogs. Even the most ancient of the Sunspears, however, have shown a reluctan ce to pass easily into the Un derworld - some of their spirits remain and could be invoked by their living successors as late as 1078 AE, while others mani- fest in the Tomb of Primeval Kin gs as ghostly gu ardians of th e crypts of their monarchs. When the Prime- val Dynasty was brought t o an end by the Scarab Plague, as the living Sunspears evacuated and sealed o ff a ff ected settlements, yet mor e ghostly Sunspears appeared t o take up an eternal vigil, preventing the living from gaining access to the city and thus protecting the dangero us artifacts of Abaddon beneath the city. With the fall of unifi ed governan ce

The Sunspear G

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The History of

the Sunspears

Being a transcript of a lecture by Scholar Eleanor Draxynnus in the Season of the Scion in the year 1330 AE. BY DRAXYNN IC
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LORE - The History of the Sunspea rs | GUILDMAG #2 1
of Elona, the survivors of the Sun- spear Guard were left w ithout a mandate. Un der the leadership of Sogolon the Prot ector, they reformed into the Order of the Sun - spears, an independent order th at sought t o protect Elon a as a w hole from threats both internal and external, while remaining above the politics of the various nation-states that arose in the vacu um left by the fallen dynasties. To this end, with the resettlement of eastern Ista n, the Sunspears established a n ew headquarters in the Plains of Jarin near the growing port-city of Kama- dan. It was from here that the Orde r took on new missions, fi ghting alongside Turai Oss a against Palaw a Joko’s fi rst invasion, and protectin g the people of Elona against threats such a s harpies, corsairs, skale, and the h ighly aggressive Elonian h ylek know n as heket. Their greatest test, however, would come with the o nset of Nightfall in 1075 AE. What began a s a fi ght again st an upsurge of corsair activity lead to the discovery of a conspiracy by Warmarshal Varesh Ossa of Kourna to destabilise Istan, granting her the opportunity to raid Fahru nar for artifacts of the fallen god Abaddon in an e ff ort t o return him t o Tyria. In response, Spearmarshal Kormir rallied the Sunspears, along w ith the navy o f Istan an d veterans of the fi gh ting in Cantha and Kryta, in order t o launch an invasion of Kourna aimed at endin g Varesh Ossa’s schemes. A t fi rst, the Su n- spear assault made good progress, reaching the Plaza of the Five Gods at the heart of the island fortress of Gandara. But they were to o slow: as they arrived, Varesh completed a ritual to summon demons that tore the heart out of the Sunspear army. The survivors sca ttered into the wilderness of Kourna, while Kormir herself was captured and blinded b y the summo ned creatures. Led by the S unspear strategist
Dunkoro and a Sunsp ear o ffi cer whose name has been lo st to histo- ry, the surviving Sunspears rallied, forming an insurgency from a hid- den sanctuary near th e village of Ronjok. From here, the Sunspea rs were able to rescue many of th e prisoners that h ad been captured by the Kournans, including Kormir herself - although her contact with Abadd on’s demon s wou ld soon cause her to be pulled in to the Realm of Torment. When Va resh Ossa moved into Vabbi and then th e Desolation, the Sunspears followed, doing what they cou ld to protect Vabbi from Varesh’s Margonite followers and fi nally cornerin g her at the Mouth of Torment. Desp ite the warmarshal’s death, the battle triggered the open ing of th e M outh of Torment, granting th e band o f Sun spea rs res p onsible the oppo rtu- nity to push forward into the Realm of Torment where they would fi n d Kormir once again. With the aid of Sunspear ghosts rallied by Kormir within the Realm, and the Forgotten custodians that survived within that plane, a small band of Sunspears and their allies were able to push deep into Torment and slay Abad- don, paving the way for Kormir’s ascension in his place. Yet with this victory came the seeds of their o wn destruction .
In order to pursue V aresh Ossa acr o s s the otherwise impassible su l - phurous wastes of th e Desolation, the Sunspears released Joko from his priso n in exchange for a means of passage and the assistance of his A wakened armies against Varesh’s forces. As part of the arrangement, the S unspears and the Order of Whispers demanded that Joko revea l the route of his surprise attack against Vabbi two cen turies before, which he readily d id. The n ext time his b id for conq uest wou ld come, it wou ld be b y another means… Instead of a direct assault, J oko
diverted the fl ow of the Elon River, leaving the people of Kourna drought-stricken. Withou t the mili- tary strength of Kourna, the people of Elona were helpless t o resist his demands, amongst which were the destruction of the Order of the Sun- spears - Joko made it illegal for any- one t o own a spear, and demanded that the Sunspears be turned over to him. Some such Sunsp ears were converted to h is cause, forming the Mordan t Crescent. Others formed an in surgency, opposing his forces from hidden pla ces in the desert o r speaking out against him and his h istorical “revisions”.

Aga

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30 GUILDMAG #21 | LORE - The History of the Su nspe a rs
Of special note is the last Spearmar- shal of the Order, Princess Tahlko- ra. The daughter of Prince Meht u of Vabbi, keeper of the libraries a t Chokhin (sin ce burned by Palawa Joko), Tahlkora was among the band wh o freed Joko an d defeated Abaddon. Because of this, at lea st at fi rst, Joko was afra id to simply
kill Spearm arshal Tahlkora lest she become a martyr. Instead, Joko resorted to maiming her as she spoke out against him, tak- ing h er tongue so she cou ld not speak, and taking her ey es so she could not write. E ven deaf and mute, however, Tahlkora was too potent a symbol for Joko to allow
to remain. In the end, he conclu ded that she was just as dangerou s as a living symb ol as a potential martyr and decided to kill her, hopin g that she could be A wakened and becom e a tool to legitimise h is rule rather than a symbol to opp ose it. Mirac- ulously, even this failed as so me- how Tahlkora retain ed her ow n w ill after her death and reanimation. In response, Joko took back her animat - ing force and left her to lie impoten t - ly in the mountain s near Vehtend i. In the centuries since, the Order of the Sunspears have continued to d windle. Some few remain, but explorers in the desert are probably more likely to encou nter the Mor- dant Crescent or the ghost o f a dea d Sunspear than a living Sunspear tha t holds true to the ideals of the Order . R umour has it, though, that this ma y be changing - that the Sun spears have taken advantage of Joko’s recent absence an d established a new sanctuary east of the Brand, having somehow tamed gri ff ons as mounts to fl y them across the Brand t o stri ke at Joko’s empi re w ith impunity. If this is true, then Joko ’s rule might fi nd itself increasin gly imperilled by a rebellion th at h e is unable to put down at its sou rce. After all, Varesh’s defeat has sho wn what even a small number of Sun- spears can do against greater num- bers as long as their base is secu re, and in time the Branding of eastern Vabbi may prove to b e a b lessing in dis guise, an opportunity for those seeking the liberation of Elon a.
After the original delivery of this lecture, reports began to arrive of a revolution in Istan, led by t he Dragonslayer and a newly appo inted Spearmar - shal, apparently th e fi rst since Joko’s conquest.

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EDITORIAL - Thrifty Threads: Path of Fire | GUILDMAG #21

Thrifty

Threads

Path

of

Fire

ail, heroes and adventurers! Are you ready for a satisfyingly sandy and masterfully mummi fi ed Thrifty Threads? I know I am! This edition isn’t abo ut a con ceptual idea for an o ut fi t; instead, I wanted to go over all the brand new armour sets av ailable
with the release of the Path of Fire expansion. The new armou r sets are truly magni fi cent; I’m just blown away at the level of artistry put into each piece, and each set of armour is so varied a s well. You can venture the treacherous dunes in yo ur Elonian or S pearm a r shal a pparel, o r as mummi fi ed royalty ready to take
back the lan d, adorned in Funerary armour! On th e other hand, why not combat the Forged in pro per Warbeast armour? Or hunt down the Crystal Desert’s most fearsome foes in bounty hunter attire? Path of Fire gives you many opportunities t o mix and match a million times over! Embarking on an adventure to such a place as the Elonian Desert requires the right get-up, so who better to have as a fashion con sultant than the Elonians? They have con quered the desert for hu ndreds of years, and in doin g so have made th e perfect out fi ts t o wear for an y of your adventuring needs! They ’ve created the perfect blen d o f loose fabric and adorn ments while keepin g you protected against whatever lurks b eyond the d unes. But it d oesn’t stop there; the Order of the Sunspears h ave upgraded to an even fancier, fl ashier statement piece! If you’re lookin g to complete your fashion-forward desert look, then look no further: the Elon ian and Spearmarshal out fi ts provide the perfect so lution.
BY XEROE
H
32 GUILDMAG #21 | EDITORIAL - Thrifty Threads : Path of Fire
Out of all the n ew armou r sets, Elonian is the easiest to obtain. Just fi nish the Path o f Fire story and alon g the way yo u’ll earn all 3 armour types with ease! The Sp earmarshal armour isn’t hard to get either; y ou can choose a piece after the fi nal PoF mission. Ou tside o f the story, you can learn how to craft it from various heart vendors around th e Elonian Desert. Tha nkful ly they aren ’t t oo pri cey to craf t ei t her if y ou n ee d to buy t he mat eri al s; th e li s t of vendors and th eir l ocations are to the rig ht. Similar to the Elonian an d Spearmarshal sets, the Funerary set combines di ff erent elemen ts to make it a n artistic yet powerfu l looking armo ur . M ummy wrappings , and armour that looks very pointy, decorative and regal, makes you turn into a high king o r queen ready t o take the land back from Joko and Balthazar! Delvin g into forbidden ruin s and u nlocking the dead royalty’s secrets comes with a dangerous downside, bu t unlockin g those secrets brings w ith it th e Funerary armour. These sets were worn by the ancien t Primeval kings and queens of Elona - a perfect d i s guise for any who wish to travers e the Crypt of the Royal K ings a t th eir leisure. For all the necromancer s out there, these sets provide ample opportunity to enhance your deathl y ( or death-d efying) look! Personally I know I’ve always wanted to be a hig h fashion mummy. The Funerary armour sets require you to complete collection achievements per armour piece, which are shown o n the righ t. After you have fi nish ed a collection, when travelling to the Tomb of Primeval Kings you ’ll n otice a vendor wh ich will let y o u purchase the piec e (s) yo u have un locked.
Adisa: Ustulate Barrens Assistant Foreman Kofi : Arid Gladefields Ebele: Elon River lands Follower Dawnwynn: Augury R ock Follower Xunn: Skyward Reac h Groffmok: Aub urn Hills Mehmet: Free City of Amnoo n Skimmer Trainer Ardra: Skimmer Ranch Stablemaster Unja: Stam pede Uplands Tendaji: Diviner’s R each Veteran Choya Chief : Brightwater Inlet
Head: Washing th e Brow Shoulders : R ecitation of the Litany of Deed s Chest: Glorify the Golden Heart Gloves: Exaltation of the Guardians Legs : The Collection of Tribute Boots: Walk th e Land

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EDITORIAL - Thrifty Threads: Path of Fire | GUILDMAG #21
The bo unty system introduced in Path of Fire is a great a ddition to the game, and what better way to celebrate bou nty h unting than with its very own out fi t! The nice thing about the Bounty H unter’s armour sets is their ability to mix and match w ith other armour pieces. For example, armour like the Primeval heavy set or the Tribal light armour set work very well with a combination of Bou nty H unter’s armour. That’s n ot to say the Boun ty Hu nter’s sets aren’t great on their own, but having a b etter opportu nity to use them in more looks is de fi nitely a h uge ben e fi t. There are three main ways t o acquire pieces from the Boun ty Hunter’s set. The recipe for th e gloves, legs and shoulders are sold by Priory Historian Elisa, who can
be fou nd in a certain Crystal Desert region, changing zones on a weekly basis. Ley-Infused S an d can h elp you check if she’ s in you r zone, or alternatively check the o ffi cial wiki. She also changes her deals daily and/or weekly. Meanwhile, the recipe for the chest is rewa rded uncommon ly on legendary bou nty missions. Finally to fi nish any pieces you wanted that weren’t listed, there is a Crystal Desert PvP and WvW reward track for you to work towards! The fi nal armour set is none other tha n th e man iacal ly metal War beast variety. Armour of this qua lity seemingly makes you fi t right into Balthazar’s Forged army ready to take the Crystal Desert by storm ; it has a very pointed, yet smooth an d sleek, design. Something I found similar was the parts of the Zodiac armour sets that blen ded well w ith the Warbeast armour - so there’s
room for experimentation! Not only does the armou r have a semi-gloss metal fi nish, but certain pieces like the heavy shoulders have luminou s orbs being held by twisted points all around. Other sets have that same orb material but in-lined in parts of the gloves o r boots, etc. This armou r gives o ff a very futuristic vibe, especially the light armour, but at the same time it fi ts right in with the rest of the game’s aesthetic wh ilst being di ff erent enough t o make a name for itself. Having a name like Warbeast is sure to turn head s when you show o ff th ese out fi ts. Obtaining this armour set can be more elusive than you think. All in all , you get the pieces through craftin g ; to get the recipes you have to defea t champion Forged to obtain Battere d Forged Components, so really it’s your lu ck in RNG and prowess on the Forged- fi lled d unes that will see you with y our own masterfully crafted Warbeast armour. Good luck!
RE: Durmand Priory Report: Rumors of an an cient spea rmarshal prese nc e in the Do main of Vabbi Steward Gixx, If I ever make it back t o Priory Hea d quarters, I ’m quittin g. I mean i t this time. Do you k now how hot i t is in Elon a? I feel like I’ m dying . Th e air is so dry and yet I sweat all day. I sweat through my clothes faster than this thrice- cursed heat can dry them, leaving me over heated, damp, and sticky for as long as the sun is in the sky. Th is is worse than that time you sent me to search for Quaggan relics o ff the coast of Orr! It’s already the season of the Colossus; I should be sitting in the Priory Library, sipping tea, enjoying the snowfall… but no. You had to agree with me when I suggested an investigation into the rumors surrounding an ancient Elonian spearmarshal. You k now I hate the heat. Now I understand why you left the room laughing after agreeing to fund my expedition. Right. On to business. I found her. It wasn’t easy; I had to travel much farther southeast than original research suggested. Far past the poisonous sands of the Desolation, to the very ed ges of the D omain of V a bbi, but I did fi nd her. Or should I say, I found what’s left of her. Tahlkora, daughter of Prince Mehtu the Wise, Guardian of the Great Library of Chokhin, and last Spearmarshal of the Order of the Sunspears. In Amnoon, she’s spoken of with great regard. She’s a folk hero, and her adventures are told in tales around the fire. She became what Palawa Joko never wanted to turn her into - a martyr in the fight against his rule. Sh e was b orn s ome time arou n d e i ther the e n d of 1057 AE or b egi nn ing o f 1058 AE. I’ve not been a ble t o p i np o i n t an exact date as of yet* due to the realities that after the second rise of Palawa Joko many records were either lost, intentionally destroyed, or worse - they were altered t o re fl ect Joko’s propagandized version of history. She was born into nobility, becoming a priestess of Lyssa at a young age. Despite her sheltered upbringing - or perhaps because of it - sh e ra n a way from h ome s hortly a fter turning 18. I keep h earing a bout her desire t o trave l the world and live a grand life “like the great adventurers the storytellers spin tales a bout.” She succeeded, for better or worse. She teamed up with a band o f her o es and fought against the corrupt warmarshal V aresh O ssa, before continuin g the fi ght against the fallen god Abaddon to prevent Nightfall. During this time, she fell in love with another member of the traveling party: the warrior Koss Dejarin (see ‘Koss on Koss’ located in the Special Collections section of the Durmand Priory Library). Upon realizing that Koss and another party member, Melonni, were i n love with each other, she stepped aside. She never fell i n love again. Maybe she just didn’t live long enough to have the chance.
THE
DURMAND
PRIORY
From the o ffice of Kora Sangbrell Department of Lore
Steward Gixx Durmand Prio ry Head quarters Lornar’s Pass Shiverpeak Mountains 19 Colossus 1330 A E
It should be noted that it was also this group who released Palawa Joko from his prison. Th ey needed his aid to cross the Desolation and stop the Warmarshal from unleashing Nightfall; I believe this is what they call irony. Following the battle against Abaddon and the ascension of Kormir, Tahlkora rose to prominence across Elona. She spoke, and the people listened. Th is was not to be allowed under Joko’s new rule. She was captured, but rather than kill her, Joko cut her tongue out to make her an example of what would happen to those who spoke out against him. It seems he believed that following this torture, she would be una ble rally the people t o her cause. How could the people of Elona listen to a mute, right? Wi thout a v oice, Tahlkora turned t o w ritin g. One local villager told me t hat Tahlkora w rote countless pam p hlet s and notices, spreading her words far and wide. I’ve yet to fi nd any surviving copies or duplicates so I can’t speak to the speci fi cs, but it’s safe t o say, the people continued t o fi ght a gainst P alawa Joko’s unjust rule under her guidance. In retaliation, Joko again captured her, and this time h e took her sight, saying i t would bring her close r to her beloved Kormir.” Again his attempt t o silence her failed. By this point, Spearmarshal Tahlkora had many loyal followers, and they continued t o spread her message. Palawa Joko himself had turned her into a symbol of resistance that threatened his dominion over Elona and its people. So for one last time, Joko captured Tahlkora. A nd this time, he killed her. He intended to turn her into one of his Awakened thralls and parade her before the people of Elona, breaking their spirits and ending all talk of resistance. Once again he failed. Gixx, before you get all uppity a bout supposition and hearsay, let me name my source: Spearma rshal Tahlkora herself. I found he r high a bove the desert sands on the Yahnur P lat eau. Th e O r der of the Sun s pears m ay be mor e broken than not, but the last Spearmarshal is still guiding the remaining members and working to rebuild the order. Her remains are sti ff and mummi fi ed by the relentless sun and dry desert air, but despite being dead and una ble to v ocalize, she speaks quite eloquently. She shared the story with me of how she died. Apparently, it was somewhat of a shock to both her and Joko that, Awakened as she was, she retained her free will. Unable to control her in life or death, Joko removed “all but the smallest spark of Awakening” and then had her body deposited upon a high cli ff top to languish, alone, for the rest of time. And s he was alone - for a v ery long time. But t h en, she e x p lained to me, the g r i ffi ns arriv ed . One at fi rst, b ut th e n it returned with a mate and they built a nest. In time, the eggs hatched; within a few years, the cli ff top was a year-round roost. Th e Spearmarshal says the gri ffi ns have become her eyes and ears in the world beyond. At fi rst, I thought she was speaking metap horically, but I’ve come to realize that she meant this literally. It i s my fi rm belief (and hers too) that Spearmarshal Tahlkora was blessed by the Goddess Kormir. In the Spearmarshal’s own words, “when Joko attempted to awaken me, I believe Kormir intervened. She safeguarded my will, and I suspect she gave me this ability to speak without words.” I believe it was also Kormir who sent the gri ffi ns to watch over and keep Tahlkora company. Th e Spearmarsh al has asked for my help in locating several Sunspear artifacts - and a few other minor tasks of which I won’t bore you with the details. As an archon of the Durmand Priory, i t is my solemn duty to seek out and secure dangerous kn o wl e d ge. I believe that should these Sunspear artifacts fall into the wrong hands i t coul d potentially be very dangerous not only to the people of Elona but to those i n Tyria a s well. A s such, I will need an additional 250 gold to fund this secondary expedition to secure these relics. Kora Sangbrell Archon, Dur mand Priory * I d id try asking t he Spearmarshal fo r her exa ct birt hday, but she seeme d to fi nd amusement in keeping it secr e t. She di d sa y th at I a m welcom e to return wh e n I believe I’ve discove red i t an d promis ed t o con fi r m or de ny th e accuracy. I thi nk sh e ju st wa n ts m e to return to ta lk more wi th h e r.
K.S
FIREBRAND
40
as it been a year a l - ready? It seems like onl y yesterday I was writing my raiding retrospectiv e
for the GuildMag Annual 2016. Time certainly does fl y and Guild Wars 2 is as strong today, if not more so narratively, as it’s ever been. As far as raiding goes , however, w e’ve onl y seen 2 new wings r eleased since the last GuildMag Annual. That may sound like a slow release cadence t o some, but bear with m e as I discu ss what we’ve got and where we are heading in this latest attemp t to ex- plore the G u i l d Wars 2 raiding scene . On February 8th 2017, Bastion of the Penitent was released alongside Episode 4 of the Living World: The Head of the Snake. A t this poin t, raiders had been waitin g since Ju ne 14th of 2 01 6 - nearly 8 mo nths - for a new raid, so when Bastion of the Penitent came along, t hat portion of the community were chomping at the bit t o get in there an d smash against the new bo sses. ArenaNet delivered 4 bosses in total, which is more than any other win g to date. Unlike previous raids, however, Bastion was also a standalone wing, which meant that th e story bein g told there started and fi nish ed all within those bosses - th ough that’s not to say the story was an y less epic. The fi rst 3 raid wings and the entire - ty of the fi rst r aid itself dealt with the W hite Mantle and w hat was
happen ing to their order and th e power of the bloo dstone. Bastion’s theme was con nected bu t did n ot follow that stor y further; instead we re-visited an old Guild Wars mystery: the disappearance of the fou nder of the White Mantle, Sau l D’Alessio. We infiltrated a mursaat prison to uncover w hat happen ed to Saul, kept alive all these years by the Eye of Janthir an d tortured daily by the demon Deimos. As awesome as this story thread was, it caused quite the stir amongst players invested in these storylin es but who have issues accessin g raid content, which is something th at continu es to be an issu e to this day. Raiding, as fun as it can be, is not for everyone. Using such an iconic lore chara cter from Guild Wars 1 understandably upset so me players who wanted to experien ce this story themselves bu t were unable to progress th rou gh the encou nters. Today there are lots of communities rising up aroun d raids that offer training and a more relaxed envi- ronment. The problem is that th e Guild Wars 2 player base t ends to still rely heavily on pickup grou ps usin g the Lookin g For Group tool. These squ ads can sometimes tend to b e rather strict on who they allow to tag along an d what th ey expect of a player, which means they  aren’t always the best place
to learn a n ew raid or experience the story. M y advice has been - and continues to be - to seek out trainin g guilds o r join a guild that has a stati c group that best fi ts y our sch edule and attitude toward the game and this game mode.
BY MMOINKS
H
Raiding in INKS 2017
MMOINKS returns to share his th oughts on the Guild Wars 2 raiding scen e.
GUILDMAG #21 | EDITORIAL - INKS: Raiding in 2017
EDITORIAL - INKS: Raiding in 2017 | GUILDMAG #21
A few examples o f this include Guil d - Mag, who has a static for raiding newbies, The Raiders Inn for NA and the Crossroads Inn for EU. There is room for everyone but you ’ve got to pu t in th e “wrench time” as th ey like to say. This doesn’t mean that player involvement can’t or shouldn’ t be improved (I thin k that it should), but we’ve yet to see such improve- ments. Just as an example, Wo rld of Warcraft has a raid LFG tool that als o lowers the di ffi culty and reduces the loot obtained. Anoth er op tio n is to look deeper into di ffi cu lty scalin g or reduced party size for raids. Realiz- i ng ei th er o f t he se op ti on s i ne vi t abl y requires more develo pment time, which is something we already stru g - gle with, but I do think it should get a deeper lo ok. Bastion of the Penitent and its 4 r aid bosses o n normal mode su ff ers, in my opinion, fr om being fairly easy. Cairn, th e fi rst boss, might be con sidered a challenge to some w hen ini tia lly e ncou nter ing h i m; h e has a few mechanics which makes the boss feel a little hectic at first, such as the Displacement teleports and Shared Agon y player AoEs. Players seem to adjust fairly quickly though and once yo u do he tends to be a bree ze. In fact, a few extr aordina ry individuals are actually a ble t o solo this boss , which is n o t something that is very com- mon when it comes to raid s in Guild War s 2. Beyon d Cairn, the secon d boss, the Mursaat Overseer, is a statue and can be seen as a mini ch ess game of sorts. It’s not so much a puzzle bu t a series of mechanics, including keepin g yourself ou t of the insta-death floor sp ikes,
moving the statue a little and d eal- ing with the adds as th ey come up . This is pro bably th e easiest fi ght in this raid. The third boss, Samarog, had some bugs early on but the objective here, for the most part, is to have your tank pull h im arou nd while the rest of the grou p ch ases after him avoiding his knockbacks. He does have a fun mechanic where two players will be rando mly select- ed and have to stack on top of each other ou tside the rest of the raid or massive damage will ensue. A fun fi ght for sure, but nothing too out of the ordinary for Guild Wars 2 players . Deimos is the real challenge in this win g and until Hall of Ch ains came along he was the big baddie to beat. Deimos has 36 million hit poin ts, has a Demonic Aura w hich damag- es anyone in range every 3 secon ds and has a number of h eavy hitting attacks you don’t want to get hit by. You’ll want to have 1 person to kite or draw away th e S oul F east ability; these are grasping hands that you do not want Deimo s to walk across. He has 5 phases and the party is often split into two to deal with Saul or Deimos in th e demon ic realm. At 60% black o il will start to show up; if a player steps in it the oil will spread over the platform, dealing a lot o f damage and often times causing a party w ipe. Obviou sly these fi ghts are all a little more detailed than I le t on here, but the real challenge is in the last two bosses. That is, un til we take a look at challen ge motes.
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42 GUILDMAG #21 | EDITORIAL - INKS: Raiding in 20 17
With the release of Bastion of the Penitent, ArenaNet started to a dd more challenge motes to up the ante in di ffi culty, in ad dition to a reward rework. What rewards you might ask? A normal C M reward will give you an item called Box of Raid- er’s Su pplies, w here inside you’ll fi nd 2 rando m pieces of loot from any of the Tier 7 ascended crafting materials, or a Chest of Insignias or a Chest of Inscriptions. A ll of these can be sold for a nice p ro fi t o n the trading post, or y ou can keep them for yourself and work on ascended armor o r weapons. Raid boss CMs will give you a Top Tier box related to the particular boss, which a re even more fruitful than the Raider’s Sup plies. These chests includ e: 1 chest wh ere you get to choo se a reward from the boss’s loot table; 3 random Tier 7 ascended crafting materials; 1 Chest of Insignias; 1 Chest of Inscriptions; 1 Box of Raid- er’s Utility (which gives the player the choice of 20 to 40 of commonly used utilities); and 1 Box of Raider’s Sustenance (wh ich gives a cho ice of 20 to 40 of commonly used foods for raiding). Once again you can keep these which will h elp you progress in current or future raids, or you can sell these on the tradin g post and make quite a pro fi t. How- ever, the problem with these is that they aren’t repeatable and some- times fi n ding a group willin g to do these CMs can be a ch allen ge. In Bastion, the actual di ffi cu lty of the challenge motes is an other point against them. I f they manage d to add a deeper level o f challenge on all bosses I would have said that Bastion of the Penitent would have been a favorite wing. Unfortunately this isn’t the case as the fi rst two bosses, even on challen ge motes, aren’t that challengin g. The heat does turn up on Samarog and Dei- mos, but the raid was plagued b y bugs early on. Many (but not all) have been fi xed since,
but certainly at the time it a ff ected players’ perception of the b osses and their di ffi cu lty. Wh ile the wing’s layout was exactly what I was look- ing for, being all bosses and no events, the over all di ffi culty was lacking and the addition of more CMs was a great start, but I think they really need to be repeatable to encourage more groups t o keep doin g them.
Nine months after Bastion, on No- vember 28th 2017 , Hall of Chain s was released. Where is the Hall of Chains? W ell it’s in th e Underworld! That’s right, if you played G uild Wars 1 then you are likely familiar with this end-game area; how dif - fi cult it was and h ow it still holds a place in many players’ min ds to this day. At the time of writing, the raid is still very new. ArenaNet went back to the drawing board o n this one, adding even ts back in (wh ere they were previously missing from Bastion) and uppin g the di ffi culty overall. This wing has 2 bosses and 2 events, where 1 of the events is t o defeat 3 mini bosses. While I am n o t the biggest fan of events based on p revious win gs, these latest ones s o far aren’t too bad and certainly earl y on provide an interesting challenge alongside rewards - which wasn’t always the case w i t h other events i n previous raid wings. How ever, h ow am I goin g to feel in a few month s when I ’ve done these even ts over and over again? I’ve said befor e that I’d like to see some way to skip these events and that might have been vi-
able in the previous wings. Sadly here, and probably going forward , ArenaNet is looking to reward us for doing these events even if I (and many oth ers) fi nd them to be q uite the time sink and a little stale after a few months. I say sadly because o f m y lack of general enjoyment after a few m o n ths, but I a m sure there ar e players who really do en joy these easier events and th ose rewards.
When it comes to th e bosses, the di ff erence with Hall of Chain s is that what we’re presented with are actually di ffi cult. There ar e ma ny groups who have wiped over and over again on the Sou lless Horror - the fi rst boss - and for the fi rst time in a long time, the raid win g w asn ’t cleared in the fi rst 24 hours. Dhuu m (that’s right, the fallen god of death) is the last boss in th e Hall and he is incredible! He’s di ffi cult, has in ter- esting mechanics and is right now the most di ffi cult boss in Guild Wars 2 , sporting 32 million hit poin ts and a 10 minute enrage timer. H e chal- lenges y our group t o split itself into several di ff erent roles: you need 2 power DPS classes to deal with Enforcers who take extr a da mage from power over conditions; at leas t three players on high mobility, non- squishy, classes to deal with a gree n circle mechanic; and y ou need one kiter to deal with Dhuu m’ s Messen- gers. Most players w ill n eed a stun break of their o wn and a condition cleanse of some kind. There is a lot of personal responsibility that goes int o this fi ght, making it all the mor e di ffi cult.
EDITORIAL - INKS: Raiding in 2017 | GUILDMAG #21
Hall of Chains does have challen ge motes just like Bastion did, but once again these are not repeatable and I really would like to stress how important I feel it is to make these repeatable for rewards. The lon ger the raid is out, the more di ffi cult it becomes to fi nd groups who w an t to do these challenge motes, thus alienating players w ho do n’t have a static to help them. This brings me onto th e state of raiding as a whole. Sadly raids in m y opinion still suffer from two major things in 2 017. The first : accessib ili- ty. It’s been said befo re, b ut raiding was originally design ed to be the most challengin g con tent that Guild Wars 2 can offer. It certainly is that on many levels, however w hy can’t there be an easier mode? For a long time th is was something that I was against, but as lon g as higher diffi- culty is maintained for tho se wh o want it, I don’t see why there can’t be variable levels of difficulty w ith variable levels of rewa rds. Current raiders want greater challenges; they want repeatable challenge motes, but there is a large un- tapped audience ou t there who either isn’t interested or are intim - idated by raids. The win gs have some really great narrative and while there are other ways for players to get a h old of this narrative if they really want to see or know it, it wo uld be great  to get more and more  players involved in  this  game mode. Give  these players a steppin g stone to get involved,  and in turn hop efully  grow their own comfortability and skill level to tackle greater challenges that are  more rewarding. Hall of Chains is the mo st difficult raid  to date and at the same time  it’s another Guild Wars 1 narrative that a go od deal of players are cut off from. I’d love in the future if more and  mor e players could feel  more comfortable getting  in volved in raids  not on ly for the
joy of raiding but for the narrative as well. The second issue w ith raids as I see it currently is the release cadence. At one poin t a lon g while ago now we w ere told that it might have been possib le to see 6 w ings per year. Sadly we are nowhere near th at. We aren’t even at half of that right now . It’s not uncommon for raiders to wait 8 or more months for a new wing, and personally that is just too slow. I’m n ot alone in thinkin g this either: as much as I love the chal- lenge, I have seen some of th e com- munity shrink on this fro nt as they get tired of waiting. There is, however, a sil - ver lining: in a recent reddit AM A with ArenaNet, we  were told  that the  pace of raid
releases is going to pick up once again. I would also stress to myself - but also to other players - that th e Underworld, or the Hall of Chain s, is heavily related to Path of Fire. While not con fi rmed, I am sure tha t held up th e release some as well. Regardless of the tw o problems I outlin ed above, raids are overall in a decent place.They have brough t back some of the d i fficulty players are looking for and this proves to me that ArenaNet is cer tainly capable of delivering that ch al- lenge to its players. On top of that, the narrative r emains strong. If the raid develop - ment  team is able to address the  issu es I’ve mention ed here, then we very well could b e  e nteri ng a golden age f o r Guild Wars 2 raiding.
43
BY ST AR CONSPIR ATOR
community

art

or many, Guild Wars is a source of inspira- tion. I t is just one sign of a well-built world that so many of us c a n play with its themes , characters, and environs to c reate new visions and tales that we then share with ou r fellow gamers. We create unique character s and alter egos who inhabit a land full of myriad possible stories. While some of our fello w players write amazing fi ctio n, other s express their creativity through color and line, creating visual w o rks of a rt. T his iss ue , we take a look at some of the fanart that has been created with the latest expan- sion in mind .
The release o f Path of Fire welcomed us into a vast new section o f Tyria, and our community’s talented artists found much to be in spired by in th e lands of Elona. Many of the pieces we’ve chosen to feature this issu e relate t o the new mounts we are all bounding and ski m - m ing a bout u pon , while a few o thers i nvite us t o e x per i - ence Elona and the Crystal Desert. Each of the featured artists has so much to o ff er and exploring th eir other work u sing the provided links will not disappoint!

DESERT INSPIRATION

F
44 GUILDMAG #21 | ART - Community Art
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ART - Community Art | GUILD MAG #21
In the piece To the Desert , artist K i- nixuki captures the overwhelming excitement many of us felt as w e looked forward to the release. The sylvari in this piece are eager t o explore new places and experience the world as it unfolds before them, although the darker fi gure seems to be p ulled forward b y his more en - thusiastic companio ns.

“To the Desert” by Kinixuki

kinixuki.devianta rt.com
46 GUILDMAG #99 | Nunc te mpor luctus interd um
My fi rst experience with Path o f Fire was standing in Divinity’s Reach and watching a raptor mount a ppear out of thin air! My surprise at seeing the beast was only o utdone by my eagerness to procure m y own. Col- lecting all the mounts b ecame my top goal, even more impo rtant th an fi nishing the story or open in g any new specializatio ns. Happily, o ur community’s artists have prov ided
a large number of images featuring each of the moun ts. The fi rst mount, the raptor, is well suited for traversing the world we fi nd ou rselves in, able to run and leap and fi ght. Oasis by ZombiDJ captures the feel of the raptor a s a constant compan ion… one would argue more useful than a ran ger’s pet! The tranquility of this scene
with the rock deer belies the danger we all kn ow is waiting just over the horizon. How ever, with a raptor by your side you are never without a competent partner. As seen i n Ra ng- er and Rapto r by Skave nZ vero v, eve n a vanilla ranger can bene fi t from th e fi ghtin g prowess of the raptor.

“Oasis” by ZombiDJ

zombidj.deviantart.com

“Ranger

a

nd Raptor” by SkavenZverov

skavenzverov.deviantar t.com
47
Nunc tempor luctus interdum | GUILDMAG #99
47 Nunc tempor luctus interdum | GUILDMAG #99
Of course these mounts, n o mat- ter how functional, can become the subject of “cuteness overload.” Springers, the giant kangaroo rats o f Elo na , certainly fi t that bill. Althoug h they are amazing m odes of t rans- portation, their b unny -like features guarantee we will be seein g more of them in a wide array o f scenar- ios such as Pipann ’s ligh t-hearted drawing of a mob of springers
overwhelming a hapless adventurer . A mount’s usefu l ness is further illu s- trated by K night- mj’ s O ver the Oce a n . Skimmers have shown themselves to be o ne of the best ways to ex- plore the far-o ff shores and h idden bays of Tyria and this piece u ses shape and color to give u s a sen se of rising adventure. Looking a t the asura rider, we can feel the thrill of
discovery as she sets out into the unknown with her tru sty mount!

by Pipann

pipan n.tumblr.com

“Over the Ocean” by Knight-mj

knight-m j.deviantart.com
48 GUILDMAG #21 | ART - Community Art
Beca use I am an inco m petent jump- er, but a stubborn gamer, it took m e quite some time t o procure th e last of the easily collected mou nts: th e jackal. However, I found it to be the most appropriate for the setting, an idea that is encompassed in Mummy Jackal b y EllBeh.

“Mummy Jackal” by Ellbeh

ellbeh.deviantart.com
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Nunc tempor luctus interdum | GUILDMAG #99
Even the god-king o f Elona, Palawa Joko, gets a mount in W esto n T. Jones’ piece. When I fi rst saw th is piece, I was reminded of the Scor- pion Kin g from Th e Mummy 2… maybe it’s ju st me.

by Weston T. Jones

twitter.com/westo ntjones
50 GUILDMAG #21 | ART - Community Art
In the end, our journey through Elona brought us to the fi nal battle between Aurene and Balthazar. Au - rene, already the subject of a n um- ber of artistic pieces across the co m- munity, found herself pitted against the god of fi re an d war. How could the adorable baby dragon stand before such an op ponent? W esto n captures the dragon’s crystalline nature and plu cky attitude in his piece Aurene vs. Balthazar , creat ed prior to the release of Path of Fire .
It perfectly melds several story ele- ments from the expansion, includ- ing Kralkatorrik an d t he py ramid s of the C rystal Desert, all of it seemingl y surrounded by fi re, which is ex actly how I felt du ri ng the fi nal battle. There is still so much to explore and experience in the Land of the Gold- en Sun and it has been great fun v i s - iting websites and blogs acro ss our community. There were so many works of art to love and sadly space
was limited so not every piece could be featured. We at GuildMag would like to thank the artists featured in this issue for their permission to us e their work and can’t wait to see wha t ou r comm u nity comes up with next ! We are always looking for more work to feature, both written an d drawn, so if you’d like t o join in the fun, visit us a t GuildMag.com /s u bm i t and share your own creation !

by Weston T. Jones

twitter.com/weston tjones
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LORE - Matters of Ascension | GUILD MAG #21
eities in religion are, by d e fi nition, mysterious t o their followers; b eings that their followers hav e placed their faith in, thus elevating them to a power greater than them - selves, and one which o ften w orks in ways they cannot und erstand . As
s uch, h i stor y holds c o untless s t orie s of individuals or groups seeking to achieve a position where they could commune with their gods to gain stature, power or receiv e enlight- enment on all the questions they were not privy to an swers throu gh their normal lives. Elaborat ing on
this, the races of T yria, predom- inantly the human nations, have similarly been drawn to the idea of communing with the Old Gods through the act known as Ascension . In Cantha, a similar ritual is known as Weh no Su, where the individual would become “Cl oser to the Stars” .

Matters

ascen

sion

of

BY NORTH ERNER (DRAGON SEASO N)
D
54 GUILDMAG #21 | LORE - Matters of Ascensio n
Canthan Ascension dates back t o 1 A E when the eldest prince of Cantha , Chang Hai, refuted family traditions and trained in both the discip lines of warrior and mon k, eventual- ly achieving Ascension. After he became Emperor - the 11th in order and the fi rst of a new line of Ascend - ant Emperors - it became tradition and law for all Canthan Emperor s to become W eh No Su. Ascen sion in Tyria also had the same e ff ect on those who Ascend ed; t hey wou ld b e able to train in a second profession. The fi rst records of seekin g A scen- sion date back to the Margonite civ- ilization, althou gh eviden ce of this is only visible a s remains of struc- tures and less as written records. This on ce-proud, seafaring, nation of humans were special in their own way as they exclusively wor- shipped A baddo n - God of Water and Secrets - thus forsaking th e fi ve other human gods. A s the Crystal Sea was transformed during the ba t - tle between Abaddo n an d the oth er Five Gods, and the Cryst al Desert arose in its place, the rem aining Margonites who had not been trans - formed into demon-like disciples of Abaddon dismantled their ships an d constructed tall structures reaching into the heavens, perhaps mistak- enly believing they would be able to commune with the remaining Gods - and as such achieve Ascension for the sake of redemption. However, historians have little writ ten evi - dence of this, and all that remains are h ollow struc- tures of o ld ship masts and h ulls scattered a round Thirsty River a nd the Mesa in the Crystal Desert; a testament to their actions, and as such the origin an d reason for the M arg onites see king Ascens ion i s lef t a mystery. The second attempt mad e by human s to A scend was spear- headed by the legendary Warmar- shal Turai Ossa of the Kourn an nation. Following his single-h anded defeat of Palawa Joko at the Gran d
Cataract of Jahai, Turai was ha iled and crowned King of Elona, un iting its people and succeeding wh ere all the previous Pretender Kings befor e him had failed. However, for all the peace and prosperity it brough t Elona and its people, Turai Ossa would soon yearn for greater tasks, secretly staying awake at nigh t to muse over old prophecies, troubled by pondering his own purpose in lif e and whether the gods had greater tasks in store for him. Especially cap - tivated by the Flameseeker Prophe- cies, Turai concluded an swers to his questions lay t o the no rth in the Crystal Desert wh ere he wo uld seek Ascension. Turai consequent- ly stepp ed down from his p osition of authority, and began th e Great Pilgrima ge to the Crystal Desert, taking him and a loyal group of Elo- nian supporters throu gh th e Deso- lation. Some perished crossing the sulphurous wastes, h owever man y prevailed. Those that did wen t on and established an outpost n amed Lannur on their way to the Crystal Desert. Once they reached the fi nal destination they fou nded the Crys- tal Desert Elonian colon y, allegedly named Elonia according t o some. Despite sharing a common goal, the Elonian pilgrims had many internal con fl icts and eventually b ranch ed out to smaller settlements in Elona Reach, Vulture Drifts and Arid Sea. In Elona Reach, the settlers began constructing a Temple of A scension with a central throne, th e Throne of Pellentia, at its midst; on e on which th ose seeking A scen- sion would stand to attract the gaze of th e Gods to be deemed worthy. An ancient artifact, the Vision Crystal, wa s needed to focu s the atten tion of the gods during the fi nal Trial of Ascen- sion, but due to mistrust among the Elonian settlers the artifact was divided into three Crysta l Shards and kep t in separate camps. Dur- ing their time in the Crystal Desert, the Elonian settlers waged war on the Forgotten, an elder race of
The first records of seeking Ascension date back to the Margonite civilization .
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LORE - Matters of Ascension | GUILD MAG #21
serpent-like humanoids, mistaking them for mindless beasts and grave - ly underestimatin g their strength. The Forgotten razed the Temple o f Ascension , and Turai fell in battle with many of his people; but their souls lingered in the desert. Turai Ossa himself was trapped, having mistaken his role in the Flameseeker Prophecies as th e hero w ho wou ld Ascend and on ly in after-life real- ising his role was to b e the Gho stly Hero that w ould guide the Ch osen some day in the Tria ls of Ascen- sion. O nly a mortal could achieve Ascension , thu s open ing the path to the Hall of Heroes, and a s such this too was the only way Turai Ossa and his followers cou ld fi nally pass on to rest in aft erlife. (Ed. there is discre pancy in lore here, because in Guild Wars 2: Path of Fire we s till fi n d a ghostly Turai Ossa at the Throne of Pellentia in Elon Riv- erl an ds, even though he eventually passed on to afterlife - as con fi rm ed by the “Dunes of Despair” cha p ter in the Flame s eeke r Prophecies stor ybook of the original Guild Wars; “Together we ensured his passage t o the Hall of He roes.”).
Other humans have also en tered the Crystal Desert seekin g Ascen - sion: both a group of pilgrims know n as the Seekers, a s well a s a group of Ascalonian pilgrims. However, they all met their demise and we encou n - ter few remains that shed light on their fate except for some ghosts of their spiritual leaders. To date, only one group h ave succeeded in achieving Ascen sion: the Chosen of Tyria - th e heroes wh o defeat- ed the Lich Lord and th e Titans, and the Unseen (mursaat). Amon g
this grou p were the young heroes Mhenlo, Cynn, Aid an and Devon a and an unnamed, mortal hero. The Forgotten tested the heroes in the three T rials of Ascension where they were aided by the aforementioned Ghostly Hero of Turai Ossa. The first ritual saw them rec laim the Throne of Pellentia at the Du nes of Despair. Next, they h ad to prove their worth a t Thirsty R iver by defeat- ing waves of Forgotten an d th eir Enchanted armies in order to claim the R une Circle and be cleansed of their ea rthly imperfections. La stly, the fi nal ritual at Elo na Reach saw the heroes reclaim the three Cr ystal Shards in order to re-assemble th e Vision Crystal. Having completed the Trials of Ascension , the un named hero gained admittance to the h idden Halls of Ascension, and the fi nal tes t: defeating the mirror image of h im- self - known a s th e Do ppelganger - in battle. With th e Doppelganger’s defeat, accor ding to the F lameseek- er Prophecies, Turai Ossa an d h is ghostly followers gained pa ssage to the Hall of Heroes.
In present day Tyria, the hero of Lion’s Arch and former Command- er o f the Pact arrives in the Crystal Desert and Northern Elona to d is- cover a group kn own as the Follo w- ers of Ascen sion, led by a woman named Kaidenna, a former mem - ber of the Durmand Priory tu rn ed adventurer. Sh e formed a commu - nity o f like-minded adventu rers o f all races who either came from Tyri a to the Crystal Desert after contact was re-established, or others wh o escaped the clutches of Palawa
During their time in the Crystal Desert, the Elonian settler s waged war on the Forgotten, an elder race of serpent-like humanoids.
56 GUILDMAG #21 | LORE - Matters of Ascensio n
Joko’s tyrann y from the south. With a variety of troubled pasts, they are u ni t e d in t he i r s e arch fo r Ascension , seeking clues in th e area around Augury Rock in th e Elon Riverlands. Allegedly the legendary Forgotten priest, Josso Essher, wh o once test - ed Chosen in their trials of Ascen- sion, has been seen in the area and the Follow- ers h ope t o fi nd him to shed ligh t on the matter. As you explore the First Camp settle - ment, the elders there share some interesting details about the past. Once the three Trials of Ascension h ad been passed, the Chosen candid ate actually acquired th e blessing of divine fi re. Upon return ing to Au gu- ry Rock, the Ch osen was then able to witness the Mesa split open and reve a l the Ascensio n C h amber wit h - in where the Doppelganger awaited for the fi nal trial. W e also learn mor e about crystal shards held in the three camps in Elona Reach: due to its three leaders being brothers w h o gave in to their bickering, sibling rivalry meant they could not agree to combin e the shards in the Vision Crystal. Only in their ghostly after- life were th ey able to reconcile an d aid the Chosen of Tyria when they arrived in the desert, as foretold by the Flameseeker Prophecies. The meta event of the Followers of
Ascension in Elon Riverland s leads to an inactive teleport er on a cli ff outside Augury Rock. It is Kaidenna’ s belief that the portal will be activat- ed if she can harness enough magic from killing Brand ed Forgotten in the nearby area, and a s such takes a group of Followers with her to d e feat a Bra n de d Forgotten Priest. Upon success, the group hurrie s to the teleporter, which su bse- quently activates and th e group gains entry to the H all of Asce n - sion. W ithin they meet Josso Essh- er, who has take n the secrets of t he Forgotten with him to a silent grave when he was Branded b y Kralkatorrik. His magic has cast a Branded seal around the Ascension Chamber, and it will only be broken by defeatin g h im. An Elonian gh ost by th e name of Jorn Ku debeh resides on a cli ff outside Augu ry Rock, and h e explains the Branded Forgotten are drawn to Augu- ry Rock, unlike the other Branded who seek the Dragonbrand. Previously, the last remaining For - gotten lingered aro und Augury Rock nurturing Glint’s fi rst o ff spring , Vlast, but as th e dragon could no
longer r emain in their c are, the Forgotten left and built a sacred city, Kesho, further south in the desert. Kesho was th e precursor of Tarir, where they - in recognition of being a dying race - created the Exalted who would u phold and protect Glint’s legacy. T he Exalt ed were actually the result of a group of human followers, the Zephyrites, who underwent a spiritu al bondin g with the former Enchanted armors of the Forgotten. Kaidenna and the Followers, however, are seeking Ascension to search for clues left fo r the Chosen to fi n d and use; cou ld there be more legacies left by Glint than the Flameseeker Prop hecies to instruct how to defeat the Eld er Dragons? However, their search an d hop es of achieving A scension are cut short in the catacombs belo w. There they fi nd the gho st of the Great R itual Priest Zahmut linger - ing - alongside the three generals of Turai Ossa. Zahmu t warns that Ascension has n ot been p ossible since th e Gods left Tyria. However, the Gods had alleg edl y left Tyria l ast time Ascension was achieved 250 years ago, presumably th en retr eating to the Mists when the Exodus of the God s took place in 0 BE. Up until Nightfall they would only make their presence felt through avatars and blessings, and h ence Ascen sion was p ossible. After Nightfal l we were led to believ e the God s no lon ger paid attention, that is, with the exception of Kormir
Once the three Trial s of Ascension had been passed, the Chosen candi - date actually acquired th e blessing of divine fi re .
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LORE - Matters of Ascension | GUILD MAG #21
and Balthazar. Having en countered Kormir in her Sanctum, we now know Dwayna, Melandru, Gren th and indeed Kormir herself h ave departed, while Balthazar has b een stripped of h is divinity. Th us we are left with subtle hin ts alludin g to maybe not everything being as it seems in the pan theon o f Tyria concerning Lyssa’s whereabou ts, as evidenced by Balthazar leaving her out as h e curses the remaining God s with his dying breath. Could there even be a p ossibility that a new individual has become the sixth god in place of the dep osed Balthazar?
Kormir herself r efers to the Six Gods, and so w e have reason to assume there must b e another who has replaced Balthazar, otherwise one might argue she wo uld have said the gods were now back to being only Five Gods again as they were between Exodus and Nightfa ll . So what does the futu re ho ld? Will the current heroes of Tyria be able to seek Ascension again and how will it matter in the u pcoming strug- gles, and will even non-human race s be able t o Ascend? Will the legacy of Glint reveal how the threat of th e Elder Dragons can b e contained,
beyon d protection of her o ff spring, which according to the Forgotten was only one p art of the legacy? These are some open questions tha t we may ho pe to see answers to in stories that have yet to be told.
SOULBEAST
SPELLBREAKE R
62 GUILDMAG #21 | FICTION - Finding Hope

Finding Hop

e

BY S TA RC O NSPI RATOR
woke alone in the cool morning air. The cloth hut was empty, the bead curtains tinklin g in a stray bre e ze. I dresse d quickl y, hu rrying to start my chores. Fathe r was u n d o ubtedl y already about h is bu siness; silly of him n ot to wake me. Here in the cool mou ntains of the Stampede Highlands it was less important to fi n ish stren uous labor while the su n was still low - n ot like down in th e lowlands where the mid-morning sun baked the san d and w ilted plants and animals alike - but chores always start early on a ranch. When an animal depends on you for food and safety, their well-being comes before yours, especially an animal as importan t as our springers. Years ago, my father set up shop here in the uplands to try and escape a painful past, h oping th e springers would give him direction and a new purpose in life. In a way, they d id just that! His ran ch attracted local merchants and couriers who used his mounts to scale the cli ff s. Business grew, and with it, the sleepy village in the cli ff s. M y fat h er’s s p r i n gers grew in renown, rei n vigorati n g the village . In fact, his ranch became synonymous w ith the village, High jump Ranch. One of th e villagers who found her way to Hig h jump Ranch ended u p marrying my fathe r… my mother! With a new family an d an important job at the center o f a community, my father had indeed found new h ope. Of course, the eventual loss of my mother when I was young devastated him, but he continued working on the ranch and foun d purpo se in raising me. That was years ago. Now he was n owhere to be seen o utside ou r hut. Skip py was missin g as well. I thought for a moment, trying to remember i f my father had told me h e was going somewhere today . I couldn’t remember anything, though it wasn’t unusual for h im to take his springer out in the early morning. With a sigh and a shrug, I grabbed the water pail, fi lled it a t th e w ell and started fi lling th e troughs around the stable. Springers stirred, snu ffl ing and squeaking. They knew by now that water came fi rst, followed b y grain and vegetables. Soon the larger ones would b e forcing their way to the troughs, pushing the smaller springers out of the w ay so they cou ld get the best carrots. I fi nished distributing the water and started dishing u p the grain. Excited squeaks and clicks accom- panied the fi rst of the scoops. I purposely saved Corsair for last. My favorite sprin ger stood ears above all the others, waiting patiently by the food trough, kn owing that even th ough his grain w as last, he wo uld be the fi rst to get a carrot. “Good morning, you old scalawag,” I said, pouring the grain into the trough in fron t of him. As he bent his large bunny head to eat, I rubbed his tawny ears, the velvet fur warming my fi n gers in the cool morning. “Here,” I said to him, pulling the fi rst carrot from my pocket, tapping it on th e trough to get his attention. Corsair munched on a mouthful of grain for an other moment before grabb ing the carrot f r om m y hand. The do e next to hi m sni ff ed noisily a t hi m , i n tent on hi s treat. H u sh,” I tol d her, patting her gray nose. “You get one too. Wait here.” I turned to collect more carrots from the small barrow near the door. Skippy stood there, saddled . “Hey there, Skippy,” I said and the springer hopped h esitan tly in to the barn. “W here’s dad?” I asked. He took another slow hop toward me, his leg h itch ing oddly in th e middle of the movement. My heart leapt to my throat. Realizing Skippy was hurt, I rushed to his side. Sharp gashes marred his beige fur, the blood fresh. “Oh no!” I exclaimed, staring at the wound, “What happened to you? Da?!” I looked to the hut, ex pecting him to come ou t with the fi rst aid kit but several minu tes passed and he never showed . I helped Skippy to his stall and wrapped his reins aro und a post before h urry ing across to the h ut. “Da?” I called as I entered. He wasn’t there. I frowned, doing a double-take and callin g again , “Da?!” A strange prickle crawled along my skin. My father was gone and Skippy was injured. I grabbed the fi rst aid kit and hurried out to the yard. I stared at the barn for a m omen t before turning around an d staring out at t h e woods and s u rro u nding cli ff s. The sun was just rising, bringing the mead o w s to lif e as fl owers opened and insects stirred. Somewhere to th e west, other villagers were also wakin g u p and starting their days. “Help,” I thought, running for the nearest villager, Dian .
I
63
FICTION - Finding Hope | GUILDMAG #21
“Dian! My father’s missing! Skippy came home alone and wo unded !” I sh outed as th e llama h erder straightened from the tac he was sorting. “What’s that you say, girl?” he asked. “My da! He’s missing!” I forced myself t o take a deep breath and restate what had hap pened. As I fi nished, Dian started running to ward the ranch. I followed h im to the stable where he in spected Skipp y’s wou nd. “Skelk,” h e spat. “Nasty verm in.” He straightened up and stood a moment in thought . “Those beasts are everywhere along the cli ff s. Skippy’s in no shape for leading u s b ack to yo ur fath er but don’t worry. I’ll wake the villagers and w e’ll fi nd him.” “I wan t to help,” I said. “Help by staying safe h ere with S kippy, Unja. Help by loanin g us y our springers.” “But-” “But the cli ff s are dangerous,” Dian finished. “I’ll take Corsair and we’ll go. Saddle your six best spring - ers wh ile I gather the men .” “I-” “Please, Unja. You are all your family has left right now. I need you to stay here where it’s safe while we go o u t searching for your father. I’m sure he’s fi ne and we’ll fi nd him soon enough. Please, saddl e the springers.” My heart screamed to go with him but my brain knew he spoke truth. Swallowing my fear and anger, I nodded in consen t and h urried to saddle th e best springers we had. Along with a handful of villagers a few minu tes later, Dian took Corsair. The springers carried them north, the direction my father always went when he left the ranch. I waited impatiently. Hours passed . I tried to busy myself with my chores. Around mid-morning, I made breakfast and ate alone for the fi rst time ever. I kept waiting but the more time passed, the harder it was to not wor ry. “They should have fou nd h im by n ow,” I thou ght repeatedly. Morning gave way to the afternoon and the sun climbed higher. Animals dozed or munched lazily at the grass. I sat outside th e hut plaiting a h andful o f colorful strands, watchin g the n orth ern passes and worrying. When Dian fi nally reappeared riding Corsair, I practically leapt t o my feet and ran for them. My father wasn’t with them, but I hoped they had news. Dian’s face was grim. Tears welled u p in th e corners of my eyes but I let him speak. “We aren’t giving up, Unja. We’ll find him,” he said. I took a deep shaky breath as he climbed off the springer and handed me the reins. “Take goo d care of him, Unja.” “I always do, I whispered,” taking Corsair and returning h im to his stable. S kippy was lyin g down in his clean straw, his wound now bandaged . “Wh at did you see?” I asked him. “Wh ere were you and where is father?” H e couldn’t answer, of cou rse. For three d ays, the men went out combing the cli ff s and high meadows around the village, searchin g for my father or any clue to his whereabouts. Each day they return ed withou t him. I cared for the springers and prayed to Melandru. I knew the gods were go ne, of course, but when everyth ing else seems futile, prayer might help. It de fi nitely wouldn’t hurt, I decided. After th ree long, lon ely nigh ts, m e and Dian stood i n the stable, watching Skippy munch o n a carrot. “Do you want us t o go out agai n
64 GUILDMAG #21 | FICTION - Finding Hope
today?” he asked. “We will.” “But you don ’t think you’ll fi nd h im,” I said. “We haven’t found any th ing yet. H e could have been an ywhere wh en the skelk attacked Skipp y and if h e hasn’t made it home by now then he wasn’t able to travel.” Dian paused a mo men t. “You n eed to decide what you want to d o if he doesn’t come back, Un ja,” h e said. I blinked in surprise at him. “Wh at do you mean?” “Will y ou stay here?” “Why would n’t I? This is my home,” I said matter-of-factly. Dian nodded and sighed, “Yes, th at’ s what I th ought y ou’d say.” He smiled wanly . “You don’t think my father will return,” I said, pushing the words out arou nd a growing lump in my throat. “No, I don’t. I’m sorry, Un ja but I th ink he is gone.” I looked away from him and moved to pat Corsair. The springer snu ffled for carrots and chirped with affection. He didn’t speak again, just left. I stood petting Corsair, cryin g, for a long time. The next morning, no one came to borrow the springers. I woke up early and started my chores, watering the springers, feeding them, passing out carrots as usual, then checking on Skippy’s wound . I checked the carrot an d grain sup ply, stopp ing sh ort when I foun d myself th inking I needed to tell father we had to have more b rought in. Choking back tears, I collected the pouch near the front doo r where father kept our coin s and wen t round to see Dian. He seemed hesitant but nodded in greeting. “I n eed to place an order for some grain an d carro ts,” I said. He looked surprised for a split second before nodding. “I can bring your u sual order n ext w eek,” he said. Coin s exchanged hands an d I returned to the ranch. L a zy hours passed and then, a s I was brushing one of the younger does, a stranger called out, “Hello! I heard there was a springer ranch arou nd h ere where I cou ld rent a mou nt.” “Well…” I hesitated, “Yes, you’ve fou nd it.”
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FICTION - Finding Hope | GUILDMAG #21
66 GUILDMAG #21 | EDITORIAL - Community Fashion: Path of Fire Edition

Community Fashion

elcome adventurers! In honour of the release of Path of Fire and our n ext saga througho ut Tyria, we’ve collected a n umber of desert - vent ur ing looks from our readers across the G u il d War s 2 community. Over the next few pages you’ll see how other Tyri- ans have styled themselves to fight off whatever Elona throws at them, with the looks you need to properly survive the heat of the desert (o r the Forged !) .

Path of Fire edition

W

Character: Le

afeown

I had a difficult time trying to find a non-cliché look for medium armor with the large amount of trench coat styles that are out there. In the end I came up with w hat you see, usin g a woodsy color scheme to match my Wayfayer Hen ge back piece; I th ink this su its my druid well!
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EDITORIAL - Community Fashion: Path of Fire Edition | GUILDM AG #21

Character: Ra Sarai

For this costume I wanted a pretty faithful interpretation of the iconic para- gon armor from Nightfall. It took a bit of finesse to find the right elemen ts, but I think each piece pulls the look together into someth in g cohesive an d instantly recognizab le.
68 GUILDMAG #21 | EDITORIAL - Community Fashion: Path of Fire Edition

Character: Nebr

yose

I play a mesmer, and I feel like as one, my character needed to look extrav- agant! So to achieve this, the Elonian chest and leg pieces were a perfect choice; they are very pretty, and the gold choker and belt works perfectly with my shoulder an d gaun tl ets.
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EDITORIAL - Community Fashion: Path of Fire Edition | GUILDM AG #21

Character: Riyujîn

I’ve looked for a good outfit for my warrior for a long time. After the release of Path of Fire, I searched the wardrobe for new skins but couldn’t quite find the right piece until one of my raid friends suggested the sylvari cultural armour. So I created a sylvari character that’s living in Elona, proving you don’t need PoF skins to look good in the desert! He’s now absolutley my favorite char acter!
WE AVER
72 GUILDMAG #21 | COMMUNITY - Guild Spotlight
f you’ve spent an y amount of time on th e North American servers , you may well have com e across the [LGBT] guild ta g during your adventures. In this special GuildMag magazine, we’re excited t o feature Our Sanctuary - an inclusive Gui ld Wars 2 guild wit h a n LGBTQI A+ focus. A s a guild that’s existed since the ga me’s launch, [LGBT] a ims to foster a community of players that respect one another and welcome those from diverse backgrounds, creating an on line space to allevi- ate the pressures of the real world. To this end, their gu ild gu idelines state that “[members] should all try to have an open mind and accept
the various quirks of others“, and though th e guild is not exclu sively for those who fall under the LGBT- QIA+ umbrella, their members “span di ff erent age groups, gen der identities, religions, and sexual preferences.” An yone wishin g to join Our Sanctuary should therefore embrace these di ff erences and the individ uality of each of the gu ild’s 455 + members, but if you ’re able to do that then this might ju st be the home you’ ve been loo king for. We were given the opportu nity to speak to three of the guild’s lead- ership team: Alexander Prim eaux, Kristen Volkind and Sotha Sidh e. These three player s ma ke up Our
Sanctuary’s Head Council, whose collective responsibilities include ensurin g the gu ild maintains an active presence of o ffi cers; recog - nising in dividuals th at actively con - tribute to th e commun ity; and bal- ancing t he delegation o f duties. This approach has resulted in a guild wit h stable and collaborative leadership, supportive o ffi cers and a sustained community of active, like-minded, players who a ll share a common goal of creating their own personal haven. Th e current Head Co uncil is not the fi rst of its kind, however; all three leaders have held their rank for roughly two years, having all previously joined the guild at vari- ous poin ts in 201 4 and since risen

Guild Spotlight

Our Sanctuary

BY VALI ANT
I
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COMMUNITY - Guild Spotlight | GUILDMAG #21
Our Sanctuary [LGBT] Leaders: Alexander Primeaux; Kristen Volkind; Sotha Sidhe Servers:  Tarnished Coast (NA) & Northern Shiverpeaks (N A) Size: 445+ members Preferred game mode : PvX In-game contacts: alex.4036; Kris- ten.6475; Ja mesTrahan.2076 Website: ww w. lgbt. enjin.com Quirk:  We’re a diverse community with nothing b ut love and support for everyone - our guild is what you make of it! Our members have made lifelong friends here, and we’ve seen others find true love through our communi- ty; but don’t be fooled, we’re all abou t Guild Wars 2 !
through the hierarch y. The actual roots of [LGBT] lie somewhere clos- er to the beginnin g of Guild Wars 2 - and maybe even before then , stretching as far back as the original trilogy of games. Sin ce joining, Alex- ander (now the longest-serving lea d - ership team member) describes h is motivation for moving into a leader - ship position as an op portunity to improve how the guild was originall y managed - and to this end, h e and the rest of the team have greatly succeeded. Describing himself as the team builde r”, Kristen also add s that the guil d is really just a fu n group where you can be yourself with the knowledge that the leader- ship will not tolerate discriminatio n”,
74 GUILDMAG #21 | COMMUNITY - Guild Spotlight
a ffi rming their com mitment t o upholding the principles upon whic h the guild was originally found ed. It’s not just about supp ortin g the LGBT QIA+ commun ity; members of O u r S anctua r y are fi rst a n d foremos t Guild Wars 2 players, so naturally the guild engages in a huge array of activities covering all aspects of the game. In addition to the usual fare o f weekly gu ild missions, competitive group PvP and WvW sessions, and general player assistance, [LG BT] also boasts a successfu l raid static (with more t o follow) and nightly meta trains open to all members. What makes the guild truly uniqu e, however, is its special events; mur- der mysteries, fashion show s in Divinity’s Reach and guild hall obst a - cle courses for Path of Fire moun ts have all previously featu red in th e activity line-up. As Sotha explains, “I fi nd that the things springin g from the imaginations o f our member s tend t o be the standouts” - and with prizes such a s precursors, t op-tier dyes an d seasonal items often up for grabs, who can argue with that?
But if you think that Our Sanctuary is just for casual players, you’d be ver y much mistaken. “This isn’t to say we don ’t have competitive members or members who are astonishingly talented at this game, but the phi- losoph y is more that we’ d like to fi nish something more casually with people who enrich the exp erien ce” continu es Sotha. W hilst the focu s is more toward members’ enjoy- ment, the commu nity is also home to accomplished players who t ake on the role o f a trainer for fractals and raid bosses, mean ing the guild truly does cater to all types of play- ers - even, as Sotha puts it, “if all you want is to gather in ou r guild hall and chat in the guild channel.” So w hy should you want to join Our Sanctuary? We put the qu estion to
each of the leaders, and in their own words, here’s what they had to say : “The guild atmosphere is supportive , uplifting and sometimes humorous. The dedicated and a ctive leader- ship team, coordinators and lovely members that call our guild home are what m akes the place one of a kind.” - Alexan der Primeaux “Members can join u p w ith like-mind ed in dividuals that share struggles both in-game and in their real lives. People w ill see our tag, have a good experience with our members and want to join up with us.” - Kristen Volkind “I like to think we’re di ff erent from other guilds in that ou r focus is on the people that make up t he guild. We’re about having a positive experience while playing an d enjoy- ing th e company.” - Sotha Sid he It’s extremely clear that the h appi- ness o f their members are the core focus for the Head Council and guil d o ffi cers; though diverse in natu re
and hailing from across the globe, the ultimate aim is to ma ke ea ch and ever y person feel welcomed and immediately at ease. Extending beyond the game, the guild’s Discor d server provides a space t o help facil i - tate this: if you’re in need of a frien d - ly ear to listen to your issues or con- cerns, you ’ll fi nd a wea lth o f suppor t amongst the many channels and the members who frequent th em. If this all sounds like the kind of Guil d Wars 2 gu ild for yo u, there’s a qu ick application p rocess you’ll need to g o through. Here’s what you need to d o: 1 . Navigate to www.lgb t.en jin.com & register an account on the guild’s website, fi lling in the brie f application form. Make sure you use a valid email address!
2 . Once the form is sent, wait for your application to be reviewed by a mem- ber of th e leadership team. 3 . Upon approval, contact a mem- ber of the team in-game (we’ve included some con tacts o n the fi rst page o f this article) t o receive your invite t o the guild . It sho uld be noted that as a large guild, Our Sanctuary cur- rently run s close to maximum capacity - so if you’d like to join, you’ll need to be qu ick as appli- cations may close in the future! We’d like to thank Alexander, Kris- ten and Sotha for taking the time to answer our qu estions, as well as all the members of O ur Sanc- tuary who feature in the screen- shots throughout th is sp otlight.
What makes the guild truly unique [. . .] is its special events; murder mysteries, fashion shows in Divinity’s Reach and guild hall obstacle courses for Path of Fire mounts have all pre- viously featured.
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LORE - Reaping th e Whirlwind | GUILDMAG #2 1

Reaping

the

Wh

i

rlwi

n

d

BY DRAXYNN IC
n previous issues, I have been ru nning a series of articles spec - ulating on the possible origins o f the Heart of Thorns spe- cialisations, starting with the ber- serker in Issue 19 and the tempest in I ssue 20 . While Path of Fire has provided us with in-game lore on the new specialisations (albeit on a fairly bare-bones level), most of the Hear t of Thorns specialisation s’ lore remains, to my knowledge, a mystery. Due t o the possib le con- nection s with Elona, in the wake of Path of Fire ’s release we w ill be looking at the fi rst necroman cer elite specialisation: the reaper.
As with other professions, w e can start with looking at the reaper’s equipment for hints. However, this does not appear to provide any- thing usefu l, since this eq uipment does not appear t o have clear ref- erences to any culture. The reaper’ s hoo d is simply one that leaves the face hidden - one could argue th at the shape of the hood (particularly the lack of allowance for ears and horns) rules out races with more exotic head shapes like asu ra and charr, but apart from that, it does not appear to match the style of any speci fi c race. The basic reap- er’s g reatswor d is long and slender , lacking the fl ashy magic of asura weapons, the foliage of sylvari
Where did the rea per come from? Its connections to Elona may provide the answer...
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76 GUILDMAG #21 | LORE - Reaping the Whirlwind
w e apons, or t h e c hunkiness of mos t norn and char r greatswords; this renders it most similar to Krytan and Ascalonian design s, but this is a tenuous connection at best. The Ascended greatsword Dark Harvest adds more bulk and a Gothic style t o the weapon, but the death -orien ted aesthetic overpowers any cultural markers that may be present. Having con sidered the reaper’s equip ment, then, let’s loo k at how the specialisation beh aves in combat. Back when th e reaper was fi rst announced an d sh owcas ed , I i mme - diately made a con nection betw een it and the Nightfall dervish; speci fi - cally Grenth-focu sed dervish builds based on massive amo unts of life- steal and cold damage. In addition to the simple fact of using a scythe when in Reaper’s Shroud, this is su p - ported by how they fi ght; the shrou d attacks, the various rea per ‘shout’ skills, and the greatsword all have a strong focu s on grou ping enemies together t o maximise the e ff ects of spinn ing attacks and local-area-of- e ff ect skills (the death-oriented “loy- alist dervishes” recently appearing i n the Daybreak content also seem to fi ght in a similar manner). Becau se of this, I ’m inclined to thin k that the tradition that ultimately lead to th e reaper may have started throu gh followers of Grenth attempting to combine the arts of the Grenth der- vish with the classic necromancer in order t o become the ultimate avata r of Grenth’s power. S w itch ing to a greatsword instead of a scythe may be a matter o f practicality; scythes are generally not as e ff ective i n com - bat as greatswords un less you’re fi ghtin g crops. However, this immediately r aises the question: If th is specialisation is linked to the Grenth dervish, a fi ght- ing style which i s clearly empowere d by one of th e human gods in th e lore, how did it become someth ing that can be accessed by any race? This is where th ings get interestin g. While Grenth is clearly a god of
death, he is not actually associated with the classic ‘reaper’ aesthetic. The animalistic, and often horned , skull which is featured in rep- resentations of Grenth is not par t of the reaper aesthetic, and he is generally not depicted with a scythe (in fact, wh en shown with a weapon at all it is usu ally a necromancer’s sta ff ). The only connection with the Grenth dervish comes through the scythe being a w eap on favoured by dervishes. Similarly, Grenth’s seven servants, while they bear the title of Reaper, d o not bear scythes. There is, however , an older fi gure that does: Grenth ’s predecessor, Dhu um. While it may seem to be a colossal error of judge ment for a follower to tap into the p ower o f Dh uum, this may not be a dir ect connection.
A number of sources have indicated that most races, even if they don’t worship the human gods, h ave sto- ries and cultural memories of their activities - the cha rr, for instance, still credited Melandru with creating the world while nevertheless seek- ing to destroy the gods and their chosen. Being a relatively r ecent addition to the panth eon, it is p os- sible that it is not Grenth that has shaped the image of Death in the minds of the nonhuman races, bu t the Emperor of O blivion himself. This cultural memory o f Death in th e form of the reaper may then have been re fl ected in th e Mists, gainin g its own form similar t o the legend s used by revenants, bu t intimately associated with death magic and necromancy. The original reapers may then have foun d themselves tapping into this p ower.
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LORE - Reaping th e Whirlwind | GUILDMAG #2 1
Since a skill that invokes Grenth ’s power already existed, t his raises the question of why they didn’t s im- ply invoke tha t… however, there ma y b e a simple answer to that question . While human player characters hav e access to these skills, the y appear t o be uncommon amon g the pop ula- tion as a whole. The lore indicates that the gods answerin g a prayer is almost unheard of in the present day, and un like other races that are commonly seen usin g things asso- ciated with their racial skill s (norn taking animal forms, sylva ri plant- ing seed mortars, asura fi ghting in or alongside golems, etc), we rarely see a human NPC that appears to b e using a racial skill. It’s possible th at only the greatest of human heroes and villains are able to access these skills, and the early reapers did not qualify. Instead, they found a mean s
of accessing an alternative form of deathly power one which , as it spread across the necromancer community, proved to be usable by necromancers of all races. There is one fi nal aspect to consider , however: the character who might have been the fi rst reaper th at w e have seen: Marjory Delaqua. While we have yet to see Marjory employ any o f the telltale skills of the reap- er, she was the fi rst necromancer we saw to use a greatsword as an actual necromancer weap on (Tra- hearne’s use of Caladbolg is simply invoking Calad bolg’s powers direct- ly), and her new out fi t has a distinct reaper-y aesthetic, including a hood and features reminisc ent of the spikes and prongs of Dark Harvest. So if she became a reaper, how did that happen? Her initial teacher in
using a greatsword, after all, wa s Rox - a ranger who is un likely to know anyth ing about reaper com- bat forms. It’s possible, however, that after receiving basic lessons from Rox, Marjory took up more advanced courses at the Durmand Priory. The Marjory connection also bri ngs up another possib ility which may have some bearing on the possible lore of the reaper: the greatsword she bears is not just any greatsword , but a family heirloom that c arries the soul of her dead sister, Belinda. This may, of course, simply be coin - cidence, but it may have deeper sig- ni fi cance. Bearing a relic containing the soul of a ghost might actually be an important part of being a reaper - the deceased person ’s spirit pro- vides the reaper with a link t o the a fterlife tha t a llows t hem to chan n e l powers of death that w ould not be available without that connection . Certainly, the gothic appearan ce of Dark Harvest, and to a lesser extent the simpler shape of the basic reap- er’s greatsword, do make th em appear to be suitable repositories for a bou nd so ul. The collection items for the Dar k Harvest collection may prov ide some addition al evidence towards this. At fi rst glance, these d o appear to be generic necromantic or other- wise death-related items, with the exception of the smokescale claw, which seems more generally sh ad- ow-related. However, there does
78
appear to be a weighting toward s objects associated with the bindin g of sou ls - Draithor’s so ul-suckin g drill, Oola’s research culminating in binding her spirit t o a golem after death, and caring for the masks of fallen Exalted that still carry the souls of their former wearers . As a result, it’s possible that part of the p ower of a reaper is drawn f r o m having the assistance - willing or otherwise - o f the bound soul o f on e who has already died. This would fi t thematically with the specialisatio n being connected, however distant- ly, to Dh uum, wh o gathered po wer from every death i n the Underworld . Having p ossession of a soul of one who has died, an d yet remains bound to Tyria, could then form a kind of bridge” between a would-b e reaper and the incarnation of death from whom they draw th eir power. This, then, could present a possible origin story for the reaper. In order to fi nd some means to access the powers once wielded by Grenth de r- vishes to enhance their own melee capabilities, some necromancers
might well have attempted to make use of boun d sou ls - possib ly even the bound souls of former dervish- es - in order t o access that power. Instead of drawing on the same power employed by those Grenth dervishes, however, the power that these b ound souls allowed them to access was not that of Grenth, but some vestige of the power o f his predecessor: the original (as far a s we kn ow) reaper, Dhu um.
GUILDMAG #21 | LORE - Re apin g the Whirlwind
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Nunc tempor luctus interdum | GUILDMAG #99
SCOURGE
82 GUILDMAG #21 | FICTION - Legacy
BY VIA N DE BOD
Legacy I NTO THE D EPTHS
or all of Lion’s Arch’s new splendour, the dungeons were just a s dark, d ank, and dreadfu l as Zachariah remembered. Drops o f water dripped from the ceiling in slow, rhythmic taps, each one echoing through the long corridor o f cells, making the place feel cav- ernous. Ravi and Lorian had been thrown in with Zach, which was a small co mfo rt. Two Lionguard soldiers stood at the entrance to their cell, a charr and a norn who never even tu rn ed to face them. Ravi sat in the corner, scribbling with his fi nger in the dust and muttering to himself while Lorian wa s lounging on the single bed th ey had b een told to share. Zach sat and w atch ed the gu ards patiently. Of the three of them, Lorian seemed the most a t ease with their curr ent predicament. Though their weapons had been taken, Lorian still managed t o conjure up a pink butter fl y or two an d fl y them around the cell for his amusement. Ravi had all but given u p talking after his golem had been seized , whilst Zach had taken to observing his guards, watching for any hint of weakness. They had relieved him o f his weapons, but a good thief never went u narmed and Zach was no p oor thief. He ran his fi nger over the outlin e of a concealed d agger in his b oot; one th ey had lu ckily overlooked. “Do you suppose we will be brou ght to trial before the Captain’s Coun cil?” Lorian asked in a slightly amused voice. A pink butterfly flu ttered near Zach’s ear, but he waved it off. “I doubt it, Lorian. Marq is pretty angry and has enough authority to bypass a few procedures. Likely it’s the gallows for us.” H e tried to keep his voice light. Zach traced the outline of the dagger again. If it came to it, h e would not let them take him with out a fi gh t. Ravi ju st continued to mutter as h e erased his new drawing in the dust and started again. “That hardly sounds pleasant. What exactly did you do to escape last time? I understand yo u w ere arrested for stealing a valuable heirloom from a member of the Lionguard, but even if they th rew you in the most guarded cell for it, you still managed to escape.” Lorian sounded bored, as if h e wer e discussing the day’s weather rather than how to escape prison with tw o Liongu ard nearb y. “Ravi broke me out, but he was on the outside back then. I doubt we could count on that right now,” Zach said with a sigh . “I gu ess not, bu t I’m sure we will be fine.” Zach turned to th e loungin g sylvari. He raised an ey ebrow, but all Lorian gave in response was a knowing smile. Did the sylvari think Zach could teleport them o ut? Zach wasn’t th e mesmer in their group. I can’t work miracl es, Lorian. “Flynn, today must b e your lucky day.” The thick, gru ff voice of Marq came from the corridor beyond thei r c e ll. Whe n the b i g man appe ared, he was accompanie d b y a n o l d asura in lab gear w i t h a short , brown topknot on his head. “Luck would be the last word I’d use to describe it, but I’ve been wrong before. Why?” Zach stood up and faced the odd pair.
F
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“This here’s Drax x. He’s paid your bail.” Marq lo oked ready to kill, b ut kept h is voice steady. “I’ve also noti fi ed the Captain’s Council of your arrest before this oaf here could do anything less tha n legal,” announced Draxx, glancing at Marq who also met his gaze. “Don’t give me that look! Captain Kiel will pardon these three and throw you in their cell on a word from me. I’ve tamed dragonspawn scarier than you, so don’t tempt me.” Draxx yelled at Marq as if he were a child. Zach could only star e with a dropped jaw . “You’re free to go,” Marq said through gritted teeth as he unlocked the cell door. Lorian stood u p, and even Ravi jumped to escape the con fi nes of the cell so fast it seemed he was afraid Marq might change his mind. Zach walked ou t last. “Come with me, you three.” Draxx spoke with a n authoritative tone and started walking at a relaxed pace down the corridor, towards a staircase at the end that led u p and out. The three o f them hurrie d without a hin t of hesitation. Draxx had made sure that all their possessions were returned to them when they reached the large entrance hall to the Lionguard barracks. Ravi looked ready to cry when his golem was retu rn ed to him, while Lorian merely carried his things i n a bundle; almost as if he barely cared about them a t all . Zach brie fl y wondered about Lorian’s lack of enthusiasm at being freed, but shrugged it o ff when he got his own stu ff back. He happily put all his weapons, both visible and hidden, back in their rightful place and made sure his father’s journal was still in his backpack; even his po uch of lockpicks had survived the rough treatment from the Lio nguard. Draxx led th em out and into th e city. It was clearly after midnight; the moon was high in the sky and the streets empty. A few Lionguard soldiers patrolled, but none paid them any mind. Draxx slowly led them to the harb our w hile Ravi sat on his golem, happier than Zach had seen him in a w hile. Lorian remained still and merely followed like some kind of mindless drone. Zach had tried to ask w ho Draxx was an d why he h ad helped them, but the only replies h e got were that Draxx was a friend and that all would be answere d soo n. By the time t he y r e a c he d the ha r b our, Zach was tired of asking. They stoo d below t he str a ng e , lobster-shaped building’s head a t th e edge of th e water. Was there a boat th at th ey were sup posed to wait for? Zach remained quiet. Draxx moved his ar ms in a circular motion. At fi rst it seemed like he had sta rted to do some strange dan ce, b ut th en w ater from the harb or b egan to ri pp le a nd lift in th in stra nds. Five, fi nger- thin ropes of water rose from the water’s surface and snaked their way through the air tow ard them. W hen it fi nally reached them, the strands split and wove what looked like a net around them in a sphere. Through the holes in the net, Zach felt and heard the rushing of wind. Th e air seemed to almost solidify in the net’s holes an d around the sph ere; almost like they were in some intricate bub ble. “I’ve never seen an elementalist weave two different elements at the same time,” exclaimed Ravi, soun ding aston ished. “Oh it’s nothing really; I learned it from an Elonian colleague of mine. Ever sin ce the Crystal Desert
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was turned upside down by that renegade god, all manner of stran ge thin gs h ave been floo ding in along with the refugees. I’ve even heard there are rangers who can merge their souls with their pets. Without warning, Draxx lifted the bubble into the air with all of them i n it. I t barely made a splash as i t entered the water. Soon, the four of them were sinking down to the ocean’s murky depths, protecte d by the strange bubble. A s they descended, Ravi’s golem began to emit a sharp light from the crystal at its centre, illuminating the space around them. Schools of fi sh darted out of the party’s way a s the y moved past jagged coral and dark kelp, the ocean fl oor c reeping further and further down. I t felt as if they had been descending forever when the bubble came to a halt. With a sudden jerk, it began to move forward instead of down . “Where are we headed?” Zach asked. “To my lab,” Draxx spoke, his focus kept on th e way ahead. Within minutes, Zach saw their destination. In the deepest pit under the wate r s of Lion’s Arch lay th e broken remnants of a gigantic drill. Zach had only seen depictions of it i n the Durmand Priory, havin g chosen to avoid coming to Lion’s Arch since his escape from prison years ago. Had he been here when this drill was used, h e might not have made it out alive. Scarlet was never known to be merciful . “Breachmaker,” Ravi murmured as they approached it. “Indeed. My krewe specialises i n the study and practical application o f ley-energy. Where better tha n the place where it all started?” Zach could not help but stare as they neared the Breachmaker’s remains. I t really was an immense structure - to think that one sylvari created so much d estru ctio n. As they passed the drill, Zach noticed something appear near the ocean fl oor, right next t o where Scarlet’s creation broke into the ground. There was nothing there at fi rst, but as they drew closer Z ach saw the shape of a build ing come into view as if revealed by illusionary magic; one moment there was nothing, the next it stood there in plain view. B y the time they were next to it, it was clearly an asuran lab. It was a large, octagonal building with barely any walls a t the edge. Instead, rippling force- fi elds kept the air inside the con fi nes of the large structure. “We keep it cloaked from the view of anyone but those we allow to enter,” Draxx explained as Zach’s eyebrows rose. A large gap in one wall led t o the main hall o f the lab. Draxx’s bubble passed through the force- fi eld without a problem. That mornin g they were th ro wn in a cell to rot; now they stood in an invisible, underwater, asuran lab. Why can’t I just have an easy li fe? Just as Zach was about to speak , his eyes w idened at t he site in fro nt of him. A sylvari i n pink a nd re d foliage and robes walked to th e group from a d oorway that led d eeper into th e lab. In h is hand s he twirled a seemingly self-made sceptre. He smiled a t th e group a s he drew n ear. “Lorian!?” Zach blurted. Before he could ask another question, the Lorian in their party handed over
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the bundle of belongings to the n e wcomer. As soon as it was handed over, the old Lorian burst into a shower o f quickly -vanishing pink butter flies. The sylvari smiled and started pocketing his belongings . “It was a clone!?” Ravi burst out. Clearly he was more infuriated at bein g deceived than Zach was. “An illusion. I slipped away just before that big Lionguard arrested you . A bit of askin g around , and I found Draxx here. He went to speak to Captain Kiel and pay your bail the mo men t I told him what had happened .” Zach looked at Lorian, then at Draxx. Why would an asuran scie ntist care ab out him so muc h? “Are you by any chance the partn er of Darion?” Zach asked Draxx. “Ex-partner, yes. A good mind for a human an d an excellen t necromancer. He an d I touched on the fringes of ley-energy. I hear you have his journal? I was never able to decipher the th ing, and h e always kept his fi ndings to himself,” said Drax x, smiling. “We haven’t been able to decipher much eith er. We know what it’s ab out, but the details on how to do it are quite di ffi cult to puzzle out. He kept his co de close to h is heart and I do ubt an yone know s how to properly d ecypher it.” Zach smiled and tried to fi ght back tears. “Well there is one.” “What?” “His code is a strange mix of ancient Orrian and a very specific dialect of old Elonian. I tracked down someone who could translate it months ago , but with out the jo urnal itself it seemed p ointless.” Zach was taken aback. H is mind began to race with th e possib ility of fi n ally uncovering h is father’s legacy. He had to know what the book said, not just because of what it contained but because of w h o had written it. It was his father’s last work. He had to know. “Who is it? I’ll take the journal to be translated. Just tell me w h o! Zach was surprised by the eagerness in his own voice. Draxx looked him up an d dow n. “It will be a long journey... and it will take you to the most dangerous place on Tyria at the moment.” “Just tell me!” “His name is Derek. A member of th e Order of W hispers actually.” “Where is he?” “He’s recently been reassigned to a new location . Tell me, what do you kn ow of th e Crystal Desert?”
DEADEYE
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