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.
40
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!
44
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
.
82
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.
62
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...
72
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
?
53
RE
AP
ING THE WHIRLWIN
D
Continuing
our
series
on
the
lore
of
elite specialisations with the reaper.
75
06
T
HE LAND
OF
ELONA
REVEALED
Starconspirator
takes
you
o
n
a
journey
of Elona’s evolution from GW1 to now.
3
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
3
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!
7
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
9
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
11
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
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
.
“
15
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
17
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
.
“
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
ua
r
d
D
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
29
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
i
nst the M
ad
G
od
The Fa
l
l (and Rise?)
o
f
the Sunspears
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.
A
rc
h
ivi
s
t’
s
note
31
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
Elonian Ar
mour
Vendors
Fu
nery Armour
Achievemen
ts
33
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.
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
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.
H
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.
41
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
45
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
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
49
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
53
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
.
“
55
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
.
“
57
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.
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.”
65
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!
“
67
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.
“
69
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!
“
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
73
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.
“
75
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...
I
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.
77
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
79
Nunc tempor luctus interdum
|
GUILDMAG #99
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
83
FICTION - Legacy
|
GUILDMAG #21
“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
Mis
sed earlier chapters?
Catc
h up in previous
issues!
84
GUILDMAG #21
|
FICTION - Legacy
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
85
FICTION - Legacy
|
GUILDMAG #21
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?”
91
Nunc tempor luctus interdum
|
GUILDMAG #99
Join GuildMag
Founded
in
2
010,
Gu
ild
Ma
g
is
the
oldest
Gu
ild
Wars
2
f
ansite
still
p
roducin
g
content,
and
th
e
only
one
t
o
produce
a
free
digital
magazine.
We
rely
on
a
team
of
volunteers
to
keep
publishing
our
magazines
and
right
now
we’re
i
n
serious
need
of
new
team
members!
If
you’d
like
to
sho
w
case
your
talents,
share
you
r
thoughts
and
knowledge
on
the
game
or
simply
be
p
art
of
a
friendly
team
o
f
passionate
MMO
players
then
we want y
ou! Our available position
s are detailed below
.
Our
w
riters
are
the
core
content
creators
for
GuildMa
g;
each
one
has
their
own
unique
voice
and
area
o
f
interest,
using
their
passion
for
Guild
Wars
2
t
o
produce
articles
that
our
readers
love.
Some
specialise
i
n
lore
or
fi
ction,
whilst
others
write
about
any
topic
they
fancy
-
there’s
lots
of
room
for
creative
freedom!
To become a writer, all you
need
is a good (n
ot perfect!
) level of written En
glish.
Our
copyeditors
ensure
that
everything
we
publish
is
of
a
h
igh
quality,
free
from
errors,
an
d
ultimately
engaging
to
our
audience.
They
work
alon
gside
writers
to
proofread
articles
and
brainstorm
new
ideas
for our writing team. To become a copyeditor, you need a high level
o
f
written English with
an
ability to
identify
and correct common mistakes.
Interested?
To apply to join
our team, and view m
ore positions, visit w
ww.guildmag.com/join
Writer
COPYEDITOR
@GuildMag
/Guild
Mag
/guildmag
/Guild
Mag
91
The End of the Lin
e :)
|
GUILDMAG #21
Follow us
© GuildMag 2017. All Guild Wars 2 assets © 2017 ArenaNet, LLC. All rights reserved. NCSOFT, the
interlock
in
g NC
logo, ArenaNet, Guild Wars, Guild Wars Factions, Guild Wars Nightfall, Guild Wars: Eye of
the North, Guild
Wars 2,
and all associated logos and designs are trademarks or registered trademarks of NCSOFT Corporation.
All other
trademarks are the property of their respective ow
ners.