ISSUE 17: UNEARTHING ELONA
To defeat a god, we sacri
fi
ced
a continent. Relive th
e
decisions that bro
ught Joko to
power.
HIST
O
RY OF
P
ALAWA JOKO
N
I
GHTFALL
Discover a land ruled by an undead king
Will we head to Elona n
ext?
Unearth what cou
ld await
there...
Hand-picked community
creations, curated just for you.
R
EVISITED
ELO
NA NEXT
EXP
ANSI
O
N?
AWE-INSPIRING
A
R
T
LOST
WRITINGS
Fou
r
t
o
rn pag
es, but wh
ere
did t
h
ey
c
ome
from?
DELIVERING
ELONA
What s
ecret
s are
wai
ting fo
r
us
i
n Elo
n
a,
should we
ev
er
make it t
h
ere?
A
HISTORY
OF
ELO
NA
A vi
sua
l spread of Elo
n
a’s history, from the
fi
rs
t human s
ettlemen
t
s to Joko’s rule.
FE
A
TURED
04
W
AR
PROFITE
ER
S: PA
RT
I
P
act soldiers l
ie
s
t
uck
i
n the ju
n
gle, u
nder
attack from
Modrem and Nightmare Cou
r
t.
COM
MUNITY
ART
Hand-picked g
ems from ta
len
t
ed ar
tists,
i
nspired by
des
er
t
s and the harsh su
n.
AR
T & FIC
TION
GUILD SPOTLIGHT
Knights of the Rose City
are
a u
n
ique
group
o
f
Guild Wars 2
players - fi
nd
out why.
COMMUNITY
A
STUDY
INTO
TH
E
NA
TUR
E
OF
THE
MISTS
A
HIST
OR
Y
OF
NIGHTFALL
A c
ompreh
ensive look at the story of
Guild
Wars: Nightfall
.
THE
S
COURGE
OF
VABBI
The u
ndead rule
Elo
n
a.
S
tarc
o
nspirat
o
r
u
nc
ov
ers how we
handed
i
t to t
h
em...
L
ORE &
H
I
S
TOR
Y
The mys
t
er
ies of the Mists rev
ea
led.
18
23
0
8
1
2
33
38
4
5
29
IN THIS ISSUE
y all appearances,
GuildMag’s
had a
quiet year
so far.
The success
of
our
last issue,
The
Annual 2015
, has spurred us on
to make a physical
GuildMag
issue a
yearly
occurrence, which
means that w
e’ll be releasing
our 18th magazine
The GuildMag
Annual:
2016
ver
y
soon. This
year’s An
nual will
be bigger
and better, and
physical copies
will be available for pre-order
from 28th
November 2016
for delivery before Christmas
- more information
will be
available on guildmag.co
m
nearer the time, so stay
tuned!
For now, though
,
we present
to you
our Elonian-inspired
Issue 17
. The community has
been
awash with
speculation
about
where Season 3 and
the
next
expansion
will take us; to
the Crystal Desert an
d Elona,
or perhaps somew
here else
entirely?
Elona
has
yet
to
feature
in a
GuildMag issue, so we’re
remedying that
with th
is one!
We’ve p
ut together a magazine
that encompasses all
that was
great about th
e Land of
the
Golden
Sun
from the original
game, and what you
co
uld look
forward to sh
ould
we ever get to
visit th
e golden
continent again.
With
Nightfall
having just
celebrated its 10th anniversary,
now
seems like the
perfect time
to unearth the d
esert’s
hidden
treasures. In “Th
e Scourge of
Vabbi”, S
tarconspirator explores
the evil deeds of Palawa
Joko
,
and in “A
History of Nigh
tfall”,
lore guru Draxy
nnic
uncovers
the dangers of the reven
an
t’s
Legendary Demon S
tance. As
always, we’ve also
included
a
myriad of commu
nity art and
fi
ction, plus many other articles
just waitin
g to be
discovered.
Got
feedback
on
this
issue?
We’d
love to hear
it; send
us an email
at contact@guildmag.com!
Happy read
ing!
EDITOR’S
LETTER
B
EDITOR-
I
N-CH
IEF
Valian
t
CON
TENT MA
N
AGER
Miko
SENIOR EDITOR
T
a
uz
SENIOR W
R
ITER
Draxynnic
WR
ITERS
Aaron Heath, Jarkor, Ke
n
t
Benson, NovaInfuse,
Starconspirato
r
EDITORS
Ferialyn
,
LittleBoat,
Kalabajooie, Talu
s
DES
IGN
ERS
Anthonz
Join
us
and
g
et publish
e
d
www.guil
dm
a
g.co
m/j
o
in
Join us as we
jo
urne
y into Elona
,
Land of
the Golden
Sun. Is this whe
re Se
as
on
3 is
heading?
THE
TEAM
baddon’s attempt
to regain his
freedom had
a lasting e
ff
ec
t
on the
world –
but th
e fallen god
was not
alone in
shaping the
history
and environ
s of Elona. As a
catalyst for change, Pa
lawa
Joko occupies
a
position of
uni
que power and continues
to this day to in
fl
uence the
Land of the
Golden Sun. The
undead
lord
of
the
Desolation
and Scourge
of Vabbi, Joko
fi
rst appeared in the history
of Elona in 757
AE (957
DR)
with th
e buildin
g of his
Bone
Palace in the Desolation.
P
rior to that, he was known
as an “upstart king” in
the
time of Mad
King Thorn
– the
two of them enjoyed
quite
the rivalry. However, how
he
became a lich and u
ndead
king remains a mystery.
For over one hundred
years,
until 860 AE, Joko b
uilt up h
is
undead army by raiding the
ancient tombs of
the Crystal
Desert and enslaving
humans
from the civilizations that
A
Elona belongs to the
un
dead
.
8
GUILDMAG #17 | LORE - The Sco
urge of
Vabbi
faltered due to
the expansion
of the Desolatio
n. With
his
horde of und
ead, he then
invaded Vabbi, quickly taking
control of th
e province. For
two years, Joko waged
war
against the Elonians, easily
capturing the
unprepared
estates of the merchant
princes. He proclaimed
himself sovereign ruler of
the area, and eventually
controlled most of
the
mainland province of
Kourna
and all of Vabbi.
Palawa Joko’s advance was
countered by a small reb
el
force consisting of Elonian
s
from all three provinces, led
by the Kournan
warmarshal
Turai Ossa. Although Turai’
s
hit
-and-run tactics had
some success, his forces
eventually fou
nd themselves
surrounded at the
Grand
Cataract of J
ahai, where they
prepared to make their
fi
nal
stand. In
a desperate gambit,
Turai Ossa challenged Joko
to
single combat and
won.
the scourge
of vabbi
BY S
TA
RCONSPIRAT
O
R
9
LORE - The Sco
urge of Vabbi | GUILDMAG #17
With Joko
defeated, his un
dead
ar
mies retreated back to the
Desolation and
the Bone
Palace. Yet despite his defeat,
he cou
ld not be killed; instead,
his body was b
roken
and
sealed in a tomb
beneath a
stone plinth. Afterward, Turai
Ossa assigned h
is elite guard
to the task
of watching over
this tomb
– giving rise to the
Order of W
hispers.
In the wake of Jo
ko’s rule, Turai
Ossa was given
the title King
of Elona and the survivors
rallied behind
him. But Ossa
obsessed over
the gods.
The W
armarshal eventua
lly
departed for the Crystal Desert
seeking Ascension, leavin
g
Elona behin
d to rebuild.
Palawa Joko remained trapped
under
his plinth, u
nable to
e
ff
ect any change for hundreds
of years and he faded in
to
legend. However,
in 107
5
AE (1275 DR), as
Abaddon
attempted to break free from
his ow
n prison, Palawa Joko
once again found h
is
way to
the world of the
living.
When Varesh
Ossa discovered
the rituals necessary to bring
about Nightfall and release
the fallen god Abaddon
,
her
actions also weakened
the
bonds that held
Palawa Joko.
Althou
gh the S
unspears
worked against Varesh from
the moment th
ey discovered
her plans, at every turn
she
outmaneuvered them. F
inally,
Varesh’s quest took
her
through
the Desolation to
the
Mouth
of Torment. With
her
goal in sight, the Sun
spears
desperately needed to catch
up to the W
armarshal and
stop her. However,
with its
poisono
us sulph
ur sands
and hordes of undead,
th
e
Desolation proved too great
a barrier for the m
ere mortal
Sunspears to cross.
Th
eir
frantic
research led them to
only
one possible
source for
aid in crossing th
e Desolation
– Palawa Joko. Even consultin
g
with the centaurs of the
area,
who had once
been en
slaved
by Joko, yield
ed no
other
option. The Sun
spears’
only
chance to catch Varesh and
stop Nightfall was
to convince
the undead king
to help th
em.
Hoping to
fi
nd Joko, the
Sunspears
sought the
monument that marked th
e
place where Turai Ossa had
defeated him, where
Joko’s
tomb lay. Once free, Joko
fl
ed and the centaurs and
Sunspears
had to recapture
him before they could d
iscu
ss
crossing the desolation
.
Although the centu
ries
of
imprisonment had
weakened
Joko, he was still able
to
lead the Su
nspears to the
Desolation and reveal the
only way for mortals to cross:
riding inside
the giant Jun
undu
Wurms that lived there.
With
Joko’s help, the Sun
spears
were able to tame the
wurms
and enter th
e Desolation,
but Joko’s aid did not
come
free, nor cheap. Despite th
e
centaurs’ warning n
ot to
trust the un
dead king, the
Sunspears allowed
him to go
free.
10
GUILDMAG #17 | LORE - The Sco
urge of Vabbi
This decision
to free Joko in
order to save the
world from
Abaddon would later p
rove
devastating to Elona. Some
might argue it was short
-
sighted, others that
it
was a
necessary exchange, even a
bargain.
Free from his prison, Joko
began immediately to retake
his kin
gdom and rebuild
his
army. Because their goal
s
were compatible – clearing
the area of Abaddon
’s minions
and reaching Varesh – th
e
Sunspears found th
emselves
aiding the
undead kin
g as he
reestablished himself.
The
work began
with retaking the
Bone Palace from Varesh’s
rearguard. In order to do
so, the Su
nspears subdu
ed
several of Joko’s generals,
returning them
to
his service
or destroying th
ose who
would
not. In the process, they
were
warned again, this time by
the
Order of Whispers,
not to trust
Joko. Fearing that the Sco
urge
of Vabbi w
ould return, the
Order began preparations of
its own to counter h
im
- bu
t
they kn
ew Joko cou
ld outwait
them if he had to.
In the meantime, th
e
Sunspears continued to
aid
in
the rebuilding of Joko’s
army
as they consolidated
their
position and cleared a
path
through the Desolation. W
ith
the vestiges of his army
once
again under his comman
d,
Joko reasserted his authority
over the Desolation an
d
reestablished his seat of
power. Aided by th
e Junu
ndu
Wurms and Joko’s forces,
the
Sunspears cleared the
Bone
Palace of demons befor
e
moving on into the
Desolation
and to
the Mou
th of Torment.
With Varesh’s forces cleared
from the area, Joko turned
his attention to reb
uilding
his kingdom an
d plotting h
is
return to power over all
of
Elona.
Other than
the occasional spat
with
King Thorn
– continuin
g
their rivalry even in un
death
– little was heard from Joko
after his release. For sixty
years, he gathered streng
th
and renewed his fo
rces,
reestablishing his p
ower base.
Then, in preparation for
a
new
invasion of Vabbi, he damm
ed
the River Elon, diverting its
water toward the Crystal
Desert. F
acing a devasta
ting
drought and accompan
ying
social unrest in addition
to
the undead army, Vabbi
soon surrendered. After the
province fell, Kourna and I
stan
followed.
With little op
position, Joko
set out to destro
y both
the Sunspears an
d the
descendants of Turai
Ossa.
In a sadistic
twist, he ordered
his forces to brin
g any Ossa
descendant to
him, forcin
g a
number of them to serve as
his generals – living
or dead
made no di
ff
erence to Joko.
For over a hundred years, Jo
ko
worked to drive the Su
nspears
from the land. Th
ose who
did
not perish
fi
ghting the undead
king left Elona, wanderin
g
foreign lands, passing
down
the teachings of a barely-
remembered Order. Some
Sunspears did remain
in Joko’s
Elona, choosing to serve
as
Joko’s knigh
ts in exchange
for
power. These fallen Sunsp
ears
form the Mordant Crescen
t.
In
the intervening time, Elonian
citizens have also
fl
ed the
Scourge of Vabbi an
d today the
Land of the
Golden Sun is as
sealed o
ff
as the Dominion of
Winds,
having
very
littl
e
contac
t
with th
e outside
world. Joko’s
kingdom shared
borders with
the
Elder
Dragon
Zhaitan’s
area
of in
fl
uence, which brought
the two
undead armies into
contact with on
e another for
years. However, now
Zhaitan
is gone and Joko remain
s the
unchallenged
ruler of
the
dead.
The only humans to
still
have
contact with Elona are agents
of the Order of Wh
ispers, b
ut
few details regarding Joko’s
kingdom are publicly
known
.
Palawa Joko will likely make
another appearance in the
future. Perhaps the Pact
will
seek his help with
Kralkatorrik,
the Elder Dragon awaiting us
nearest Elona’s border. We
may also meet him once again
when
the
exiled
Elonians
follow
their prophesied leader
home.
Regardless, we should alwa
ys
remember the undead
king
ca
nno
t
be trus
t
ed.
11
LORE - The Sco
urge of Vabbi | GUILDMAG #17
Professor Blorp
presents
a lecture
on the his
tory of Nightfa
l
l:
Beware the Dangers of
History Igno
red.
By Draxy
nnic
G
reetings, empty
heads in
need
of
fi
lling, it is I,
P
rofessor Blorp,
here to warn
you of the th
reat that these
so-called revenants may
be un
wittingly bringing
to
our world! While I
remain
perplexed as to why
Gixx
saw
fi
t to place my important
message at such an early
hour in
the fou
rth
day of
the P
riory’s symposium on
revenant magic
and what
it could mean, allow me to
congratulate those of y
ou
who chose to fo
rego
studying
fi
rsthand the aftere
ff
ects
of excessive intoxicant
A HISTORY
OF
NIGHTFALL
12
GUILDMAG #17 | STORY - A History of Nightfall
consumption
in order to
receive this warning! Your
presence here may well lead
to making the di
ff
erence
between success and d
isaster
for all our e
ff
orts!
Since Rytlock Brimstone’s
return during the Maguu
ma
campaign in the Mists,
we’re
sudd
enly being
inundated
by
a
fl
ood of soldiers calling
themselves “revenants”.
These revenants invo
ke the
powers of legends of
the
past to grant themselves
magical abilities, a
nd, some
say, hear the voices of th
ose
legends in
their heads. S
ome
of these
legends, such
as
the philosopher Ventari,
the dwarf king J
alis, and the
dragon prophet
G
lint, will
be well
known
to any of
you
who have paid the
sligh
test
modicum of attention
to
Tyrian history. However, some
of you, who might
have slept
through
your classes in the
history of other lands, may
be blinking at unfamiliar so-
called legends like S
hiro and
Mallyx and askin
g yourself:
“Shou
ld we be worried?”
The ans
wer, as those who
actually paid attention
to the
histories of lands
outside your own little
patch
would know, is:
Yes, y
ou
ignoramuses, by the
Eternal
Alchemy you should
!
These
two were
nothing
less than
the lieutenants of the
greatest
threat to Tyria before the
awakening of
the Elder
Dragons! And
those foolish
revenants are willingly inviting
them right into
their minds!
It all started over thirteen
centuries ago wh
en the
bookah gods decided
to
break
the magic
battery of the Seers
and introduced magic
into
the world
on a scale not seen
since the last rise of
the Elder
Dragons, suppo
sedly as a gift
to make life easier for the
races. N
a
turally, the sur
face
races did what b
ookahs
with more belligerence than
sense usually do w
ith
a new
toy and started killing each
other with
it. One w
ith a little
more sense than most,
King
Doric
- of the kingdom that
later fragmented into Ascalon
13
STORY - A History of Nightfall
| GUILDMAG #1
7
and Orr - recogn
ised that this
was quickly
turning into
a
scenario of mutually assured
destruction. Leaving glaring at
the charr across the northern
border behin
d, he fou
ght his
way back to Arah
to persuade
the god
s to reduce th
e power
of their gift.
Those so-called go
ds that
were present
at th
e time
agreed to do so,
but Doric
paid the price for
their
mistake, with his lifeblood
being
used to seal th
e
Bloodstones
in their current
separated state. However,
the god that
had been
responsible for distributin
g
magic
in the
fi
rst place,
Abaddon,
wasn’t present
when
this decision
was
made. When
he foun
d out,
he responded by th
ro
wing a
massive hissy
fi
t and declaring
war on th
e other gods.
To
cut a long story
short enough
to
fi
t within your limited
attention spans, this resu
lted
in magical devastation on a
level not seen since the
last
rise of the Elder Dragons.
This includ
ed boiling away
the inland sea that
once
separated Tyria and Elona
into a parched desert.
Abaddon
was
trapped
with
his
surviving followers in
a hellish
prison-dimension called
the
Realm of Tor
ment
. The other
gods were
so ashamed at the
destruction that had
been
unleashed
that they cho
se to
leave Tyr
ia rather than stay
and risk destroying
the place
the n
ext time one of
them
throws a massive tantrum
over, I don’t know, stu
bbing
their toe or somethin
g.
However, the
gods did
know
that knowledge of
Abaddon
could allow
him
to
retain in
fl
uence over
our world.
So, before they
left, they made a half-
hearted attempt of erasing
references to Abaddo
n that
could be stumbled on
by
mortals before abandoning
the problem for
future
generations to deal w
ith.
But it apparently slipped
their miniscule minds
that
even that early on
human
civilisation had left a bun
ch of
ruins and tombs around
th
e
place, and some of th
ose
contained scriptures of
Abaddon
. Whoo
psies!
One
of
these
places
happened
to be located
in
the city of
F
ahrunar, the
fi
rst human city
on I
stan and once capital of
the Elonian empire. W
hile the
city still stood, it seemed that
even the bookahs
knew
better
than to go poking
aroun
d in
there and stir up something
The other
gods were
so ashamed at the
destruction that had
been unleashed that
th
ey
chose to leave Tyria rather
than stay and risk
destroying
the place.
“
14
GUILDMAG #17 | STORY - A History of Nightfall
“CRESCENT S
TREET”
C
oncept art of the inner streets
of
Gandara, the Moon Fortress.
they shouldn’t.
Th
is injunction
even survived the Scarab
Plague where the P
rimeval
Kings that ru
led there were
eaten from the in
side out
by insects whose eggs h
ad
contaminated their food
supplies. Even after I
stan was
resettled, stories of plagues
and curses from th
e ruins
discouraged bookahs fro
m
going there. This changed
two and
a half centuries ago.
Kormir, then Spearmarsha
l
of the S
unspears, decided
that her curiosity was more
important than letting be
what had
been w
isely left
alone for over a tho
usand
years. W
arnings of danger
were for other
people…
an attitude that I’m sure
many of y
ou can relate to.
S
top preening, you in the
middle row
- that was n
ot a
compliment!
Her excavation awakened
the
Apocrypha of Abaddon, a
construct inscribed with
texts
of Abaddon. At this
stage, Kormir realised she’d
made a colossal blunder an
d
took steps
to contain it,
but it was already to
o late.
A
visiting Kournan
delegation,
ostensibly
on a diplomatic
visit but actually stirring up
pirates in order to weaken
I
stan for future invasion,
happen
ed to contain secret
cultists of Abad
don, includin
g
Kourna’s leader Varesh
Ossa. Before Kormir and
her Sunspears
were able
to destroy the
Apocrypha,
the cultists were able
to
access it and learn what th
ey
needed from it.
Only th
ey
knew exactly
what that was,
but given
the events
that
followed, it eviden
tly involved
the summoning of d
emon
s.
In resp
onse to th
e wave of
demons that started p
opping
up all over the place, Kormir
abandoned I
stan to cry for
help from th
e heroes that
had defeated
Shiro and th
e
L
ich Lord in Cantha and Tyria
respectively, leaving the
investigation of w
hat was
happening in I
stan to her
junior commanders. These
commanders uncovered the
Kournan conspiracy,
but were
themsel
ves
implicated for killing the
Kournan general K
ahyet in
the process. When K
ormir
returned, they
were being
tried for murder, their
defence resting
on proving
K
ahyet’s guilt. Kormir
immediately ended the trial
by
fi
at and began preparing
I
stan and the Sunspears for
war.
Her master plan was to strike
directly at Varesh’s c
apital, the
Moon Fortress of
Gandara.
N
aturally, this was exactl
y
what Varesh expected, and
the Sunspears were led
in
to
a trap where Kormir was
taken prisoner as her soldiers,
and her eyes,
were eaten by
demons. Only a few
survivors
escaped into th
e surroundin
g
countryside w
ith their tails
fi
rmly between their legs.
Show
ing an u
nusual amount
of sen
se for bookahs,
however, these survivors
found
an
underground
shelter
where n
either the Ko
urnan
army nor the demon
s could
fi
nd them. From there,
they built a
resistance from
oppressed
Kournan villagers
While the city still stood, it seemed that even
the b
ookah
s
knew better than to go
poking around
in there and
stir
up
something they shou
ld
n’t.
“
15
STORY - A History of Nightfall
| GUILDMAG #1
7
and th
e enslaved Veldrunner
centaur tribe of sou
thern
Elona.
However, the
Sunspears
realised
that
they
did
not
ha
ve
the forces to take on Kourna’s
military, and needed to
enlist
the aid of Elona’s third
province, Vabbi. With th
e
assistance of the Order of
Whispers and some corsairs
with a gru
dge again
st
Kourna - it’s apparen
tly okay
to collaborate with pirates
when
it’s the
Sunspears doin
g
it - the Sunspears were
ab
le to
rescue Kormir from the
execution
block before using
a secret tunnel
to
bypass
the Kournan fortress of J
ahai
and make it to Vabbi. On
the pretext of
pursuing th
e
Sunspears, Varesh reinforced
her army with a secon
d wave
of demon
s and invaded
Vabbi.
The Su
nspears found
that the
Vabbian self-styled princes
were too busy sticking th
eir
heads in
the sand
over
Varesh’s intentions
- or the
fact that she was slo
wly
turning into a demon
herself
- to heed their w
arnin
gs.
N
aturally, Varesh took this
as
an invitation to rampage
at will through Vab
bi’s holy
sites, tearing new h
oles in the
walls of Abaddon’s p
rison
.
She
then took
her demonic
army and hightailed it to
her
real obj
ective - the site within
the p
oisoned sands
of the
Desolation where
Abaddon
had fallen, and
where the
barrier between Tyria and
the Realm of Torment was
weakest.
Thanks to th
ose poison
ed
sands, the living Sunsp
ears
were unab
le to pursue
without
fi
nding a safe way
to cross. In a gen
ius move
that clearly had no chance
of reboun
ding on
their
descenden
ts whatsoever,
the Sunspears
decided to
awaken the lich
king Palawa
Joko from his prison
and
ask him nicely if he could
give them a way. With a little
arm twisting, Joko agreed,
teaching the
Sunspears how
to tame Junu
ndu w
urms
that could carry them safely
across the desert -
if
you
call riding in the mou
th of a
semi-domesticated desert
wurm ‘safe’ - in exchange
for
the Sunspear’s assistance
in rebuilding Joko’s pow
er.
Between
the Sun
spear-
controlled wurms and
Joko
being all too happy to
settle
scores on Turai’s descen
dent,
Varesh’s rea
rguard was
overwhelmed, and th
e
Sunspears caugh
t up w
ith
Varesh as she was p
erforming
the ritual to op
en the
Mouth
of Torment.
Despite Varesh completing
her transformation into a
demon the
fi
rst time she was
killed, and coming back at
the
Sunspears with a wave
of reinforcements from the
Realm of Torment
, she was
defeated. However, sh
e
had achieved eno
ugh that
the
energy released in her
defeat tore open
the Mo
uth
of Torment, sucking th
e
Sunspear
bookahs inside.
Fortunately, instead of bein
g
pulled
onto the
dinner table
of an army of
demons, the
Sunspears appeared
in
one of
the last remaining
strongholds
of the Forgotten
jailors who had, for cen
turies,
been failing to keep Ab
ad
don
and h
is minions contained
in
the Realm of Torment.
There, the Sunspears learned
that, due to the one-size-
fi
ts-
all containment policy of
their
so-called gods that
lumped
the in
nocent in
with the
guilty,
their actions in o
pposing
Abaddon had con
taminated
them with
knowledge
of
Abaddon
. Hence, they
too
The Sunspears realised
that they did not
have
the forces to take o
n
Kourna’s military, and need
ed
to enlist the aid of Elona’s th
ird
province, Vabbi.
“
16
GUILDMAG #17 | STORY - A History of Nightfall
were doomed
to be trapped
in the Realm of Torment
upon
their deaths if Abaddon
wasn’t destroyed. Hearin
g of
an old temple of the Six
Gods
that had b
een sucked
into
the Realm of Torment, the
bookahs pushed
forth
into
the hell-dimension, hop
in
g
that if they
invoked the
other
gods in
the Realm of Torment
then the other
fi
ve would get
o
ff
their collective laurels and
fi
nally clean up the mess they
left behin
d.
It was there
that they met two
of the generals
of Abaddon
,
both
of which
had caused
chaos in di
ff
erent parts of
Tyria three years before -
Vizier Khilbron, who was
responsible for the Cataclysm
and thus partially respon
sible
for that wh
ole situation with
Zhaitan
and
Orr,
and
the
Shiro
Tagachi that you may have
heard some of
these revenant
morons speaking
so glowingly
about. After cutting
those two
down, the Su
nspears, led
by
Kormir, knelt as bookahs do,
and asked for
help from their
mommies and daddies.
Here, reportedly, the voice of
Lyssa gave them an upliftin
g
speech abou
t how
the pow
er
was in them all alon
g and
sent them away with n
ary a
pat on the back. Miracu
lously,
a handfu
l of bookahs
then
managed not to
muck it up
any further and
proceeded to
slay the fallen god. Realising
that you do no
t
just simply kill
a god and
walk away witho
ut
the god
exploding
in you
r
face, Kormir decided that one
of Lyssa’s cryptic
utterances
meant that she
was supposed
to replace Abaddon
and
leaped into
the nexu
s of
power left
by Abaddo
n’s
death, absorbing th
e energy
and th
us becoming th
e sixth
bookah
deity.
That wasn’t th
e end
of it,
however, as the remaining
generals of Abadd
on’s forces
led an insurrection against
the new goddess,
seekin
g
to overthrow her and claim
her power
to become a god
instead. The leader of
this
e
ff
ort, and thus presumably
Abaddon
’s successor if they
had succeeded,
was none
other than the demon
lord
Mallyx the
Unyielding. Yes,
I can see th
ose of you
that
aren’t trying to pretend
you haven’t fallen
asleep
recognise that name.
So, as you can
now
see,
these
two entities that these
revenant ignoramuses
willingly allow
to
possess
them were th
e lieutenants of
a being that
the bookah
gods
considered so
dangerous
that anyone who
even
knew
about him
was consigned
to an eternity of torture
upon
their deaths, simply to
prevent that kn
owledge from
contaminating the rest of th
e
Mists. Sure, the revenan
ts
claim that they’re in control…
but how do we kn
ow they
are
really? How do
we know
that
these ghosts of Shiro
an
d
Mallyx aren’t simply letting
their pup
pets believe that
they’re in control,
while
waiting for the
opportunity
to carry out schemes that will
wreak unmitigated havoc
and
destruction across Tyria?
The simple ans
wer, bookahs
and gen
iuses, is that we
don’t.
We’ve just recently
seen the
Pact all but annihilated by
those who believed
that
they
had free will until the
momen
t
their true master whistled
and they set on their
former
friends like th
e warhound
s
they were made
to be. We
cannot a
ff
ord to be blindsided
yet again by a
betrayal that
a half-blind ettin
could see
coming a mile away.
The
remaining
generals
of
Abad
don’s
forces
led
an insurrection against
the new goddess,
seekin
g to
overthrow her and claim h
er
power.
“
17
STORY - A History of Nightfall
| GUILDMAG #1
7
DELIVE
RING
ELON
A
BY AA
RO
N HEATH
Where will the next
Guild Wars 2 expansion take us? We explore
what the contintent of Elona might have to o
ff
er...
Dragon on
the chop
ping block?
Well, he simply
connects nicely
with the cli
ff
hanger at the end
of
Heart of Thorns
. With
G
lint’s
egg infused with a signi
fi
cant
amount of
Mordremoth’s
magic, the newly
hatch
ed
Aurene has a very real
possibility
of
bearing
some
sort
of connection to Kralkatorrik, a
remnant of its mother’s origin
.
Furthermore,
G
lint had strong
ties to the Forgotten, an
d it
was the Forgotten,
through th
e
will of
G
lint, that construct
ed
or many
Guild
Wars 2 players,
the contin
ent of
Cantha to
the
far
south is the
be-all-end-all
of potential
expansion content. How
ever,
expansion
content on
ly works
as well as it
fi
ts into the story,
and right
now, Cantha d
oesn’t
have much
of a place in the
expanding narrative. That isn’t
to say ArenaNet
won’t ever
be giving us a new
continent
to explore, tho
ugh. With
Kralkatorrik residing in the
Crystal Desert, and with
the
recent defeat of Zhaitan, th
e
continent
of Elona might just
be where we’re h
eaded
!
The key to unlocking
Elon
a
is the Crystal Desert. We
will eventually have to face
Kralkatorrik and when that
day comes, we will most likely
do
so on h
is home turf in
the
Crystal Desert. But what migh
t
prompt
us
to
fi
ght
Kralkator
rik?
Wh
y should
he be
the next
F
With Kralkatorr
ik
residing in
the Crystal
Desert, and with
the
recent defeat of Zhaitan, th
e
continent
of Elona might just
be w
here we’re headed
.
“
18
GUILDMAG #17 | EDITORIAL - Delive
ring Elona
with Kralkatorrik’s pesky
crystalline minions. In
the
southern reaches
of the
Crystal Desert, the powerful
undead lich, an
d tyrannical
ruler of Elona, Palawa Joko’s
ar
mies are also at war with
Kralkatorrik. Which brings
us to an interestin
g dilemma
that will ultimately dictate
how we go abou
t exploring
Elona: do we enlist Joko’s aid
against Kralkatorrik,
for
ming
an uneasy alliance
(as we did in
Nightfall
), or do we take him on
as a second
enemy?
S
trategically, it would be
prudent to at least attempt
the former. Pa
lawa Joko,
Tarir. The Forgotten were
known to reside w
ith
in the
Crystal Desert before leaving
Tyria, and there is no tellin
g
what ans
wers lie in that arid
wasteland for both the p
layer
character and Aurene.
So we have just cause to
brave
the desert, bu
t what might
we fi
nd there? Well,
fi
rst and
foremost, there’s Kralka
torrik.
Kralkatorrik’s residence in the
Crystal Desert cr
eates an
interesting connection
to
Elona: that of Palawa Joko. You
see, the charr and Ascalonians
aren’t the only ones
dealin
g
“AWAKENED HORSEM
AN”
C
oncept art by Doug Williams,
depicting one of Joko’s A
wakened
army.
19
EDITORIAL - Delive
ring Elona | GUILDM
AG #17
now
supreme ruler of Elona
for several hundred years, is
undoub
tedly more powerful
than ever before, and
would
prove to be a formidable a
lly
against the Elder Dragons. On
the
other
hand,
if
the
Pact
wer
e
to attempt to
fi
ght both Joko
and Kralkatorr
ik on the same
front, chances are Kralka
torrik
would come out th
e victor and
both
the Pact and Joko w
ould
su
ff
er debilitating losses.
However, now
that we’re
“friends” with Joko,
the issue
still remains: how will
we go
about exploring Elona? Th
ere
needs
to be motivation to
do so, a plot device drivin
g
us toward Elona. Well, that’s
where Joko comes
in a second
time. Back in
Guild Wars:
Nightfall
, we formed an alliance
with Joko in order to d
efeat
the much greater threat of
Abaddon. However, we
made
a
mistake. After defeating
Abaddon,
we left Joko
to
his
own devices, naively assumin
g
he would ju
st
chill in the
Desolation forevermor
e.
F
ast forward 25
0 years, and
he
has conquered all of Elona,
crushed the Sun
spears, and
assimilated anyone of n
ote
that could potentially resist
him, including all
known
members of the
Ossa
bloodline. For all we know
,
Kralkatorrik could be the
only
one stopping him from
invading Tyria.
This is w
here it gets very tough
to justify passage to Elona.
If we ally
with Joko against
Kralkatorrik then promptly
turn on him and free Elon
a,
that’s going to seem rath
er
treacherous of both
the Pact
and our player character
.
However, it wo
uld also seem
strange to simply stand
by and
let Joko’s oppressio
n go
unchallenged.
ArenaNet’s
writing team would
need
to
work very hard to make th
is
part work, but it
is
possible.
The key
to spinnin
g this in
our
favor is having Joko make
the
fi
rst o
ff
ensive move.
With Kralkatorrik out of the
way, he is
free
to expand
his
empire into Tyria. Rather tha
n
having the Pact, the
“good
guys,” betray Joko, wh
y not
make Joko be the betray
er?
It makes sense: h
e’s power
hungry, ambitious, psych
otic,
and deceptive. I
t’s a move that
would
give us a valid reason
to move against him and,
in
so
doing, enter Elona.
So w
e’ve entered into
a
dubious alliance
with Palawa
Joko, used our joint e
ff
orts to
destroy Kralkatorrik, and now
Joko has turn
ed on
us and
intends
to bring the
continent
of Tyria under
his control.
Now
we’ve got an
expansion
on our hands! No
t
only do
we
get the green light to en
ter
Elona, we have just cau
se to
travel through it in
its entirety.
Palawa Joko occupies the
whole
continent, includin
g the
island of I
stan to the south,
There need
s to be[...]
a
plot device driving us toward
Elona. Well, that’s where
Joko comes in a secon
d time.
[...] We left Joko to his own
devices,
naively
assuming he
would just chill in the Desolu
tion
forevermore.
“
20
GUILDMAG #17 |
EDITORIAL - Delive
ring Elona
and overthrowin
g Joko
would require travelling to
Vabbi, Kourna, and I
stan and
undermining his in
fl
uence in all
those locations, before
fi
nall
y
marching on th
e Bone Palace
in the Desolatio
n.
Our story is still pretty
barebones, thou
gh. The
overthrowing of a
tyrant
is
pretty standard fare as far as
fantasy stories go, particul
arly
in video games. ArenaNet likes
to implement impactful events
that change th
e entire world
signi
fi
cantly in their narrative,
and the storylin
e outlined
in
this article opens up just such
a
change.
By themselves, the Pact simply
lacks the necessary forces
to challenge Joko’s armies
directly. Joko has spen
t over
a hundred years amassing
hordes u
pon h
ordes of u
ndead
minions, and
his conqu
est of
Elona has proven that
he’s
a very competent milit
ary
commander. But where migh
t
the Pact
fi
nd the help it needs?
What force in Tyria could
possibly bolster
the assault
against Joko enough to s
way
the odds in the Pact’s
favor
?
The centaurs of course!
Almost
all centaurs in
Guild Wars 2 ar
e
utterly hostile in every capacity,
and they show extreme
hatred,
contempt, cruelty, and outright
sadism toward other races.
However, we
the players
have a trump card in our favor:
Palawa Joko’s empire is built
Almost all centaurs in
Guild Wars 2 are utterly
hostile in every capacity,
and they show
extreme hatred,
contempt, cruelty and outright
sadism.
“
21
EDITORIAL - Delive
ring Elona | GUILDM
AG #17
upon the en
slavement, labor,
and mistreatment of Elona’s
entire centaur population
. If
pitched to
the centaurs of
Tyria
correctly, this reality could be
enou
gh to rally them against
Joko.
Now, at this
point, forming
fl
imsy alliances with previously
hostile entities
is
becoming a
bit of a trend in th
is
article.
However, an alliance between
the Pact and
the centaurs
could potentially resu
lt in a
peace accord between th
e
centaurs and the other races
of Tyria, and could mean
huge
changes for z
ones in Kryta and
the Shiverpeaks. Th
is outcome,
while
quite bold, w
ould
renew the community’s faith
in ArenaNet’s ability to brin
g
massive, permanent changes
to Tyria while also introd
ucing
plentiful new con
ten
t.
The material discussed in
this
article is honestly a bit
much for a
sin
gle expansion.
Realistically,
the defeat of
Kralkatorrik would occur over
a season of L
iving World, and
then Palawa Joko’s betrayal
and the liberation
of Elona
wou
ld form an expansion
pack’s worth of content. W
ith
Elona at our
fi
ngertips, who
know
s what kind
s of ancient
secrets and undiscovered
magic
we could uncover that
might aid us against the Elder
Dragons?
Furthermore, perhaps,
somewhere in Elona,
an
alternate solution to th
e
Elder Dragon problem might
lie undiscovered.
With the
story of
Guild Wars 2 going
in the direction it is,
it would
be a shame
to
see Elona
get bypassed or
ignored,
and hopefully ArenaNet h
as
plans to someday deliver
that
content
in
a manner that will
leave us satis
fi
ed and itching
for more.
22
GUILDMAG #17 |
EDITORIAL - Delive
ring Elona
I awoke into darkness. Lying supine on the arid ground, I stared into th
e
abyss above me. A familiar sight lay there, but twisted and w
arped from
what I remembered. Instead of the clear azure, thick, dirty clouds travel
led
across a muddied sky that sought to block the light from a bloodied sun.
I felt nothing; not the heat of the desert, nor th
e rock on which I lay.
Though numb to the world, my mind felt otherw
ise, struggling to accept the
claustrophobia of the darkness. This wasn’t home - so how had I got her
e?
I sat up, startled.
The hallucination left as quickly as it
had
come. I struggled to make sense
of what I had seen, though all too soon the memory of it began to fade.
Confused, anxious and alone, I had to uncover where I was. As I stood up,
I felt a weight against my hip, and pressed my hand against the hilt of
a
sword that clung to my leather belt. It looked ordinary and unadorned, t
hough
sharp enough to be of use should it be needed - not that I knew how to.
On
my feet were simple leather sandals, the str
aps weathered and torn, and I
wore my familiar linen garments: beige trousers w
ith a terracotta shirt. Both
were dirtied and ripped.
Surveying th
e surroundings, fierce black tentacles protruded from the
ground, twisting the
ir way through the landscape. Sand dunes and tall rock
formations surrounded me, running as far as the eye could see and leav
ing
only one direction in which I could walk: forward. In the distance, a faint
ethereal voice cried out. It sounded like a young g
irl, though I couldn’t be
sure I had even heard anything - this place p
layed tricks on the senses, and
seemed far away from any reality I knew. Putting one foot before the o
ther,
I began to move forward into the unknown, unsure of what awaited me b
ut
determined to find out if nothing else.
It wasn’t long before I encountered another creature. As I walked further
from where I had begun, the distant noises grew in frequency and strength.
Shrill screams and deep, rumbling gro
wls echoed through the rocks and set my
mind racing. I tried to feel for my heartbeat, for some reassurance that
I was still alive, but the numbness remained. And as I did so, all manner
of depraved creatures entered my thoughts as I tried to picture what the
sounds could possibly belong to. But when I saw one of them with my own e
yes,
nothing had even come close. From a rocky cliff above me jumped a large
hellish creature made of bone and exposed flesh. It landed on four legs, its
tail between its legs and bone spikes r
unning the length of its spine. Its eyes
were large but hollow, and from its mouth
the creature slobbered like some
demonic mockery of a dog. Its stench filled my nostrils, the acrid scent of
rotting flesh stinging the back of my throat.
I retched. It charged, and I
found myself unable to move, simply staring into the dead eyes of my do
om.
This is where my life would end, far from home. Would anyone miss me?
Suddenly, my mind was clear. Without thinking, I dodged to the right, t
he
demon’s spiked legs brushing against my arm and cutting deep. The wound
was grisly, yet stran
gely, there was little blood and I felt no pain. The
creature stopped running and turned for a second attempt. I knew what
had to be done. This abomination would not take me, not now. Still crouched,
I reached down and withdrew the sword hanging from my waist. It was too
big to attack head-on, so there was only one oth
er option. It roared and
charged again, this time its mangled tongue hanging from the side of i
ts
mouth. As the creature came closer, I once again dodged to the side, this
time thrusting my sword towards it. The metal met its target, rending throu
gh
dead flesh and bone on the creature’s flank as it darted past me once
more. It howled in pain, crumpling on its side, twitching and struggling. Wasting
no time, I scrambled from the dirt over to where the creature l
ay and,
gathering my strength, plunged the sword through its skull, crunching th
e bone
and penetrating inside like a knife through butter. I l
et go of the sword,
and it remained embedded in the creature. It was over; I was alive. But I
had taken a life in exchange. A wave of emotions crashed over me; a tear
began to form in the corner of my eye, and I looked out at the surrounding
s
once more. I was scared. Would I ever make it out of this place? Around
me, the world grew darker still as the sun transformed to an aby
ssal black.
Why me? Why now? Where...
“You should not have done that,” came a sharp, feminine v
oice from behind.
“That pet was not yours to destroy.”
I spun around to face her, my eyes meeting with a flash of brig
ht purple
light and the rough shape of a h
uman.
“You see them.”
The light began to fade, and in its place the details of the humanoid w
ere
revealed.
The creature stood taller than me, slender and almost graceful. She - no,
it - wore a bronze metallic mask that covered its face. Almost insect-
like, bright sources of l
ight shone from six eye holes in the mask’s intricate
design. It wielded a sweeping scythe in both hands, and its body was cov
ered
by ripped, yet once-ornate, r
obes that swept from its chest to its feet. Its
shoulders were left uncov
ered, showing pure purple energy
in place of flesh or
any normality.
“Please… where am I?” I asked, not truly knowing what to expect. I didn’t
doubt it was here to kill me, but I had nothing else
.
The demon tilted its head slightly, and, still clutch
ing its weapon, began to
laugh. A deep, ancient laugh that came from beyond its female form and
filled my mind.
“He will be with Her once again,” came the demon’s v
oice.
My thoughts cleared once more.
“And you provided the power to do so.”
“WHAT IS HAPPENING?” I yelled, unable to contain… anything anymore.
“Where’s Maia? That all happened, didn’t it? You... took her! What did you
do?!”
“You worship false gods. Their lies, th
eir intolerance… they did this. THEY built
this place.”
“Fool. You think a mere farmer could defeat one of His servants?” It began
to laugh again, the sounds ech
oing around me.
“I… remember. I killed you. You… you should be dead!”
“It is not I who is dead, Joseph.”
Once more the vision faded.
I fell to my knees and wept.
“Nightfall comes, Joseph. Abaddon rises, and your family shall witness it all
,”
the demon announced, as it turned from me and began to walk away.
I sat there, weeping, lost. Throug
h the tears, another shape appeared before
me: a young girl, with dark hair hidi
ng her face.
“Daddy?”
The HERALD
It
has
bee
n
too long,
a
l
low me
to act
Mist
Scr
im
Obtained through character
creation biography option.
Herald’s Should
er
plate
Awarded for fully unlocking
herald elite specialisation
.
Band
e
d Coat
Available on the Trading
Post.
Drago
nhu
n
ter’s
Gau
n
tl
et
Awarded for fully unlocking
dragonhunter elite
specialisation
.
Heri
tage
L
egplate
s
Hall of Monuments reward -
original Guild Wars required.
Gr
asping De
a
d Gr
e
ave
s
Arah dungeon armor
reward. 180 Shards of
Zhatain.
Chao
s
We
apons
Black
Lion weapon skins.
Cel
estial
Pastel Purple
Glint’s Sanctuary
Ev
ening
Glint’s Crystal
HEAD
SHOULDERS
CHEST
HANDS
LEGS
FEET
DYE SCHEME
Using a sword? Wait until your auto-
attack finishes before using Precision
Strike for maximum DPS.
In a raid squad, place yourself in a separate
group with the chronomancer to ensure 100%
uptime on Facet of Nature for them.
Swapping legends refreshes your
energy to
50; if you’re above 50, you’ll
lose any bonus energy.
Vengeful Hammers will toggle off if they collide
with a wall. Demon stance (Mallyx) is better in
this scenario.
hey come
from di
ff
erent
back
grounds
with
their own
stories and lives,
but the players who
comp
ose
Knights of
the Rose City
have
this in common: They’re aged
18+ ad
ults who
live in or
near Portland, Oregon, and
frequently step
away from
their keyboards and rigs
to
mingle with
their guildmates in
real life, whether at a local bar
or city staple.
Enyalmo, one of th
e guild’s
o
ffi
cers who has been a
member for around eigh
t
months, said
Knights of
the
Rose City
is essentially “a casual
hardcore, Portland-based guild
that focuses on hanging
out
with friend
s both
in
game and
real li
fe.”
Leader Fyasco, who started
[KPDX]
in spring 2014, said
the group began w
ith
eight
close friends w
ho were local:
“I tho
ught it w
ould be
fun to
have our o
wn little guild.”
“Eventually, as
our interest
and involvement
in the game
grew, I started searching
for a
Portland guild that we
could p
ossibly merge with,”
she continued. “I
was really
surprised that I couldn’t
fi
nd
one since I had
a
feelin
g that
there had
to
be a lot of
people
T
Guild S
potlight
KNIG
H
TS
O
F THE R
OSE CITY
BY
FERIALYN
29
GUILDMAG #17 | GUILD SPOTLIGHT
- Knights
of
the Rose
City
in the Portland area w
ho
played the game.
“Why not just make
KPDX
the
Portland guild, then?”
Having a location-based gu
ild,
she said, makes it easy to meet
compatriots with the same
common interest: In
this case,
Guild Wars 2. But then play
ers
can also turn to that common
interest of living in
the same
area, whether it’s discussing
Knights
of the
R
ose
City [KPDX]
Leade
r:
fyasco.2489
Size:
70+ members
Prefe
rred
game mode:
PvE
Quirk:
Nearly
every
member
of
[KPDX]
lives
in
or
near
Portland,
Oregon.
In-game co
nt
act:
fyasco.2489
ww
w.knightsoftherosecity.com
places to eat, upcoming even
ts
or more.
And
over the course of
two years,
[KPDX]
has only
continued to grow its
ranks,
bringing together more
people
from the Rose City. While
Fyasco said their greatest
recruitment numbers have
come from the Portland
subreddit, sh
e also said people
have fou
nd them ju
st by
Googling for a
Portland
guild.
“We’ve had
people see
our
[KPDX]
tag in-game and
message us. We’ve even
bumped
into peo
ple playing
Guild Wars 2 in public
places
and ju
st told them abou
t the
guild right
there!”
To keep that momen
tum
going, the
guild tries to stay
active in area gaming events
and conventions, accordin
g to
the gu
ild’s leader. Members
of the guild ultimately
fi
ll out
30
GUILD SPOTLIGHT -
Knights
of
th
e Rose City
| GUILDMAG #17
an application on
the group’s
website for the o
ffi
cers to
consider.
Fyasco says the guild
’s age
range “is more like 21-45” with
most somewhere b
etween
their late 20s and early 30s—
everyone is at least 18, though.
“Career-wise, we do it
all:
Anything from studen
ts
to
artists to software engineers!
You can’t really pin
down
one
fi
eld.”
And
while n
ot every member
is
speci
fi
cally located in the hip
Oregonian city, all members
at least have ties or prior
residence in the city
(screened
through the applicatio
n
process).
“We de
fi
nitely are pretty
Portland-centric,” Enyalmo
said. “We try to get as man
y
people as
we can to h
it
up
local bars, cider houses and
what
not. Being a part of that is
being a
part of
the guild.”
Knights of
the Rose City
have
also engaged in many real-life
fi
eld trips, including a guild
outing to an Escap
e Room
and the Orego
n Mu
seum
of Science and Indu
stry
for
its After D
ark progr
am. Of
course, experiencing life b
oth
in-game and in real life
mean
s
the members of
KPDX
build all
kinds of memories. For Fyasco,
this is th
e best part:
“...The
fi
rst time we had a large
group sh
ow up for some board
games, I was meeting a lot of
guildies for the
fi
rst time,” she
said. “Everyone was getting to
know each
other, having some
drinks, enjoyin
g food, and
having a good time. It really
made me feel like a local guild
was actually going to
work out,
which was really excitin
g!”
But that d
oesn’t mean
everything always comes up
roses for these
knights.
According to th
e guild’s leader,
running a location
-based guild
is a lot like run
ning a startup
because it involves a lo
t
of
energy to market the “prod
uct”
and try to
ensure it reaches the
right set of
people.
It also requires just a
little
more creativity to keep player
s
involved.
“As a local guild, on
e of the
biggest di
ff
erences is that we
often go out and do o
ffi
cial
guild events IRL,” Fyasco said.
“Planning those de
fi
nitely takes
time and energy, and
I like
to make sure I’m constantly
planning
new th
ings for the
group to
do.”
Despite these real-world
applications,
[
KPDX]
still runs
into the issue of
maintaining
an active and engaged
player
base. Even though they
can
meet up for
drinks or go catch
a movie, it can be di
ffi
cult to
get people to remain active
and involved
in the
guild’s
doings beyond the guild’s
co
re
group.
The similarity in acti
vity
issues end
s there, though.
As
Fyasco says, other guilds can
implement rep requirements
or kick inactive members to
overcome some of that bloat
in member counts. The
Knights
of
the Rose City
chooses not to
do that.
“Our guild
doesn’t
do that
because we’re more
of a guild/
meetup grou
p hybrid. O
ur goal
is really to connect Portland
Guild Wars 2 players,” she said
,
“and give them
opportunities
to meet and game togeth
er
if they like, regardless of how
much th
ey play or rep.”
In-game, the PvE-fo
cu
sed
group
works toward whatever
they want, really. Right n
ow,
that’s raid progression and
gearing up.
As a local guild, on
e of
the biggest di
ff
erences is
that we
often go ou
t and
do o
ffi
cial guild events IRL.
“
31
GUILDMAG #17 | GUILD SPOTLIGHT
- Knights
of
the Rose
City
“We’re taking a crack at
the
raids, but we
haven’t managed
to kill a boss yet, but w
e’re
having a lot of fun
doing it,”
Enyalmo said. “We’re de
fi
nitely
trying to h
elp each other gear
up … [because]
peo
ple are
interested in gearing up and
trying to get through the
raid.
That’s one of the goals th
at
we’ve got, trying
to get through
that. And
just helpin
g people
gear up in general an
d helpin
g
people do wh
atever they’re
interested in in
the gu
ild
.”
That said, the guild
in general
tries to help
out its members
fi
rst and foremost, like a recent
slog through the
personal stor
y
achievements, which Enyalmo
said they
undertook chapter by
chapter.
“T
rying to further the goal of
each individual member w
ould
be th
e closest we’ve got
to
a
goal as a guild,” he said.
Meanwhile, Fyasco said
she’d
love for players in Portland
“to know
there is a local guild
here if th
ey’d like to join
.”
Reddit,
Google and word of
mouth have
done w
onders for
[KPDX]
, but she said they’re still
working o
ut new
ways to get
the word
out abou
t the guild.
Enyalmo, who found
[KPDX]
when
Fyasco’s sister posted on
Portland’s subreddit, said
he
expected them
to be like every
other guild.
He was pleasantly
surprised by
what he
found
instead.
“The friends I had n
ormally
played with
had stopp
ed. And
there were th
ese meetups
happenin
g in real life,”
Enyalmo said. “I wen
t to one
of
those: We played board games,
had beer, thin
gs like that, and
it was fu
n.”
Future shenanigan
s like a
camping trip — and maybe
a jaunt to PAX P
rime further
down the road —
are
tentatively in the cards for th
is
year.
“
[KPDX]
o
ff
ers so much stu
ff
beyond just the
Guild Wars
2
aspect. It’s really nice to
be able to go
out and
do
fun activities with th
e guild,”
Enyalmo said. “Really, it’s the
people. Everybody is laid
back
and there’s very
low, there’s
not really drama. .
.. It’s rea
lly
a big group
of friends and
everybody’s pretty chill an
d
we’re just
a
fun group
to hang
out with, both in game
an
d
out.”
And it de
fi
nitely doesn’t hurt
that the guild seems to sh
are
the same interests wh
en no
t
in-game, either.
“I’ve always tho
ught that the
Guild Wars 2 commu
nity has
been the best of
an
y MMO I’ve
ever played,” Fyasco said, “and
to have a bit
of that right in
my
backyard has been
wonderful.”
For anyone
who might
be
considering their o
wn location-
based group,
she also has
some advice.
“Post to your local area’s
message boards!
Posting to
r/Portland is what really got
this guild
going, but
I’ve also
teamed up
with other local
video gaming communities
and p
osted to their forums.
Chances are that there are a
lot of people in y
our area w
ho
play and
want to join.
Other
than that, just
be passionate
and engaged. Enthusiasm
toward buildin
g something like
this is really contagious.”
Our goal is really to
connect Portland
Guild
Wars 2 players [...]
and
give them opportu
nities to
meet and game together.
“
32
GUILD SPOTLIGHT -
Knights
of
th
e Rose City
| GUILDMAG #17
A Study
Into
THE NATURE
OF
THE MISTS
BY DRAXYNNIC
PART II
The co
nclusio
n of
a
review
into the nature
and denizens of
the Mists, penned
by
Scholar Eleanor Dr
axynnus in
the year 1328
AE.
Part I
ava
ilable in GuildMag Issue 16.
33
GUILDMAG #17 |
LORE - A Study into
the Na
tur
e of
the Mists
II
n the
fi
rst part
of this treatise,
I examined th
e
properties of the
Mists themselves
and outlin
ed some of
the
locations and division
s that
could be found
there. In
this
second part, I
will look over
some of th
e non-
demonic
entities that dwell
in the
Mists,
and how those
entities relate
to Tyria, and possibly
other
worlds as well.
As well as
being a creative
force, the Mists also serve as
the home of the
spirits of the
dead for many races. Wh
en
a sapient being’s
physical
form
expires, their soul will
normally appear in the Near
Mists. This transition releases
a
small amount of energy that
necromancers can har
vest -
which is typically
employed to
generate the ‘shroud’ e
ff
ect,
allowing the necromancer to
gain many of
the abilities of a
manifested spirit.
Most souls,
however, do n
ot
remain in the Near Mists
for
long before movin
g on
to
a
new destination elsewh
ere
in
the Mists.
Humans have the
most complicated belief for the
destination of the
spirit
- human souls that
pass
on
transition to the
Underworld,
either by themselves or
with
the aid of spirit entities ca
lled
‘Envoys’, where
they are judged
by
Grenth. Those deemed
deserving of
punishment
could be subj
ected to one of
Grenth’s own imaginative an
d
often everlasting pu
nishments
such
as
being fused
into the
landscape of the
Underworld,
or
(at least before Abaddon’s
fall)
be cast down the Bone
Pits into the Realm of Torment.
More virtu
ous souls may be
sent to the realm
of their
favoured god, or
fi
nd their rest
in one of the more
peacefu
l
regions of the
Underworld.
The most worth
y souls are
ensconced in the aptly
named
Hall of Heroes.
The norn have a similar view;
earning the
worthiness to
ascend to the Hall of Sp
irits
upon death is a life obj
ective
for most norn, driving
their
hunger for glory. Sylvari
souls
are said to return to th
e
Dream, while the
fi
nal rest for
the asura is to
‘become one
with the Eternal
Alch
emy’…
a
phrase that says much ab
out
their philosop
hy wh
ile saying
little about the actual fate of
asura souls.
Modern charr society takes
little notice of the fate
of their
souls after death. Durin
g
the period when th
e Flame
Legion was dominant, Titan-
worshipping charr
found
themselves in the same
prison
as those they worship
(thus
disproving the claims by
some
that they do not
have
souls!),
where most
were devoured by
the demons in th
e Realm of
Torment. Some surviving charr
spirits, however, defected
by joining the
fi
ght against
Abaddon and playing
a
small
role in th
e death of th
e god
that had manipulated
them.
The Fate of
the Dead
I
34
LORE - A Study into
the Na
tur
e of
the Mists
II | GUILDMAG #1
7
Some spirits, however, do
not
move on at
all. In
most cases,
this is either due to so
me
purpose that
keeps them close
to Tyria, or simple confusion
– the souls do not realise th
at
they are dead, and therefore
do n
ot think
to
move on. S
uch
souls may have a
presen
ce
only
in
the Near Mists, w
here
they can
only be
seen and
interacted with by those w
ith
special abilities to
do so,
but they may
have a ghostly
presence in the phy
sical realm
as well. S
witching between
these states may be in
stinctual
for such spirits, dep
ending on
whether or
not they
wish to
interact with the mortal real
m:
Only the most powerfu
l spirits
appear able to
interac
t with the
mortal realm while r
emaining
completely apart fr
om it.
There are some para
llels
between this beh
aviour and
the mursaat, which could
reportedly make themselves
invisible to all bu
t the
Ascended,
but need
ed to
return to our plane in o
rder
to
fi
ght. Research in Arah
indicated that this magic
involves going
“out of p
hase”
with Tyria, a process they
undertook
in order to h
ide
from the Elder Dragons; it is
unclear whether
this is the
same as going into
the Near
Mists or some other realm.
(Note that the legends in
vo
ked
by revenants are n
ot believed
to be
ghosts per se, bu
t
appear
to be copies of the
personalities and po
wers of
historica
l
fi
gures formed from
the Mists.)
As well
as
the spirits of th
e
dead, there are spirits of those
that were never alive in
the
normal sense. Kodan tradition
speaks of a time w
hen th
e
spirits were “wild,” and
norn
legends speak of hostile sp
irits
– spirits of locations, seasons,
fi
re and darkness. It is likely,
however, that many of these
spirits are not directly rela
ted
to the
Mists. It has b
een well
observed that in regio
ns of
high magic, natural forces an
d
previously inanimate forces
can gain a form of sen
tience,
giving rise to elementals and,
possibly, bein
gs formed from
other branches of magic
suc
h
as
vaettir
and
nightmar
es.
Such
spirits are probably simply a
manifestation of magic’
s life-
giving properties—as Magister
Ogden says, magic
is life, and
thus it is possible th
at a h
igh
enou
gh concentration of magic
will give life to
things that did
not have it
before.
However, the
norn do
have a
close relationship with
another
group of spirits that do dw
ell
in
the Near Mists: the Spirits of
the Wild
.
These “animal spirits” appear
to be another case
of the M
ists
replicating something from
the
physical realm—however,
instead of copying individu
al
creatures, the anim
al spirits
are idealised forms that
represent that type of animal
as a whole. Th
ese spirits
broadly have the personality
The
Spirits
of the Wild,
and Other Commu
na
l
Spirits
The norn do h
ave
a
close relationship with
another group
of spirits
that do dwell in
th
e Near
Mists: the
Spirits of the
Wild.
“
35
GUILDMAG #17 | LORE - A Study into
the Na
tur
e of
the Mists
II
of the animal th
ey represent,
and can also be rega
rded
as a ‘gestalt consci
ousness’
of all of the animals of
that
type. However, they are
often much more intelligen
t,
and some spirits that have
close associations with
the norn
have taken on
characteristic
s the norn
associate with that animal,
even if th
ose concepts are
too
advanced for most beasts
to comprehend.
This may
be a
re
fl
ection of the greater
capacity for abstract thought
by th
ese sapient spirits than
the animals they represent,
and these characterist
ics
may be associated with that
species because the spirit
has
developed them since reach
ing
sapience.
Such spirits
have a symbiotic
relationship with
the animal
they represent. If the
population of a given sp
ecies
falls, the streng
th of the spirit
will also wane, and
it seems
likely that their extinction
will
also lead to the
death of th
e
spirit. The reverse, however, is
not true: The death of
a
spirit
simply leaves the animals in a
weakened state, and
the norn
believe that a destroyed spirit
will reform over the centuries.
Whether this is a resurrection
of sparks of th
e original
spirit that remained within
the
animals or the birth of a
completely new replacement,
however, is unclear.
While animals are often
represented by a
spirit, th
e
same cannot be said
of most
sapient beings.
There is no
single Spirit of
Human, for
example, or Spirit of Charr.
This can probably
be explained
by the greater variabi
lity
within a sapient
species. The
best candidate for a Spirit of a
sapient species, for instance,
is the
Great Dwarf, which
remained a legend u
ntil the
dwarves completed a ritual
that attuned them all
to a
single u
nited purpose.
In the
words of King J
alis, this made
it so that dwarves “were all the
Great Dwarf now.” Animals of
a
given type also generally share
the same character, and thus
all bears can be represented
by a single Bear, and
so on.
Most sapient species,
however,
are more complex, a
nd can
demonstrate a wide variety
between individuals with
in
the
same species while bridgin
g
the gap between sp
ecies.
The mindset of
a
human
far
mer, for instance, may have
more in common with a sylvari
gardener or charr rancher tha
n
with
human soldiers.
This property of sap
ient
beings—
where members of
di
ff
erent races with similar
philosop
hies have more in
common than members of
the same race with di
ff
erent
philosophies—may
have
given rise in th
e lost human
homeworld to Six
Gods. The
norn, perhaps more accurately,
regard these as “Spirits of
Action.” Essentially, instead of
forming a separate spirit for
each sapient race within
that
world, it was the commo
n
philosop
hies between
Kodan tradition
speaks
of a time wh
en the
spirits were “wild”.
“
The
Spirits of Action:
The
Six, And Other
Gods
36
LORE - A Study into
the Na
tur
e of
the Mists
II | GUILDMAG #1
7
members of di
ff
erent races
that were copied
into the
Mists
in order to form a spirit th
at
embodies that p
hilosophy,
thereby creating the go
ds.
Thus, fear of death
led to a god
of death, violence
begot a god
of war, and empathy formed
into a god
dess of mercy and
compassion.
The Six
Gods’ known history is
one of struggle, which n
early
consumed Tyria and
possibly
did consume their homewo
rld.
Many
of the predecessors
of the current go
ds were
considerably more violent and
primal than those that
humans
worship
today—however, the
gods that represent
gentler
philosophies
(such as Dway
na
and Melandru, who also
seem
to be among the most sen
io
r
members of the pan
theon)
appear to have steadily wo
n
the
fi
ght, taming or outright
replacing the personi
fi
c
ations
of the more destructive
philosophies. In this way, W
ar
has been
tempered by H
onour,
Death has b
een mediated by
Justice, and Kn
owledge by
Spirituality.
However, it must be
remembered that the Six
Gods
(with th
e exception of Kormir
after she replaced Abaddon
)
appear to be foreign to Tyria.
Some native races extant today
have their ow
n deities, such
as Mellaggan of the quaggan
,
Zintl and A
meyalli of the
hylek, and K
oda of the
kodan.
Many
of these god
s appear
analogous to the Six, leading
some to believe that
they are
in fact di
ff
erent aspects of the
same gods that reshaped Tyria
centuries ago, although
the
races claim they a
re distinct
(Koda, in particular, may be an
independent Spirit of
Balance,
or may simply be th
e Spirit of
the Kodan in a
similar man
ner
to the
Great Dwa
rf). Certainly,
if these
gods are distinct from
the Six, they do
not appear to
have
been
able
to in
fl
uence
the
world on
the level of
the Six
Gods before
the Exodus.
It is possible that wh
ile
in
the
history of the Six more
destructive, pri
mal deities
were
progressively replac
ed
with more civilised ones,
this
struggle worked
out very
di
ff
erently in Tyria’s distant
past.
Several scholars hav
e
presented theories that
the
gods and the dragons
may
be analogous to one anoth
er.
Attempts to line
up th
e gods
with th
e dragons directly have
failed: While it is temp
tin
g
to draw parallels between
Balthazar and P
rimordus,
Melandru an
d Mordremoth,
Zhaitan and
Grenth, the others
simply do
not line up in
a
believable fashion. H
owever,
there certainly are pa
rallels
between the two
gro
ups
beyond each numb
ering
six—
the Elder Dragons do seem
to embody abstract concepts
such as min
d,
death, and
elemental forces, albeit in a
more primal and destructive
manner than the Six
Gods.
Furthermore, recent studies
into the All reveals that
the
magic
of Tyria is linked to six
di
ff
erent domains, each one
corresponding to
one of
the
Elder Dragons. C
ould this be
an indication that a
set
of six
“Spirits of Action”
did once
form in Tyria’s distant past? If
dragons were the
fi
rst sapient
species to arise on Tyria,
then these spirits
could also
have arisen in draconic
form,
directly creating the Elder
Dragons we know tod
ay;
this
would make
the Elder Dragons
Tyria’s native equivalents of
the Six
Gods, dwelling on Tyria
itself rather than in th
e Mists.
Alternatively, the nascent
spirits may have fallen victim
to opportu
nistic, magic-
eating dragons before they
developed the capability
to
defend themselves, catapulting
those dragons
into a position
of supremacy among their
peers after each dragon added
the proto-god’s pow
er
to their
own
.
Certainly, if there were any
gentler concepts among th
ose
nascent emotions, there is
no
sign of it in the Elder D
ragons
that threaten all our lives.
37
GUILDMAG #17 | LORE - A Study into
the Na
tur
e of
the Mists
II
BY
KENT
BENSON
art
In this latest community art feature, I delve headfirst into
some of the hottest, dustiest, and desert-themed artwork
the Guild Wars 2 community has to offer. From the Crystal
Desert to the Silverwastes, Tyria is no stranger to harsh
desert climates, so grab your goggles and face masks
because we’re about to head straight into the sandstorm
that is art crit
ique. Of course, this is art. My opinions and
perspectives are subject to my preferences and the limits
of my artistic knowledge, but are ultimately bound to one
important rule: I’m here to have fun.
38
ART - Co
mmunity Art| GUILDMAG #17
“Drytop Portal Run” by knight-mj
“Adventures
in
Dry
Top” by Epen
da
gear
s2gnomes.tumblr.co
m
twitter.co
m/Ependa_
39
GUILDMAG #17 | ART - Co
mmunity Art
This first piece represents a moment many
M
M
ORPG
players are probably familiar with:
When you come across a new zone and take
on the adventure ahead. In this instance, the
zone is Dry Top. The artist, knight-mj, reall
y
captures that impulse to charge into the new
and unknown (the upturned sand footfalls
are also a nice touch). While deserts and
wastelands
can often
b
e
portrayed
with
a
more
monochromatic
color scheme (I’m looking at
you,
Fallout
3), knight-mj doesn’t shy away
from a more vibrant palette. The colors used
are mostly warm copper and orange tones
with some brown that noticeably bleeds over
some of the more saturated or cooler colors,
like a thin layer of dust whipped up by desert
winds. The background is mostly nondescript,
which is fine as it doesn’t immediately steal
viewer focus from the subject matter, an
d
is done so under the guise of a brewing
sandstorm, while the edge of the rock face
creates the perfect visual guideline for the
viewer’s eye to follow.
The asura’s outfit is not bogged down in
details due to the lighting and how it’s dyed.
It serves to pin more focus on the teal glow of
the hammer’s magic (a very cool detail) and
the character’s pink hair. Ultimately, I spent
more time focusing on the character’s action,
location, and purpose than absorbed with the
character’s look, which is a success in my book.
Finally, I do have a couple small critiques. One
is that the hammer could use a little fixing as
it appears warped in shape and perspective as
it passes underneath the quaggan backpack
.
Overall, it’s a colorful piece that invokes the
delight of exploration, even if that place is
a sandy wasteland
filled with devourers,
Mordrem, and Inquest.
M
a
rjory Delaqua and Kasmeer Meade are
a dynamic
d
uo that have fought and flirted
their way through the perils of Tyria; their
adventure into Dry Top is only a footnote in
their epic tale. That said, with a pair so in-syn
c
,
it would only make sense that the couple that
fights together also accessorizes together. The
artist,
Ependa, has a knack for these gestural
illustrations where, like the painting above,
they establish a thematic setting that doesn’t
steal attention from the focus. Here more than
other places, the sketchy lines work well with
the location and its coarse blustery nature,
not to mention how the style accentuates
Lady Kasmeer’s discomfort. I would liken it to
plucking
Glinda from Oz and dropping her in
the Dust Bowl of 1930s Kansas. Marjory, on the
other hand, is cool and composed, to no one’s
surprise. Her face is almost completely covere
d
but it doesn’t matter: Her posture does all the
talking.
Another detail I like about this illustration
is its layers. Mar
jory and Kasmeer aren’t
immediately in front but are instead caught
behind a cactus and the sand whipped up by
Dry Top’s frequent sandstorms, which
(like
the painting above) is used as the perfect
means to keep the background terrain detail to
minimum. That said, I like that the landscape
shapes, while minimal, are true to Dry Top’s
geological identity with its land arches, mesas,
and hoodoos that fade into the backdrop.
Ependa’s piece places us in a shared memory,
at least, for those who played Season Two of
the Living World. When I look at this picture,
I’m not just looking through my eyes, but
the eyes of my characters as the three of us
investigate the wreckage of the Zephyrite ship.
40
ART - Co
mmunity Art | GUI
LDMAG #17
“Geoluhre
a
d” by
Ora
ngetavi
orangetavi
.deviantart.co
m
41
GUILDMAG #17 | ART - Co
mmunity Art
This is the second of Orangetavi’s charr pieces
I’ve seen, and like his other art work, it bursts
at the seams with detail and expression. I can’t
exactly say this is a desert-themed piece, as
the location is fairly ambiguous, but because
desert-themed Guild Wars 2 artwork is not
the easiest to come by, I thought this looked
dusty enough to make the cut. “Geolu
hread” is
a portrait of one of Orangetavi’s charr-acters
(*womp womp*
) dressed horn-to-claw in some
of the shiniest armor. Right out of the gate,
similar to E
penda’s piece, I like the use of
layers of whorled dust to help create depth,
especially where the cloud in the back is darker
to provide contrast. The color palette isn’t very
saturated as the artist uses more earthy and
natural metal colors; even the background
s
i
lhouettes are covered in a sunny but sandy
haze. The gold of the shoulder pauldrons and
the sword adornments stand out the most,
which works out
fine as my eyes are drawn to
the armor and weapons’ more intricate details.
On that note, there’s a good grasp of texture
and texture lighting. Metal looks like metal
(polished or otherwise), leather like leather,
and fur—well, you get the idea. I even like the
hash marks around the horns, accentuating
the curves and serving to add or subtract light
.
Finally, there’s the charr itself: The details in
the lips and creases around the mu
zzle area
really give Geoluhread this aloof but slightly
endearing expression, as if he’s staring at
something. Maybe it’s a comrade and they’re
grinning at each other in the midst of a fight.
Whatever the reason, it’s calm and inviting.
42
ART - Co
mmunity Art | GUI
LDMAG #17
For the fi
nal featured piece, we have “Crystal
Desert” by Uunimod. As a whole composed of
four main shapes of color, this piece exhibits
the most minimalist approach. Even the two
o
b
jects of the piece, the asura explorer and
the creature skeleton, while pretty descript,
are footnotes in the vast
ness that is the Crystal
Desert, threatened to be swallowed up by its
elements. In addition, I love the stark contrast
between the light-and-fluffy rolling sandstorm
and the dark-and-heavy blue of the empty
twilight sky. There is a somber tone to the
landscape’s emptiness, one that
is
magnifi
e
d
by
the lone adventurer
—whose only companion
is the skeleton in the distance, a warning for
the unprepared. However, at the same time
there is also peace in that isolation. For any
wanderer, I imagine there is some serenity in
being left to one’s own contemplations and
r
eflections. There is also courage where the
asura, while small, stands firm in opposition to
the approaching sandstorm and possibly the
symbol of death itself.
One of the smaller things I enjoy is where small
flares of one color’s shape (say, from the dark
foreground) is blended a little into the sky, or
the lighter sand shapes, to represent small
t
ufts of sand kicked up by the wind. Other
good details include: the texture and depth of
the sandstorm that give it the look of a rolling
cloud, the tiny details on the asura figure, or
the subtle ridges and shifts in color to give
each shape and shade of desert sand proper
d
efinition. Finally, I leave with a small critique,
which would be to reduce the strength of that
segment of dark line between the lighter sand
slope and the oncoming sandstorm. I feel it
creates a sort of false edge on the terrain that
can be defined just as well by the upheaval
of sand, much like the area to the right of the
skeleton. Beyond that, I can say that I sort of
lost myself in this piece.To create a sense of
immersion from staring at a work of art is no
small victory
.
43
GUILDMAG #17 | ART - Co
mmunity Art
“Crystal
D
ese
rt” by Uunimo
d
uunimod.deviantart.co
m
44
ART - Co
mmunity Art
| GUILDMAG #17
“Whaddya see, Crusader?” whispered
Greer, the charr to Rilana’s left, while slightly shaking
free the condensed mist that had slowly soaked into his rust
-colored fur throughout their morning
trek. His massive armored body pressed hard up against a titanic
tree trunk.
Rilana turned away from the scope of her sniper ri
fl
e, hugging the jungle
fl
oor. “A group of
sylvari, not Pact by the look of them. They’re camped around a pile of
burning M
ordrem
corpses.”
Greer let out a mu
ffl
ed growl, looking up into the jungle canopy. “You think they killed
them?”
“The group is armed; I’d say it’s very likely,” she rep
lied
.
“Mind if I take a look, Captain Bladewind?”
asked
a
third voice.
“If it’s okay with the crusader; it’s her ri
fl
e,” the charr said.
With a coy smile, Rilana rolled over to her left, past her grenade satchel,
gesturin
g at the gu
n
now
fl
at on its side. “She’s all yours, Iyone.”
The female sylvari to the engineer’s right, also lying
fl
at against the mossy ground, shifted
into position while the human engineer quietly crawled and sat at
Greer’s side.
Iyone re-aimed the sniper ri
fl
e through the hole of a fallen tree. Its trunk was small by
comparison to most local trees and had eventually toppled along the ridge of an eroded blu
ff
. In
death, it served as excellent cover for their scouting party
.
“S
till can’t believe the
fl
eet is going to deploy a scorched earth approach to the jungle.
There’s so much life here,” Rilana said, adjusting the headband that kept her frazzled
dark b
row
n
hair out of her face. “If there were anoth
er
way...”
The charr met the sullen gaze of the human’s golden brown
eyes. “The dragon’s
roo
ts
ru
n
deep, Lana. F
ind solace in our history. It took decades for Ascalon to recover from the Searing, but
it did. Just
like it will from the Brand.”
She looked away. “Maybe, but not all wounds h
eal.
Th
e Desolation never did
.”
Greer raised a single wild silver eyebrow. “Th
e what?”
“Just an old Elonian story my gran used to tell me and
my
fath
er,” Rilana teased, shooing
his
attention away with a bat of her hand before returning her attention to Iyone. “How are things
going over there?”
The sylvari laid the ri
fl
e
fl
at on its side. Her yellow eyes nervously darted about as she joined
the other two behind the large tree. Even her natu
rally pastel green
skin
appeared paler than
usual.
“They’re Nightmare C
ourt, all of them.”
WAR PROFITEERS
PART I
BY
KENT
BENSO
N
45
GUILDMAG #17 | FICTION - Wa
r Pr
ofitee
r
s: Pa
rt
I
“There were a few Mordrem corpses strung up between smaller tree trunks
covered
with
burn marks and stab wounds,” Iyone pau
sed. “No sylvari worth a d
amn
would
string
up any
creature to torture or use as target practice for personal amusement; it’s not our way.”
The charr quietly chuckled, shaking his head
. “I have no love lost for the
slaves
of an elder
dragon. Your obvious fear of the Nightmare C
ourt aside, it might be worth
fi
nding out what they’re
doing
here.”
Iyone began to slowly back away from the cover of
th
e tree trunk. “Fear
?” sh
e replied, eyes
glistening. “They murdered my closest friend, my brother. I do no
t
fear th
em;
I hate them!
”
Rilana slowly rose to a full stand, her hands raised
in
a guarded manner. “I
get it,
Iyo. I
do.
When one of my fathers was captured and ransomed by a bandit cult, I wanted nothing but
revenge.”
The sylvari dismissed the crusader’s plea, turning away from her two
comrades. “It’s n
ot
revenge; it’s recompense for all the lives they’ve ruined
.
They’re monsters, and they
won’t
be
leaving here alive.”
Before the other two could stop her, a blue crystal ho
lstered
on one
of the sy
lvari’s two
bracelets shimmered to life, launching her into the lower cano
py with
a
burst of w
in
d. With
fairly
little rustling, she’d vanished through several layers of the tree’s leaves, sending a few
fl
uttering
down to the jungle
fl
oor below.
“Blasted zephyrite magic! She’ll give away our p—”
Greer fell silent as Rilana stamped an
index
fi
nger over his snout. His blue eyes trapped in her iron stare.
“And so will you if you lose your head.
G
et in position for attack; I’ll lock down their position
with the sniper,” she instructed, removing her
fi
nger as the charr regained his composure. Back on
the cold leaf-littered ground, the crusader propped and steadied the ri
fl
e with her right hand, left
hand in the back. A single umber
fi
nger laid on the trigger.
“This can’t go
unpun
ished, Lana. You kn
ow that?” he grumbled
.
Rilana glanced up at her friend one last time. “If that’s what you decide,
fi
ne, but forgive
me
if I don’t shed a tear for the Nightmare C
ourt. Not after they played patsy for Scarlet Briar and
poisoned Kryta with their to
wer.”
With a grunt,
Greer readied his single-handed hammer and shield as he ducked out from
the cover of the tree, stepping cautiously around the engineer’s legs. The eroded blu
ff
was too
unstable for a charr of his size, and while he kn
ew the
fall w
ouldn’t
be far, it
would make h
im
an
easy target for the courtiers if they spotted him. Instead, the captain crept
as
fast
as
he could
through the dew-soaked ferns and bush-cover along the ridge towards a di
ff
erent fallen tree
that had toppled over the blu
ff
’s edge, forming a natural ramp to the
fl
oor below. An initial scan
revealed a possible safe climb to the top of th
e trunk, bu
t
as
the charr
proceeded to th
e back of
the open uprooted end, he found that the tree had been hollowed-out, carved.
Greer paused after
his
fi
rst step inside, unsure of the wooden tunnel’s stability. He took a few extra heavy steps into
the tunnel before making a small jump. Nothing. No
vib
rations, no
jostling.
“Feels safe enough,” he mumbled
before breakin
g into a jog.
Th
e rounded
walls of the
wooden tunnel sat a couple of feet from him on each side,
visib
le from
light that streamed
in
through the occasional hole carved into the tunnel’s ceilin
g.
Without
a
secon
d thou
ght, he passed
through the the tu
nnel’s ex
it, claws grippin
g his weapon
s tightly.
On the blu
ff
, Rilana kept a continu
ous aim on her
fi
rst chosen target, a male sylvari with
cobalt skin. The engineer had already studied his sly cat
-like movements around the camp. His
conversational gestures were a dangerous mixture of boredom and arrogance that told h
er
he
was either foolishly overcon
fi
dent or just deadly enough not to register the dangers of the jungle
46
FICTION - Wa
r Pr
o
fitee
r
s
: Pa
rt
I
| GUILDM
AG #17
as a real threat. He was the group’s backbone.
“You. You’ll do,” Rilana whispered as her
fi
nger lightly hugged the curve of the
trigger. Even in her narrow sights, she saw the
fl
ash of Iyone’s
fi
rst strike.
The male sylvari dropped as a vibrating black sphere
sucked a couple
of
unprepared courtiers into its pull. As they reached the core, it pulsed with a
fi
ery orange glow,
setting the trapped sylvari a
fl
ame. The air
fi
lled with their screams before the core exploded
outward, whipping the two through the air before they
joined th
e lifeless male
sylvari in
kissin
g
the
cold, leaf-littered dirt. The remaining courtiers armed themselves just before the charr captain
barreled through the leafy overgrowth with a tenacious roar. His
fi
rst target barely had to time to
lift her shield to block the s
weeping blow of
Greer’s one-handed hammer. There was a loud “crack”
as the sylvari’s defense splintered against the force of tempered Deldrimor steel, kno
ckin
g her to
the ground a few
feet away. Without
a
break
in
momentum, the captain charged the
next courtier
with his shield, preparing to b
ash
him aside.
The sylvari readied his slender blade as
Greer approached striking distance. L
ike a serpent,
the courtier
fl
owed around the shield blow, making a quick slash at the exposed underside of the
charr’s forearm, protected only by a cloth j
erkin. The captain howled in pain as the attack drew
blood. The two spun to face one another, squaring-o
ff
in a circular walk.
“You think a little cut will bring me down, whelp?”
Greer spat.
“Not at all, but the bristle-burn poison
will. Tell me, charr, have yo
u ever been
in so much
pain that you begged for the comforting release of death? No?” the co
urtier sn
eered
as the charr
dropped his shield, arm numb. “This should be an exciting new adventure in su
ff
ering for y—”
In an instant, Iyone appeared in a
fl
ash of lighting. The courtier’s sinister expression
vanished as the Pact recruit ran two curved metal daggers in
to his chest
before sending
a
burst of
elemental lighting throughout every inch of his body, his corpse twitching erratically
after it
fell
to
the groun
d.
The last of the Nightmare sylvari stood at the edge of the clearing,
wielding a kn
otted
wooden sta
ff
with both hands. As her eyes met Iyone’s, she dropped her weapon and turned
to
run only to trip on the burnt corpse of a former ally. As she scrambled to stand, she watched
as
the Pact sylvari wrenched her daggers free and started over to her. Before she could
fl
ee, an
earthy hand rose from the ground and caught her
an
kle. A second
hand emerged and
cau
ght
her
other leg, bringing her to her knees. Tears streamed from the courtier’s eyes as Iyone stood
directly in front of her, hands gripped
fi
rmly around her daggers.
“Please!
Plea
se!
I only joined the court because they made me; they threatened to do terrible
things to me,
to those I loved. You
have
to believe me!
”
“Recruit! S
tand down!”
Greer howled through his own pain.
Iyone turned back to
face th
e injured charr. “They don
’t deserve your mercy, Captain.”
“She’s unarmed, defenseless, and she’s surrendered,”
the charr
gru
nted, falling to on
e knee.
“You’re better than them, Iyo. You don’t have to
stoop to
th
eir
level
to avenge your friend
’s death.”
A few seconds passed
in silence. Iy
one stepped
back from
the hostage and
dropped
her
daggers, placing a hand on her forehead. She staggered
just to keep
balan
ce.
“I-I’m sorry. I
don’t
know what I
was…
th
inking.”
The earthen shackles dissolved and the courtier slowly rose to her feet, han
ds in
th
e air, h
er
face a mixture of fear and gratitude. “Th-
thank you. I promise, I’ll go. You won’t see me ever again,”
she said, backing away cautiously before breaking into
a
full sprint, vanishing in
to
the overgrowth
to the east.
With an audible thud,
Greer collapsed onto the ground, armored body writhing from the
poison. His vision blu
rred, barely able to
see the recruit run to
his side.
“Captain?! Captain!” Iyone wailed, dropping to her knees to
fi
nd the wound. She reached
47
GUILDMAG #17 | FICTION - Wa
r Pr
ofitee
r
s: Pa
rt
I
down to unstrap one of the charr’s plated shoulder pauldron
s,
but stopp
ed as Rilan
a
bolted into
the encampment.
“Don’t move him! It’ll just make his pain worse,” the human cried, nearly
th
ro
wing her medic
bag down at the
Greer’s side.
The engineer’s arrival brought the sylvari some ease. “Rilana! Thank the Pale
Mother.”
“Thank her later, you’re going to need
to hold
him steady wh
ile
I give him a p
oke.”
48
FICTION - Wa
r Pr
o
fitee
r
s
: Pa
rt
I
| GUILDM
AG #17
© GuildMag 2016. All
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© 2016 ArenaNet, LLC. All rights reserved.
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