IN THIS
ISSUE
2
GUILDMAG ANNUAL 2016
|
In This Issue
EDITORIA
LS
INK
S ON RAIDI
NG
Legendar
y
YouTube
r
a
nd
Te
aTim
e
gues
t
M
MOINKS shares
hi
s
t
houghts on raids.
32
66
WONDROU
S WIN
TER
WEARS
Ne
ed a new
out
fi
t for winter? Then
lo
o
k
no
further!
16
A
N INTERVI
EW WITH
V
ASBURG
We s
a
t down
with c
o
nc
ept artist Vasburg to
fi
nd
out mo
re
behi
nd hi
s
creations.
LORE &
HI
S
TORY
A H
ISTORY
OF M
A
GIC
Wha
t exactly
is magic,
a
nd how do
we
w
i
eld
i
t? Draxynn
i
c explains all!
06
19
THE WORKINGS
OF
MODERN M
A
GIC
Leyli
n
es,
blo
o
dstones
a
nd Taimi
-
wha
t
exactly
is going on with magic in Tyr
ia t
o
day?
24
THE CO
MM
A
NDER’S
G
U
IDE
TO MURSAAT
HISTORY
Lazaru
s
ha
s
re
turned,
but is he fr
i
end or f
oe?
Ca
tch
up on you
r
mursaat history h
e
re.
WINTERSDAY
A
N
D WAR
Wintersday
in the original
Guild Wars
wa
s
a
very d
i
ff
e
ren
t a
ff
a
ir...
42
45
TWO DRA
GO
NS FOR THE
PRICE OF ONE
Recap the first t
hre
e
episodes of the Living
W
o
rld in t
hi
s
ha
ndy
article
by
St
arconspirator.
C
OMMUN
ITY
GUILD S
PO
TL
IGHT
Ne
ed a new gu
i
ld?
M
aybe
Rock, Paper, Signet
is the r
i
ght one for you...
56
A
RT
& FI
CT
ION
T
AKI
NG
THE HOU
SE
A c
ollaborative
story by
writers fro
m
Chronicles of Tyr
ia.
70
COMM
UN
ITY
ART
Ha
nd-pi
c
ked ar
t i
n
spired by
the c
old
es
t
o
f
fros
ts
a
nd hott
es
t of fl
am
es.
76
FEA
TUR
ED
12
WINTERSDAY
COOKING
WITH
K
ASME
ER
Cook up some d
eli
ci
ous Wintersday
tre
a
ts
with t
h
es
e
re
cip
es
fro
m
Au
ro
r
a
Pe
achy!
60
QU
A
GGA
N TREE
DECORATIONS
Le
ar
n
to kn
i
t a
nd cro
ch
e
t by
making t
h
es
e
ado
r
able
quaggan tre
e
decorations!
40
LEGE
NDARY
DEFORE
S
TA
TION
H
ow ma
ny
re
al-life
tre
es
go into making
legendar
y
we
a
po
n
s? We wen
t to fi
nd
out.
ast year’s Annual
was a huge
success; this tim
e
around, we’ve
attempted to
go bigger and better. We’ve
worked with some amazing
people from across the
community to produce one
of our largest magazines to
date - all of whom you can
see overleaf (go and check
out their content!). Our own
team of writers, editors and
designers has also worked
tirelessly since September
2016 to fill in the rest of the
gaps; this entire magazine
has been a labour of love to
produce something we can
all be proud of, and I’d like
t
o
extend my gratitude t
o
everyone involved.
For recipients of the printed
version of this magazine,
we’ve donated $1 to Doctors
Without Borders for each
copy sold during the pre-
order phase late last year.
For this digial version, we
encourage you to donate an
amount of your choosing at
doctorswithoutborde
r
s.o
rg.
Making the Annual much
more than just a magazine
is something that I’m
extremely pleased about,
and hopefully next year we
can raise even more for a
worthy cause.
There’s almost too much
inside this issue to condense
into a few short sentences.
We’ve included typical
articles on lore, fashion and
art, but there’s also much,
much more just waiting to
be uncovered. I’d suggest
grabbing yourself a hot
drink and exploring at your
leisure - and whilst you’re at
it, try making one of Peachy’s
recipes in our Cooking with
Kasmeer article
!
As a final word, I’d like to
thank Vasburg for once
again producing an amazing
piece of cover art. This is the
third cover he’s designed for
our magazine over the years,
and he’s a truly awesome
concept artist who takes on
numerous projects around
the Guild Wars
2 community
.
Happy reading!
E
DITOR’S
L
ETT
E
R
L
EDITOR-IN-CHIEF
Val
iant
C
ON
TEN
T MAN
AGER
Miko
SEN
IOR EDITOR
Tauz
SEN
IOR WRITER
Drax
ynnic
WRITER
S
Aaron Heath, Jarkor, Kent
Benson,
NovaI
nfuse,
Starconspira
tor
EDITOR
S
Ferialyn,
Littleboat,
Kalabajooie, T
alus
DES
IGNER
Anth
on
z
Join us and get p
ublished
www.g
uil
dm
ag.com/j
oin
We
lcome
to
the Guil
dMag An
nual 2016. You’r
e
reading a
v
ery
s
pecial
m
aga
zine pr
oduced by
content creators from across
the Guild Wars 2
community - we h
ope you e
njoy
it!
THE TEAM
3
Editor’s L
et
ter
|
GUILDMAG ANNUAL 2016
@AuroraPeachy
/auror
a_peachy
@evasburg
vasburg.com
@ChroniclesTyria
chroniclesoftyria.com
@MM
OINKS
/MMOIN
KS
@
KitTheTraveler
/kitthetra
veler
@sotd_pod
cast
sotdpodcastblog.wordpres
s.com
OUR
P
ARTN
E
RS
A huge than
k you
to
all
who h
elped make this
magazine possible!
@talkingskritt
/talkingskrit
t
@RPS_GW2
tiny
url.com/
rpssignup
@AgeNightroad
/agenightroad
@mightyteapot
/mightyteapot
6
GUILDMAG
ANNUAL 2016
|
LORE - A History of Magic
isteners of
the GuildMag
Podcast ma
y
recall
a discussion
in Episode 52 regarding
questions as to the nature
of magic, and if I had been
present I might have been
able to answer some of
them. Unfortunately, due
to timezone differences, it
doesn’t seem to be practical
for me to get on one of
the shows, so I thought I’d
prepare a discussion on what
I
might have said if I had bee
n
on the show.
Since the operation of magic
is tightly bound up with the
history of magic, I will start
with a review of the history
o
f
magic in Tyria. Followin
g
that, I’ll give my thoughts on
how magic is currently used,
and on just what the ley lines
actually are
.
Before I start, I should issue a
disclaime
r: A lot of this comes
from my own deductions and
extrapolations: ArenaNet has
continued to be fairly cagey
on a lot of the details. I’m fairly
confident in them, but it is
worth taking them with a grai
n
of salt (or your condiment of
choice). For those who might
draw different conclusions, I’ll
try to identify what is official
lore.
Our knowledge of the history
of magic largely starts wit
h
the Seer-made bloodstones.
Legends prior to the rise of
the bloodstones, originating
from the jotun, kodan, and
other older races, suggest that
magic was wild and untamed
in this period, with spirits
forming spontaneously out
of this environment. Seeking
to claim this energy, the Elder
Dragons arose as predators,
consuming as much magic as
they could for themselves.
In response, the first
bloodstone was created,
presumably by the Seers. The
bloodstone served to suck
all of the ambient magic out
of the world, starving the
Elder Dragons and putting
them into hibernation. Over
time, magic returned to the
world – partially through
being radiated from the
sleeping dragons (as seen
with Primordus in Eye of th
e
North) and, possibly, partiall
y
through controlled release
from the bloodstone to
L
BY
DRAXYNNIC
A Histor
y
of
Magic
After
the C
r
e
a
tio
n
of the
Bl
o
o
dsto
ne
7
LORE - A History of Magic
|
GUILDMAG
ANNUAL 2016
revitalise the world. Over time,
this release reintroduced
enough energy into the world
that the Elder Dragons arose
to consume it once more.
From the speech of the
Last Forgotten in Tarir
(A
Study in Gold achievement)
,
this cycle appears to have
repeated more than once
until the mursaat betrayal
and
destruction of the Seers
resulted in the loss of the
knowledge needed to create
new bloodstones.
Immediately after the creatio
n
of the bloodstone and the
hibernation of the Elder
Dragons, it seems likely that
the amount of magic left free
in Tyria would have been
virtually nil. This is not to say,
however, that all of Tyria’s
magic would have been
bound up in the dragons and
the bloodstone.
This is because some magic
is required for life. A large
enough concentration can
result in things coming to life
that normally shouldn’t (such
as elementals), but any form
of sentient life has some in
them (for completely sessile
life, such as most plants, it
remains unclear if they need
magic to live). It is this energy
that necromancers harves
t
through Soul Reaping and,
in the original Guild Wars, i
n
a controlled fashion through
sacri
ficing their own vitality.
The bloodstone
served to suck all of
the ambient magic out of
the world
“
Other spellcasters rarely ta
p
into the power of life force
(particularly their own) –
however, stories of heroes
sacri
ficing their lives in order
to power some extraordinary
spell or ritual are probably
also the result of those
heroes tapping into their own
essence.
Even more appears to
be required to maintain
genuine sapience. This
is the explanation that
ArenaNet has given for why
some dragon minions are
automatons and others are
sapient: when a dragon claims
a creature as a minion, the
dragon can choose to suck
that minion dry of all but the
bare minimum amount of
magic required for it to stay
functional (resulting in the
automatons we see in most
minions - epitomised by the
Risen farmers in Orr, which
mindlessly and pointlessly
continue the tasks they did
i
n
life unless an uncorrupted
creature approaches)
.
Alternatively, the dragon
might allow the minion to
retain enough to maintain its
own sapience, allowing it to
continue to act as it did in life
except with total loyalty to the
dragon - Labwan the Deceiver
encountered in the Personal
Story being a good example.
Or, if the dragon is genuinely
impressed with the potential
of a new minion, it might
infuse that minion with new
power, granting it abilities
beyond what it had in life -
such as the Eyes of Zhaitan.
Some power, in addition to
that required for life and
sapience, also seems to be
able to be stored by an entity
for magical purposes. This is
probably the “Energ
y” of Guil
d
Wars 1 (now largely irrelevan
t
due to the greater availability
of ambient magic in Guil
d
Wars 2) and more magically
potent beings such as the
elder races may be able to
store much more than the
typical mortal spellcaster
.
Therefore, since we know
that there were survivors
(including sapient survivors)
of the last dragon awakening,
some of Tyria’s magic would
have remained free of the
Elder Dragons and the
bloodstone. However, it’s
possible that a lack of ‘free
’
energy forced Tyria to remai
n
in much the same state of
devastation as it had been left
in by the Elder Dragons; there
was no magic to fuel new life.
This appears to be where
the gods came in. Whethe
r
b
y
using their own persona
l
magic brought by them from
the Mists, or through their
initial act of accessing it from
the bloodstones, the gods
employed magic to revitalis
e
Tyria, an act which causes
some to credit them with
“creatin
g” the world.
However, the amount of ‘free’
magic remained slim eve
n
then. It’s likely that the elder
races, particularly those tha
t
are exclusively spellcaster
s
such as the Forgotten and
mursaat, retained some
,
either in themselves or in
external receptacles lesser t
o
the bloodstone. For most of
the mortals in Tyria, however,
8
GUILDMAG
ANNUAL 2016
|
LORE - A History of Magic
9
LORE - A History of Magic
|
GUILDMAG
ANNUAL 2016
magic as we currently know
i
t
seems to have been
unavailable.
There was, however, an
alternative. The world was
still filled with spirits that
had survived the last dragon
awakening, and the spirits of
the dead could be contacted
within the Mists. Compared
to working magic yourself, it
seems that it only requires a
limited amount of energy to
perform a ritual that attract
s
a spiritual entity, and then to
beseech or force it to use its
own power on your behalf.
According to An Empire
Divided, Canthan ritualists
used this principle for
centuries before conventional
magic was available t
o
humans. O
ther relationships
with spirits may also have
been formed during this time
– early rangers using similar
practices to commune with
the spirits of nature, and
perhaps this was also when
the ancestors of the norn
forged their bond with the
Spirits of the Wild.
It’s possible that ritualists
had also found a second wa
y
to get around the limited
availability of magic in Tyri
a:
using what was available to
open a small rift to the Mists,
drawing on its energy and
making use of that.
There were, however, some
regions that may have had
usable magic even then, due
to power emanating from
the sleeping Elder Dragons
or from other sources. Race
s
that had settled in such areas,
such as asura settling near
to the sleeping Primordus,
may also have been able to
develop magical sciences and
traditions from the energy
that was available in their
location.
This might, incidentally,
explain why the asura never
- to our knowledge - had a
religion the way most races
do. In the time before the gift
of magic, most races relied o
n
invoking supernatural entities
as intermediaries. Asura, o
n
the other hand, may never
have needed to forge such
relationships – their power
came from the sleeping
Primordus, and they didn’t
have to make contact with
anything to use it. Even then,
however, it’s possible that the
energy available to the early
asura was less than needed
for sorcery as we now know
it, requiring them to develop
devices to collect, store, and
utilise magic - forming the
basis for the science of asura
magitech as we know it now.
And then, for reasons
unknown to the asura at the
time, magic suddenly surged
in power… and then died back
down just as mysteriously,
albeit at a higher level than it
had been before.
It’s possible that
ritualists had also
found a second way to
get around the limited
availability of magi
c
“
10
GUILDMAG
ANNUAL 2016
|
LORE - A History of Magic
The moment at which the
gods started granting true
magic to mortals is unclear
.
The first indication comes
with the human invasion
of the land now known as
Ascalon – charr records
clai
m that the humans used
spells they had never seen
before, and the Scriptures
o
f
Dwayna can be read as
Dwayna granting healing
orisons to Doric and his
followers. These events,
however, are ambiguous, as
both could simply mean that
the gods were providing their
assistance directly rather tha
n
teaching magic to humans.
The Scriptures of Grenth and
Lyssa, a little less than fifty
years before the Exodus,
however, appear to reference
those gods teaching the firs
t
human necromancer and
mesmer respectively
.
As is well known, this did
not go smoothly – Abaddon
granted power too freely,
and wars erupted as a result.
Up to now, we’ve largely
assumed that this happened
because Abaddon was
unscrupulous and granted
too much to those who would
use it irresponsibly. With the
observation that bloodstone
magic addiction can lead to
insanity in Bloodstone Fen,
however, we might have
another explanation: whether
by accident or design,
Abaddon literally just gave out
too much, and the recipients
were driven insane just like
the bloodstone addicts in
Bloodstone Fen. Such an
explanation would explain the
fall of the jotun.
In response, the gods split
the
bloodstone into fi
v
e
pieces, and in doing so they
split magic into four schools:
Preservation, Destruction
,
Denial and Aggression. Each
is generally considered
to correspond to monk/
guardian, elementalist
,
mesmer, and necromance
r
respectively, although only
elementalist has been
confirmed. This both reduced
the amount of energy flowing
into the world and, through
a mechanism that was never
really explained, regulate
d
it so that no one individual
could use the power of all
four schools through the
bloodstones.
G
iven Taimi’s theory in Seaso
n
3, Episode 2 that magic is like
a spectrum of energy that
can be divided into sections
with different properties, i
t
i
s
likely that the effect was
to split the spectrum coming
from the bloodstones:
instead of one stone radiating
undifferentiated “white”
energy, each of the stones
radiated power from a
specific part of the spectrum.
So instead of spellcasters
being able to conveniently
draw in power from the whole
spectrum at once, they had to
choose specific schools (like a
colour in the analogy) to work
with.
Immediately after this event,
it appears that the level of
ambient magic in Tyria was
still fairly low. Therefore,
spellcasters largely dre
w
from the bloodstones an
d
accepted their limitation
s
as a
result, forming th
e
four primary spellcastin
g
professions we know from
Pr
o
ph
eci
es. According to An
Empire Divided, ritualists als
o
started to augment their spirit
binding through adopting
true magic, but access to
spirit binding gave ritualists a
greater degree of versatilit
y
than contemporary magic
-
users of other professions.
The revelation in
Se
a
o
f
The Gift
of Magic
Abaddon granted
power too freely, and
wars erupted as a result
“
Sorrows that guardians use
some ritualist teachings also
suggests that the magic they
used was the same school as
monks and guardians.
This was largely how things
were assumed to be in Guild
Wars 1, however, there are
some cracks. Some of the
professions introduced in
the Fa
ctions and Nightfa
l
l
campaigns appear to be
using abilities that belong to
multiple schools of magic:
assassin skills could be
linked to the mesmer and
necromancer schools, and
dervishes could be linked
to monks, elementalists,
and necromancers. If
it was assumed that
these professions were
entirely powered from the
bloodstones, it would then be
theoretically possible to have
a dervish/assassin characte
r
in Guild Wars 1 that drew fro
m
all four schools.
The obvious answer is
that these professions
are not drawing from the
bloodstones. Dervishes,
for instance, explicitly dra
w
power from the gods,
particularly with the Mysticis
m
line – it would be reasonable
to assume that the dervish
primarily employs elementa
l
magic, and invokes blessings
from the gods in order to
heal, smite, and steal life from
their enemies.
An alternative explanation,
however, is that the powers
of these professions
developed from ambient
magic having grown to a level
where it becomes useful to
mortal practitioners. Whil
e
assassins and dervishes had
a versatility that the four
original primary spellcaster
s
lacked, they also had less
magical power than the
cloth-armoured professions,
suggesting that they may
have been drawing from
a weaker source than the
bloodstones. It’s possible that
ambient magic, leaked fro
m
the dragons and possibly
the energies remaining from
spells cast from the power
of the bloodstones, would
have served as this alternative
source – being independent
from the bloodstones, it
would have allowed for its
wielder to have a greater
degree of versatility at a cost
in total power.
In the time of Guild Wars
2, this power has grown
further, to the point where it
is possible that all spellcasters
are now using ambient
energies by default and the
bloodstones are only serving
to provide a boost (if anything
at all). The four schools still
have an influence – most
spellcasters still fall int
o
one of the four categories
– however, this may simply
be a product of how magic
is traditionally taught rather
than a fixed rule. It’s been
mentioned in the 201
3
Espirits d’Orr interview with
Angel McCoy that some
younger spellcasters now
believe that the four schools
are obsolete.
As a result, the versatility
of the various spellcasting
professions has significantly
broadened. Along with
the loss of knowledge and
contact with Cantha when
Lion’s Arch flooded, this
explains why ritualists have
largely disappeared, as their
methods have largely become
obsolete as explained in 2R
P’
s
lore interview in 201
4
.
This concludes the review
over the history of magic.
Later in this issue, we will
present a companion piece
which discusses how magic
appears to work in Tyria’s
present.
11
LORE - A History of Magic
|
GUILDMAG
ANNUAL 2016
W
i
ntersda
y
Cooki
n
g
wi
t
h Kasmee
r
12
GUILDMAG ANNUAL 2016
|
CREATIVE - Wintersday Cooking with Kasmeer
BY
13
CREATIVE - Wintersd
a
y Cooking
with Kasmeer
|
GUILDMAG ANNUAL 2016
ello Tyrians and welcome to
Cooking with Kasmeer! I’m
here with some simple ideas t
o
spice up your favorite treats for
the holidays and impress your friends this
Wintersday. Whether you have a taste for
sugar cookies, brownies with peppermint, or
classic cheesecake, I’ve got a recipe that you’ll
love!
R
esu
lts
not tes
ted on asura. Smi
les and
wo
r
ds
of thanks
not gua
ra
n
teed.
Here’s a super easy idea to fancy-up
those regular chocolate brownies for
the holidays!
H
Ingredients
for your favorite brownie recipe
jar of peppermint frostin
g
bag of York Peppermint Patties
Optional: replace pepper
m
int pattie
s with
omn
omberrie
s, if you’re br
ave en
oug
h to
ventu
re to Orr to pick them!
Red or green sprin
kles
1
bag of
peppermint candies
1.
Find your favorite
brownie recipe,
whether that be from scratch
or a boxed
mix, and follow the instructions
to
make
your brow
nie batter.
2.
Set aside abo
ut 1/4th
of the batter in a
separate bowl.
3.
Grease up your pan then
pour th
e larger
portion of batter into the pan
.
4.
Carefully arrange the peppermint patties
in a single layer
on top
of the batter.
5.
Pour the remaining batter
on top
of the
patties, then stick it all in
the oven
to
bake. It might take a little lon
ger
than
usual because of the peppermin
ts,
but
watch it carefully, if left in for
too long
the mints
will ooze ou
t the top!
6.
Once the brown
ies
have cooled, spread
the peppermin
t icing on
top in an
even
layer.
7.
Carefully cut into serving-sized squ
ares
and place on a festive platter.
8.
Add a light du
stin
g of sprinkles to
the top
of th
e brownies.
9.
Place 1 hard peppermint can
dy in
the
center of each square, standin
g upright
so yo
ur guests don
’t try to bite in
to it!
Peppe
rmi
nt
Omnombe
rr
y
Ba
r
Ingr
edients
Met
hod
14
GUILDMAG ANNUAL 2016
|
CREATIVE - Wintersd
a
y Cooking
with Kasmeer
W
i
ntersday Swi
rl
Cookie
s
For those with a slightly higher rank
in cooking and a little more prep time,
here’s a yummy Wintersday cookie
recipe that’s sure to please in both
taste and presentation!
Ingr
edients
4
cups all-p
urpose flou
r
teaspoon
baking pow
der
1/4 teaspoon
baking sod
a
teaspoon salt
1/3 cups bu
tter (soften
ed)
3/4 cup wh
ite
sugar
eggs, beaten
teaspoons vanilla extract
Red and green
food coloring
Optional: ½ teaspoon peppermin
t extract
1.
Sift flour, baking powder, baking soda,
an
d salt into a b
owl.
2.
Beat butter and sugar in a separate mixin
g bowl
until light and
fluffy.
3.
To the butter and sugar mix, beat in eggs and vanilla until
smoo
th
.
4.
Gradually stir in the flour mixture until
even
ly blended
.
5.
Divide the dough
into two
equal parts and place in
separate bow
ls.
6.
Gradually add small amounts of red food coloring to
one bow
l of dou
gh and
mix
until
the color is even throughout and you have the
desired
rich
ness of colou
r.
Optional: add
peppermint extract for a little extra Wintersday flavor!
7.
Repeat with th
e other half of
your dou
gh with
the green foo
d coloring (or keep
it
out!
).
8.
Set out some wax paper an
d set the
red
dough
on it. Then
use a rolling p
in to flatten
out
the dough to 1/4 inch (
5
mm)
thickness. Do th
e same
with the
green
dough
. If the
dough
is sticky or hard to work with, place a second
sheet of
wax paper on
top, or refrigerate
the dough for
15 minutes
th
en try again.
9.
Carefully flip the green dough and place
it on top
of the
red
dough, th
en remove the w
ax
paper.
10.
Beginning on one edge, roll the two doughs into a log so the two colors spiral together.
Wrap the log in wax paper, then in a clean
cotton
towel, and freeze
for
1 hou
r.
11.
Preheat oven to 400° F (200° C). Lightly grease two baking sheets.
12.
Unwrap the dough and place on a clean, lightly floured surface. Cut the log into 1/8 inch
(3 mm) thick slices (try using a cheese slicer if you have one).
Place on
baking sh
eets.
13.
Place cookies in oven and bake for around 8 minutes. Watch carefully to prevent edges
from browning
! Remove from oven and cool
on racks.
Met
hod
15
CREATIVE - Wintersd
a
y Cooking
with Kasmeer
|
GUILDMAG ANNUAL 2016
Ingr
edients
cups graham crac
ker crumbs
½ cu
p butter
lbs cream cheese (sit out well in
advance to
soften)
¾ cu
p sugar
tsp lemon
juice
tsp vanilla
8
eggs
1
pint sour cream
3
tsp sugar
Homem
ad
e
C
h
ee
se
cake
Here’s a more classic recipe that
everyone will love! This homemade
cheesecake is easy to make, and you
don’t even need one of those fancy
cheesecake pans! Did you even know
there were fancy cheesecake pans?!
1.
Crush up graham crackers into crumbs and put into a bowl.
Tip
:
Use a rollin
g pin
to
crush the graham crackers inside a sealable ziplock bag.
2.
Put butter into a microwave safe bowl and very
slowly melt the
butter until it’s
a
liq
uid.
Use the lowest power setting on you
r
microwave!
3.
Pour the melted butter into th
e bowl
with graham cracker crumbs and mix
with a
wooden spoon
until b
len
ded evenly.
4.
Put crumbs into a 13”x9” cake pan
. Press them firmly onto
the bottom of
the pan,
distributing evenly.
This will be
your bottom crust.
5.
Preheat oven to
35
0° F (1
7
5° C).
6.
Put softened cream cheese into a mixing bowl. Add
¾ cup
s of sugar and
mix
until flu
ffy
and fully
blended.
7.
Add lemon juice and van
illa.
8.
Add eggs one
by one
while mixing. Th
e mixture will become thin
at
this point.
9.
Pour the mixture on top of the
graham cracker crust.
10.
Put in the oven and bake for 35 minutes.
11.
Remove from oven and let cool completely. The cake will sink and may crack - don’t
worry about it!
12.
In a bowl, mix the sour cream and sugar until combined.
13.
Spread the mix on top of the cooled cheesecake.
14.
Serve with strawberries or cherries and enjoy!
Met
hod
An
I
n
tervi
ew w
ith
Vasburg
16
GUILDMAG ANNUAL 2016
|
COMMUNITY - Interview
with Vasb
urg
17
COMMUNITY - Interview
with Vasb
urg
|
GUILDMAG ANNUAL 2016
This year’s amazing cover art was produced
by Vasburg - a ren
owned
artist with a passion for the Guild Wars franchise. He’s the person
behind
creations such as the Call of Cantha, plus previous Guild
Mag covers
an
d
various other pieces of art used by con
tent creators. We decided to sit
down and learn more abou
t
the man beh
ind the
name.
Two years ago, we interviewed you
for
our
special Wintersday 2014 issue. H
ow much
has changed since then
regarding
your
inspirations, your skills, or even
your process
and tools?
Oh, how time passes; just as
last time it h
as
been a blast to work with
you
gu
ys and
girls!
My tools have changed very
little. I
work
primarily in Photoshop but h
ave
been trying
out
3D a bit recently. In
my spare time I like
to explore experimental techniq
ues and
have
been trying out things in the field of
traditional art, robotics,
paper-engineering
and kaleidoscopes.
My inspirations, as my
skills, have hopefully
broadened.
Many people kno
w you
as
the artist
behind
Call of Cantha. What is it about that re
gio
n
that you’re draw
n to above Tyria and Elona?
How do the artistic aesthetics differ
between
the regions?
Cantha is, in my opinion, very
rich
an
d fruitful
in innovation. Many games that reach ou
t
for
an eastern-themed environme
nt tend
to
look
very similar in comparison. F
ac
tions
,
however,
introduced the Echovald Forest and the
Jade
Sea, along with interestin
g lore and w
ell
thought-
out residents that
made
the content
feel believable instead of just being
uniqu
e
for the sake of being u
nique. I
can
answer the
“what” qu
estion, but n
ot the “w
hy
” in regards
to Elona and Tyria. I
know th
is might soun
d a
bit crazy, but every time I
stumble upo
n the
old soundtracks
I simply feel at h
ome.
You have a very uniqu
e art style
- wh
at do
you think makes good
concept art
for video
games?
My opinion
on that has ch
an
ged over the
years actually. I still see concept art as
something very objective, as it is a
very
specialized tool to solve visual
problems.
Often times it’s also very technical, speaking
of orthographic paintings for later u
se in 3
D;
style is, in this case, not important. Every
painting obeys the rules of design prin
cip
les
and color theory and can be taken
apart and
planned through that. Person
ally, tho
ugh,
and probably the worst th
ing you
can
say in
a job interview, is that I find
that really
good
concept art simply has so
ul.
Are there other game, film, or TV un
iverses
that influ
ence your w
ork?
Very little in the realm of visuals, especially
games, because I simply don’t have th
e time
nowadays.
I recently discovered listening to
audiobooks while I
work thou
gh, and h
ave
been enjoying H.P. L
ovecraft quite
a
bit.
It’s really nice, but I can
’t help
but won
der
why everything in his un
iverse is
cyclopean.
Ancient folklores (especially African) are also
super interesting. The TV
comes
to use rarely
and I usually choo
se it as company du
ring
meals and watch S
pongeBob.
How much of a role
do self and
peer critiqu
es
play in how y
ou approach or reiterate y
our
work?
It is fundamental! Critique has a bad
image
because many see this as a personal matter,
but it truly is not. C
ritiqu
e let’s you
see your
own mistakes and really
only help
s you to
make something look better, so I appreciate
every critique I can get.
I sometimes think,
“No respect for th
e painting.” If it
doesn’t
work, take it apart again and rear
range it.
Never get stuck in
thinking
things like “bu
t
18
GUILDMAG ANNUAL 2016
|
COMMUNITY - Interview with Vasburg
I already rendered this object for an ho
ur;
I
can’t put something in
fron
t of it no
w.”
Which artists do you feel
have
been
inspirations for your own w
ork or areas of
study?
Oh man, there are so many amazing artists
out there, but my favorites are probably
(
in
no specific
order)
Richard A
nderson, Theo
Prins, Naomi Baker, Ruan Jia and Thomas
S
choles to name a few. Daniel Do
ciu
,
however, is to me
what Su
perman
was to
many kids.
While art interpretation is subjective to
the
perspectives and experiences
of the viewer,
can you
give us a coup
le of thou
ghts on
some
of the themes and emotions
you w
an
ted to
convey with this issue’s cover
art?
I wanted to shoot into a rather grim
direction
from the begin
ning; since tw
o dragons are
now active, things are getting more
tense
and I really wan
ted to incorporate that. The
composition is actually just a b
ig hourglass.
The characters make the illustr
ation very
heavy on
the bottom so
I wanted
to balance
it out on the
to
p. There was a mid version
in which we exp
erimented
with orange
and blue, but given th
at th
e change also
incorporated complementary colors and a
cold-warm contrast, it made the cover look
too smooth and appear friendly. I
therefore
went with blue and red to
make it
lo
ok
ruthless. Braham is the focal poin
t and has
piercing eyes, because he still has a bon
e to
pick with
somebody.
Have you been tempted
to paint Au
ren
e yet?
She’s
quite cute.
Ah, yes, she’s sweet, but unfortun
ately cu
te
things aren’t really my métier; if possible,
I intend to make my works app
ear very
serious. However, there are tons of amazin
g
artists in the
Guild Wars 2 community
and I
bet that we
get flooded
with great
illustrations of Aurene one w
ay
or another.
You currently do a lot of freelance work; have
you ever con
sidered applying to
ArenaNet as
a concept artist?
To be very blunt, yes; I’
d love to w
ork
alongside my childhood h
eroes.
However,
I immensely respect the work of the
art
direction and find that Aren
aNet
has
established one of the mo
st
powerful art
departments around. I’m
in no
position
to
judge if
I am read
y or good
enough
to
be a valuable asset to this compan
y. It’s a
childhood dream, but if they can man
age
to always find artists that
surpass my skill,
it’s for the better
of everyone, although
this
might mean that my dreams never come
true.
I’m luckily no longer in
the position
of
struggling with how
to begin a p
roject or
having to spend too
much time with
trial and
error. Things like orthographic paintings,
vanishing p
oints, foreshortening became
easier with time, which isn’t to say that th
ere
are not a lot of things still to learn. Thank
fu
lly
,
I have been able to gather many
valuable
experiences within
the gaming in
dustry and
I’m looking forward to the years to
come.
19
LORE - The Workings of Modern Magic
|
GUILDMAG
ANNUAL 2016
arlier in this
issue, we
discussed th
e
history of magic,
and how it has
in
fluenced
the course of events in Ty
ria
and b
een changed
by those
events in
turn. Now, we look
at the present
day. However
it may have worked
in the
past, what rules d
oes it seem
to be
following n
ow?
How magic is u
sed by
mortals is something that
appears to have changed
quite significantly over
the
course of Tyria’s history.
Prior to the u
nlocking of th
e
bloodstone, all magic wou
ld
likely have been ritualistic in
nature – calling on spirits an
d
other supernatural entities
to wield power on th
e caller’s
behalf. Such rituals still
exist,
although it
is likely that only
the most p
owerful spirits can
work spells that are b
eyond
that of a skilled practitioner.
It’s also p
ossible that some
primitive races (such as
grawl) are actually using true
magic when th
ey believe they
are calling on an external
source. This trap could
be
particularly easy to fall int
o
with guardian-style magic
:
we have
been told
their
magi
cal ability is augmented
by th
e wielder’s faith, with
no
requirement that what th
e
user has faith in
is actually
rea
l.
During the period of Guild
Wars 1, magic appear
ed
to have a relatively l
imited
ava
ilability, and mortals
needed
to gather it
(presumably drawing from
the bloodstone) befo
re
it
could be used. This
would
be
the fou
ndation of
the original
game’s energy resource, with
spellcasters developing a
number of skills to increase
the rate at which
they can
gain energy and/or
deny it to
their enemies.
Presently, though, it
seems
that ambient magic has
become so abu
ndant that
it is literally there for the
taking, removing energy
as a limitation for moder
n
spellcast
ers. Because of this,
only extremely strong forms
of energy
denial (such as th
e
draining effect of blo
odstone
shards) are effective a
gainst
modern spellcasters. Use
of recepta
cles, artifa
cts and
foci can augment th
ese
abilities, but most users n
o
E
The
W
ork
in
gs
Of
Modern Magic
BY
DRAXYNNIC
Mor
ta
l
Us
e of Magic
longer have a limited energy
supply that needs
to
be bu
ilt
up after it is
exhausted.
Revenants are a clea
r
exception
to
this rule, as the
power that
fuels their magic
is drawn from th
e Mists, not
from Tyria’s ambient m
agic.
Fortunately for them, with
magic manipulation effec
ts
having become
obsolete,
they don’t n
ee
d to fear being
energy-denied by
mesmers
as could happen in Guild
Wars 1.
Finally, the magic boun
d up
in life force is still available.
Necromancers seem to
have
largely ceased using their
own vitality to
power spells,
although
this may be th
e
source of th
e conditions
generated wh
en usin
g
Corruption skills. They are
still quite happy to h
arvest
it from enemies, although
this still seems to
be a
fairly inefficient process.
The powers generated
by
a necromancer through
tapping an
enemy’s life
force are minor c
ompared
to the effects historicall
y
attributed to a spellcaster
sacrificing their own life
even
in times when en
ergy
was
less abundant - su
ch
as Koro
Sagewind, Empress Tahmu,
and Naku in Tahnn
akai
Temple.
The process by which
spellcasters a
re able to
burn themselves
out in
this fashion is
unclear.
It’s
obviously
not something
that
anyone can
do, otherwise
every magic-user
that is
defeated in battle
would
do
so. One limitation appears to
be skill – in order to gen
erate
truly powerful effects, it
seems that the
would-be
martyr must already be an
experienced practitioner. The
other common factor seems
to be a
desire
to protect
(or at least avenge) others -
Koro burned h
erself o
ut to
protect the settlers of w
hat
would become Ebonh
aw
ke;
Tahmu to save her city from
naga; and Naku
sought to
avenge the
people of
his
destroyed h
ometown. A
spellcaster cannot simply
burn
themselves out as an
act of spite to turn
a personal
defeat into a
blast
of
mutually assured destruction
– such acts have only b
ee
n
achieved wh
en something
bigger was at stake than
the
spellcaster’s own desires,
something
powerful eno
ugh
to overcome the individ
ual’s
instincts of self
-preservation.
As has been p
reviously
discussed, it’s unclear
to
what exten
t the bloo
dstones
continue to influ
ence mortal
use of magic. W
hen asked,
ArenaNet has generally u
sed
the analogy of starting
with
one science
degree and then
taking up an
other as the
reason why spellcasters are
limited to their profession
.
However, this
is
possible in
real life, particular
ly when
fields overlap, or somebod
y’s
area of interest is partl
y
in one field and
partly
in
another and
they focus
only
on the subjects of
each
field
that they consider relevant.
Moreover, it was kno
wn
to happen in
Guild Wars 1
–
this was essentially
what
secondary professions
were.
2
0
GUILDMAG ANNUAL 2016
|
LORE - The Workings of Modern Magic
21
LORE - The Workings of Modern Magic
|
GUILDMAG
ANNUAL 2016
Some of
the current elite
specialisations do have a
‘secondary profession
’-type
feel, so this may become
more common in Guild
Wars
2
going forward - and
it’s
possible that
the increased
abundance of magic
will itself
lead to the rise
of new
elite
specialisations empowered
by the magic that is steadily
growing
wilder in Tyria.
It’s p
ossible that the
bloodstones do con
tin
ue to
exert some influence, makin
g
it easier for someone to,
say, become a mesm
er or
a necromancer than it is to
straddle the line
between
the two, even
if the stu
dent
focuses on areas that the
two profession
s have in
common (such as boon
an
d
condition manipulation
).
Alternatively, it’s possible that
those asura are right, and
the only reason the magical
professions remain split as
they are is th
e passing on
of
traditions that were formed
wh
en the b
loodstones
were more important;
nowadays, magic is more of a
continu
ous spectrum and th
e
opportun
ity is there for n
ew
professions to arise th
rou
gh
combining different
fields of
magical study (although
the
2
0
13 E
sprits d’
Orr interview
indicates that there is th
e
potential for explosio
ns to
result from attempting to
combine different typ
es of
energy). We probably won
’t
see it until Guild Wars 2 gives
way to
a
sequel, but
it
will
be interesting to
see if the
destruction of the Maguu
ma
bloodstone has any
in
fluence
on the practice of ma
gic.
Alternatively, it’s possible
that magic does still come in
specific flavours. According
to Ela Makkay in H
idden
Arcana, each dragon has two
spheres of influence
(some
of w
hich have n
ot yet been
identified), while accordin
g
to Taimi, it seems
that the
spectrum is composed
of
these spheres - meaning th
at
magic is likely composed of
twelve different domains.
Interestingly, however,
apart from nec
romancers
and Zhaitan,
none of
the
professions clearly line up to
a dragon (elemental powers,
for instance, seem to be split
between the four
remaining
dragons), and th
e plant
domain is largely missing
from the profession
s. This
discrepancy may be a result
of h
ow the
gods wen
t about
dividing th
e bloodston
es.
While it may
be extendin
g
the metaphor a little too far,
Taimi’s metaphor of magi
c
being a spectru
m
(
in Season
3, E
pisode
2) raises the
possibility that th
e colours
associated with the various
magical professions ma
y
not be arbitrary, but may
in fact be an indication
of
where that
profession falls
on the magical spectrum.
Necromanc
ers, guardians,
and mesmers are assoc
iated
with effects that are
green, blue and
purple
It’s possible that
the bloodstones do
continue to extert some
i
n
fluence
“
The C
ol
o
ur
s
of Magic?
22
GUILDMAG
ANNUAL 2016
|
LORE - The Workings of Modern Magic
respectively (unless th
e
effect manipulates a
physical
substance with
its own
colour,
such
as
necromancers
siphoning blood). Th
is may
indicate that guardian (and
monk
) energies fall betw
een
necromancer and mesmer in
the spectrum. Elementalist
magic is
obscured by
the
colours of th
e elements
conjured, but arcane
spells (which are th
e most
likely to represent “pure”
elementalist magic that ha
s
not manifested
an
element
)
typically appear white with
a greenish yellow tin
ge -
similar, albeit paler, to the
spirit animals conjured by
rangers for some of their
atta
cks.
If this
is true, then th
e
tendency
of many healing
skills to have blu
e effects
even if th
e profession is
normally associated with a
different colour might be
evidence of
other professions
drawing from the
“blue”
portion of the magical
spectrum (associated with
monks and guardian
s) in
their healing spells.
Furthermore, it m
ay be that
the colours associated with
the effects of less magical
professions -
such as th
e
aforementioned ranger spirit
animals, or the indigo trails
of
thief skills - may be a hint
as to which
forms of magic
are being u
sed by th
ese
professions.
One other thing that
came
up in E
pisode 52 of the
GuildMag Podcast was the
concept of ley lines. Wh
at
are
they, and could the ley
lines be
‘stopped’
in order to
prevent the dragon
s from
feeding?
The short an
swer to the
second question is th
at,
unless carefully plann
ed, it
would be a very bad
idea.
The analogy I would
make
is to think of Tyria an
d the
atmosphere surroundin
g it
as being like
a
body of
soil in
a zero-gravity environment
(since magic can flow
both
ways rather than having
a
‘dow
nhill’ direction in
which
it tends to flow). W
ith
in the
soil, there are a set of porou
s
pipes or other channels
through which w
ater can
easily flow. Magic
is
the water
in this analogy
– it can seep
its way through the
soil, b
ut
a more efficient means for
it to flow from
one place
to another is throu
gh the
pipes (the ley lines, wh
ich
for
reasons unknown are p
laces
where magic can travel mor
e
freely and easily).
Generally speaking, then, the
ley lines effectively act as a
‘safety valve’ for Tyria’s m
agic.
They carry power from places
where the concentration
and pressure is h
igh (such
as a dying dragon or
an
explodin
g bloodstone)
to
places where th
e pressure is
lower or even negative
(such
Am
bient Magic and
the L
e
y
Lines
Guardian energies
fall between
necromancer and
mesmer in the spectrum
“
as a hu
ngry dragon or magic
collection device like an intact
bloodston
e).
Blocking a leyline would
th
en
have the result
of stoppin
g
one
of these safety valves;
that energy still has
to go
somewhere. O
ne possibility
for that ‘somewhere’
is that
the magic is released at
the point of the
blockage,
flooding the su
rroun
ding
area - an event that
would
probably be unpleasant for
those nearby
(probably not
quite
to
the extent
of an
exploding bloodston
e,
but
certainly enough
to reshape
the
landscape
in
inconvenient
ways, including formin
g into
hostile elementals). The
alternative, however, is tha
t
the magic could rebo
und up
a blocked leylin
e and fin
d
an alternate route to a low-
pressure area
.
It was probably exactly
this
that led to
the awakening
of Mordremoth
– the
Breachm
aker disrupted
a
ley line con
fluence
and redirected magic to
Mordremoth that w
ould
otherwise have
gone
elsewhere.
As a result, if one was to
map
the behaviour of the
ley
lines
as extensively as S
carlet did
– and Taimi may well have
ambitions to do exactly that
– it is
possible that selective
disruptions
of the ley
lines
could
be a weapon
that is
useful against th
e dragons.
Planned carefully, magic that
wou
ld otherwise fl
ow to on
e
of the Elder Dragon
s could
be redirected elsewhere.
However, anyon
e enacting
such a plan
wou
ld
have to
ensure that the ‘elsewh
ere’
is a receptacle or other
location capable of handlin
g
it – otherwise, the magic
will
likely either fin
d another path
to a dragon, or be rel
eased
into th
e environment as
an additional contribution
to Tyria’s growing magic
overload problems.
This conclud
es my
thoughts
on the nature
of Tyrian magic! As has
been
previously noted,
much
of this has been
speculation and
filling in
the
gaps in the official lore
- however,
hopefully
this
article has provided some
enlightenmen
t on w
hat
may be going
on beh
ind the
scenes with magic
in
Tyria
and p
ossibly provide some
feed material for sparking off
further discussion
s!
The ley lines
e
ffectively act as
a
‘safety valve’ for Tyria’
s
magic
“
LORE - The Workings of Modern Magic
|
GUILDMAG
ANNUAL 2016
23
A brief on the history of the Mursaat, intended for use
by Pact officers who may find themselves needing to
deal with Lazarus the Dire.
Compiled by Scholar Eleanor Dra
xynnus in the year
1
329
AE.
24
GUILDMAG ANNUAL 2016
|
LORE - The Comm
an
der’s Guide
to Mursaat
History
The C
o
mmander’s
Guide
To
Mursaat
History
BY
DRAXYNNIC
ince the fall of
Mordremoth, the
unveiling
of the
White
Mantle and
the apparent resurrection of
one of the ancient mu
rsaat
have turned
this elder race
from an academic inter
est
of Priory historians to a
topic that may be of
urgent
relevance to the Pact’s future
operations. While man
y
among the Priory will likely
be familiar with much
of
the
known h
istory
of the
mursaat, I have prepar
ed
this docu
ment in order to
provide an overview
of what
is known about
mursaat
history. Readers requiring
more specific information
are directed to the relevant
sections of
the Priory
archiv
es.
The
oldest
history
we
know
of
the mursaat actually com
es
from one
of the most recent
finds - the
historical tablets
found around th
e mursaat
ruins on the w
est side of
the island n
ow called Ember
Bay. While
these tablets
were written by
the mursaat
themselves in relatively
recent times, they provide
an insight - albeit,
possibly, a
biased on
e - into
the nature
of the alliance of
the elder
races, and the reason for its
collapse.
The tablets speak of
a
disagreement among the
elder races on ho
w to
respond
to the dragons.
According to the tablets,
only
two races chose to
go on
the
offensive. Both
being races
that exclusively trained in
magic rather than the more
physical aspects of warfare,
the mursaat and Forgotten
designed
constructs to act as
their front line
- likely early
models of th
e Jade constructs
and th
e Enchanted that
can now
be foun
d among
mursaat ruins and in Tarir,
respectiv
ely.
With these artificial soldiers,
the mursaat and Forgotten
launched an
attack on
Zhaitan, likely commanding
the constructs and
supporting them with
magic
from behind
. Where the
Pact - combining as
it
did
the strengths
of the fi
ve
major races and sev
eral of
the minor races - succeed
ed,
however, the mursaat
and Forgotten failed with
great loss of life. Had th
e
elder races a
ll committed
to a single strategy as we
did, perhaps th
e outcome
would have been
differen
t
- certainly, the mursaat
seemed to th
ink so, as they
blamed the “desertion”
of
the other elder races for
their defeat and th
e losses
incurred in the attempt.
S
Ancient Histor
y
The oldest history we know of the mursaat
actually comes from one of the most recent
finds - the historical tablets found around the
mursaat ruins
“
25
LORE - The Comm
an
der’s Guide
to Mursaat
History
|
GUILDMAG ANNUAL 2016
26
GUILDMAG ANNUAL 2016
|
LORE - The Comm
an
der’s Guide
to Mursaat
History
While th
e Forgotten were
then, apparently, willing
to accede to the plan
of
the Seers to seal and
hide
magic from the dragons in
the original blood
stone, the
mursaat were not. Instead,
they enacted a
plan
to escape
the dragons an
d keep th
eir
magic by slipping
into a side-
reality that the dragons could
not access, abandoning
their
former allies to the dragons.
The other elder races viewed
this as a betrayal, with the
Seers going to war again
st
the mursaat. However,
the Seers were decisively
beaten by the mursaat
use of
Spectral Agony. Although
th
e
Seers were able to
develop
a countermeasure using
the essence of ma
gic-eating
eidolons an
d their natural
immunity to Spectral Agon
y,
this came too late to prevent
the devastation of
the Seers
or the escape of the mursaat
.
Curiously, this war
goes
unmentioned in th
e mursaat
tablets found at Ember Bay.
It’s not clear just
when
the
mursaat returned to Tyria
.
The tablets discovered in
Ember Bay suggest that they
returned after the Ex
odu
s,
as they describe the
world
as it was after the gods left
–
although the mursaat appear
to have assumed that
it was
the Seers
who returned
magic to the world
an
d not
the Six
Gods. In
the same
tablet, the mursaat speak of
wars breaking out
over
control of magic – which
may
be a reference to th
e Guild
Wars.
It is clear, however, that
the mursaat soon became
aware of the Flameseeker
Prophecies, which predicted
their demise through
Ascended human h
eroes
releasing
the
titans
to
destroy
the mursaat. This motiva
ted
them to fortify the Fire
Islands, build
ing obsidian
walls and gates d
efended
by their jade constructs and
magic-draining Ether Seals
to
prevent access to the
Door
of Komalie. However, there
was another aspect to
their
stra
tegy.
It’s p
ossible that the mursaat
had b
een keeping
an
eye ou
t
for a potential patsy to act as
their mouthpiece
in
a human
kingdom or it could be th
at
Saul d’Alessio’s exile was
simply an op
portunity for
them, but in
either case,
it
was on
e they did
n’t pass
up. Was the city of to
wers
Saul saw
in
the forest, and
of
which we’ve never seen
evidence, real, or an illusion
created for his ben
efit?
We may never kn
ow the
answers to th
ese questions,
but we do
know th
at w
hen
Saul returned, he did so
as the prophet
of a new
religion worshipp
ing the
mursaat as the Unseen
Gods,
and wearing the white
mantle that would
come to
symbolise this
new order.
However, the mursaat had a
sinister purpose for
the new
religion, one which, according
to magica
l research
performed by the Priory’
s
founder, Saul may
not
have been aware. Through
the Tests of
the Ch
osen
administered by th
e
The Re
tur
n
of the
M
ursaa
t
The tablets discovered in Ember Bay suggest
that [the mursaat] returned after the Exodus, as
they describe the world as it was after the gods left
“
27
LORE - The Comm
an
der’s Guide
to Mursaat
History
|
GUILDMAG ANNUAL 2016
mysterious Eye of Janthir,
those with the
potential
to Ascend
were identified.
These “Ch
osen” were told
that they were to be
trained
in powerful magic
– instead,
though, they were
taken
to
be sacrificed on one of
th
e
bloodston
es. This allowed th
e
mursaat to kill
two birds
with
one stone – they elimin
ated
those who cou
ld
present
a threat to
them, while
gathering power from th
e
sacrifices that they used
to
reinforce the defences
of the
Fire Islands, including placin
g
a soul-p
owered lock on
the
Door of Komalie itself.
The events surrounding
th
e
Flameseeker Prophecies and
the W
hite Mantle takeover
of Kryta are well recorded
in human histories, as
th
ey
ultimately led to Kormir’s
apotheosis. To summarise,
the discovery that th
e Chosen
were bein
g murdered led to
the formation of the Shin
in
g
Blade, a revolution against
the W
hite Mantle and
their
mursaat patrons. When th
e
Shining Blade seemed b
roken
through the treachery
of
one of their
own, a group
of
Ascended human hero
es
,
accompanied by a contin
gent
of Deldrimor dwarves, a
survivor of the Seers an
d
the undead Vizier
of Orr,
captured a mursaat port
al
device and used it to laun
ch
an assault on the mursaat
fortresses in the Rin
g
of Fire
Island chain. Those mursaat
that were not slain
in th
e
assault were wiped
out by
the titans released by Vizier
Khilbron
…
or so the
heroes
believed at the time.
While th
e conclusion
of the
Flameseeker Prophecies left
the White
Mantle
in
control
of
Kryta, the elimination of th
eir
leaders, both human
s and
mursaat, gave the Shining
Blade the
opportunity to
regroup and reform, fightin
g
the W
hite Mantle on
a more
even footing in w
hat
would
become a protracted ci
vil
war.
The first
sign that the
mursaat wer
e
not completely
extinct came
six years later
.
A high-ran
king
White
Mantle
officer, Justi
ciar
Naveed, ca
me
to agents
allied to the
Shinin
g Blade seeking
help.
The story b
ehind th
e Eye of
Janthir has inconsistencies
– the
Mantle’s history
claims that Saul visited the
Isle of Janthir an
d brought
the Eye back w
ith him, but
that history also states
that Saul travelled south
to do so,
while Janthir
actually lies to the north
.
It’s p
ossible that the truth
behin
d this apparent
discrepancy is that Saul
initially travelled south,
and then passed th
rou
gh a
mursaat gate to Janthir
.
All that is known
abo
ut
the inhabitants of Janthir
is that they “p
ossessed
the gift of True
Sight”.
A number
of theories
have been raised as to
their identity, such
as a
population
of Ascended
humans, Seers, Forgotten,
or a second mursaat
outpost.
Also unclear is the
question
of just h
ow Saul
ac
quired the Eye
– was it
gifted freely, or taken by
force?
The Myster
y
of
Ja
n
thir
Esc
a
pin
g
Extinctio
n
and the
Kr
yta
n
Civil
W
a
r
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LORE - The Comm
an
der’s Guide
to Mursaat
History
Lazarus the Dire, one of
the mursaat leaders tha
t
had been
present at Saul’s
disappearance, had found
a
way
to
hide
from
t
he
tita
ns
by
dividing h
is essence among
his followers, to be reclaimed
at a later time. Unfortuna
tely
for his followers, th
e
procedure by
which Lazarus
reclaimed the divided parts
of his being were
fatal to th
e
bearers. Deciding that his
wish to live was greater than
his loyalty to
the Unseen,
the Justiciar sought a way
to
remove the aspect so that
Lazarus would
no longer be
able to track him. Even with
an asura’s aid to analyse th
e
aspect, however, Naveed was
unable to remove
it, th
ough
his attempts did
have the
effect of somehow
poisonin
g
it. When Lazarus came to
reclaim the aspect, doing so
caused his
own p
ower to turn
on himself, leaving him
in a
crippled state from which
he wo
uld take centuries to
recover. Fleeing the scene,
Lazarus swore that “
countless
generations” wou
ld suffer for
the injury that
had
been
done
to him.
A year later, as th
e Krytan
Civil War reached its height,
seven more mursaat
emerged. It’s not clear
whether these mursaat
had survived usin
g the
same method as Lazarus
or whether th
ey simply
happened to be
emb
edded
in
Kryta at the time the
titans were unleashed, an
d
therefore the failure of th
e
titan assaults on Kryta also
meant their failure to destroy
these particular mur
saat.
Regardless of how
they
survived, when Salma
was
proclaimed Queen
by the
Lionguard, these remaining
mursaat threw their power
behin
d the W
hite Mantle,
reinforcing the Mantle’
s
defenses
with their magic-
draining ether seals and
augmenting their armies with
jade constructs. In resp
onse,
the S
hining Blade issu
ed
bounties on th
ose mursaat
they were able to locate, an
d
on three who
were hun
ted
down and slain b
efore
the
surviving four struck back at
Lion’s Arch.
This first Battle of Lion
’s
Arch was the last effort of
the mursaat and the
White
Mantle to regain control
of
Kryta. Refusing to allow
the
battle to become a drawn-
out siege, Qu
een Salma
opened
the gates and
invited
the W
hite Mantle and
the
mursaat into a killing zone,
where th
e Lionguard and
the Shining Blade w
ere
reinforced by p
owerful
heroes from Ascalon and
abroad, and protected
against Spectral Agony by a
device designed by the
ro
gue
asura Zinn and Blimm.
The
last known
healthy mursaat
in th
e world charged blind
ly
into the jaws of this
trap and
were slain.
An astute
student of
history will n
ote that the
downfall
of the mursaat
came about from their
own actions, taken
in an
attempt to prevent the
Flameseeker Prophec
ies
from coming to pass. Were
it not for the sacrifices
of
the Chosen, the Ascalon
ian
refugees and
the people
of
Kryta may have accepted
the White Mantle as K
ryta’s
new
noble class, and the
Shinin
g Blade rebellion
may never have happ
ened.
So, did
the Flameseeker
Prophecies only
come
to pass because p
eople,
including the mursaat,
knew ab
out them? Or
would
something similar
have happen
ed anyway?
From investigation of the
ruins of
the Vizier’s tower
outside of the Lasciate
Gateway in Orr, it appears
that Khilbron
had a pre-
existing grudge against th
e
mursaat, and a co
nnection
to A
badd
on that may
have push
ed him to o
pen
the Door regardless.
Therefore, it may be that
the unleashing of
th
e
titans against the mursaat
was going
to happen
anyway. The mursaat
defences, however, meant
that the Vizier had
to
recruit powerful allies to
penetrate them, allies who
were in
a
position to take
him down wh
en his
tru
e
intentions were revealed.
A
S
elf-F
ulf
il
l
in
g
P
rophe
cy?
The first Battle of
Lion’s Arch was the
last effort of the mursaat
and the White Mantle to
regain control of Kryta
“
29
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In the aftermath
of the
battle, some members of the
White
Mantle abandoned
the cause, claiming to have
had their
eyes opened
by
the revelation of what
the
White
Mantle had truly
been
doing. O
thers retreated in
to
the jungle, from
which th
ey
would spend
the nex
t
two
and a half centuries tryin
g
to destabilise and discredit
the Krytan crow
n in
hopes of
toppling
it once again so th
ey
could
sweep back to p
ower.
With the mursaat absen
t,
parts of the
White Mantle
would grow to become
more
of a political organisation for
enemies of
the Crown
than
a religious one, although
the
cult of th
e Unseen
would
forever remain part of its
identity.
That was, however, u
ntil
recently.
With the magic released by
the deaths of Zh
aitan and
Mordremoth, those
White
Mantle w
ho still believed
in the Unseen saw
th
e
opportun
ity to reconstitute
their god.
We may have had
no warning of th
is
had they
not seen fit to
ambu
sh and
kidnap a Pact patrol. An
elite
Pact squad was formed
to
rescue them, and
in
doing
so,
the
squad
discovered
that
the
area was not simply anoth
er
bandit camp. Instead, there
was a W
hite Mantle fortress
nearby, where magic from
bloodston
es and in
nocents
sacrificed to the blo
odstones
The Re
tur
n
of
La
za
r
us
was being collected
for
…
something. The squad th
en
turned its attention
s to the
citadel, whose mistress,
High
Inquisitor Xera, let slip
that the
purpose was to
achieve Lazarus’ resur
rection.
However, the
squad
was unable to
reach
the
resurrection chamber in
time
to find more than an
emp
ty
stasis chamber
.
And then
th
e bloodston
e
exploded – an even
t
which
would have been
cataclysmic
for all of western Tyria if
Lazarus hadn’t sucked
the
magic back in
to restore
himself. Surprisingly,
though,
his first act was
to strike against the new
Confessor
of the W
hite
Mantle, rescuing the former
Pact Commander from a
potentially sticky situation
and declaring that he sought
more virtu
ous pursuits
than control of Kryta
before
making his exit.
Since th
en, rumours
have come from the Tari
r
delegation that Lazarus was
present during the des
troyer
attack on the city, fighting
against the destroyers and
promising his aid against th
e
dragons. The
question is,
could
a
being wh
o presided
over the slaughter
of
thousands have really
turned
a new leaf? The drago
ns
were the first enemy of
th
e
mursaat, so is
it possible
that Lazarus is genuine
about wantin
g to defeat the
dragons … even
if
he might
return to the goal of wo
rld
domination (as laid o
ut in
one
of the Ember Bay tablets)
once the greater enemy
is defeated? Alternativ
ely,
though, this facade may
simply be part of his plans
for revenge –
if
we are to
entertain the possibility
that he may be an ally
,
we
must be vigilant against th
e
possibility that he simply
seeks to reach a position
where he can un
dermin
e
Tyria’s efforts against the
dragons at a criti
cal moment.
After all, the mursaat were
able to slip between w
orld
s
to escape the dragon
s once
before
: we can
not discoun
t
the possibility
that like his
people did before, Lazaru
s
plans to leave th
e world to
be destroyed by the
drago
ns
while he hides
safely
in an
alternate dimension un
til
the dragons return
to their
slumber.
30
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LORE - The Comm
an
der’s Guide
to Mursaat
History
With the magic released by the deaths of
Zhaitan and Mordremoth, those White Mantle
who still believed in the Unseen saw the opportunity
to reconstitute their god
“
31
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der’s Guide
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History
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32
GUILDMAG
ANNUAL 2016
|
EDITORIAL - INKS on Raiding
I
NKS ON
RAIDING
MMOINKS takes a retrospective look at
raids in Guild Wars 2 and what the future
may hold.
Wars 2.
As details started to slowly
emerge about what
we as
players could expect from
raids, much of my worry
started to fade. But h
ow
difficult would it really
be?
Before Heart of Thorns, the
game wasn’t known for o
verly
difficult content. Granted,
there were some small
pockets of difficulty
here and
there but, on the w
hole, the
game was targeted towards
more casual play. I wanted
raiding to be difficult.
I
wanted a
real challenge, and
I
wanted
to
be stuck on bosses
with my
gro
up. I
wanted the
joy of learning the tactics
needed
to succeed and
then
refining those tactics to
be
more and more consistent
-
to really experiment with, and
refine, the party composition
.
To max out my
characters
and really push
my own
aiding in
MMORPGs
has
been
the core
of
end-game
content for a very
lo
ng
time, and yet
Guild Wars 2,
until the release of Hear
t
of Thorns, had nothing like
this in
the game. Sure there
were world
bosses, the most
difficult being Triple Troub
le
Wurm, and there
were
fractals, which do increase
in difficulty, but
nothing
that
was like raiding. So naturally
when raidin
g was anno
unced
for Heart of Thorns, it was met
with
mixed
rea
ctions
-
though
mostly positive excitement. I
certainly fall into the category
of positive excitement
having raided in o
ne form
or another in every oth
er
MMORPG
I’ve ever played.
There is something very
fun
and special about raiding; th
e
draw for me is difficult larger-
group instanced
encounters
that you can learn an
d
refine. Killing th
ese bosses
and clearing the instance
for
the first time is very exciting
no matter what level yo
u
play on, and there is a real
sense of ac
complishment
and progression that
you get
from raiding. Having said all
this, I was both excited
an
d
worried about what raidin
g
would do and mean for Guild
R
33
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GUILDMAG
ANNUAL 2016
raid would be slightly d
elayed
after release, which would
give players time to prepare,
and to play Heart
of Thorns
without rushing th
rou
gh
that content. I’ve
seen other
games in recent years do
this as well and
I thin
k this is
certainly the right approach
to take. You
want your
players to play the
expansion
at a reasonable pace before
opening even more conten
t;
raiders will often rush
to
experience the
new challenge
and n
ot always take their
time with other aspects
of
the expan
sion. Wing
1 aside,
the real question
was about
the pacing
of the su
bsequent
wing releases. L
ooking back
,
I think
the pacing really
worked o
ut well for th
ese
wings. Th
e player base had
a good amount
of time
between
these releases to
experience, learn and refin
e
the encounters,
without
abilities to the limits.
We kn
ew we
would
get
several bosses over a couple
of win
gs mixed with
some
events. In other MM
ORPGs,
it’s fairly common to see
trash enemies leading up to
the boss which
can
often bog
down the p
acing
of the raid. I
was hoping that
Guild Wars 2
would find
a
good solu
tion
to
this, as trash is often
seen as
a waste of time when th
e real
prize is figh
ting the b
osses
themselves. My expectation
s
were fairly high for
what I
wanted raids to be in Guild
Wars 2
but, at the same time,
I tried to temper myself
to
not set
the initial bar too
high. After all, this
would be
ArenaNet’s first real foray
into raiding.
There was some concern
with
how often
we w
ould see
new
encounters. We
knew
going into Heart of Th
orns
that the first
of the 3-
wing
34
GUILDMAG
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EDITORIAL - INKS on Raiding
leaving too much
of the
raiding community beh
ind.
Certainly this experience
will
vary from player to
player
and group
to group
but,
on the
whole, I
think the
pacing worked out really
well. I played with
tw
o very
different groups
between
wings
1, 2, and th
en 3 and
I
didn’t
experience a problem
clearing that content in time
for the next. I also n
ever
really felt like I was waiting
too lon
g.
So Heart of Thorns had
released and the raid’s first
wing
was finally open
. How
did ArenaNet do? Really
well,
actually. Over
all, it met my
expectations. The events
or
trash mobs that exist in
wing
1 are there to teach players
a few of the boss mechanics
they are about to encoun
ter,
and in that way ArenaNet d
id
a fairly good job. Th
e events
can get slightly ann
oying
months down th
e road,
but
for wing 1 at least,
these
events aren’t too
bad. There
could be an interesting idea
down the road where,
after
clearing the raid a number
of times, you could
skip
some of th
ese events, but
I haven’t
seen anything
like
this suggested
too often
and ArenaNet seems pretty
content abou
t how
these
events currently work.
It’s
something I
’d like to see
but I
am not sure it’s on the tab
le.
Difficulty-wise, I felt
like the
first wing was right wh
ere
it
needed to be for
th
e
raiding community. The
achievements included
with
wing 1 weren’t
to
o difficult
and, therefore, have room
for improvement, especia
lly
with things like the
title
achievement The E
ternal.
While
you need
to kill every
boss w
ithout anyon
e dying,
you can
do this
in
batches;
you can even fail several
attempts as
long as wh
en
you
do kill the
boss no
one
in your party dies.
I feel like
this sh
ould have b
een that
not o
nly do
you have no one
in the party die, but th
at
you need to su
ccessfully
kill all the bosses on your
first attempt. Certainly by
now there are man
y groups
doing
this withou
t too much
trouble and it mean
s that this
title would
have had a little
more meaning in terms of
prestige.
As it currently stands,
it
doesn’t mean very
much. As
I am not sure how likely
it
is
that we’ll see a hard
mo
de,
the achievements really need
to carry the weight
of extra
difficulty.
With the release
of wing
2, I
was really hopin
g we’d
see the difficulty ramp up
a
little. For wing 1, and
for
ArenaNet’s first time doin
g
raids, the difficulty was fairly
good. Bu
t now
that I and
other players were more
experienced with raid
s in
Guild Wars 2, I
wanted more.
I wan
ted it to be
an
even
greater challenge, and in
some ways w
ing
2
did deliver
this. Both
Slothasor and
Matthias are great fights
and, while
there is some
debate in
the community,
I feel as tho
ugh it might
be the most difficu
lt of all
three wings currently. Even
the achievement Slippery
Slublin
g is probably the
most difficult of the raid
achievements currently
available. The problem with
wing
2, then, is that there
aren’t really three bosses bu
t
The player base had a good amount of time
between these releases to experience, learn and
r
e
fine the encounters
“
35
EDITORIAL - INKS on Raiding
|
GUILDMAG
ANNUAL 2016
two, with a large
boss-ish
event in
the middle. W
hile
interesting, the bandit trio
event isn’t overly
engaging,
and th
e longer you
play
and continue to clear
wing
2, the more this
becomes a
rather annoying
encounter.
At the release of wing
2,
players spent some time
on
Slothasor as he
provided
a nice challenge, but th
en
most teams rolled right
through the Prison C
amp
and onto the fin
al
boss.
While Matthias is a fantastic
encounter, th
e wing en
ded
up
feeling a little short overall
because of that.
Additionally,
the loot
you receive from
the bandit trio lags b
ehind
other encounters,
just like
the event-y nature of
its
gameplay, which makes it
even less interestin
g and
enticing (and certainly a
little more annoying) w
hen
it comes to clearing months
later. That being said, wing
2 was still very enjoyab
le
and, overall, I do thin
k it
was a little more difficult
without some hu
ge ramp
up,
which
is something I
like and
apprecia
te.
This leads us up
to
wing 3,
and like last time I
wanted
and expected a little more
difficulty -
just a slight bu
mp
in challenge from
wing 1
or wing
2, nothing
huge or
earth shattering. Sadly this
didn
’t come to fruition as
wing
3 was more or less
on
par with th
e other win
gs. As
a
whole, the raids themselves
were being generally
well-
received within the raid
ing
community, despite ban
dit
trio’s lukewarm reception.
Unfortunately, the raids
came at a
time
where the
game itself was lacking other
new PvE content and
it
would
be some time
yet before we
would see Living W
orld
story
return. On top of th
is,
there
had been excitement build
in
g
around
what was going
to
happen
with th
e legendary
armor we’d started buildin
g
in w
ing 1. W
ould we be able
to finish it? What w
ere
we
going
to
need? Or w
ould we
find out that legendary
armor
would still be a distant go
al?
The latter turned o
ut to be
true and
there was some
disappointment from th
is,
but wing 3
also
suffered from
other problems.
First, there seemed to be
a
lot more bugs within
th
e
wing
itself. Wing 3 suffers like
wing
2 in that there are
only
two b
osses and a middle
event that players either
seem to love or get annoyed
with fairly quickly over time.
But it did start
with a bang
in
that there is an escort even
t
that ends
with a mini b
oss.
This was really well received
and a lot of fun
- certainly
something we’d no
t
seen
before in raids. Bu
t like a
lot of the
events over time,
this on
e has become a little
tedious. Th
e good n
ews is
that this event is fairly easier
than the starting
bosses
players would
encounter in
wings
1 and
2
and it d
oes
Like last time,
I
wanted and
expected
a
little
mor
e
d
i
ffi
culty
-
just
a
sligh
t
bum
p
“
36
GUILDMAG
ANNUAL 2016
|
EDITORIAL - INKS on Raiding
reward a legendary insight
that players need
if they are
pursuing the armor. Because
of this, yo
u’ll sometimes
see raiding groups jump
into win
g 3 just
to
quickly
complete this encou
nter and
then move back
to the oth
er
wings.
Still, the bosses that are
in
wing
3 are a lot of fu
n. Both
Keep Construct and Xera are
visually appealing and have
some un
ique mechanics to
deal with.
On Keep
Construct
there is an or
b
pushing
phase
that increases the amount
of
damage you do depend
ing
on
how many
you are able
to sink into rifts, w
hile the
Xera fight interweaves ley-
line gliding with a nu
mb
er
of phases that split
the raid
group into two b
efore
they
meet again on th
e final
platform. They aren’t rea
lly
any more difficult than
the b
osses of win
g
2, and
perhaps it’s a little foolish
to thin
k that every wing
will
be more and more difficu
lt,
but I did ex
pect
that the
last boss on
the entirety of
the raid would be
th
e most
difficult. This opin
ion will
vary from player to pla
yer
but, for me, Xera wasn’t as
difficult as I would have
liked
her to be and her mechanics,
while interesting an
d fun
,
aren’t that hard to deal
with.
Besides position
ing and
moving Xera herself, the
most difficult part for players
seems to fall on their ability
to leyline glide from platform
to platform. Add
to
this that
Xera is also a
boss that has
suffered
(and
still
does
suffer)
from a number of
bugs, and
it’s tarnished further for me.
By now players are fairly
used to what they
can
expect
from raiding in
Guild Wars 2,
such that
wing 3
in general
was cleared very quickly in
relation to the other
2 win
gs.
And
while I
did very much
enjoy
wing 3, I
felt like the
difficulty was lacking overall.
Well that’s all fantastic isn’t
it? Raiding sounds fun
an
d
somewhat challenging.
But
how easy is it for the
average
player to get involved
in raids
and what should
you exp
ect?
Raiding is content that
is
more difficult than anyth
ing
else in Guild Wars 2 and it’s
meant to be. Yo
u might be
asked to make concessions
depen
ding on
your play style,
Both Keep Construct and Xera are visually
appealing and have some unique mechanics to
deal with
“
37
EDITORIAL - INKS on Raiding
|
GUILDMAG
ANNUAL 2016
your grou
p’s composition
and so
forth, but th
e good
new
s here is that there
are a wide array of group
compositions and
profession
builds
that work. Browsing
sites like qt
fy.enjin.com/build
s
can be a
great resource in
understandin
g what oth
er
players are using and
why.
It can be difficult to associate
raids with other
types of
content in
Guild Wars 2
because other grou
p
instanced conten
t only
allows five players and lacks
the same type
of challenge.
However, as of this year,
Fractals of the Mists has
started to see an overhau
l
that is making some of those
encounters more raid-like.
While fractals themselves
aren’t a direct comparison to
raiding, this is probably
the
best example of
what you
can expect to see from raid
encounters, albeit smaller
and w
ith fewer mechanics to
deal with.
Have patience, not o
nly in
yourself but in yo
ur team
mates. Rome wasn’t built
in
a
day and you might not kill
all the bosses in a day eith
er.
But that is
part
of the joy
in
all of it
: spen
ding time with
like-minded players tackling
difficult content.
While it
doesn’t fi
t into the
scope of this article, there are
a number
of other things
to
consider and some barriers
to h
urdle past in order to
properly prepare for raids.
Often, finding a gu
ild
that
is willing to offer
guidance
is one
of the most h
elpful
things
you can do as a player.
All guilds are
not for all
players so fin
d a group
of
players you are comfortable
with and enjoy play
in
g the
game with
; sometimes this
takes time.
With all that
being said, I
have seen
some suggestions
from the community
on ho
w
to make raids even more
accessible, including having
an easy mode an
d a hard
mode for th
ose looking fo
r
an even greater challenge.
Not only wou
ld
this make
it easier for players to
get
involved, bu
t there is a
narrative in the raid that
many players want
to
experience bu
t either don’
t
have the time or, sometimes,
not quite the skill y
et.
I can
appreciate that this is a
controversial subject without
an easy plug and p
lay
fix, but
I do think there is merit
in
the idea of separate easy an
d
hard modes for players
who
want to
experience the story
and lore.
I’d like to end
this article on
a
wishlist of 5 thin
gs I ho
pe to
see in future sets of
raids:
Base difficult
y
incre
ase -
nothing crazy, mind
you, bu
t
While fractals
themselves aren’t
a direct comparison to
raiding, this is probably
the best example of what
you can expect to see
from raid encounters
“
1
38
GUILDMAG
ANNUAL 2016
|
EDITORIAL - INKS on Raiding
something slightly
beyond
that of wing
2, wh
ich
was the
most difficult of Forsaken
Thicket, in my opin
ion.
Hard Mod
e
Total comple
tion
achievem
ent - sometime
during
wing 1
there was
a Soul R
iver Glider added
to the Gem Store, and
not
having this be a raid reward
for clearing all wings and
achievements was a missed
opportunity.
It wou
ld have
added a nice goal for players,
and d
oesn’t have to
be
legendary by an
y means -
just a clear indication that
you’ve cleared all the con
tent.
It’s a nice carrot on a
stick.
More
encounter
s - three
solid ones minimum,
unless
this time they
end up making
a 1-raid mega boss as an “in
and out” kind of
raid. I
’ve
seen this style work w
ell
in
other MM
ORPGs.
Shortene
d /
s
kippab
le
events - I like events b
ut
I want th
em to be fairly
short; show
me some
mechanics without
being too
complicated or long-win
ded.
It would be
great if, after
clearing the raid a number
of
times, you could simply
skip these
events as they
no
longer serve the
purpose of
teaching and
now simply
fills
time.
So far I am very h
ap
py with
raids. I am very excited for
the future and wh
at
that
holds, and
even no
w as I
write this, we’ve
seen the
next raid portal appear. And
while it’s
still
locked, I
a
m v
er
y
excited to get
my
hands on
it
to see w
hat lies beyon
d.
2
3
4
5
40
GUILDMAG ANNUAL 2016
|
EDITORIAL - Legendary Deforestation
Chuka
and
Cha
mpawat
BY ANTHO
NZ
Collecting short bow skins is
an odd hobby of mine. After
I
saw the new Legendary
weapon journey for a new
shortbow, I realized that
if I was going to craft any
legendary in the game
it would be Chuka and
Champawat.
The first chapter is relatively
straightforwar
d: follow the
tiger trail, do some events,
and craft a short bow. After
getting stopped by the first
“
crafting gate” of only being
able to make one ascended
crafting item per day, I
decided to look into what I
would need to stock up on for
the rest of my journey.
It turns out I need a LOT of
wood. Like, a virtual forest
of wood. I understand that
the developers want to make
the Legendary special and
unique, but it seems like
each
step beyond that first
tiger tracking quest involves
crafting something out of
wood. This led me towards
a new journey of figuring out
how many trees, in real life,
would be needed to create
the Chuka and Champawat.
Before we get started, we
need to set a scale of our
Tyrian logs to those in the
real world. To do that, I
measured saplings in the
game and estimated their
size in the real world. In the
real world the saplings are on
average about 4 meters tall,
and 0.
5 meters in diameter.
This gives us about 1 cubic
meter of wood per sapling.
Given in-game averages of 3
logs per sapling, this means
in-game logs are about
0.33m
3
in volume.
How many actual trees would be needed to create
some of the legendary weapons that we can now craft?
Anthonz and Star paused a moment in their
logging to do some calculations.
4
m
0.
5m
So, how many logs would we
need to create Chuka and
Champawat? In the collection
achievements for “The Hunt”,
and “The Ambush,” we need
to make various pieces
to hone our skills before
crafting the final Legendary
short bow. By the end of all
that, this is the wood we will
consume:
Green Logs
12
0
Soft Logs
1,3
0
0
Seasoned Logs 1,740
Hard Logs
2,61
0
Elder
Logs
10,695
Ancient Logs
1
,
086
That totals to 17,551 logs,
bringing us to about 5,792m
3
of wood. For comparison, we
can look at one of the largest
trees known, the 83
.8m tal
l
sequoia named “General
Sherman,” which consists
of an estimated 1,487m
3
of
wood. This means it would
take nearly four General
Shermans’ worth of wood
to complete our Legendary
Quest of crafting Chuka and
Champawat. That amount of
chopping wood surely gives a
weapon legendary status.
L
ege
n
d
a
r
y
Def
or
esta
tion
41
EDITORIAL - Legendary Defore
station
|
GUILDMAG ANNUAL 2016
Rodgo
rt’s Fla
me
BY
STARCO
NSPIRAT
O
R
Chuka and Champawat isn’t
the only legendary leading
to deforestation, though it
may be the greatest. While
Anthonz has been working
toward his prized shortbow
skin, for the last several
months I have been steadily
chopping wood. My goal:
Rodgort. I have a thing for
fire. When I set out on the
first stage of the scavenger
hunt, it all seemed so
innocent. I ran around the
map killing fire monsters,
setting other things on fi
r
e
and gleefully satisfying my
inner arsonist. Eventually,
I reached the point where
I could begin crafting the
items needed to make the
precursor - and that was
where the burning ended and
the chopping began.
To craft Rodgort’s Flame,
first
I needed to prove my torch-
crafting skills. This required
five of every non-ascended
torch handle available and
one spiritwood torch handle.
After crafting all the torch
handles, this is the amount of
wood I needed:
Green Logs
3
0
•
Soft Lo
g
s
570
•
Seasoned Logs
3
0
0
Hard Logs
57
0
Elder
Logs
1
50
0
Ancient Logs
30
This totals nearly one and
a half General Sherman
sequoias... that’s a whole lot
of wood for just a torch!
With all this chopping and
proof-of-concept craftin
g
done, I was ready to build
my precursor. With farming
guides and a permanent
logging tool in hand,
I persevered, clearing the
forests across Tyria
.
The precursor required the
crafting component Fuel for
the Fire:
Elder
Logs
2
40
•
Soft Lo
g
s
60
•
Seasoned Logs
3
0
Hard Logs
60
It’s safe to say that these
39
0
logs could be taken
from
what was left over
from
the previous sequoias.
At last, with the precursor
triumphantly in hand, I was
ready to craft my legendary!
...Until I discovered that
I would need even more
wood. The Gift of Rodgort,
one of the ingredients of the
legendary, requires a Gift of
Wood; as seen above, this
Gift requires just one more
General Sherman
:
Gift of Wood Lo
g
s
Seasoned Logs
750
Hard Logs
75
0
Elder
Logs
750
Ancient Logs
750
What’s one more small
forest? Crafting legendaries
should be a monumental
task, and while I have not
necessarily enjoyed farming
logs in various maps across
Tyria, it has provided me with
a long-term goal and a sense
of accomplishment as each
stage was completed. Just as
it should be, I think!
42
GUILDMAG ANNUAL 2016
|
LORE - Wintersd
a
y
an
d
Wa
r
Wintersday
A
nd War
intersday
festivities a
re a
long tradition
througho
ut the
lands of Tyria. Marked by
gift giving, camara
der
ie, and
special events, the holiday
celebrates the coming of th
e
New
Year. Today, Wintersday
is marked by the arrival of
the asuran toymaker, T
ixx,
and his amazing
workshop
the Infinirarium. Th
ose who
venture into the In
finirarium
will aid the great toymaker
in his struggle
to thwart the
plans of
stowaway skritt
and to keep
haywire toys
from wreaking havoc; all
while Toxx,
Tixx
’s golem
helper, occasionally goes
berserk and has
to
be
reprogrammed. The citizens
of Tyria can also take part in
the famous
bell choir or the
infamous Winter
Wonderland
jumping puzzle. Cen
turies
ago, however, the go
ds
themselves took part in
the
festivities, and Wintersday
marked a real struggle
between
the forces of ligh
t
and dark, led by Dwayna and
Grenth.
In
the ancient past, Dwayna,
goddess
of life, found
herself
facing Grenth, the go
d of
death, fightin
g over the
coming of sprin
g and the
end of winter after
the New
Year. Th
e first Wintersday
celebration on record was
held in
Lion’s A
rch
in 10
7
2 AE;
at that time, Dwayna’s and
Grenth’s avatars appr
oached
the p
eople of Tyria and
competed for their favor.
In
the days leading
up to th
e
avatars’ visit, the gods’ forc
es
could be found
throughou
t
Tyria
: Dwayna’s snow
men
spreading good
cheer and
Grenth’s grentches
working
to keep
the season somber.
It is said that
the
necromancer Vehemus
created the first grentch
potion during this
early
Wintersday. Made
of
termites, gunk, unwash
ed
socks, and garlic, this potion
shrunk a
human’s h
eart by
three sizes, turning
them
into a grentch: a cruel
an
d
heartless servant of Grenth.
Dwayna’s sn
owmen, the
brrrls, fought against these
grentches,
hoping
to
keep
the
people’s spirits up du
rin
g the
cold days of late winter. The
heroes of Tyria could help the
children build snow
men
of
their own or work to in
crease
the n
umber of grentches and
help th
em destroy the gifts.
For several yea
rs, the
celebration of Wintersday
spread from Lion’s Arch
and Kryta to other areas.
Kamadan, in Istan, began
hosting the avatars, and the
citizens of Tyria saw the
war
between them escalate. That
first year in Elona, Grenth’s
forces stole innumerable
presents and
took them to
the underworld to h
oard
them. However, Dwayna’
s
champions fou
ght their
way through
the grentches
in
order to return the
presents to th
e children of
Tyria. Also at this time, the
people of Istan wo
rked
to
present Dwayna
with a small
herd of reindeer.
The deer
became a regular part of the
celebration and even
today
they make an occasional
appearance. Stories suggest
BY
STARCO
NSPIRAT
O
R
W
A history of the holiday from Guild Wars to present
.
The first Wintersday
celebration on
record was held in Lion’s
Arch in 1072
AE
“
43
LORE - Wintersd
a
y
an
d
Wa
r
|
GUILDMAG ANNUAL 2016
that the reindeer of old w
ere
able to fin
d gifts that the
grentches had
stolen and
hidden
away and many
in
Tyria joined in th
e quest
to
return the presen
ts to the
children.
Once th
e Eye of the
North
opened,
the struggle over
who
would
win th
e war
between the gods
spread
northward. There, Grenth’s
forces discovered where
Dwayna’s servants, the brrrl,
dwelt, and attacked the Lair
of the Snowmen.
Tyrians
who
supported
Dwayna
once again thwarted them
and returned
the cheer of
Wintersday to their fello
w
citizens. There in th
e Eye
of the North, the snowball
fight even
ts began and
the
tradition has continu
ed
through to the presen
t.
Previously, the goal was
to
simply win a snowball fi
ght,
while today
’s contests involve
collecting gifts for your
team. For the first year in the
Eye of th
e North, the Ebon
Vanguard made a special
effort to invite the
norn to
their festivities, although
the frivolity was interrupted
by a ban
d of charr. The
following year, the Eye
of the
North also played
host to
several Wintersday events
and q
uests that focused
on
the b
urgeoning relationship
between Keiran Thackeray
and Gw
en.
Stuck on guard du
ty
during
the festivities, Lieutenant
Thackeray realized that his
fellow Ebon Vanguard, Gw
en,
was glum and he w
an
ted
to provide her w
ith some
holiday cheer. He rec
ruited
a group of
heroes and asked
them to visit th
e nearby
norn and collect a p
endant
for Gwen
that depicted her
family’s crest. The heroes did
so, but the norn
felt
that the
pendant req
uired more and
sent them
to have it imbued
with th
e spirit essence of
Gwen’s mother, who w
as
tragically killed in the Searing.
The heroes return
ed and
presented th
e gift to Gwen
;
Keiran
thanked
them
for their
help an
d from this begin
ning,
his relationship
with Gwen
continued
to grow.
As time passed, the Priests
of
Balthazar joined with Grenth
in the yearly struggle, tired of
frivolity and convinced
that
humanity needed to prep
are
for a coming darkness.
Priests of Balthazar
joined with Grenth i
n
the yearly struggle, tired
of frivolity
“
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GUILDMAG ANNUAL 2016
|
LORE - Wintersd
a
y
an
d
Wa
r
The heroes of Tyria
were
able
to join either this team
or that of D
wayna and the
Priestesses of Melandru,
who
still fought for joy even
though
they also felt
that something lurked
in the
future. It can
be assumed
that they sensed the co
min
g
War in Kryta, which
saw
Salma ascend to the thro
ne
in Kryta, and th
e Wind
s of
Change that
blew across
Cantha, giving rise to th
e
Ministry of Purity.
Althou
gh
these wars interrupted
much
of the merriment,
the festivities of Wintersday
continued, grow
ing from
an ever-escalating war to a
pitched battle betw
een the
ava
tars.
For several years, this pa
ttern
continued
. However, as
the Elder Dragons grew in
power, the gods’ avatars no
longer visited the
world. Into
this void
entered the asura
Toymaker Tixx. In his
airship
toy factory, he flies across
Tyria spreading good cheer.
The first year of
his visit,
when Zhaitan threatened
th
e
world, T
ixx stopp
ed at every
major city across the land.
At each stop, players were
allowed into
his worksho
p,
the Infinirarium, b
ut what
they found w
as
the special
chaos at which asuran
geniuses are best.
Tixx
’ golem
Toxx was malfunctionin
g,
and his workshop w
as
overrun by skritt stowaway
s.
If people wanted
to
ys for
Wintersday, they were forced
to make their own. Recip
es
and ingredien
ts were handy
though and th
e citizen
s were
able to bu
ild one
of five
miniatures.
However, the follo
wing year,
as the war with
the Elder
Dragons escalated, Tixx’
journey
was hampered and
recently he has limited
his
holiday stop
to Divinity’s
Reach. In exchange, th
ough,
his toys no lon
ger
need to be
built from scratch ... although
his worksh
op is still overrun
by skritt and To
xx is woefu
lly
prone to violent assau
lt.
Now that we face two Elder
Dragons at once, we
need
Wintersday cheer more than
ever. The ringing of bells and
collecting of candies, gifts,
and toys is just the
break
we
need from th
e troubles that
have plagued
our land. A
few
weeks of merriment will l
ift
our spirits and strength
en
us, just as th
e festivals
did in
years past.
Two
Dra
gons fo
r
the Price of On
e
Season 3 Recap
BY
STARCO
NSPIRAT
O
R
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eason 3
begins
on a
sad
note
with a
memorial
to Eir Stegalkin
who died in the figh
t
against
Mordremoth. For first-timers
or those who h
ave
been
away from the game, this first
instance provides a recap
of Eir’s story in the
jungle,
some options for revisiting
her story, and a retelling of
the formation of Destin
y’s
Edge. Since o
ne of th
e points
of these early stories is th
e
reformation of a guild to take
the place of
Destiny’s Edge,
Skald Alfhildr’s retelling
of
the guild’s formation offers
the player a chance to
find
their place in th
e history of
the world,
which I
felt was
a nice touch. O
ther NPCs,
Eir’s friends, will also speak
with the player regarding
her
death.
During the memorial, we
learn that Braham has
retreated to the mountains,
and L
ogan an
d Z
oj
ja are
still r
ecovering from their
wou
nds. Rytlock takes a
moment to discu
ss the new
guild with the p
layer and
the two
of them decide
on the name Dragon
’s
Watch, the guild name
that
the community
voted for
previously. In the
midst of
the
festivities, Rox returns and
brings Eir’s companion Garm
home. The wolf is a w
elcome
sight and attempting
to feed
him with a rabbit
brings a
touch of mirth
to the
otherwise w
eighty
proceedings … or is
it
just me
who finds it
hilariou
s that the
game won’t allow
you to
do
so? Rox agrees to stay at the
steading and wait for Garm
to heal. Afterwards, she
plans to join Braham. This
leaves Rytlock and myself to
continue preparation for th
e
next dragon on ou
r
own.
As the memorial festivities
continue, we receive a letter
from Taimi, bragging that she
has discovered somethin
g
new.
As everyone else
in
the
newly formin
g guild is b
usy,
Rytlock and I
head to Rata
Novus alone. Rytlock also
hints that
there is something
he n
eeds to attend
to but he
chooses to see Taimi instead.
A special gate has b
een set
up in Rata S
um that will
take players to a chamb
er
in Rata Novus. There, we
meet Taimi and discover that
she has
hidden
much
of her intriguing research
from Phlunt.
Honestly, I can’t
blame her. One
of her pet
projects is a chak organ that
she harvested. As part of the
chak’s digestive system, the
organ absorbs ley energy
and
changes it, although
she can’t
say yet h
ow it changes. S
he
has also been using th
e Rata
Novan technology to track
the dragon
energy as it
dissipated through
the
system since Mordremoth’s
death, and her map
shows
the northern
bloodston
e
sudd
enly flaring up
with
power.
The banter betw
een
Taimi and her nemesis/
mentor Councillor Ph
lunt
is enjoyable, while
the chak
fights seem
superflu
ou
s.
Taking time to explore th
e
hidden lab will yield mo
re
information regarding
Taimi and lab politics, a hint
about the rise
of the W
hite
Mantle, and a su
ggestion
that General Almorr
a
Soulkeeper, leader of th
e
Vigil, has journeyed to Rata
Novus. U
p
on exiting th
e lab,
we learn from Almorra that
the Pact is “hangin
g on by a
thread” without Trahearne’s
leadership and
she offers
S
Res
e
a
rc
h
in
Ra
ta
N
ovus
Braham has retreated to the mountains, and
L
ogan and Zo
jja are still recovering from their
wounds
“
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me the position of M
arshal,
describing the
position as
a desk job.
She lost me at
“desk job” and I declin
ed
the position.
The General
also has a letter for Rytlock,
which he seemingly th
ro
ws
away without read
ing, and
the sylvari Canach’s entrance
interrupts our conversation.
The sylvari has been
sent in
search of Caudecus,
who
left protective custody and
travelled north toward the
bloodston
e. Speaking to
Canach before exitin
g the
instance will provide players
with some backgrou
nd lore
on the Wh
ite
Mantle. While
those who played Guild Wars
P
rop
he
c
ie
s need n
o
introduction
to the W
hite
Mantle and the mursaat,
Canach explains
that
the
Wh
ite Mantle are
experimenting with
the
bloodston
e and attempting
to resurrect one of
the
mursaa
t. He believes the
White
Mantle have waited
until th
is moment to do
so
because the sylvari and
the
Pact are in disarray and
he is
certain Caudecus has
something to
do w
ith
the
increased White
Mantle
acti
vity.
Concerned
that the former
minister is in league
with the
White Mantle, I order Rytlock
to find the
rest of our
fledgling guild. He
an
d
Canach agree to meet at
the bloodstone and Almo
rra
offers me a ride on
her
airship. When
the airship
reaches the bloo
dstone, we
are just in time to
witness
a massive explosion that
sends out an en
ormou
s wave
of magical energy. Luckily,
just as the magic is abo
ut
to engulf
the airship, it is
withdrawn into the cen
ter
of
a large crater. All around, the
landscape breaks apar
t, and
the bloodstone sh
atters.
From here, the player is able
to spen
d time exploring
the new
zone, Blood
stone
Fen. Four tasks mu
st be
completed in
the map before
the story can progress. Th
ese
tasks enrich the
experience,
and players willin
g to take
their time searching for
survivors and exploring
the
ruined landscape learn
of the
bloodstone explosion
an
d
the sickness
that has infected
those who survived
th
e blast.
They also hear tales of Jade
Constructs that cause
never-
before-seen magical dama
ge.
Of course, it is also
possible
to simply navigate to th
e four
Bl
o
o
dsto
ne
Fe
n
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starbursts on the map, clear
them, and move on withou
t
spending too much
time
on
these open world sto
ry
steps.
This is a nice improvement
to
the gated story steps in
Heart
of Thorns, in which players
had to grin
d for Mastery
points
before being able to
move on; players can
now
choose how qu
ickly
they
progress and h
ow much
time they want
to
invest in
“flavor text.” Before tra
velling
deeper into the new
map
,
it is
a good idea to master
Counter Magic, th
e first
Ancient Magics Mastery tier,
in
order
to
defend
against
the
Jade Constructs that lurk
in
the crater. There are so many
enemies and
encounters in
Bloodstone
Fen that this
is
quickly accomplished.
After exploring th
e ruined
fen
and discovering the Pact
survivors and Sq
uad Leader
Bennett, w
ho debriefed
me
regarding some of the story
behin
d the Forsaken Thicket
raids,
I reported back to
General Soulkeeper, wh
o was
working to repair her airship.
I explained to her th
at th
e
White
Mantle and Pact
soldiers wh
o were caught in
the blast had become crazed
with hunger for b
lo
odstone
magic. This discovery led me
to follow the afflicted
White
Mantle and learn
where they
were taking the
bloodstone
shards that they
were
harvesting.
At the bottom of the
crater,
I discovered magica
l scorch
marks that led to a floating
room housin
g a pedestal
that seems to be th
e nexu
s
of the blast. Surprised, I
also
find Caith
e there. She
claims to be conductin
g her
own investigation
into the
explosion but I
am
reticent
to trust her and
I make it a
point to
confront her. Desp
ite
my hostility, she
joins in
search of more bloodston
e
shards in order
to
power
up th
e pedestal and replay
the events from
before the
explosion. Thro
ugh the
search, we discussed
her
previous actions and settled
on an
uneasy truce of
sorts
- still not trusting the sy
lvari
but willing to give h
er
a
chance. After collecting the
bloodston
e and returning
to the floating room
to
power up the pedestal, we
witnessed a
being exp
lo
ding
in the center of the
room,
vaporizing the W
hite Mantle
who
had been
present.
Assuming that
the person
responsible for th
is was
Caudecus, I went in
search
of Canach
to
warn him that
Caudecus
had absorbed a
bloodstone’s worth of magic,
leaving Caithe to her
own
devices.
We found Canach
near
the
remnants of an ancien
t
coliseum and he informed
us that Caudecu
s was inside.
Rytlock and Marjory joined
us as we tracked down
the
former minist
er, battling past
a number of White Mantle.
When we reached C
au
decus
at the top
of the coliseum, he
refused to return
to Divinity’s
Reach and threatened to
take over Kryta with th
e
help of the Wh
ite
Mantle.
Triumphantly revealing his
secret weapon, a subjugated
Jade Construct, he attacked
our party.
After defeating the
construct
but
before Caudecus cou
ld
do anyth
ing more, the
mursaat Lazarus the Dir
e
appeared. Lazarus c
laimed
he had returned with
more
virtu
ous pursuits in mind
than top
pling Queen
Jenna.
Although he
th
en killed
nearly all of the
White Mantle
present, he
shielded us
from
his magic! Before
we
could do anything
with this
new information, Lazarus
departed and Cau
decus
managed to slip away
with
The White Mantle
and Pact soliders
who were caught in the
blast had become crazed
“
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the help of th
e mesmer
Lady Valette Wi. Discovering
Lazarus the Dire at the
end
of
this episode signalled
the return of
a
potentially
dangerous foe to Tyria,
although
his actions left us
wondering if the mu
rsaat
could
be a potential ally.
While contemplating Lazarus’
return, Taimi conta
cted
us and announ
ced
that
Primordus, the fire dragon,
was now active.
Returning to Rata Novus
with Rytlock in
tow, I learned
that Taimi and the asura
Moto (of Sup
er
Adventure
Box fame) had
been
working on a special
piece
of technology
that would
simulate Primordus’ minions
and h
elp prepare us for th
e
upcoming battles. Durin
g the
simulation,
Taimi
infor
med
us
that not
only was Primordus
active but so was Jormag.
Additionally,
Taimi
and
Phlunt
had both sent asu
ra scouts
to
the Fire Islands. Finally, Taimi
also revealed that ma
gic is
composed of all the real
ms
of dragon magic, such as
death, mind, and
plant. With
Zhaitan and
Mordremoth
dead, their magic was now
free for use by other d
ragons
and Primordus’ minio
ns had
changed. Before
we can take
an asura gate to the Fire
Islands and investigate, tw
o
charr confronted Rytlock. He
had been ignoring ord
ers
to
return to the Black Citad
el
and answer questions
abo
ut
his time in the Mists
an
d
his
journey
to becoming a
revenant. Making it clear that
he was choosing to retu
rn
on his own,
Rytlock -
now
stripped of his rank -
agreed
to accompany the charr
back to the Black Citadel.
We could
only h
ope he
wouldn’t be long and
th
at
he would be ab
le
to return
to the
fight in
the near
future. Alo
ne, I journey
ed
to Ember Bay hopin
g to
collect a sample of the n
ewly
changed destroyers
in
order
to confirm th
e stories and
Taimi’s findings.
Ember Bay, as
the second
map of Living
World Season
Three, is a craggy and molten
landscape based on the
original Fire Islands of th
e
first Guild Wars game. Players
will find a scattered
handful
of ou
tposts, including
a
castaway circus and a skrit
t
pirate crew. The water
surroundin
g the Fire Islands
teems with life, most
of it
neutral, allowing for some
relief from the assault on
land. A new Mastery tier can
be trained upon en
terin
g
the new map: Thermal
Propulsion. This allo
ws
chara
cters to travel between
lava tubes scattered ac
ross
the map similar to Nuh
och
wallows. Unlike
the previous
Mastery tiers found
in
Heart of Thorns
, it is not
necessary to un
lock it before
completing the story.
Instead,
as players traverse the ma
p,
they will discover
that they
need to complete variou
s
daily repeatable Renown
Heart tasks to help
the asura
and locals before b
eing able
T
a
i
m
i’
s
Gam
e
W
elc
o
m
e to the
F
ir
e Islands
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to move forward to th
e next
story step.
After find
ing a sample for
Taimi, an earthquake -
perhaps
caused
by
Pr
imordus
- rocked the islan
ds and
I set
out to
explore the area. While
exploring, I came across a
band of skritt that said
they
were the Champions of
Rock
Face. The skritt cl
aim that a
strange, ancient device has
something to
do with
the
seismic a
ctivity and, after
befriending them, I meet
Rock Face, an a
ctual rock face
… what’s left of the dwarf
Rhoban! Rhoban
explained
that the devices mentio
ned
by the skritt
help to keep
the island stable b
ut they
haven’t been maintain
ed
and need to be tu
rn
ed on
before the volcanoes eru
pt
and spew out
magical energy
and lava. Taking the dwarf’s
thumb, I
was able to easily
turn on
three of th
e four
machines. The final machine,
however, lay inside
the
mursaat for
tress, guarded by
a phalanx of Jade
Constructs.
At the base of the
fortress,
I met the ghost of C
aptain
Grumby who explained th
at
only mursaat could enter.
By
finding a set of mu
rsaat
armor, I was able to disguise
myself as a mursaat and
pass through
the fortress’
defences to reach th
e final
device. With all four
devices
activated, the vol
canic activit
y
subsided and I retu
rn
ed
to Rhoban. However,
my
visit with the
dwarf was
interrupted by
a vision
showin
g Glint’s egg b
eing
atta
cked!
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I rushed to Tarir
to check
on th
e egg. There, I learned
that the
egg was about to
hatch
! Caithe and Marjory
rejoined me but I w
as
the
only
one allowed
to
enter
the egg chamber. Just
as
the baby dragon emerges,
Tarir’s defenses falter and
Primordus’ minions attacked
the hatchling.
While the
Luminate, the leader of th
e
Exalted, worked to rebuild
the defensive shield, I
tried
to hold off the min
io
ns.
But there were
so many of
them! Just as I
was being
overwhelmed, Lazarus
appeared and h
elped defen
d
the hatchling from
the
Destroyer of Ho
pe. Once th
e
destroyers were gon
e and
the Luminate
had rebuilt the
shield, Lazarus explained
that he was looking to
aid
us in the fight against
th
e
dragons and
wished
to
use
the W
hite Mantle as anoth
er
army against them. Of
course, nobo
dy believed h
im
or trusted that h
is intentions
were good
. However, despite
my stern warning, Marjory
agreed to look in
to his claims
and investigate him. He
agreed to this an
d the tw
o of
them left. Trusting Caithe
to
protect the n
ewly-hatched
dragon, Aurene, I
returned to
adventuring.
After a time, a vision of
Aurene visited
me and I
hurried to Tarir to see w
hat
it
could mean. The Luminate
informed me that th
e baby
dragon had
been calling
for me and that the Exalted
wanted
me
to use th
e bond
that exists betw
een us
to
begin training
the dragon. To
that end, the Exalted
set up
a
series of tests for th
e
dragon and
I helped
her
complete them. These taugh
t
the hatchling charity, valor,
strength and dedicatio
n. The
final challenge offered
her
some early fighting practice
as well. All
of these trials
are games to the youn
g
dragon and
she is adorable
through
out, but th
ey do
teach her important lessons
-
especially for a baby dragon,
given h
ow most dragons
interact with the races of
Tyria - and strength
en the
bon
d between
herself and
the player. It is worth n
otin
g
that, for those players w
ho
need extra adorable
dragonling in
their lives,
one
can return to play with
Aurene using th
e Exalted
Portal Stone th
ey acq
uire
from completing this story
step.
After the trials, Ta
imi
contacted me again to
discuss th
e conclusions
of her research on th
e
destroyer samples retr
ieved
from Ember Bay. As she
suspected, the drago
ns were
absorbing th
e power of
those
killed before them.
She also
discovered that another
type of magic could co
unter
Primordus and sh
e believed
Jormag’s ice magic would do
so. Sh
e concluded
that there
might be
a
way to isolate
Jormag’s magic using the
chak organ. Doing this rath
er
than attempting anoth
er
frontal assault, like that tr
ied
against Mordremoth, could
save countless lives.
D
r
ag
o
n
Vigil
Lazarus explained that he was looking to aid us
in the fight against the dragons and wished to
use the White Mantle as another army against them
“
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Taimi asked me
to find
an icebrood sample that
had b
een tainted with
Mordremoth’s and
Zhaitan’s
influence in order to
test
her
theory in the lab. Wh
ile
in
the Shiverpeaks, I
decided
to catch up
with Braham as
well. Stop
ping at Hoelbrak
for new
s on recent icebrood
activity, I learned that
Braham was looking for a
magic scroll in the far north
and that Rox, along
with
Garm, left the day before to
catch up to
her friend. There
were also rumors that a
strange icebrood had
been
spotted in
the far north, in
the most dangerous area of
the Shiverpeaks. Alth
ough
it
seems at first to be
an
odd
sidenote, taking a moment
to discuss
norn legend
s,
players learn that youn
g
norn
hunters believe th
ey
can prove their strength
in
battle by chipping Jormag’s
fang. However, it is also
revealed that this is merely
a story the older
hunters
use to
slow dow
n those
too
eager to test their skills and
keep the young, u
ntrain
ed
hunters from ru
shing to
their deaths. I
felt this extra
norn lore, w
hile interesting,
was a bit forced an
d
players may see it as either
obvious foreshad
owing or
an unnecessary distraction.
After listening to
the lore,
I continued to
Frostgorge
Sound in
search of
both
Braham and Taimi’s sa
mple.
In the northern
reaches of
Frostgorge Sound, players
find the kodan an
d Kod
a’s
Flame, a magica
l fire that
would break through
th
e
icy barrier separat
ing
Frostgorge Sound
from the
Bitterfrost Frontier. In the
new map, players are able
to
learn a new mastery
tier, Koda’s Flame, which
provides fire magic for use
in the bitter cold region
s of
the far north. This map also
contains several features that
players have encountered
before, including
bouncing
mushrooms, unbound
magic, and thermal tubes.
Ley-line gliding and u
pdrafts
can also be found here.
Th
e
map’s meta event involves
lighting brazier’s and
defending the kod
an
from
Jormag’s minions.
Through participation in
this meta event and map
exploration, it is easy eno
ugh
to unlock the Koda’
s Flame
Mastery, which may make
fighting the icy foes
easier.
However, as with
Bloodstone
Fen, unlocking the M
astery
is not necessary to
enjoy the
map or progress the story.
Far to the north, I discovered
Sorrow’s Eclipse Sanctuary.
The sanctuary acts as a line
of defense again
st the Svanir,
keeping them from
the
heart of Tyria. There I spoke
with th
e kodan D
eep Water
and the quaggan Varo
nos
Flubbert, leaders of the
sanctuary. They explained
that
an
icebrood
abomina
tion
had been seen furth
er
north
but th
ey advised against
going there.
None wh
o had
gone to
investigate
had yet
returned and
the leaders of
Bit
terfro
st
F
ro
n
ti
er
In the northern
reaches of
Frostgorge Sound,
players find the kodan
and Koda’s Flame
“
Stopping at Hoelbrak... I learned that Braham
was looking for a magic scroll in the far north
“
53
RECAP - Two Dragons
for
the Price of One: Season 3 Recap
|
GUILDMAG ANNUAL 2016
the sanctuary believed eith
er
they
had succumbed
to
the
bitter cold or the Svanir
had
killed them. However, that
sounded exactly wh
ere
I
needed
to go so
the leaders
told me to
consult with
Shaman MeeMee regardin
g
staying warm in th
e north.
MeeMee told me the
Svan
ir
knew
how
to survive and I
shou
ld ask them. This th
en
led to
a
quest to collect
Svanir armor as a disguise,
similar to the quest
for
mursaat a
rmor.
After collecting the d
isguise
and infiltrating th
e Svanir
Hive, I discovered the recip
e
for making a thaw elixir. I
gathered the ingred
ients
quickly -
overfilling my
inventory as I
did so
- and
brewed
the elixir in the
Dragon’s Teeth
Hot Spring.
Protected, I went in search of
the abomination an
d foun
d
it in a
cave beh
ind a frozen
waterfall. Once behin
d the
waterfall, I discovered some
jungle and undead
larva,
confirming th
e presence of
Zhaitan’s and
Mordremoth’s
energies. Then
I foun
d the
Unstable A
bomination
surround
ed by more
larva.
Using the plant and
death magic to attack the
abomination, I was able
to defeat it and collect
Taimi’s sample. I returned to
Sorrow’s Eclipse Sanctuary
with
this sample and learned
that the Svanir
had been
torturing quaggan! The
Svanir
were convinced Braham had
been the one
who
tricked
them out of the th
aw
elixir.
Dismayed, I sent
the sample
on to Taimi and
went after
Braham to try and sort ou
t
the con
fusion and
help h
im
with
the Svanir wh
o were
now after
him.
Tracking Braham led me
to a
cave near Frostgor
ge
Sound. Insid
e, I foun
d him
and Rox
fighting off
a
horde
of Svanir. Once they w
ere
safe, I debriefed
them on
all that had happen
ed,
includin
g why
the Svanir
were hunting th
em, Lazarus’
return, and Taimi’s news
that
two Elder Dragons
were active. Rox mentions
during our conversation
that
Canach believed
Minister
Caudecus
was heading
toward the
Isles of Janthir.
Braham was dismissive of
the
news, focused solely
on
finding th
e magic scroll
that he wished to
ad
d to
Eir’s bow. Braham cr
afting a
longbo
w in th
is way, along
with
his single-minded
focus
on killin
g the Elder Dragons,
provides the lore
for the rise
of the dragonhun
ter elite
specialization. This joins
the tale of Marjory learning
to wield a greatsword an
d
becoming the first reap
er
and I’m left wond
erin
g how
the other elite specializations
will arise through
the story.
Will Rox become
a
druid and
Kasmeer a chronomancer
?
Breaking through the cavern
,
we found a
dark ch
amber
where
a
number of creatures
appeared to be
powering
a series of stones. As we
approached, a giant minotaur
spirit appeared and began
charging around th
e room.
As it rampaged, it destroyed
the creatures and ston
es
until the scroll Braham was
searching for was revealed.
We retrieved the scroll and
Braham used it to
enchant
Eir’s bow an
d defeat the
rampaging ice beast. This
new bow
con
vinced Braham
that he
was strong enou
gh
to rally the norn an
d face
Jorma
g.
Despite my argument
to
wait for Taimi’s resea
rch,
Braham refused to wait and
Survivin
g
the
Bit
ter
C
ol
d
Br
ah
am and R
ox
Canach believed
Minister Caudecus
was heading towards the
Isles of Janthir
“
54
GUILDMAG ANNUAL 2016
|
RECAP - Two Dragons
for
the Price of One: Season 3 Recap
returned to Hoelbrak.
At
a
loss, I agreed to let Rox
follow Braham in th
e hopes
that cooler heads w
ould
prevail. However, with his
new
weapon, Braham was
able to damage the Fang
of
Jormag and signal that he
had the stren
gth to fi
ght the
Elder Dragon. This leaves
the impression that th
e next
Living World release will fi
nd
the norn rallying against
Jormag and we can o
nly hop
e
that
Taim
i’s
r
esearch
will
yield
something capable of saving
the norn
.
Overall, this is a satisfying
story arc. It moves quickly
from one element
to the n
ext
and grants access to a few
new maps
with max-level
content. The meta even
ts and
repeatable Renown Hearts
found in th
ese map
s should
keep many players engaged
as we await the
next chapter.
The Mastery system is also
a
welcome improvement over
the gated con
tent foun
d in
the Heart of Thorns expansion
in that players no longer have
to grind through M
astery
points
in
order to experience
the n
ext section of th
e story.
This same philosop
hy can
be seen
in the u
se of the
exploration masteries -
bouncin
g mushrooms, ley
line gliding - in
th
e newest
map Bitter
frost Frontier.
While the skills are
good for
map exploration and may
be necessary to reach all
corners of the area, they are
not required
for any of th
e
story steps. Of
course it’s
easier to glide everywhere or
take the thermal tubes, for
example, but players can just
as easily walk. Let’s hop
e the
next story chapter is
just as
engaging.
56
GUILDMAG
ANNUAL 2016
|
GUILD SPOTLIGHT - Rock, Paper, Signet
Gui
ld Spotli
ght
ROCK,
PAPER, SIGNET
ver find
yourself
looking
for
something
fun
to do
in game
but none of your friends
are
online
or logged in? M
eet
Rock, Paper, Signet [RPS], a
casual and open guild th
at
their leader Tweetiti says
“dabbles into everyth
ing
really: Wv
W, Pv
P, but mainly
PvE
.” As an EU guild
based
mainly on
Gunnar’s Hold,
[RPS] is best kno
wn for th
e
in-game events th
ey began
to hold in 2013. Seen
as a
way to brin
g the community
together to revisit open
world
end-game zones and
bosses, their events are
now
themed and are most
recognizable because of
guild officer Duke’s mesmer,
Duke Witherheart. Th
e
events bring
the community
together to roam around
PvE
Tyria, taking players and guild
members around for fu
n,
prizes, and general mayhem
against enemies.
Begun at Guild Wars 2
’s
launch,
Duke
tells
us
the
guild
was at first “a small place for
members of the Rock, Paper,
Shotgu
n community to
hang
out an
d play together.”
Things evolved from
there.
Since the guild in
itially grew
out of an existing commun
ity,
the gu
ild officers had the
advantage of know
ing each
other previously, th
ough
Tweetiti says they
“weren’t
real life friends at the
beginn
ing.” This came about
as they
spent time together
and as some met in real
life
too. “We are therefore more
a guild
of friends and
we
include all our new
members
E
57
GUILD SPOTLIGHT - Rock, Paper, Signet
|
GUILDMAG
ANNUAL 2016
BY
MIKO
Rock,
Pape
r,
Sign
e
t [RPS]
Leade
r: Tweetiti
Size: 365+ members
Pr
efe
rr
ed
game
mo
de
:
Bes
t
known
for
Pv
E
;
weekly
sP
vP;
occasional W
vW.
In-ga
me contact: Tweetiti.4905
www.tinyurl.com/rpssignup
that way,” she tells
us
proudly.
New members are added
to the guild regularly an
d
organically. Though they
don’t actively advertise their
guild, [RPS] do advertise
their events, sharing w
ho
they are, and h
ow players
can join them or find mo
re
information. Instead of
“spamming mapchat or
stalking forums to get
our
name across,” guild officer
Vlupius says they are active
on “Twitter, Reddit and
the
like, and wh
en peop
le think
we’re a fun bun
ch to h
an
g
around, they are welcome
to
ask for an invite (which we’
ll
gladly send).
Often peop
le
message us first, asking if
they can join, an
d then
we
send them to our foru
m
to
sign up.” Because they
are so
active, this r
ecruitment style
works best for them and h
as
allowed [RPS] to grow
to
its
present-day size
of over 36
5
players.
With such a large roster,
one
might think that guild
drama would be a fac
tor
yet Tweetiti assures us th
is
is not the case.
They have
one simple ru
le that they
ask everyone to adhere to:
“Be excellent to each
other.”
Because of this, th
ey have
been fortunate enough
not to
have any major issues. “W
e
had the occasional person
not following the ru
le, b
ut
they quickly found
out th
at
we wouldn’t
indulge th
em
in
their behaviour and
left by
themselves,” Tweetiti say
s.
Instead, Du
ke adds, the
biggest problem is
usually
58
GUILDMAG
ANNUAL 2016
|
GUILD SPOTLIGHT - Rock, Paper, Signet
“finding the time to o
rganise
and coordinate all the co
ol
things
we’ve wanted
to
do.” Some would call th
at
a
fortunate problem ind
eed!
Their events run
the full
spectrum that Guild Wars
2 offers, from Living World
and in-game festivals to
raids, Fractals, s
Pv
P
and
Wv
W
. What they’re
most
known for, though,
are
organized PvE mega-events.
The goal: “take a wh
ole
lot of
players on a walk
through Tyria and complete
any event we come acro
ss,
all the while accompanied
by bad music and w
orse
jokes,” Vlupius teases.
The events themselves
are broadly adv
ertised
and open
to everyone
playing on EU servers,
attracting many pl
ayers
from outside th
e guild as
well. On
event days, [RPS]
also encourages everyone
to join the conversatio
n on
their Discord server, shar
ing
links for temporary acc
ess
at
these times. Their events
have been quite su
ccessful,
and th
ough th
ey’ve become
increasingly elabora
te,
Vlupius is
proud of
the fact
that these have
not lost their
laid-back atmosphere.
Their events typically start
with a simple
idea, fo
r
example doing someth
ing
around th
e three in-game
Orders; doing someth
ing for
new players; or visiting an
area with interesting events
they haven
’t seen in
a while.
Then they choose
a
rou
te
across Tyria and give it a titl
e
“that ideally has something
of a pu
n or silly joke
in
it,” Vlupiu
s adds. Some
examples are their “Mar
ch
for Mou
nt Maelstrom”
where they travelled
south
from Hoelbrak to slay
the
Megadestroyer; “The
Orrian Express” when
they
liberated all the temples in
Orr; and “Battle of the Five
Armies” when
they set o
ut
from all five major c
ities
simultaneously with
five
racial armies a
nd eventually
met up
in Sparkfly Fen
to kill
Tequatl – twice!
“Lately, we’ve also been
experimenting with
role-
playing and storytelling, b
y
moving along th
e journey
according to a storyline,”
Vlupius contin
ues, thanks to
guildie RebelMaren, “wh
o’s
been a cen
tral part of th
is
thanks to
his writing abilities
and large number
of
characters!” [RPS] ta
kes c
are,
though, not to p
lan
too much
so that there’s plenty of
room
for silly antics and havin
g fun
with th
e guild and
the rest of
the community
who join
s in.
In between su
ch popu
lar
mega-events, it’s clea
r
these guys love being p
art
of their guild. “W
e have a
great sense of h
umour, and
we love havin
g a joke and
a
pun while playin
g together,”
Tweetiti says. Duke agrees:
“The people really make
[RPS]. The collaboration
and teamwork are gr
eat.
The shared sense of victory
and accomplishment from a
lot of w
hat we do together
is something I
’ve never
really seen before.” Vlupius
elabora
tes, “There’s simply
so much fu
n in
the daily
interactions with th
e guild
members that it’s spilled
out of Guild Wars 2 and into
other games and even real
life. If it weren
’t for the great
people
who make up
our
guild members and
my fellow
officers, I would have quit
Guild Wars 2
long ago; yet
I still return no
w and th
en
when
there’s something
Events run the full spectrum that Guild Wars 2
o
ffers, from Living World and in-game festivals
to raids, Fractals,
sP
vP and WvW
“
59
GUILD SPOTLIGHT - Rock, Paper, Signet
|
GUILDMAG
ANNUAL 2016
interesting going
on.” This
sense of friendship and
community has allowed [RPS]
to have a fully upgraded gu
ild
hall, despite not requirin
g
100
%
representation, and
has made organizing real-
life meet-ups or joining in
Rock, Paper, Shotgun even
ts
in other games feel like
a
natural extension
of their
time in
Guild Wars 2.
The guild is also committed
to helpin
g its members
achieve their own
personal
goals. Duke believes
90%
of
his jumping puzzle
achievements are thanks
to help from
the guild, and
they have also
helped h
im
complete Twilight Arbor’s
A
etherblade path an
d Arah’s
explorable paths. Generally,
Tweetiti says, someone is
always happy
to help o
ut. All
you
have to do
is
“just shou
t
in guild
chat what you
need
and we will try to come and
help
you, show
you th
e
ropes, or help make up
the necessary numbers.”
Duke feels
sure that these
smaller moments a
re then
supplemented by th
eir b
igger
events, enabling [RPS] to
take on bigger challenges
together.
Their recipe for fun an
d
success is somethin
g Tweetiti
feels can work for
other
guilds that have
a
good sen
se
of humor and are genuin
ely
willing to put the effo
rt in
to
helping
others have a good
time. Having a small pool
of officers who are all equal
and willin
g to be active in th
e
game and help collaborate
with regular and
ad
hoc
events also help
s. And
while
their original Rock, Pa
per,
Shotgu
n community allows
them to passively attrac
t
new members, sharing th
eir
joy with the community
lets
[RPS] draw players who may
not at first be interested
in the game see
what they
do and
then
want to get
involved. “We
just hop
e you
are a social and
friendly
person that will enjoy p
laying
with
us.”
Duke believes 90% of his jumping puzzle
achievements are thanks to help from the guild,
and they have also helped him complete Twilight
Arbor’s Aetherblade path
“
Qua
ggan
Tree Deco
rat
i
ons
BY MIKO &
BEX
60
GUILDMAG ANNUAL 2016
|
CREATIVE - Quaggan Tree Decorations
61
CREATIVE - Quaggan Tr
ee Decorations
|
GUILDMAG ANNUAL 2016
intersday wouldn’t be
the same in Tyria withou
t a family
of quaggan
to ooOOoo their way into our h
earts. With
their third person
speech
and their sweet voices (when not in rage mode), Tyrians
agree we all
need more
quaggan in o
ur lives.
Since we would never advocate decorating for
Wintersday with
quaggan
taxidermy, here are some quick and easy
knit and crochet patterns to
quickly
make your own flippered friends to hang on yo
ur tree.
Th
e knit and
crochet
patterns are also a great way to use up scrap yarn from your stash. Bo
th
patterns are suitable for beginner to intermediate yarn crafters, and if you
’ve
never ventured into the world of knit or crochet
before,
we have some ex
cellent
learning resources on
page 64!
W
This version of the quaggan
ornament is knit in the round
(body and arms) while the
stomach patch is knit flat
.
Accessories are knit flat (scar
f)
and in the round (h
a
t)
.
Ne
edl
e
s:
US
6
(
4mm) dpns
(5”) OR 16” circ needles
Gauge:
6 sts =
1” on US
6
Ya
rn: Worsted or Aran weight
yarn scraps; 100% cotton or
1
0
0% wool work well
C
ol
o
rs: turquoise (o
r
preferred body color); white
or ivory for stomach patch;
red for accessories (or
preferred colors)
Safety eye
s
o
r
bla
ck
e
mbr
oi
de
r
y
fl
oss
With desired body color
yarn,
CO
8 sts
If using dpns,
divide across
two
other needles (3
needles
total); join end
s being careful
not
to
twist sts, pm. (With
dpns, place a split
rin
g
marker on the row
below
the live sts to mark N
eedle
1 where rn
d begins, moving
it up every
few rnds
so you
don’t lose track
of it. This
marker will come in handy
when you’re ready
to
place
and attach the quaggan
’s
eyes.)
If using circ, join
ends
being
careful not to twist sts,
pm. A
split ring marker can also be
placed as described above
either now
at the begin
ning
or near the end of
th
e body
section to prepare for ey
e
placement.
Rnd 1: k all sts
Rnd
2: *k, inc 1, k* arou
nd
(12
sts)
ABBREVIATIONS
k2tog
= knit 2 together
inc = increase, use preferre
d
method either kf&b
(knit
front and back) or m1
(make
1)
dec - decrease
CO
= cast on
BO
= bind off
st
s
= stitches; st
= stitch
dpns
= double pointed
needles
circ
= circular needle
pm
= place marker
sm
= slip marke
r
rn
d
= round
rem = remai
n/remaining
k
= knit
p = purl
sl
st
= slip st; sl
st
s
= slip
stitches
St st
= Stockinette (or
stocking) stitch
* is used to denote repeats
in pattern. Repeat all
instructions within * marks.
Kni
t Patt
e
rn
THE BOD
Y
YOU’LL NEED
BY
MIKO
/
INKYSTICKS
62
GUILDMAG ANNUAL 2016
|
CREATIVE - Quaggan Tr
ee Decorations
Rnd 3: k all sts
Rnd 4: *k, inc 1, k* arou
nd
(18 sts)
Rnd 5: k all sts
Rnd 6: *k, inc 1, k* arou
nd
(27 sts)
Rnd 7: k all sts
Rnd 8: *k, inc 1, k* arou
nd
(13 times), k (4
0 sts)
If using dpn
s,
you may fin
d it
easier to divide the sts across
4 needles at this poin
t,
10 sts
per needle.
Rnds 9-21: k aroun
d
Rnd
22: *k2tog, k*, k2 (13 sts
dec) (27
sts)
Rnd
23: k around
Rnd
24: *k2tog, k*
aroun
d (9
sts dec) (1
8 sts)
Rnd
2
5: k around
Begin stuffing
body w
ith poly-
fill until nearly
full, stuffing
body firmly.
Rnd
26: *k2tog, k* aroun
d (6
sts dec) (1
2 sts)
Rnd
2
7: k around
Finish stuffin
g with more
poly-fill
until full and
ensure
that the body remain
s firm
Rnd
28: *k2tog* around (6
sts
rem)
Do not bind
off.
Cut a 12
-inch
tail
.
Finishing
Thread tail in a yarn need
le
and draw the tail
through
rem sts, pulling ball closed.
Weave yarn through
or
around closure
to
firm
it, then pu
sh the
needle
through
the center of th
e
closure, through th
e ball and
firm up
the closure along
the
cast on circle, if need
be, to close it fully
as
well.
Follow th
e desired final steps
below, depending
on wh
ich
accessory you want for
your
quaggan.
For quagg
an with hat
: Weave
end of tail
into ball to h
ide
it and anchor it w
ith the
stuffing. Remove yarn needle.
For
quag
g
an
with
scar
f
(or
without
acces
sory): Push the
needle thro
ugh again back to
the top
closure and create a
loop to
hang on
the tree.
Anchor th
e loop in
the
closure by weavin
g the en
d
of the tail in
to the ball to
hide
it. Secure with
a knot that
can
be hidden in the ball. Cut
yarn and trim or tuck any
yarn ends in the
ball. (Th
e
stuffing
should grab on
to the
yarn end and ensure
that
it
remains hidden.)
Making th
e face
Sew on two
safety
eyes in th
e
center top of
the ball along
the row where dec b
egan
.
If you choose to
create eyes
with black embroidery fl
oss
instead, mark where you
wish
to place these, and u
se
the fl
oss to “sew” th
ese on to
create whatever eye shape
you’d
like. You’ll then
cut the
floss and tuck in
an
y ends
using
your knitting n
eedle
end.
Stubborn
ends can be
trimmed off.
The stomach patch is
knit flat
and will
be sewn
onto th
e
body using the yarn tail
after
bindin
g off.
With
white yarn, CO
8 sts
Row 1: p across
Row
2:
*k, inc 1, k*
to end
(12
sts)
Rows 3-11 will maintain St
st, p across on
odd rows, k
across on even row
s
Row 12: k2tog, k8, K2tog
(10
sts)
Row 13: p across (10 sts)
Row
14: k2tog, k6, k2tog (8
sts)
Finishing
BO off all 8
sts purl-wise.
Cut
the yarn leaving a 12-inch
tail
for sewing. Ar
range and
pin the stomach
patch to the
front of th
e quaggan ju
st
STOMACH PATCH
63
CREATIVE - Quaggan Tr
ee Decorations
|
GUILDMAG ANNUAL 2016
under the eyes. S
ew
on
with
yarn tail.
These are knit in
the roun
d to
match the St st
of the
body.
With same yarn color as
body,
CO 12
sts.
If using dpn
s,
divide evenly
across
2 needles and join
ends, being careful
not to
twist sts. Pm along
edge of
live sts to mark Needle 1.
If using circ, join
ends, being
careful not to twist
sts.
Rnds 1-5: k around
Rnd 6: k2tog, k8, k2tog (1
0
sts)
Rnd 7: k2tog, k6, k2tog
(8
sts)
Rnd 8: k2tog, k4, k2tog
(6
sts)
Arrange rem sts ac
ross
two nee
dles and graft sts
together usin
g Kitchener
Stitch (as like for sock to
e -
see
page 64), cutting yarn
long enough to graft
sts
an
d
have at least a 6-inch
length
of yarn for the finish
in
g.
Weave in
end after final st.
Push yarn needle th
rou
gh
hand and back up
toward
s
the open tube
end of
the
ar
m.
Finishing
Using this length of
yarn, sew
open end of arm tu
be onto
body, closing
the end
of the
tube as
you go.
Tack dow
n
and h
ide the fi
nishing kn
ot of
your sewing in th
e und
erarm
seam.
Scarf
You
c
an
get
as
cr
eative
as
you
like with this scarf, knittin
g
a plain 1x1 rib scarf (over 5
sts),
2x2 rib scarf (over 6
sts),
garter st scarf (over 5 or 6
sts), or even a striped scarf!
If you choose to
try
a strip
ed
scarf, I’d recommend a
vertic
al stripe pattern
instead of horizontal to
make
color changes a bit more
manageable. When
finished,
the scarf shou
ld measure 12
inches from the cast
on edge.
For a vertical striped ya
rn,
CO
as many sts as needed to
reach 12 inches accordin
g to
gauge. If you’re usin
g pattern
gauge, CO
72 sts and
knit 5
or 6
rows in your
preferred
stitch pattern.
Wrap the scarf around
the
quaggan’s
neck.
Using
a
scrap
of yo
ur chosen scarf color’s
yarn, secure it against the
quaggan’s
body.
Hat
This will
be a basic Santa hat
knit in the roun
d in red
yarn
with
a
white trim.
CO 42 sts with
white
yarn.
If using dpns, divid
e
evenly
across 4 needles. Join
ends—
be careful not
to twist sts.
If using circ, join
ends bein
g
careful not to twist
sts.
Pm as previously to mark the
start of the roun
d.
Rnds 1-2: k around
Change
to red yarn
Rnd 3: k around
Rnd
4: *k2tog,
k5*
around
(36
sts)
Rnd 5: k around
Rnd
6: *k2tog,
k4*
around
(30
sts)
Rnd 7: k around
Rnd
8:
*k2to
g,
k3*
around
(24
sts)
Rnd 9: k around
Rnd 10
:*
k2tog, k2* around
(18
sts)
Rnd 1
1: k around
Rnd
12:
*k2tog,
k*
around (12
sts)
Rnd 13: k around
Rnd 14: *k2tog* arou
nd (6
sts
rem)
Do n
ot bind
off. Cut a 12-inch
tail.
Finishing
Thread tail in a yarn n
eedle
and draw
the tail through
rem sts. Pull hat crown
closed. Weave yarn throu
gh
or around closure
to firm
it, then pu
sh the
needle
through the center of
th
e
closure, then back
to
the top
closure and create a loop
to hang on the
tree. A
nchor
the loo
p in th
e closure by
weaving th
e end of the tail
into th
e inside of
the hat to
hide it.
Secure with a kn
ot
and cut yarn
.
With
white yarn, secure the
hat onto the qu
aggan’s
head
and sew in p
lace.
Hang on tree and enjoy!
ARMS
ACCESSORIES
64
GUILDMAG ANNUAL 2016
|
CREATIVE - Quaggan Tr
ee Decorations
These resources will help you
to learn
the art of crochet and
knitting:
KnittingHelp.com, also foun
d
on th
ei
r YouTube chann
el
ww
w.youtube.com/user/knittinghelp
Expres
sion Fiber
Arts’ Kn
itting and
Cro
che
t
Tut
orial vid
eo
s
www.youtube.com/user/ExpressionFiberArts
For
help
with
Kitchener
Stitch
ww
w.youtu.be/TXJCllmgYjc
Le
a
rn
to Kni
t &
Cr
och
et
Cr
och
et Patt
e
rn
Hook: 2.5 mm crochet hook.
2
.7
5
mm or 3 mm will work if
2
.5
is unavailable in your area.
Ya
rn:
Scraps of light blue,
broken white and red. Weight
type 4-ply, 100% cotton.
Some super chunky whit
e
wool for the Christmas hat.
1 s
et of
sm
a
ll
safety eye
s
Use light blue and w
ork
in a
spiral
.
R1: MR6
R2:
2
sc
in
ea (12)
R3: 1 sc, 2
in
next (1
8)
R4:
2 sc, 2
in nex
t
(24)
R5: 3 sc, 2
in nex
t
(30)
R6: sc in all (3
0)
R7: 4 sc, 2
in nex
t
(36)
R8: sc in all (3
6)
R9: 5 sc, 2
in nex
t
(42)
R10: sc in all
(42)
R11: sc in all (4
2)
R12: 5 sc, 2
tog (36)
R13: sc in all (36)
R14: 4 sc, 2
tog (30)
R15: sc in all
(30)
R1
6: sc in all (3
0)
R17: sc in all (3
0)
R18: sc in all (3
0)
R19: sc in all (3
0)
R2
0: sc in all (30) F/O w
ith
ss.
Use broken
white.
R1: Chain
(14)
R2:
sc
in
all
(13)
turn
R3:
sc
in
all
(13)
turn
R4: sc in all (13) turn
R = round
MR
= magic ring
SC
= single crochet
i
n
n
ext
= increas
e
tog
= decrease
F/O
=
finish off
SS
= slip stitch
YOU’LL NEED
ABBREVIATIONS
THE BODY
STOMACH PATCH
BY
BEX
/
REBECCA HASSING
65
CREATIVE - Quaggan Tr
ee Decorations
|
GUILDMAG ANNUAL 2016
R5: sc in all (13) turn
R6: sc in all (13) turn
R7: sc in all (13) turn
R8: sc in all (13) turn
R9: 12 sc, F/O
with ss.
Attach the safety eyes after
sewing on the
stomach
patch.
Use lightblue.
R1: MR4
R2: 2 in ea
(8)
R3: 1 sc, 2
in next
(12)
R4:
2 sc, 2
in next
(1
6)
R5: sc in all (1
6) F/O with
ss.
Start with red.
R1: MR (4)
R2:
2 in
ea (8)
R3: 3 sc,
2
in next
(10)
R4: 4 sc,
2
in next
(12)
R5: 5 sc,
2
in next
(14)
R6: sc in all (1
4)
R7: 6
sc, 2
in next
(1
6)
R8: sc in all (1
6)
R9: 15 sc, 2
in n
ext (17)
R10: 16
sc, 2 in next (18)
Change colour, use a wh
ite
chun
ky fluffy w
ool type. Use
some power while pu
llin
g the
yarn through, as
it
is really
difficult to get thro
ugh the
single crochets.
R11: sc in all (18) F/O w
ith
ss.
ARMS
THE HAT
Before you sew all parts together, make sure to create
a
small loop that goes through the back of the
Christmas h
at
so you can hang
the little quaggan on
the Ch
ristmas tree.
You can also make different variants of this pattern.
Why
not grab some pink wo
ol and give you
r
quaggan Poow
ulpi
the Persnicketous as a compan
ion? Or a wh
ale q
uaggan
with a
scarf?
I hope you guys will enjoy this
Christmas d
eco
ration as
much as I
do!
Need a new outfit for winter?
We’ve got you covered, no matter the budget!
HEAD: Seer Mask
Exotic Loot Drop, Map Compl
et
ion Re
ward,
Personal
Story Rew
ard
One of the five
pieces that you
won’t
have
to drop gems for and it’s no
t
too hard to
get. They can be bought off of the
Trading
Post for a small amount of silver, or earned
through completing map exploration in
Orr
or leveling a light-armored chara
cter through
the game.
SHOULDERS
: None/Hi
dd
en
No shoulders required, but if you feel
lik
e
you
can add to the outfi
t
with a sh
oulder piece,
go forth and improve on
th
e design.
CHES
T:
Phoenix
Ves
t
800 Gems for the full set or just above 210 gold
on th
e exchange
One of the main reasons
I was able to
ru
n
with this top was that it didn’t
clash
to
o badly
with th
e Incarnate Leggings. As
it
turns out,
this top and the Incarnate
Leggin
gs mix and
match poorly with
most other sets so
for
them to work out together
was
something
of a miracle, but a very costly
one. To make
this set will
cost the player 1
6
00 gems or over
4
00 gold, which is a little absurd,
but if
it’s
a
goal, no one can
/should ju
dge you
for the
investment. I also happen to lik
e
the necklace
that comes with it, but that’s not
exactly
a
deal-breaker
.
H
ANDS:
Incar
nate Gloves
800 Gems for the full set or just above 210 gold
on th
e exchange
Gloves with the appropriate amount of fl
air
and dyeable detail.
I like light armor sets
that work in metal trinkets and ad
d jewelry
accents that can be dyed witho
ut affecting
the rest of the armor piece, and the In
carnate
set pulls
this off in
spades.
LEGS:
Incar
nate
P
ants
800 Gems for the full set or just above 210 gold
on the
exchange
When I w
an
ted a set that conveyed
elegance
with great battle functionality, the Incarnate
Pants really met my needs in that regard
.
No long flowin
g or bellowing
dress or skirt,
no skimpy design aroun
d the … h
ip
region.
She has a stylish peplum,
but also pants
an
d
two elegant fire-patterned loops. Like I
also
mentioned above, they happen
ed to fi
t
well
enough with the Phoen
ix Vest,
which w
as
almost reason enough for me to ju
mp
for
them.
FEET:
Incar
nate Shoes
800 Gems for the full set or just above 210 gold
on the
exchange
Simple, fancy, and functional all
in one.
These
boots were an easy selling point for
me because th
ey felt like they
weren’t so
dressed up that they couldn’t be worn in
to
battle. They even look like they
provid
e some
protection for the
knees. The little metal
wings around the an
kles are
a
subtle but
telling detail that I felt really played
to my
character’s noble status.
Wondrous Wi
nt
e
r
Wears
66
GUILDMAG ANNUAL 2016
|
FASHION - Won
dr
o
us Winter Wea
rs
SHY BLUE
(SB)
SAND (S)
BLUE T
INT (B)
ENAMELE
D SKY (E)
Dwayna’s
Fury
ometimes, the price of fashion can be high and in a game like
Guild Wars 2 it
can mean shelling out a bunch of tokens, gold
,
or
gems for a desired look. The
experience brings
with it a mixture of
fleeting shame and
hopefully a sen
se of
fulfillment as you put together an outfit
that
you truly
believe
helps to
define yo
ur
chara
cter.
I’d been through several cheaper and easier-
to-acq
uire
outfits (and
spent h
ours in the
wardrobe) before investing in this mash-up. The original color scheme is
dark, very
necromancer-y for obvious reasons, b
ut I th
ought I’
d brighten th
ings up
for Wintersday with
this divinely
dazzling ensemble.
S
The d
ye color scheme is pretty
straightforwa
rd. As this is meant
to be representation
of Dwayna’s
own icy fury, I p
aired an
off semi-
rich blue
with an icy
blue tint,
with a golden color for the met-
al and feathered pieces. A
b
ove
most things, I
wanted th
e flame
pattern on the leggings to
stan
d
out
to
push
the look of freezing
flames.
BY
KE
NT BE
NSO
N
67
FASHION - Won
dr
o
us Winter Wea
rs
|
GUILDMAG ANNUAL 2016
Frugal Yu
le
Outfi
t
ashion can come
at a h
igh price, it’s true;
but it
doesn’t h
ave
to
be. Does
your
wishlist this year inclu
de an extremely
affordable holiday outfit? Then
look n
o
further!
As the norn have the closest association
to ice,
snow
and festive merriment, they are my go-to race for
celebrating Wintersday this year. They are a race
that does not mind the cold, allo
wing for a w
id
er
selection of w
inter outfit styles
other than just
your
average parka. This Wintersday, I have put togeth
er
an outfit that will deck the halls withou
t
breakin
g the
bank. This
is
the Frugal Yule Ou
tfit.
In creating this outfit I primarily drew in
spiration
from the Festival Merchant who still stands ou
tsid
e
the Crown Pavilion, with some deviation
s.
The
armor pieces are for light armor females, a
nd look
best on norn and human ch
aracters.
F
BY
A
NTH
O
NZ
While there are many red, green
and w
hite
dyes that can work with
this outfit, these
are
the three that
I’ve foun
d work b
est without
having to pay much at all. All dyes
can
be
acquired on the Trading Post; Cu
cu
mber
for
5s, Brick for 5s and
Fog for 9s.
68
GUILDMAG ANNUAL 2016
|
FASHION - Won
dr
o
us Winter Wea
rs
HEAD: None/H
idd
en
Instead of covering the face with
a
mask, I
felt
it was best to let your character’s in
herent
beauty shine through this outfi
t.
My n
orn
mesmer (pictured), for example, is very
short-
sighted and needs
glasses. Bu
t the blank
head piece allows you to take ad
vantage
of seasonal Gem Store helms su
ch as the
Earmuffs or Festive Hat without clashing with
the feel
of the complete ou
tfit.
SHOULDERS:
Conjurer
Mantl
e
TP ~25s, Personal
Story Reward, Loot Drop
The
Conjurer Mantle is ornamented w
ith
feathers, giving that fluffy, white-trimmed
parka feel to an otherwise lighter
outfit. It
integrates well with the collar
of the chest
piece, without being too distracting. You
can
receive the skin as
part of
the personal story
reward for light armor classes, or when you
reach level 55 on an elementalist char
acter.
It is also a fairly common drop from mob
s
throughout all of Tyria, and can be purch
ased
on the Trading Post for abou
t
25s.
CHES
T: Stately
G
arb
420 kar
ma
The chest piece is part of the Stately
Garb
karma armor set, offering nice detail ar
ound
the neckline. The collar combines with
th
e
Conjurer Mantle nicely, and doesn
’t overlap
with the decorative dress.
You can u
nlock
the
skin by purchasing the Light Steeleye
Chestpiece from Engineer Burlage Firestoker
for 42
0 karma, after completing his Renow
n
Heart in Blazeridge Steppes
.
H
ANDS:
Aur
ora Gloves
42,000 karma
Adding gloves to th
e
outfit makes it feel more
appropriate for Wintersday. The Aurora
Gloves are short and don’t clip awkw
ardly
with the Stately Garb.
They can be
purchased
from any of the Orrian Temple karma
vendors for 42,000 karma.
LEGS:
Conjurer
P
ants
TP ~20s, Loot Drop
The Conjurer Pants are a
great example of
inexpensive leg armor that have some very
interesting dye interaction. Th
e dot pattern
on
the bottom of
the pants give th
e festive
feel of snow. Conjurer Pants are a
co
mmon
drop from mobs, but they can
also
be
purchased on the Trading Post for ab
out
2
0s.
FEET:
Au
ror
a Sh
oes
42,000 karma
The Aurora Shoes are decorative, bu
t without
being
too flashy. The
two dye
slots for this
foot armor allow for a nice decoration of th
e
whole outfit from head
to toe. They
can
be
purchased from any of the O
rrian Temple
karma vendors for 42,000 karma.
If you’re looking for
weapons to
match, I’d
recommend the Wintersday
Toy Weapon
s
Collection. They are very easy
to
get while
playing Wintersday festivities, and are very
cheap to come by on the Trad
in
g Post.
That does it for our Wondrous Win
ter W
ears! W
ith
the Frugal Yule Outfit, you
can
be as generou
s as
you want this season without havin
g to sacrifi
ce
your style, whilst Dwayna’s Fury
will clad
your
character in wintry elegance - with
a price tag to
match
!
69
FASHION - Won
dr
o
us Winter Wea
rs
|
GUILDMAG ANNUAL 2016
“This is n
ot how
I envisioned
my skills to be
used,” Angel complained. The n
orn
looked
down at Nienna, towering over
th
e human
woman by at least four feet, with th
e hilt
of her greatsword sitting up about anoth
er
foot beyond. Her kn
ee-length b
lo
nde hair
was gathered and pulled back with
section
s
pleated into intricate braids in traditional norn
fashion. “This
is
boring.”
Nienna craned her
neck up
at
Angel. Even
though the n
orn
towered over th
e human
necromancer with ease, it only
unnerved
Nienna slightly. Being of short
stature, she
was used
to others’ lofty
heights, but
Angel
was one of the tallest norn she had
ever
met.
She certainly was
one of th
e strongest as
evidenced by her muscular physiq
ue. “Good, it
should
be right n
ow.”
“Shouldn’t there be at least a
little op
position
off the bat? Surely
they deserve a goo
d
beating for working under that th
ievin
g
bastard,” Angel argued, keeping her voice
low
so as n
ot to draw un
wanted attention. S
he
firmly placed her han
ds on
her hips.
“It’s a simple job, Angel, with a simple plan
,”
Nienna pointed out. “No distractions
righ
t
now.
You’ll get to
hit something later.”
“But-”
“Fighting is a distraction,” Nienna replied
simply and then turned back to the h
allw
ay
to
resume her watch. Nervously, she scratched
the back of her head, tousling
the long
strands
of dark red hair pu
lled back from her face with
a silver cl
asp.
Angel uttered a low, throaty growl. “Wh
at
a
way to spend a Wintersday eve,” she
muttered.
Nienna tried her best to ignore
th
e rest of
Angel’s grumbles about the lack of
action.
Her
stress levels were already teetering on th
e
high side from the u
nusual introdu
ction
of the
job, and
she didn
’t need th
e additional worry
of keeping a brawl-happy
norn in
lin
e.
Taki
ng
T
h
e
Hou
se
A collaborative story from
Chronicles of Tyria
70
GUILDMAG ANNUAL 2016
|
FICTION - Taking
the Ho
use
Careful not to bump
th
e pouch
hanging on
her belt, Nienna rested one h
an
d on
the hilt of
her axe and one on
the h
ilt
of her dagger and
began rhythmically tapping
her fingernails on
them. Their employer wasn’t exactly
known
for her charity, so Nienna thought
it
had
been odd to be hired on
as
part
of a team
stealing from a thieving noble. It was
a
jo
b she
would normally turn dow
n, how
ever o
nce the
orphans involved were mentioned,
she‘d h
ad
a hard time saying n
o.
* *
*
Slim yawned as he tw
irled
his pistol on
his
fingers. The asura watched the h
uman
as she
planted th
e explosives against the gilded
vault,
smiling at her w
hile combing a hand
through
his blond h
air.
“You’re doing wonderfully,
Akemi,” he said, not
even offering
to
help. Sh
e scowled.
“Of course I am,” said th
e human, brush
ing a
long, stray lock of silken black hair
behind
her
ear as she placed th
e final charge. “No thanks
to you
.”
“My min
d is controlling several clones at once,
love,” said the asura as he
slumped against a
wall with another yawn. “It’s more
taxin
g than
one would
th
ink.” Akemi lifted the
goggles
away from her face, leaving a greasy blac
k
outline on her otherw
ise pale skin, and
rolled
her lilac eyes. Meanwhile,
Slim focused on
moving all of his clones, makin
g a few of them
relay information back to the team and havin
g
one in particular scour the upper fl
oor.
So far,
so good. Sudd
enly, he w
as
brought ou
t of his
concentration by a
set of fin
gers
snapping at
his face.
“Back up!” said Akemi, lowering
the goggles
and grinn
ing. The two
walked far away enou
gh
to n
ot be affected by th
e blast. “Gods, but
I
love this part.” She grinned, readying
th
e
detonator. Once at a safe distan
ce, S
lim
covered his ears and return
ed to focusin
g on
his clon
es.
“Commander dear,” said Slim out lou
d while
BY
ALUCARDALINA CLAIRE,
C
HAS
E ISHERWOOD,
REBECCA
BERGQUIST &
RAVE
N “VARR” VA
N D
IJK
71
FICTION - Taking
the Ho
use
|
GUILDMAG ANNUAL 2016
@
ALUCA
RD
ALI
NA
@IMPI
SHSPAD
ES
@NIEN
NA
SLC
@KAED
EVA
RR
at the same time making his miniature clone
speak his
words. “Bombs are set, please stand
by.” Slim took a hold
of his ears and
pressed
them dow
nwards against the sides
of his
head. He braced for
the explosion
.
* *
*
A blast rattled the walls around Nienna
an
d
Angel as
well as the flo
or
underneath th
eir
feet, and was
quickly followed
by a high
-
pitched siren. Angel immediately covered
her
ears and dou
bled over, her features distorted.
With her jaw clenched, Nienn
a
shot a nervous
glance to the stairs beh
ind them leading
down
to the vault.
“Gods,” Nienna anxiously muttered. Reach
ing
into the pouch next to h
er
axe, sh
e pulled
out
a small pink asura phantasm in the exact
semblance of Slim. “Slim! Akemi! How are
things lo
okin’ dow
n there?”
* *
*
“Well, doesn’t
that just beat all?”
“What is it now?” Slim asked in fru
stration. He
turned to see Akemi, arms
crossed, lookin
g
at
the charred but still very much intact vault
door. “Oh.”
“Indeed,”
she said with
a
sigh. “Son
of a-” The
blaring of a high pitched alarm
sounded
,
cutting her off mid
-sentence.
* *
*
“Here they come,” An
gel whispered
as
she
looked down at her
partner, wh
o was bu
sy
putting the phantasm back into
the pou
ch
.
The sound of armored boots
on po
lish
ed
marble
a
nnounced
the
last
moments
for
battle
prepara
tions.
The noble’s guards roun
ded the
corner, each
of them ru
nning to
see what, or wh
o, the
explosion was caused by.
Tw
o swordsmen
charged forward with two riflemen not
far
behin
d.
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Angel carried forward, unhooking her greatsword from her back. The
instant it was fu
lly
drawn, she smashed the pommel against the
head of th
e first swordsman. “We
aren’t
supposed to kill th
em, h
uh?”
“Those were the orders,” Nienna responded as she
drew
the b
lade
of her axe u
pward
s,
sending necrotic claws across a rifleman’s chest.
He fell to the
floor with
a
shriek.
“A real Wintersday miracle, huh?” Angel scoffed
as she u
sed her arm to drive the remaining
swordsman into
the wall and
he slumped
to the grou
nd.
The gunman found his aim but
Nienna was on him befo
re
he could
fire;
a
well placed foot
tripped him before she kn
ocked him senseless
with the
pommel
of her dagger. Her bo
ot
cracked against the first rifleman’s skull and he too lay
still.
“More are coming.” A cacophony of thunderous
heartbeats filled
Nienna’s ears as she
gave
her axe an anxious twirl. “You
ready?”
Angel nodded
as
she tightened
her grip on
her greatsw
ord’s hilt.
Flashes of silver and gold, indicative of Seraph armor, mixed with Morthomme’s
guard
s and
immediately she knew they were in for a good
fight. A
Seraph
knelt and
lined up
a shot w
ith
her rifle but before she could pull
back
the hammer,
Nienna put
her open
hand to
her lips
and blew. A dark cloud of insects swarmed towards the Seraph and
guard
s,
clou
ding their
vision and giving enou
gh time for An
gel
to rush in
to the fray and
knock the rifle o
ut of h
er
hands.
Angel’s long, blonde hair whipped
about h
er
wildly as she
brawled
with th
e oncoming
opposition. Careful not to use the sharp
edges of h
er
greatsword, th
e norn u
sed her fists
and sword’s pommel to knock away weapons
an
d subd
ue their ow
ners.
Staying back, Nienna
carefully assessed the fight as she targeted the Seraph
and remaining gu
ards o
ne at a time,
making sure not to deal a final b
low on
an
y.
More Seraph poured into the hallway as A
ngel fough
t
her way deep
er
into the skirmish, bu
t
it was clear that they were coming in too fast. Fearing the fight w
as
nearing
its end, Nienn
a
concentrated, calling on power within. Pushing her
hands ou
t
to her sides, sh
e released
a
dark energy that spilled out in all directions. It washed over the guards and Seraph
,
crippling
their movement down the hallw
ay
and bu
ying a little more time for herself and A
ngel. The
effects didn’t last long, and before they knew it, th
e Seraph had
maneuvered
their way into
the end of the hallway to surroun
d Angel
an
d Nienn
a.
“I suggest you stand down,” a tall Seraph in elaborate
armor said, sword h
eld
read
y as she
watched them with sharp, dark eyes. “Throw down your weapons.” The two hesitated.
“N
o
w.”
Outnumbered and with nowhere to go, Nienn
a
an
d An
gel
begrudgingly complied.
Before the Seraph could even
shackle their prisoners, a young
noble d
ressed
in ostentatious
clothing rushed towards them. L
ord Ezra Morthomme kicked aside
one of
the un
con
scio
us
guards in his haste while muttering under
his breath. He p
ushed b
ack a lock
of hair from
his
face and brushed off his vest, as
if
he were p
resen
tin
g himself to h
is fellow no
bles and n
ot
crimina
ls.
The Seraph lieutenant, not payin
g any mind
to
the thou
ghtless nob
le, started reading ou
t
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the rights of the team. “For trespassing and attempted burglary, we’re placing you all
under
arrest. When we-”
“If this is how slowly the Seraph respond to
emergen
cies,” M
orth
omme
butted in
without
care. “I’ll find a way to make sure my taxes.
.
.” He trailed off, hurrying
down
th
e stairs
to
his
basement, the concerned
lieutenant followin
g closely behind
.
Slim and Akemi were standing with
their hands
up, three of
Morthomme’s guards hold
in
g
rifles aimed their way, but the nob
le paid non
e of them any
mind as he
ran
to his scorched
vault door.
“If any of it is missing, I’ll make sure
you don
’t make it out of
your cells for the
rest of your
lives.” After inserting a key into the lock and turning a few
dials,
he pu
lled
the heavy metal
door open and stepped inside. He sighed in
relief,
lo
oking left and
right
at
th
e countless
stacks of coins.
Apparently content, L
ord Morthomme sealed the door and w
rinkled
his no
se in disgu
st
at
the
scorch marks. “Why isn’t someone cleaning this up alread
y!?”
He was still cursing the incompetence of his u
nderlings by
th
e time he’d
reached
the top of
the stairs, where he rounded on the
Seraph
lieutenant. “An
d you!
Why d
id
-”
“Lieutenant Ackerhart, my lord,” she interjected coolly, sheathing her sword. “We’ll take it from
here, I promise they’ll all
get what’s coming to
them.”
“Good, yes,” he stammered, briefly taken aback by the lieutenant’s
to
ne, but th
en gathered
himself and gestured imperiously. “Take
them away!”
Though her squad surrounded them,
Lieu
tenant Ackerhart
herself walked ahead of
her
captives without
so much as a glance at them. S
he led th
e procession through
the crisp nigh
t
air of Manor Hill, passing the fine homes of Divinity’s
Reach’s
upper class. It wasn’
t
until they
had passed into the slightly less extravagant section of the Salma District
an
d moved through
a deserted alley that she
finally spoke.
“Far enough,” the lieutenant said, without turning, and
th
e column came to a su
dden h
alt.
“It’d be a pity to walk
you all the
way like that.”
Ackerhart’s face, her armor, the entire surface of her seemed to crack and start to fall away
like shards of violet glass, exposin
g pale skin and
dark silks beneath. Dark eyes
went milky
white before they were hidden beneath a black blindfo
ld
,
tied
in place by
slender fingers.
“
Everything go according to plan, Commander Valar
?” Lady Kaede Varr asked, leaning heavily
on the silver-topped cane that materialised in her oth
er
hand, no
longer hidden
behind
the
mesmer’s illusion.
“More or less,” she answered, and Lady Varr gave a small smile. “No prob
lems.”
“Glad to see you remembered at least some of your training,”
she said, and Nien
na’s jaw
worked beneath her cheek, eyes narrowing in displeasure. “Glad to
hear
the team performed
.
I had my concerns about those two.” She poin
ted
vaguely at Angel
an
d Akemi. The n
orn
merely snorted, but Akemi opened
her mouth, about
to berate
her elder sister when
Kaede
waved her to
silence and kep
t
speaking.
“Come along now, Valar, the rend
ezvous isn’t
far
.”
She
began walking, cane clicking against the
cobbles as she made a lackadaisical gesture
with
her free hand, turnin
g the Seraph
into wisps of purple
ligh
t that melted into
nothingness. Almost visibly b
itin
g back a harsh
retort, the necromancer fell into step with
her
employer. “Slim is probably already waiting fo
r
us
in
the vault.”
“And to think
you do
ubted me, Lady Varr. I
’m
a
block down, on your left,” the asura said with
a grin
,
his voice ringing as tho
ugh it came
down a metal tube, and Kaede gave
a
small,
condescendin
g smile.
“He could be w
orse, I
suppose,” sh
e conceded,
grudging approval in her voice, and the asu
ran
clone dissolved into purple
lig
ht.
Slim was waiting, leaning against the alle
y
wall
around the next corner, as promised. The
ground at his feet sh
immered, and th
rou
gh
the portal the shadowy in
terior of
the vault
was faintly visible.
The little asura spun
a shiny
new coin
in his
hand. “Figured I’d get us started
.”
He grinned.
“Shall we?”
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BY
K
EN
T B
EN
S
ON
art
n Tyria, the theme of winter is
bittersweet. While
Wintersday
brings joy an
d cheer to almost
every race, the Elder Dragon of
Ice, Jormag, twists and turns those that call
the snowy lands their homes into icy
horro
rs
to carry out its will. The same duality can
be
said of the theme of fl
ame. W
here fires bring
warmth to the hearth
s of norn
lodges and
those that gather within, it is also the
elemen
t
associated with Primordus, the Elder Dragon
of Fire, and the sinister charr faction, the
Flame Legion.
This issue, I
shine th
e spotlight on
pieces old
and n
ew that focus
on on
e or both
of these
elemental themes. Of course, this is art. My
opinion
s and perspectives are subject to
my preferences and the limits of my ar
tistic
knowledge, but are ultimately
bound
to one
important rule
: I’m here to
have fun.
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This piece by Tsylore has a
great illustrative quality tha
t
makes it much more than
just a gorgeous landscap
e of
the Shiverpeaks. Th
e scene
sits on
the cusp
of a story
about to
unfold, and
not a
particularly happy one
at
that.
The details of the town
are
dark but soft,
despite the
rigid spires and generally
sharper archi
tecture. The
smoke and small specks
of
soft exterior and interior
lights invoke
the images of
soldiers and families alrea
dy
in their
beds. Even with
the
approach of the drago
n
minion, there’s a
believable
visual silence. Throu
gh the
lack of stirred up
snow or by
viewing th
e angle in
which
the smoke is risin
g from
the
chimneys, we discern
that
there isn’t much
wind
in the
ar
ea.
The travelers on the small
road leaving the tow
n don
’t
seem to notice th
e threat
nearby. No doubt this
can
be attributed to the artist’s
clear understanding of
natural lighting and
the
power of silhouettes and
shadow blending.
Th
e dragon
minion rises from the darker
background and appears
as part of the terrain itself.
It’s a solid contrast from
illuminated snow
in the
foreground, a good
example
of lighting transition
between
a landscape’s foreground an
d
background. Thematica
lly,
it’s also a reminder that the
Elder Dragons and their very
magic are, as far as we know,
a facet of Tyria’s natura
l
world and
it’s cycle of magic,
a detail Tsylore may or ma
y
not have
been aware of, bu
t
depicts well all the same.
It’s very reminiscent of th
e
concept and scenic artwork
from before Guild Wars 2’s
launch, wh
en Arenanet
was still figuring o
ut what
the Elder Dragons and
their minions were visually.
Ultimately, this piece also fills
my head with the
same awe
and w
onder that the
old art
and design
s had.
“Starlit Snow” by Tsylore
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ART - Community Art
“B
laze” by h1fey
“Norn Glo
ry” by
M
anlima
Cosplay
photo
by Bluemoon
Photography
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As a first observation, I
made note of the ind
ivid
ual
outfit comp
onents. On
e
is the female variant of
Braham’s armor set w
hile
the other is the male variant
of the norn light cu
ltural
armor, also known as the
“Havroun” set, topp
ed
off by
the Stag Helmet.
Additionally, the female
cosplayer is also wielding
Braham’s mace in all
of its
etched and carved glory. Th
e
level of accuracy for these
costumes is staggering and
the cosplayers defi
nitely fit
the roles well, especially th
e
one with the
beard.
What a
beard! The female cosplayer
easily makes up for the lack
of facial hair with the
boldest
expression. That smirk (at
least, I think she’s smirking)
is so norn. It says “Oh
.
You
want me
to
kill that giant
frost wurm? That’s cute. I’ll
be
back in ten
.”
If I
had to ch
oose which
details are my favorite, it
would
definitely
be the
smaller pieces: the brac
ers,
the helmets (LOOK AT TH
OSE
HORNS), and that mace.
The helmets are specificall
y
impressive because horns
and antlers are such fickle
objects as they
often curve
and warp
in
different
directions or sprout off
in
smaller pathways. As a
2D
artist, they a
re a massive pain
to draw from anythin
g other
than a straight on frontal.
I
also have to give th
e costume
maker props for keeping
a
color scheme that reflects
natural leathers, fur
s, and
metal. While I have
nothing
specific against bright and
colorful outfits, I
happen
to appreciate outfits that
remain grounded
in natural
leather and metallic c
olors.
Finally, I want to make
note
of the camera angle that
puts the scene on
a
tilt.
Of
course, the world
hasn’t
sudd
enly made a sharp
bank to th
e right (that’s not
how gravity works), but I
like
that it accents the piece’s
personality
and
“energy
flow,”
if that makes any sen
se.
Like the first of h1fey’s pieces I’ve covered, the
artist has a great sense of action
and visual
speed. The blurring and blending really bring out the intensity of the
co
mb
at d
epicted
. Not
only that, but h1fey uses these techniques
to
compartmentalize the view
er’s
focus on
details
and characters he feels are most important. This is also done through
polarizin
g the foci of
the piece with colors of opposite temperature (
represented quite literally
in this
case). On
either side, we can see the two primary colors present
in the
terrain, with th
e glow of
the fire
on the rocky terrain an
d the icy
blue sky b
ehind th
e dragon minion.
I also like that the artist populated the scene with a few other characters tha
t a
re less descr
ipt
and more neutral in color, but detailed enough to
know w
hat they are and th
at
th
ey’re very
much a part of the actio
n. This adds
an
element of believability to th
e painting as many
players familiar with The Claw of Jormag fight
in game know
that defeating it is a team effort.
Adding other participants to the scene changes the visual
narrative.
It might take a little away
from the focal characters, but it benefits th
e scene as a wh
ole.
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Those who watched
WoodenPo
tatoes’
older videos that covered th
e lore of the
original Guild Wars games may r
emember
that they featured
a
number of art pieces
that were not official Guild Wars a
rt. I
rediscovered this little beauty follow
ing the
release of the secon
d episode
of the Living
World’s third season, which takes p
layers
back to the Fire Islan
d Chain.
In over
25
0 years, not a lot
has changed
visually on the volcanic islan
ds. There’s
still a lot of a lava, a lot of black rock, and,
somehow, a whole lot of
old mursaat
defenses. Th
e painting above, wh
ile a
depiction of the the first time
the heroes of
Tyria stormed the island, is still an accura
te
representation of the islan
ds today. Even
so, the artist really captures the chaotic
and destructive atmosphere that anyb
ody
who’s been th
ere
would
understand
(you can swap out hydra for
karka all day
and it won’t matter; they’re both
awful).
Specifically, the fluidity and volatility
of
the
lava in its various stages of movement
perpetuates a constant notion of dan
ger.
The river provides a win
ding visual guide
up to the eruptin
g caldera or vice versa.
I also commend the artist’s groun
d
texturing. They have a solid un
derstand
ing
of h
ow cooled volcanic rock looks, ho
w it
folders and layers in
sheets, and h
ow it can
vary between smoother, globular forms to
sharper, more rigid sl
abs.
When regardin
g the color palette, the
variations in black, brown, and orange are
skillfully applied in
that the artist uses a
good range of color values to keep
areas of
the terrain from blendin
g into on
e another.
Everything is distinct, and everythin
g has a
discernable and plausible visual distan
ce
from the viewer’s perspective. A great
detail is lightening the area
in front and
back of the
wall with a smoky
heated haze
that allows the wall’
s obsidian spires to
stand out from the surround
ing terrain,
even though it’s
all likely abou
t as dark.
It’s imposing, it’s forebo
ding, and it’s
dangerous.
“Fire
Chai
n
Island” by Nyra119
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Between Elder Dragons an
d harsh
clima
tes, it can be nice to take a break
after fighting for
so long. For the
people
of Tyria, holidays are the best times for
heroes to kick up their feet an
d,
for a few
days, not have to worry about
th
e troubles
threatening the
world. This piece go
es
to show that even th
e most determin
ed
heroes take time to slow
down
and relax.
The subject is Rox. A charr, free agen
t,
ranger, and lover of strays, Rox is spend
ing
a cold Wintersday evening with Frostb
ite,
her chittery pet devourer, sharing a
small
snack around a warm fire.
Th
e setting isn’t
super descript with its snow
-
covered
floor
and backgroun
d of blanketed
pines, but
no
dou
bt it is to keep
the viewer’s focu
s on th
e
charr
.
The artist really c
aptures several of Rox’s
better personality traits, such as her
loyalty, thoughtfulness, and nurtu
rin
g
characteristics. From her
doting smile to
the wag
of her tail, the picture reads as
genuine to her character. Of course, there’s
also the visual accuracy, apparent fr
om
the details of Rox’s armor down to h
er
fur
patterns and hair ornaments. Do
n’t think
that I didn’t notice that scarf, because I
like
it and
it
is super on
-point for th
e setting.
The piece is also
successful in its
combin
ed
emotional and physical warmth. Even
though I can see that the two
are
sitting
in
the snow at evening time, th
ere’s
nothing
particularly cold about the piece
with the
exception of the setting, held
at bay by
th
e
campfire. At the same time, I can’t h
elp but
feel like there’s th
is subtle and
underlying
vulnerability that goes back to Tyrian
heroes taking time to unwin
d aro
und th
eir
annual festivities. There’s a tangible u
nease
to holidays
where peop
le let their guard
down and quite often, no
th
ing goes w
ro
ng,
but that’
s not always true. In the en
d, I
feel the greatest comfort comes from the
observation that Rox d
oesn’t appear to
be worried, and by extension,
th
is piece
invites us
not to be as well.
“Winte
rsday” by jaye
lleande
rson
Scre
e
nsh
ot
Contest
Competition time! We’re giving away
800
g
ems to
one lucky
winner
- and all you
have to do is submit a screensh
ot!
2
0
17 will be the year that Season 3 of the
Livin
g World ramps up
- and to
celeb
rate
this, we’re looking for screen
shots that
em
body
the them
e
o
f fire and ice. Show us
what your experience of th
e Living World loo
ks like,
whether that’s th
e icy plains of
Bitterfrost Frontier; the scorching reaches of Ember Bay or anywhere else
you can
think of! We’re looking for beautiful scenery, challenging mon
sters and
characters in
epic battles - something that truly sums up this
season
’s story so far, and th
e threat
that Jormag and Primordus pose.
Rul
es
Each individual may submit only ONE screenshot.
The screenshot should be of
Guild Wars 2 (including
Heart of Thorns) ONLY.
The screenshot should not show any UI elements
or
player
names.
The screenshot may not be enhanced in an
y way from the
base
game, includ
ing:
post-processing effects (SweetFX, GEMFX etc); image modification; any oth
er
changes from what’s visib
le in-game.
The image submitted may not contain obscene or offensive material. Any
images
deemed unsuitable for publication will be immediately
discarded
.
H
o
w to En
ter
To enter, send your screenshot, along with your in
-game
accoun
t name,
to
contes
t@guildmag.com no later than 28th Feb
ruary
2017. Entries sent after
this
date will n
ot be accepted into
the competition. Good
luck
!
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