Infiltrating

the

Inquest

ISSUE 22
I n filtrate the Inquest with Drax ynnic ’s lore primer on this asuran megakrewe.
THE INQUEST T HREA T
Underwater combat has evolved - but for better or worse? We find out!
N EW U ND E RWATE R EXPERIENCE
As always we’ve got amazing artwork by the talented Guild Wars 2 community.
COMMUNITY A R T
EDITORI A LS
LORE & HISTO RY
FE ATURED
ART & FI CTION COMMUN ITY
IN THIS ISSUE
THE INQUEST TH REAT Get up to speed on the Inquest with this primer by Draxynnic.
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D R AON I C ENERGIES & THE INQUEST Elder Dragon research and the Inquest go hand-in-hand; uncover why with Amala.
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THE SCAR AB PLAGUE With the Scarab Plague prevalent in Season 4, Fearan explores its history.
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TWISTING TIME The latest entry in Draxynnic’ s exploration of elite specialsiation lore.
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INQUEST LABS Discover the various Inquest bases scattered around central Tyria.
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P ESTILENCE & P LAGUE: SEASON 4 RECAP Season 4 of the Living World is well and truly underway; recap the story so far.
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DOWNLOADING THE TYRI AN CONSCIOUSNESS Phoenix explores how choices are handled in the storytelling of Guild Wars 2 .
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THE NEW UN DER W ATER EXPERIENCE Underwater combat was updated this May. We explore the impact it’s had.
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COLLEGE OF AESTHE TI CS Looking for badass heavy-armor looks for your asura? We’ve got you covered!
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COMMUN ITY ART: FOR THE LOVE OF ASUR A Delve into this issue’s collection of awesome community-created art.
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RESISTING THE AW AKENED FETTERS Inquest ideals vs the call of Joko; one asura attempts to resist his fate.
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GUILD S POTL IGHT Black Lion Expeditions is a guild focused on supporting its members - find out more here!
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Editor’s Letter | GUILD MAG #22
EDITOR’S LETTER
Welcome to our latest magazine! This issue it’s all about the Inquest; we explore who they are, their e ff ect on Tyria and their part in asuran culture. Enjoy, b ookah!
the team
EDITOR-IN-CHI EF Val iant M ANAGING EDITOR Starconspira tor GENER A L M ANAGER Drax ynnic
COMMUN ITY M ANAGER Miko WRITERS Ama la, Phoenix, Fear an
COPYEDITORS Tauz, Talus, Ka labajooie, Arlee, Belph DESIGN ERS Maiirin
reetings, progeny! This latest issue of the Guild Mag magazine is all about asura, and in par ticular, the Inquest. This particular megakrewe can often be found on the wrong sid e of the Commander, willing to do what’s necessa ry in the name of resea rch. With their involvement in the ea rly episodes of Season 4 of the Living World, now is the perfect time to probe furthe r into the organization - so here w e ar e! Insid e these pages you’ll find articles covering a huge
range of areas, includ ing a lore pr imer on the Inquest courtesy of Drax ynnic, as well as beautiful community artwork inspired b y asuran chara cters, cura ted by Starconspirator. In addition, Phoenix and Maiirin present an exploration of Inquest labs in central Tyria , while Amala shows o ff two out fi ts for asuran heavy armor - wearing characters i n Col lege of Aesth etics. It’s not all about the In quest, however. We’ve got two great opinion piec es exploring the role of choices in storytelling and the latest updates to underwater
combat - make sure to give them both a read! Our guild spotlight featur e is also back for another issue, this t ime with Black Lion Expedition s [BLE] - if you’re lookin g for a guild, this could be the new home for you! Our long-term readers may notice some changes in our team listing below. Since the start of the year w e’ve recruited several new t eam members and re-sh u ffl ed some existing ones into new management roles, so please join me in welcoming everyone new and returnin g! We hope you enjoy I ssue 2 2!
G
OUR PATRONS
Marc Martin W. Nick H.
PATREON.COM/GUILDMAG
PL EDGE FOR $1/MO
6 GUILDMAG #22 | LORE - The Inquest Threat
The Inquest Threat
BY DRAXYNN IC A transc ript of a l ecture given by Professor Blorp to new Pac t recruits early in the Se ason of t he Phoenix, 1331 AE.
he In quest. I’m sure you’re all familiar with these arr ogant li ttle pus-stains on Tyria. They’re probably the Pact’s most persistent and annoyin g little irr itations besides the Elder Dragons and their mi nions. Pretty much anywhere you might fi nd yourselves assigne d in the fi eld, you’re likely to fi nd these slimeballs getting underfoot, stirring up any nearby dragon minions with their ill-conceived, so-called research” into attempting to control th e Elder Dragons, not to mention antago nising the locals by using them as unwillin g test subjects and trying to steal artifa cts and inventions needed for th e Pact’s mission. You may think you’re here to fi ght dragons, bu t each and every one of you bookahs w ill need to be able to deal with these bottom-feeders p oking their putrescen t olfactory
organs w here they d on’t belong if you expect to be a successful Pact opera tive. Fortunately, yo u have me to educate you. You’re welcome. Listen closely, because there will be a test on this. Passing means you get to make Tyria a marginally better plac e by killing them instead of getting killed. So, how did our least favourit e collection of odoriferous pon d scum get started? The Inquest’s origins started in the generations after the asura diaspora to the surfac e. Many of the inventions made prior to th e rise of the Great Destroyer were l ost in the evacuation, and more still were lost in the yea rs afterwards as their inventors refused to share them. After some generations of this, some bright spark decided that they weren’t going to let this keep happening, and fo unded the Inquest
to become a repositor y of know ledge for all asura. Just h ow they went from th e asuran equivalent of the Priory to the gang o f thieves, kidnappers and murderers we all know and hate is not something you’ll fi nd in th eir recruitment pamphlets. If I had to guess, I’d say that they found that th e oth er asura weren’t too happy about just handing over their hard- won data withou t a bit of strong-arming, leadi ng to an increasing tendency towards ruthlessness among their organisation until i t became their de fi ning chara cteristic. Certainly, any inclination th ey might have ever had for using this information for the good of asurakind has clearly been put in favour of using i t for th e good of the Inquest… an d I’ m not talking about the suckers at the bottom. Since then, they have been presenting themselves as just another krewe that is
T
bigger and more organi sed than the others, but their actual structure is more like that of a corporat ion… or a cult. Where most kr ewes are formed based on asura with mutual interests i n their research, anybody fool ish enough to fall for their recruitment pitch - you ca n fi nd their recruiters trying to pick up im p ressio n able youn g graduates in Soren Draa and even Rata Sum itself - will fi nd themselves being told what their projects are going to be, whether th ey like it or not. Rec ruitment, as fa r as the Inquest is concern ed, is for life; any recruit wh o sees sense and leaves the Inqu est can expect to b e pursued by their agents looking to enforce that clause… often, lethally. However, the Inquest doesn’t hold back from killing their recrui ts before they leave either, whether through overwork, u nsafe laboratory practices, abandoning them i n life-threatening situations, or even using them a s unwittin g test subjects. Meanwhile, the Inquest maintains a paramilitary forc e of agents and golems, which
it employs to intimida te, sabotage, and steal from other krewes. So, how do they get away with all this? Because the idiots on the Arcane Council let th em. Those w ho aren’t In quest themselves. As most asur a ar e more interested in research than politics, the number of places on the Arcane Council that need to be fi lled are greater than the number of asura in good standing with the ability to fi ll them. A s a result, it has been simplicity itself for the Inq uest to insert its representati ves into the Council, ensuring that the Imbecile Council grants th em status as a legitimat e mega- krewe and d oes n ot formally recognise their illegiti mate activities. In exchange, th e Inq uest uses its ability to demand that it s resea rchers pursue project s of the Inquest’s choosing to take up projects that the Moronic Council considers necessary, but which n o asura is likely to join of their own free will. In the meantime, the Inquest ensures that its plots to take over Rata Sum are maintaine d at a level of plausible deniability that allows the Oblivious Cou ncil t o continu e turning a blind eye, su ch as the use of supposed ly “malfunctioning ” golems. Meanwhile, the Inquest are given free reign through much 7
LORE - The Inquest Thre at | GUILDMAG #22
8 GUILDMAG #22 | LORE - The Inquest Threat
of Metrica Province, oppo sed only by local Pea cemakers and the krewes they victimise . The height of their arrogance could be seen in the western Brisban Wildlands before th e rise of Mordremoth, where they formed an open alliance with the Nightmare Court a nd human criminals from Kryta. From our perspecti ve, however, their most dangerous act ivities come from their experimentat ion with dragon energy. These lunatics think they can harnes s and control the E lder Dragon s for their o wn usage, and th ey ar e obsessed with cr eating dragon minions - usually by infusing kidnapped victims with dragon corruption, including that of multiple dragons - and controlling them. Unfortunately, their e ff orts to control dragon minions have met with some success, encouraging them to continue even if they do regularly lose cont rol a gain. Every time one of their bases researching this has been destroyed, whether by their own experiments exploding i n their face, Pact intervention , or some other cause, they’ve simply bu ilt a larg er an d m or e remote base elsewhere to continue their research. This is not the only way in which th ey’ve been a problem for the Pact. While experimentation on sylvari has been banned among mos t asura, the Inquest continu e this line of research, and seem particularly interested i n
powering golems with sylvari life essence. Worse is that the Inquest does n ot restrict its theft to asura krewes - it is suspected that the airships used by Sca rlet Bria r’s Aetherblades were based on designs stolen from the Pact by the Inquest, alth ough the Inquest appears to ha ve with drawn their association from the Aetherblades shortly after Scar let ent ered the picture. I m ight consider giving them some cr edit for disassocia ting themselves from that psychopath, if not for the fact that they were partially r esponsible for creating her in the fi rst place, and thus knew her well enou gh to kno w that sh e’d care about any promises she made t o members of her little coalition about as much as the Inquest leadership ca res about their su bordinates. When th e Zephyrite fl eet came c rashing down in the opening stages of the rise of Mordremoth, the Inquest were also quick to swoop in, claimin g salvage rights over the entire cra sh site, kidnapping the fallen Zephyrites, and a ttempting to stea l the magic al crysta ls littered around the crash site - probably a s part of their research into dragon energies . Fortunately, though, th ey d id not appear to b e eager to get further involved in the region as Mordremoth’s forces grew in strength. The discovery of Rata N o vu s apparently pique d their interest, but it w as secured by Pa ct forces and
more reputable asura before they even knew ab out it. The next time that the Inques t got i n th e way of the Pact came when they pr ovided mercenaries to t he fallen human god of indiscriminate murder, Bal tha zar, initially in h is disguise as that other fallen human god of unseen murder, the mursaat Lazarus the Dire. As a result, the Pact expedition pursuin g Balthaza r to Draconis Mons found the Inquest already wel l established there. However, the Inquest had split away from Baltha zar’s other mercenaries, being more interested in the ruins of Rata Arcanum and the possibility o f uncovering some of th e last discoveries of the rogue asur a Zinn to be found th ere.
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Their most da maging a ct of colossal stupidity, however, might have b een the decision to build their latest set of majo r labs on the islands near Elona . We’re still collecting reports a s to what precisely happened, but preliminary data i nd i cate s that Inquest bases on I stan and the Dajkah archipela go were compromised by the lich Palawa Joko, granting him access to their work on receiver less gates, the Scarab Plague that consumed the Primeval Dyna sty, and, knowing the Inq uest, their latest work on dr agon energies. Intelligence suggest s that the self-aggrandisin g windbag intended to use these a s part of some convoluted plot against Tyria in revenge for the co-optin g of his armies d uring th e fi nal stages of the campaign against Balthazar. One might think that the insu ffi ciently - decayed corpse might have reason to show so me gratitude for the preservation of his empire and his release from a trap that c ould only be broken by the Arson God’s death, but apparently h e saw it as a reason to unleash w ar and pestilence o n an innocen t
populace instead. Fortunately, his plot w as foiled before the scarabs wer e released in their most virulen t form, but h e wouldn’t have got that far without those short-sighted imbeciles at the Inq uest. So, now that you know w hy they are a problem, you may be wondering what to expect when these grease stains get underfoot. First, they’re asura. So don’t expect many Inquest acting as m eathead warr iors or guardians w hen th ey can, and do, get golems to do the job. Expect to see golems providing th e heavy
muscle, protective sh ields, and mobile artillery. They’r e also fond of using little golems that will try to sneak in and discharge energy fi elds, drop bombs, o r just plain explode. The full range of golems that these scumbags have develo ped is too varied to detail them all, and new models are constantly adopted an d old ones discarded. The Order of Whispers keeps dossiers on currently know n models, and you are all advised to devote some time keeping yourselve s up to date on the latest developments i n between drinking yourselves to unconsciousness or whatever it is you ignoramuses think is a good use of your spare time.
10 GUILDMAG #22 | LORE - The Inque st Threat
Every so often you may fi nd a n Inquest member piloting a golem suit, but this is becoming less common a s later models become incr easingly more autonomous. You’re probably more likely to see th em being used as hazardous environment suits, prisoner control, or other n on-combat purposes rather than being deliberately used i n b attle. Some of the I nquest h igher- ups, though, like to do their fi ghting personally, but the babies want to avoid actually risking getting hurt when they do so, s o they’ll build the mos t souped - up golem e x oskeleto n they can and fi ght you fr om inside that. Crack it open and give them the thrashin g th ey deserve. Those Inquest who have more bravery than the typical rabbi t - my most insin cere apologies to any Hare followers ther e may be in the norn section of the audience, w hy you w ould worship rabbits o f all things I just do not understand -
tend to b e more predictable, probably since it’s a bit harder t o teach an Inqu est dog new tricks than to come up with a new golem. Expect to fac e a lot of spellca sters, although th ey may not be all that competent, since those that are ac tua lly valuable will probably be holed u p in a panic room somewhere at the slightest hint of danger, leaving apprentices to do the fi ghting. Elementalism seems to b e their most popular for m of magic, possibly beca use they fi n d i t the e asiest t o wor k into their magitech. Engineers, unsurprisingly, ar e also common to see in an Inquest deployment. As well a s keeping larger items of technology in p assable repair, you’r e likely to see Inquest engineers deploy in g fi eld turrets and scrapper- style heli-dron es. Grenades are also popular, and instead of fl amethrowers they have developed a kind of ice- thrower - probably prim arily intended for d amage control when one of their experiments inevitably goes haywire throu gh their own incompetence, but they’ll happily turn you in to a n icicle if given th e chance. Finally, if you’ve demonstrate d that you have better short- term m emory than the average gold fi sh and you recall the start of this lecture, you’ll remember that the Inq uest likes to intimidate, sabotage and steal from from reputable krewes, Pact
bases, and anyone else wh o gives them a n opportun ity . Not surprisingly, they have a special forces div ision of thieves and assassins to perform such un derhanded tasks. Don’t underestimate these operatives - they’r e likely to be vet erans in fi eld operations rather than the usual stream of appr enti ces being sacr i fi ced a s cannon fodder by the I nquest higher- ups, so they may catch you by surprise by proving to have genuin ely dangerous combat skills even if they don’t have the typical magic and gadgets of the Inqu est. And this isn’t considering the threats posed by wh atever ill- conceived experiments and super weapon s they might be developing. This will vary over time and between bases even more than their golem designs, and I really don ’t have the time to give you an overview of the things that you might face that half of you will probably forget nex t time you drink yourselves silly. Remember to keep u p to date with the dossiers provided b y the O rder of Whispers if you even suspect that there’s a n Inqu est base nearby. It probably won’t be enou gh to make sure you ’re prepared, but a t lea st then you might have a chance to not be surprised by whatever abomination they might cook up next to yo u. All right, that’s all I have for you morons today. Get out of here! Class dismissed!
e shall b egin with the de fi nition of draconic energy. Also know n as dragon energy o r dra gon magic, drac onic energy can be described a s the magical signature uniqu e to each Elder Dragon. To illustrate, Zhaitan was the only Elder Dragon able to ra ise the dead, but aft er his defea t the remaining Elder Dragons absorbed some of his uniqu e energy. Recent observati ons such as Kralkatorrik’s ability t o Brand the dead i s due to this phen omenon. The Inquest, throu gh diabolical means and opportunistic accidents, have come to be at the forefro nt in experimenta tion utilising draconic energy. Here, I seek to chronicle the evolution of their research fr om the discovery a t the Thaumanova Reac tor to their present-day acti vity.
W
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LORE - Draconic Energies & The Inquest | GUILDMAG #22
Draconic Energi e s &

The Inquest

BY AMAL A
Your fi rst encounter with the Thaumanova R eactor was likely to be its ruins in Metrica Province. Amid the broken buildin gs and coughin g asura, there wa s chaos in the most litera l sense. The fallout of some disaster imbued the atmosphere with a high concentration of chaos energy, a n unpredictable for m of magic at best, which cause d the teleportation of random creatur es from a ll around Tyria to the ruins. A c rackle of energy would bring forth a minotaur and if you w aited long enough that crackle wou ld soun d again, and the minotaur would no w be a gri ff on. Certain rooms insid e the building had been transformed into distinct biomes. There was v egetation and a disorientated oakheart in one room. Not far fr om there, snow fell in a room fi lle d with c reatures native to the cold, such as Ice Elementa ls. The next hal l wouldn’t be classed as a biome, bu t it stood apart from t he others in its patches of fi re on the fl oor. It was here that a gi ant fi re elemental was created when a golem meant to clear the chaos energy, ha d its core fuse with it instead. Lastly, there was the strange room fi lled with angry crabs. The walls were cov ered with
coral and a slow mist rose with the faint impression of bub bles. Where do the Inquest come into this? You wouldn’t see them amongst the casualties or the clean- up operations and you shouldn’t exp ect t o , as this wasn’t even an Inquest lab. They were there though. Underneath the Thaumanova Reactor they conducted their dangerous research on chaos energy in secret. I t is unknow n how long they had occupied the facility.
In 1326 AE, Captain Ellen Kiel ran against Evon Gnashblad e for a spot o n the Captain’s Council and won. She then delivered on the e lectoral promise sh e made t o win over the asuran council members: an investigation into the Thaumanova disaster using the Co nsortiu m’s Fra ctals of the Mists. You could now immer se yourself in the moments before the cata strophe and discover its cause. Inside th e Thaumanova Reactor fractal was pure mayhem. Portals popped up all around the reactor . Th ey spewed o ut aatxe from the mists, Flam e Legion from Ascalon, Destroyers from the depths o f Tyria and more.
Increasing the tension of the Inquest scientists w as the knowledge that if they d id n’t escape soon, they w ould be incinerated in a m agical explosion. The Thaumanova Reac tor was going into melt down. They had push ed science too far. Several of the Inquest blamed the same person fo r th eir current predicament while they fought or fl ed for their lives. A ‘special consultant’, someone with wh om the Inquest had p reviou s dealings, had been ca lled in to assist their researc h. It was this consultan t who goaded the krewe chief into a litt le competition of who could push things further, faster. Som e sco ff ed a t this consultant, this sylva ri wh o told them that it wasn’t even chaos energy th ey were playing with, but somethin g else entirely.
They Blew It Up
A crackle of energy would bring forth a minotaur.
Chaos Energy is a Misnomer
12 GUILDMAG #22 | LORE - Draconic Energies & The Inquest
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Her name was Scar let Briar. With her work at the Thaumanova R eactor, she identi fi ed the global n etwork of magical channels tha t, until then, scholars had on ly theorized: ley lines. This historic moment brought her closer to her goa l of using them to awaken the E lder Dragon Mordremoth. Chaos energy was a misnomer, she tol d them. What the Inquest harnessed, and a t her recommendations agitated and a mpli fi ed, was in fact draconic energy. Combin e the Inquest’s ignoranc e with the fact that the Thaumanova Reactor sat on a n intersection of multiple ley lines and you reach the explosive end of unstable research. T he investigation could be closed. Solve one m ystery and another o ne appears. The fracta l’ s exit route was blocke d by a coalescence of energy which took on a hu manoid form. Dessa, the head of research in fra ctals, c alled i t an anomaly, a remark which ended up naming the en tity ‘the Thaumanova Anomaly ’.
Two years l ater, after the death of Mordremoth, more of these anoma lies appeared. Created by the in fl ux of ma gic borne by th e death of the Elder Dragon, th e Ley Lin e Anomaly is fa r la rger than its Thaumanova relativ e. Furthermore, cont act with these new anomalies caused hallucinations where small er unhappy anomalies fl ash in and out of existence near you , a condition which can only b e cured with a shadow stone o r some Consortium-sold kra it oil. To avoid specula tion, I will let you draw you r own conclusions on the link between draconic energy, ley lines and th ese anomalous beings.
After the destruction of the Thaumanova R eactor, the Inquest committed resources to their facility in Mou nt Maelstrom : the In fi nite Coil Reactor. There were six main zones around the perimeter o f the facility. Each was assigned a colour and a di ff erent type of dragon minion for experimentation. Zone Black held the Risen. Zone Red held the Destroyers. Zone Violet held the Branded. Zone White held the Icebrood.
Colours of the Coi l
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Zon e Green was intended for th e Mordrem, but as Mordremoth was not yet awake, the area held dangerous plant life. Zone Blu e was intended for the minions of Deep Sea Dragon, but the construction of this area was not completed. This separ ation of the types of minions resembles the aftermath of the Thaumanov a Reactor, where di ff erent biomes appea red a fter the fallout. What seem ed accidenta l and chaotic at Thaumanova was harnessed and controlled at the I n fi nite Coil - the Inqu est appeared to have learned from their mista kes. Eventually, the Pact launched an atta ck on the facil ity and wrested control o f it from the Inquest. It then became clear that the surface bu ild ings were only the tip of the iceberg.
The central pa rt of the complex, the Crucible of Eternity, went d eep underground, w ith a pillar of light piercing through the levels. This light was c aused by the draconic energy that had been sip honed from minions, to be concentra ted at the bottom of the complex, at Eternity’s Focus.
Kud u was the head of th e operation. His work in the Crucible of Eternity expanded on the research d one by his late mentor, Sna ff, one of the founding members of Destiny’s Edge. H owever, where Snaff found research into draconic ener gy to be too dangerous to  continue, Kud was seduced  by its  potential. Zojja,  w ho was  Snaff’s apprentice at the time of his death, could n ot allow the perversion of their mentor’s work to continue, choosin g to head a strike team which wen t down to stop him. As they went down throu gh the labs which spiralled the central pit, they found evidence of disturbin g experiments. Among the containment cells holding dragon minions were a lso cells holding captives. So me were saved by the str ike team before the remaining captiv es were subjected to the ‘Transmutation Protocol ’. Using the draconic energy collected a t E ternity’s Focus, the captives were turn ed into various dragon minions. Kud u wanted the power of Elder Dragons: the ability to m ake minions only he could control. He succeeded. By the time Zojja and her friends reached Ku du, he was unrecognisable. Corrupted by dragon energies, branded crystals had sprouted from h i s
back and his skin was tinged purple. In that moment, he regr etted nothing, cl aiming enlightenment was worth any price. Kud u was defeated, b ut in h is dying moments, he unleashe d a monster. The creature looked like a Risen giant but could n ot be c lassi fi ed as such a s it not only h ad the abil ities typical of the Risen, but also of the Branded, Destroyers and Icebrood. It would sw itch between these states w hile in comba t, channelling them as elementalist s do their attunements. Regardless, this creature was also defeated. Kudu’s monster was not the o nly one o f its kind . Further exploration of the Crucible of the Eternity led to the discovery of Subject Alpha, one of Kudu’s early experiments. It too had the abiliti es of multiple dragon energies, including all the energies that created Kudu ’s monster as well as the energies of Mordremoth and the Deep Sea Dragon. Subject Alpha could also split its body into multiple glob- like essences which could slither away to escape in separate directions, befor e recuperating and reforming to fi ght again . Subject Alpha was defeated several t imes. Its last ba ttle ended with all its essences,
Creating Monsters
The central part of the complex, t h e Crucible o f Eternity, went deep underground.
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save one, being destroyed. It is unknown what happened t o this last essence.
The latest Inquest facility to be discovered is Rata Primus, located i n the southern regio n of Dajkah. It reveals that the defeat o f Kudu and the closin g of the I n fi nite C oil Reactor did not abate their research into dragon energies. Instead, this mantle was taken up b y Kudu’ s daughter, O verseer Kuda, wh o also experimented in creating her o wn dragon minion s. These minions were housed in the specimen chamber in the Western Complex of Rata Primus. An opportunity for in fi ltration presented itself when tar seepage from the Awakened caused the laser array protecting the specimen chamber to lose power. Kuda was not present but she spoke to the in fi ltrators through a large hologram and , unperturbed, continued h er resea rch b y relea sing some of her specimens to attack them . The chamber held six varietie s of dragon minions. Five were the standa rd type of dragon minions we commonly fac e, one for eac h Elder Dragon minus th e Deep Sea Dragon. The last was Subject Beta. Lik e its predecessor, Subject Alpha , it had access to the various dragon energies and abilities.
It was also much like Su bject Alpha in appea rance, except Subject Alp ha seemed closer to the Risen while Subject Beta seemed closer to the Branded. It is unclear h ow many specimens Kuda has stored in Rata Primus, as even after the defeat of a speci fi c minion, she was able to reproduce it moments later . Instead of housing the original su bjects, the specimen chamber holds simulacrums o f those subjects. Kuda’s location remains unkn own.
Though the In quest h ave come far in their research of draconic energies, they are not the only ones with expertise on the subject. Professor Gorr of the College of Synergetics delivered a lecture in Rata Sum detailing his draconic enchanto-
consumption theory. He proved that the waking of Elder Dragons coincided with a drop of magic lev els in Tyria and concluded that they devoured magic. This theory led to his invention, the Vacuuma gic Polarizer , which removes a person’s or object’s magic and sends it back poisoned . Tai mi, also of the College of Synergetics, has made sever a l important discoveries in the fi eld. She discovered that the death of Elder Dragon s empowered the remaining ones with new abilities; that the energies of Jormag and Primordus nullify each other; and most import antly, that the death of any more Elder Dragons would be apocalypti c withou t a viable solution for the extreme increase of draconic energy in Tyria. Withou t sacri fi cing ethics in the name of science, they hav e studied draconic energy to th e bene fi t o f all Tyrians whereas the Inquest have thus far only sought its weaponization.
The Legacy Continues
Outside The Inquest
16 GUILDMAG #22 | GALL ERY - Inquest Labs
BY PHOE NIX & MAIIR I N

Inquest Labs

Rata Primus

The Inquest perform all manner of research at this megacomplex in the Sandswept Isles. The giant fl oating cube in the center is based o ff of Rata Sum. Prominent studies conducted here include non-asura gate translocatio n technology, the revival of the Scarab Plague and its e ff ects on local fauna, a n d the consequences of infusing Kralkatorrik’s minions with the magic of other Elder Dragons.
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18 GUILDMAG #22 | GALL ERY - Inquest Labs
The In fi nite Coil Reactor was built after the Thaumanova Reactor fallout. There are six color-coded zones, each correspondin g to an Elder Dragon, where the Inquest experiment on their minions. The center of the reactor houses several fl oating platforms as well a s th e entran ce portal to the Crucible of Eternity .

Infinite C

oil reactor

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This is the inner underground complex of the In fi nite Coil Reactor, primarily dedicated to studying draconic energy. It too contains Elder Dr agon laboratories and an aquarium, presumably meant to h old min ions of the Deep Sea Dragon. There are also facilities intended to hold prisoners and containment units for dragon minions.

Crucible of eternity

20 GUILDMAG #22 | GALL ERY - Inquest Labs

Inquest Complex

Underwater Bases

The Inquest Complex in Metrica Province consists of an inner and ou ter portion. The Outer Co mp lex seems to be dedicated to stud ying golems including their weaponization and how to acquire en ergy to power th em. Meanwhile, the Inner Co mp lex dates b ack a t least to the awakenin g of the Secondborn sylvari, as some of them were kidnapped and imprisoned for study there.
The Inquest maintain multiple underwater bases aroun d the world: th e Aq u anarium Hy dropost i n Bloo d tide C o ast, A quabase T error S e ven in Moun t Maelstrom, and Bauxite Alchemicals in Malchor’s Leap are among the most prominent. They tend to experiment on quaggan in these bases and they don’t seem to care about the water pollution their research cau ses.
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Thaumanova Reactor

Some time after Scarlet Briar became involved with the Inquest in the Thaumanova Reactor, there was a catastrophic explosion, destroying many of the labs and leaving radioactive material i n its wake. Prior to its mel t down , the reactor was a fully-f unctionin g facility dedica ted t o stud ying ch aos mag ic with dormitories, live-subject and repulsor labs, and a t least a few rooms dedicated to studying Elder Dragon minion s.

Downloadin

g

The Tyrian

Conscio u sness
BY PHOE NIX
C H OICES IN GUILD WARS 2’S STORYT ELLING
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e watched the sylvari wrestle with Mordremoth’s influ ence in Heart of Thorns . We tried to appeal to the Herald of Baltha zar’s humanity in Path of Fire . We also listened to th e struggles of Glint’s o ff spring, Vla st, trying to come to terms with his legacy, and witnessed him jump in front of Balthazar ’s greatsword to save our life. Now, in A Bug i n the System, the second episode of Living World S eason 4, th e cla ssically corrupt Inquest become humanized i n the player’s eyes. As th e player chara cter, we made choices througho ut our personal stories that altered our paths and changed ho w w e arrived at our climactic battle with Zhaitan. But recently,
ArenaNet has relegated the big choices to our alli es and enemies to make us feel like although we ar e the star of the show, we are also par t of something bigger. I’l l be looking a t some of those N PC choices and examin ing how they complicate our world . Recently w e learned that Taimi’s college friends, t wo brothers named Blish and Gorrik, had joined the Inquest , unwittin gly assisted Palawa Joko i n reproducing the Scara b Plague, and set up a network of asura gates to help him spread it. Taimi is upset abou t her friends’ involvement in the organization: she laments that Blish is “tragically now an Inquest stooge,” an d says Gorrik i s “kinda weird. But still, the Inquest?”
Nevertheless, she is happy and nonjudgmental a t their reunion, even after seeing that Blish’s consciousness had been d ownloaded into a golem. The personal stor y ra ises us to believe the Inquest are essentially evil, st ealing patents and inventions, threatening the Arcane Council and the city of Rata Sum regularly, and tampering with dragon energy in their labs. Despite this, they a re still allowed to operate in Rata Sum. As we keep discovering their bases throughout Tyria, this ra ises a question: even th ough the Inquest’s reputation has been thoroughly besmirched and they’re associated with a lack of ethical principles, why d o
W
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EDITORIAL - Downloading the Tyrian Consciousness | GUILDMAG #22
asura keep lining up to join? The m ost obvious reason is the additional freedom and productivity that comes with a la ck of bureaucr acy. Tim e and tim e again we’ve seen that the Inq uest are on top of modern techn ology, from Kudu’s teleportation device to the o u t boun d asura gates that don’t require a receiving gat e they just spit you ou t of a portal wherever the coordinates poin t. However, these marvels usually com e a s a result of thieving or plagiarizing the work o f others. Zojja says Kudu stole the designs for h is personal teleporter and Taimi tells us Zinn and the R ata Novans were working on th e advancements in asur a gat e technology. But if you place a high value on knowledge- sharing and believe tha t progress moves faster if multiple people a re able to look at a plan from di ff erent angles, it’s easy to see why t h e allure o f the morally-bankrup t Inquest trumps th e strict regulations on copyright and patent law. If you stick around a krewe’s camp in Mon M aelstrom long enough, you can h ear some interesting ambient dialogue that addresses this issue.
Apprentice Klinx asks w hy no one has designed an anti- destroyer golem yet. Krewe Leader Ambr replies, “Sna ff came c lose, but he never shared the design.” Would thi s be a problem for the Inquest if they could have pilfered the data and schematic s? Later, a lab worker expresses frustra tion that they can’t beat the I nquest in the nearby lab if they can’t utilize shortcuts. Ambr tells him that th ey’ll “prevail through dedication t o sound alchemic al principles.” Understandably, this brings little comfort when y ou’re constantly being atta cked by destroyers. As a “megakrewe,” the Inq uest is also able to o ff er its members additional resources. A normal krewe is a corporate entity p ut together for one task or research project. It might get its fi nancing from th e krewe leader or an outside investo r, but fu nds are limited and n o one wants to spend mor e money than necessar y. At the aforementioned ca mp belonging t o Ambr an d her krewe, Lab Worker Flinka says they should research fl ame-reta rdant fabrics. As another lab worker points out thou gh, “Hiring new krewe
members is cheaper than the mater ials needed,” implying that bringing in brave bu t disposable labor is preferred over trying to better protect the existing krewe members. Ind eed, one th ing Gorrik bemoans upon escaping th e cata strophic explosion of Rat a Primus is that he and Blish lost their funding. In fact, Gorrik seems to care littl e about where h e’s working or wh o he works w ith, a s long as he can continue the research he wants to pursue o n insects . During tha t same conversation, Blish mentions he was able to sa ve dat a on Kralkatorr ik. This brings up another a dvantage to working with the Inqu est, namely that they perform a lot of research on t he Dragons and their mi nions. This poses a dangerous risk as it’s led to such events as Kudu’s corruption by draconic energies and the Thaumanov a Reactor fa llout. But with the threat posed by the Elder Dragons and the potential catastrophe that would result from ki lling t hem and releasing their magic without an entity to contain it, the research is necessar y. Any one who’s played the asuran personal story w ill remember Professor Gorr being b ooed o ff stage when he proposed h is theory that magic was a fi nite r esourc e being consumed b y the Elder Dragons. Even th e asura know little about the Elder Dragons, let alone the averag e
The personal story raises us to believe the Inquest are essentially evil, stealing patents and inventions.
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layperson. We, as player chara cters, have enough trouble wrapping our heads around the idea that w e can no longer kill the Dragons, bu t must rather protect our selves from them o r tr ansfer their magic to a di ff erent sour ce. How a re we to convince the rest of Tyria of this if t he research is frowned upon and isn’t easily demonstrable? Maybe the Inquest w ith th eir low regard for appr opr iate, law -abiding research subjects and methodologies have it right... at least i n some ways. The Inqu est simply has more money, mor e expendable labor, and lar ger, m ore widespread fac ilities. In addition, since the krew e never disbands, it a llows asura to continue working on their projects for as long as possible, whereas a regular krewe might disband as soon as they a ccomplish their goal, even i f new or superior ideas are on the horizon. If you’re able t o sacri fi ce some workplace safety and moral sensibilities for e ffi ciency
and vast technological advancement, the Inquest might not b e such a bad organization to be a part o f. Blish and Gorrik mi ght b e the fi rst members of the Inquest t o make players consider there are additional motives for joining beyon d an inherent wickedness. This is not, however, th e fi rst time the storytelling of Guild Wars 2 has put delicate and di ffi cult choices under a scrutinizing eye. For instance, such choice s are ingrained i n sylvari culture . A sylvari can choose to abide by the tenets of Ventari, embrace the nightm ares in the Dream of Dreams, or cut o ff all contact with the Pale Tree and the hive mind of their fellow sylvari, becoming Soun dless. Heart of Thorns is notorious for not expanding on sylvari culture as much as it could have. I t failed to go into any detai l about the state of the Nightmare Court after Fa olain’s corruption and eventual death and
disregarded Mallyck’s origins completely. For all its failings though, it did provide us with a fascinating bit of dia logue between Faolain and the player character. When we discover Ei r and Faolain locke d in a vine cage b y the Mordrem , we ask: “Wh y is Mordremoth locking up so many Nightmar e Courtiers?” The implication is that both Mordremoth and the Nightmare Court are evil. The Elder Dragons are gluttons for magic, consumin g or destroying anyth ing in their way to obtain it. Th e Nightmare Court per for ms dark rituals and unspeakable acts of cruelty to try to taint the Dream and urge the Pale Tree away from the in fl uence of Ventari. Some in the Court also try to forcibly subvert sylvari to joi n their cause b y placing them in conver sion pods. Both Mordremoth and the Nightmare Court are bad seeds, so they would naturall y mesh, right? Faolain snaps bac k a t the player char acter, insisting, “You know nothin g of th e Court. We seek freedom, and Mordremoth’s yoke is even more onerous than the Pale
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Tree’s.” It can be said that the ultimate goal o f the Court is merely to release the Pale Tre e from the tethers of Ventar i and Ronan, urging sylvar i to create their own destinies instead of performing th e goals given to them by the Dream . In Siren’s Landing, a group of sylvari are attempting t o stud y the roaming Risen, unchained and seemingly without purpose after Z haitan’s death . In par ticular, an NPC named Rose, inspired by th e courage and willpower bestow ed upo n them by th e Pale Tree, sets o ff on her own in hopes of befriendin g the intelligent Risen, the kingpins. We meet one of these kingpin s fac e to face while searching fo r Rose and converse with it. The kin gpin says he is “free to continue dispensing Zhaitan’s wrath to the world” because i t is already lost.
So what wou ld happen to the sylvar i themselves if they were n ot Soundless, not questing on th eir Wyld H un ts nor tapped into the group network created by the Pale Tree, not ta king par t in evil acts with the Ni ghtmar e
Court, and n ot turned into Mordrem? In theory, we’ve only seen two character s like this: Scarlet Bria r, who eventually went mad from staring in to the Eternal Alchemy and discovering that the sylvari were crea tions of Mordremoth, and Malyck, who we know very little about . In fact, the last time we heard about Malyck, h e was o ff to his home i n the H eart of Maguuma to tell his fellow sylvari about t he Pa le Tree. Was his tree what eventually became the Blighting Tree in Verdant Brink? Were a ll his fellow sylvar i converted to Mordremoth’s cause when t h e Elder Dragon rose because they lacked th e Pale Tree’s protection? These a re the unanswered question s Heart of Thorns left behin d, along with the idea that perhaps all the big bad organizations of each race aren’t so bad after all. What about Path of Fire ? The developers had a lot more time to work on this expansion and it’s b een lauded for its stor ytelling, which many players claim is better than Heart of Thorns by far. The most interesting choice y ou might discover is the continuou s one Vla st must make. He is the o ff spring of Glint, who was originally Glaust, a champion of Kra lkatorrik. Glint was puri fi ed b y the Forgotten and, as we’ve seen with both Vlast
and A urene, her scion s are free from the Elder Dragon’s in fl u ence. This makes them neither good nor bad at th e start but grants them a certai n free will, contingent upon thei r upbringing and socializatio n.
Socialization was somethin g Vla st severely la cked. The Forgotten and the Exa lted attended him but it’s di ffi cu lt to know h ow t o bond a dragon t o the mortal races of Tyria, especially when dragons equate to destructio n in the minds of most. Thus he was kept secluded, growin g up with a strict destiny, a piece o f a larger gra nd plan to protect the races from the Elder Dragons. But h ow could he develop empathy o r compassion for those races if he never encountered th em and never watched them grow or interacted with them at all? Despite this major fl aw
Both Mordremoth and the Nightmar e Court are bad seeds , so they would naturall y mesh, right ?
The most interesting choice you might discover is the continuous one Vlast must make .
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in his younger years, h e stuck with the plan set for him by his mother, trusting in her judgment if nothing else, an d to pass o n hop e and w isdom to his younger sister when he r time ca me. The question this leaves with us is obvious: i f w e treat Aurene better and con tin ue allowing her to explore th e world, will she be mor e convinced of her purpose tha n Vlast? Currently, she seem s to be assisting us as necessary with help in battle and visions of things and places we can’t see. She d oesn’t stick by our side like a lap dog though. Maybe she’s fou nd a good middle ground betw een the freedom Vla st c raved and the wanderlust that haunted him i n his later life, and the prophecy and goals set forth by her mother. Unlike th e sylvari storylines hung out to dry in Heart o f Thorns , the mystery o f Aurene appears to be gradually unfolding with Living World Season 4. These a r e b ut a han d ful of th e choices made by NPCs that keep poppin g up in th e story. Consider also Balthazar ’s Forged - the developers revealed that the Herald of Balthazar was a ctually Devona, a warrior from the original Guild Wars . On her deathbed it’s clear she’ s retained some of her fr ee will, requesting we dispatch Balt hazar. How abou t the stil l -
living and Awakened try in g to resist Palawa Joko’s in fl uen ce: people li ke Koss who found a loophole in his un death or Tahlkora who retained her wil l after Awakening. There’s also the Sons of Svanir, anothe r classi cally evil organization like the Inquest or Nightmare Court, but they are tolerated in the norn’s individu ali stic culture. Maybe we’ ll see more about their story if a future expansion brings us north. Wherever you look, I guarantee y ou’ll fi nd plenty of instances of chara cters in Guild Wars 2 dealing with hard choic es, especially with ArenaNet’s improved storytelling and the loss of the “E lder Dragons bad, mortal races goo d” d i chotom y that w e had previously. Next time you run in to something stereotypica lly evil or think about a n apparently easy choice i n-game, maybe y ou’ll think twice abou t its true nature.
Pestilence & Plague
S4 R ECAP: Episodes 1, 2 & 3
BY S TA RCONSPIRATOR
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30 GUILDMAG #22 | RECAP - Pestilence & Plague
DAYBREAK
he Living World continues to expand the game, bringing us new heroes, new cultures, a pair of sympatheti c scientists, and a looming cat astrophe. At the beginning of the Pat h of Fir e expansion w e set o ff for the Crystal Desert intent on stoppin g a god. Through our journey, Elona open ed before u s, g iving us a ccess to Vabbi and Kourna . When the story picks up in Season 4, we continue into I stan and the nearby islands inten t on uncovering, and putting a sto p to, Joko’s plans. With Kralkatorrik a wa ke and Aurene missing after the fi ght with Ba lthazar, sever al members of Dragon’s Watch remained near Amnoon , repairing Ta imi’s golem. Meanwhile, Jory and Kas have tracked Kr alkatorr ik to a far-o ff mountain range. Yet, despite being so far away, the Elder Dragon is far more powerful, having absorbed the power of a god, and is able to touch o ff a devastatin g brandstorm in Amn oon! Like all good heroes, we hurry to the rescue, discover ing a
city full of people trapped i n crystal, branded, and turn ing on their friend s and allies. These fi ghts against the Branded bring in to play an empowering crystal mecha nic where we must fi rst shatter al l the crystals in Amnoon befor e we can destroy the Branded that is being shielded . Aurene joins us for the fi nal bat tle against a Branded wyv ern and, once we are victorious, Taimi and Scru ff y appear along with Shadows Agent Kito. In the aftermath, Aurene shares a vision with everyone showing the Forged an d undead Branded along with an unknown city. A gent Kito recognizes it as Fahranur ,
the First City, ancient seat of power in Istan. I n order t o fi nd Fahranur, we must make contact with the Sun spears, which won’t be easy. Th e few remaining m embers of the ancient order ar e in hiding; Palawa Joko, undead king of Elona, has hunted them nearly to extinction. Agent Kito suggests looking for the m in the Astralarium a nd we quickly secure passage to the southern island of I stan.
Stowing away on a ship , we soon fi nd ourselves in the Domain of Istan. Joko has placed a price on ou r head
T
Brandstorm at Dawn
Istani Trip Down Memor y Lane
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and his forces in Istan are incredibly hostile. There are few safe places for us as we search for the Sunspears. The Mordant Crescent ho ld s power here, supported by Joko’s Awakened an d loyal human servants. We la nd at the Chalon Docks and, for players of the original Guil d Wars , the nostalgia begins anew. There is little here, but directly to the south li es the great city of Palawadan, Jewel of Istan (formerly known as Kamadan, Jewel of Istan). As this section of the story encompasses a rather open exploration of the new map, it is possible to spend a great deal of time exploring. To the north of the Chalon Docks, along the coast, we discover a corsa ir fl otilla of both airships and sea-going vessels. Ju st to the southwest of the fl otilla we fi nd the Astralarium, whic h has become an enormou s library i n the intervening centuries since Nigh tfall players visited this area. The Astralarium bustles wit h scholars resea rching sta rs, history, and the fl ora and fauna of the area. Pal awa Joko’s forces wor k tirelessl y to revise history but Scholar Rhadha suggests that we aid the scholars as they attempt to preser ve the truth. By impeding Joko’s in fl uence in the area, we can convince Scholar Salwa to allow us entr ance into the secret a rchive, which will give u s access to the h idden Sunspear base. Once th e Renown Heart is fi lled, we are
directed toward Salwa w ho allows u s entrance. There, we speak with First Spear Hakim a and ask if she can let u s into Fahranur. Sadly, she cann ot as only the Spearmarshal Zaeim knows the way into the ancient city. War rages ac ross the land of Istan. Joko’s forces hoar d supplies in Pal awadan and his armies reach out to take control of the island’s towns and c ities. They have most recently taken the c ity of Champion ’s Dawn and Spearmarshal Zaeim has gon e south to retake it. Since only the Spearmarshal knows the way to the ancient city, we decide to head south in searc h of him. Besides, beating up Awakened and Mordant Crescent has become an enjoyable pastime! This chapter is beginning to feel like a really long game of hide-and -seek. The storyline helps open even mor e of Istan and each place we visit is spiked with nostal gia for those wh o played the original Nightfall campaign. S o long as the journey through Istan is your goal, these q uests to fi nd various people a r e simpl y a natural outgrowth of your exploration. However, runnin g through the story as quickly a s possible means criss-crossing a small portion of the overall map, chasing green starburst s back and forth a s you search for yet another person o r quest item.
A quick run south of the Astralarium along t he Bone Wall ta kes u s to Zehlon Breach and the outskirts of Champion’s Dawn, a farming village. Here, we witness Joko’s treatment of those who do not worship him : Villagers are starving, surr ounded by hostile forces and propaganda. Many have been taken prisoner and are caged throughout th e village. Zaeim is nowhere to b e found but we do fi nd Priest Sazeer, who tells us that the Spearmarshal has been captured by the corsa irs. In order to str ike a bargain with his captors i t’s
Spearmarshal Retrieval
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necessary to fi nd a legendary coin that once belonged to the infamous corsair Margrid the Sly. However, retr ieving the coin will not be easy a s it is i n the p ossession of an Awakened Sunspear! Luckily, the coin’s fabled hiding place is n ot far sou th and th e battle with the Sun spear Koss isn’t overly di ffi cult. Of course th e heroes Margrid the Sly and Koss are a n other scrumptiou s morsel of nostalgia for Guild Wars players. Koss’ fate, however, is a sad one in deed: Awakened by Joko after bein g defeated, Koss retreated to the abandoned cave to escap e the Undead Kin g’s orders as he w ould rather be alone forever than harm his fellow Sunspears. With his blessing, he gives us the coin, asking us to hurt Joko so badly he will never Awaken another perso n again. With th e coin in hand, we return a cross the island to the corsair fl otilla and parlay with Sayida the Sly for the life of Zaeim. As expected,
Sayida would love the coin ! Unfortunately, she has already traded Zaeim in for his bounty. Agent Kito appear s a nd o ff ers a plan : I n e x ch a ng e for the coin, Sayida will help us gain entry to the Mordant Crescent’s Great Hall, where the Sunspear is bein g held . She can claim the bounty on our head and c redit for capturing us. On ce we escape with the Spearmarshal, we will hand over her family’s heirloom.
She a grees, but before our ruse can begin she asks us to collect a keg o f grog from the local brewer, Mehdi. In the spirit of a ll grand adventure RPGs, this requires a fetch
quest for the six ingredients. Three are on hand in th e fl otilla and the other three are near pr eviously v isited waypoints so collecting them isn’t arduou s. Happily, the dev s also made it possible to simply bart er for the three ingredients foun d o utside the fl otilla. Tho se with en ough kralkatite or e ca n easily bypass the fetch quest wh ile those with less, o r a desire no t to spend it, can roun d u p the ingredients fairly painlessly. Luckily, Mehdi already ha s a batch in storage so we don’t actually have to wait for it to brew, and once the quest is over we return to Sayida to get on with the story . With grog in tow, we meet Sayida ju st outside the Mordant Crescent-occupied Grea t Ha ll, which i s in roughly the center of the Istan map, just south of the fl otilla. Reluctantly, we allow the corsa ir to shackle us and are given over to the Mordant Crescent. With our hands boun d, there isn’t much we can do b ut watch events unfold. Taimi picks an inopportu ne time to call, and Warden Amala o f the Mordant Crescent knocks us unconscious. Wh en w e awaken, we are in th e cells with Zaeim and a handful of drunken guards. It doesn’t take long to fi nd our way out of the cell and rescue Zaeim. Together, we make our way out of the dungeon and up to the Great Hall. Upon our escape, we hear
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through the communica tor that Taimi has been captured and is being held in Fah ranu r! Outside, we join forces with Kito’s posse, Rytlock and the other Sunspears, freeing the Great Hall from the Mordant Crescent. The Sunspea rs then take the fi ght to Joko and hurry to free Champion’s Dawn. We ask Aurene to go with them and protect them while w e turn our sights on the ancient city of F ahranur, hurrying o ff to save Taimi. We follow th e Spearmarshal to the ancient Royal Docks, which lie east of Champion ’s Dawn across I ssnur Bay. He lets us i n and then collects Rytlock and Canach to accompany us. On our way to the city, we learn that it was once the seat of the Primeval Kings who ruled Elona. Then came the Scarab Pla gue, decimating the land. Joko h as been using the threat of this disease to scare his enemies. In the city, we come across a couple dozen dead Inq uest, the fi r st we’ve seen of them in Istan. However, they don ’t stay dead for long; Joko traps us and Awakens them. While Canach at tempts to free u s, we fend o ff fi rst the Awakened Inq uest followed by an Awakened A bomination . We are su ddenly joined by Braham and Rox in the middle of the battle. T hey bring news that Joko’s forces have invaded central Tyria, using portals from Fahranur.
Rox and Braham had entered one of the portals in Tyria hoping to end the in vasion at its source. Together, we continue deeper into the First City, hopin g to rescue Taimi. We fi nd Taimi insid e Scru ff y 2.0 in the center of the royal chamber. Here, severa l Inquest devices are bein g used to power ga tes - presumably to other parts of Tyria. This is where Joko’s ar my is coming from! W e are able to ov erpower the Awakened asura and attempt to save Taimi, but Scru ff y goe s berserk and begins attacking us! Trapped inside her golem, Taimi begins su ff ocating and we are for ced to ov ercome the golem’s defen ses in order to save her. While our friends hold o ff the invading Awakened Inquest, Braham helps u s destroy Scru ff y and remove Ta imi from it. After stopping the golem, we learn that Joko and the Inquest are experimenting with bugs! Given the history of Fahranur and the Sca rab Plague, this d oes not bode well for our young hero. Rox says that they were in anothe r Inq uest lab before reaching
Fahranur. Feeling that the lab is most likely in Elona, the guild decides to search for it. The battle with Scr u ff y 2.0 marks the en d of the fi rst chapter of Season 4, Daybreak. A satisfying chapter, in my opinion, despite the fetch qu ests. With Kralkatorrik taking a backseat to Joko and his Awakened, we begin exploring Istan. There are cor ner s of the kingdom not yet uncovered and severa l treasures left to unlock. Many of the events w ork on a day- night cycle, which players will be familiar with, and represen t the Sunspears’ a ttempts to retake their homeland. However, the foreshadowed threat of the Scarab Plague hangs over everything we do and it isn ’t too lon g before we move on to chapter two.
The Scarab Plague
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A Bug in the System
ith a name l ike that and given the ending of the last chapter , it’s certain tha t this instalment will focus on th e Inquest in some way and perhaps brin g us closer to the release of the Scarab Plague. The fi rst thing I noticed about this chapter is how quickly the story parts followed after one a nother. Rather than hav ing to tra vel across the map t o start each instance, the story moves seamlessly from one section to the next. The pacing is tight and the sections ar e short and rather dir ect. Fr om the moment you receive a letter from S hadow Agent Kito, the story launch es you into the next series o f events. Rytlock and Canach have returned to Amno on in search of intelligence. While they’re away, Agent Kito has requested we join him at th e Lifeblood Waterhole in the Desert Highlan ds. Braham and Rox a ccompany us as we travel there a nd meet with Kito. He tells us that the Inquest are usin g a n earby transport facility, shippin g goods and personnel daily.
Kito believes that if we in fi ltrate the faci lity and check the In quest’s network we will fi nd th e scientist whose exp eriments are being commandeered by Joko. We soon fi nd ourselves once again em ploying the “captured prisoner” ruse in order to sneak into the Inquest transport facility, wit h Rox and Braham th e unlu cky “prisoners.” Soo ner or later the bad gu ys are going to catch onto this ruse! However , this time we’re lucky and manage to fool everyone. While in fi ltrating the Inquest tra nspo r t f aci lity w e l ear n tha t they are working on a matter that requires exterminat ion weaponry and quarantine area s. Taimi admits to know ing the gate scientist w e are searching for, Blish, from being frien ds in college. Sadly ,
he is now a member of t he Inquest. We are able to use th e transportation system to lear n that Blish is stationed a t Rata Primus. Because the gates are faulty, w e are not able to transport to him directly and instead fi nd ourselves in a warehouse-like area where various animals and people have been impriso ned. From the In quest computers we learn that they r etrieved a sample vial of an unnamed pathogen from Fahranur and they have orders to reproduc e it for further study. We also learn that Joko’s minions have in fi ltrated Rata Primus; thi s suggests that the Inquest are not purposefully teaming up with Joko but that he is simply Awakenin g them to do his bidding. Fu rther investigation of the computers reveals that the I nquest have been experimenting with “parasitic
W
Brother Scientists
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insectoids.” The insectoids infect hosts and either kill them outright or lay eggs inside them, causing deat h. Yet another console inform s us that the Awaken ed have attacked the ma in complex and that Blish’s brother Gorrick, a n entomologist, is stationed there. Within the test su bject containment area we meet a mysterious charr. She and a number of her fellow villagers were captured by the Inquest, but before th ey can infect her with the insectoids, she frees herself. Her escape is timed perfectly with Joko’s attack on the m ain complex and we are able to escape in the confusion. Once we a re free of the Inq uest complex, the mysterious charr decides to take us back to her village to speak with the elders. Her name is Boticca and her tribe is the Olmakhan, a splinter group of charr w ho moved south after they br oke away from the Fl ame Legion. The Olmahkan village is located o n the shores of the Sandswept Isles of Dajkah north of Istan . Although Boticca urges the elders to fi ght, they are wary of becomin g involved in a war. While our n ew frien d talks to them about w hat she saw in the Inquest b ase, we obligingly agree to watch the cubs at play in the ritual circle near the sea. W hile ten ding the cubs, th e Inqu est assault the village and, with Braham
shielding our charges, w e make our way to safety. Then, diving b ack i n t o the melee, w e rush t o save the elders from an Inquest golem attack! One of the elders, Narn, sacri fi ces himself in order to shield th e others during the bat tle and his death ensures that the Olmakhan will stand a gainst the Inquest and they a sk us and our allies to join them.
With Aurene’s help we are able t o scout the area and devise a plan to use Sayida’s airship in order to en ter the fl oating asuran city. While Ta imi contacts Sayida, we decide t o take out th e Inquest’s communication tower i n order to slo w their attacks. Before w e disable the
tower, we fi n d a distress call from Gorrick. He’s trapped in the lab in the main complex, surrounded by Awakened. W e promise Taimi that w e will do our best to save him. With Sayida nearing Rata Primus, w e turn our attention to the three shield generators .
The Olmakha n
Infiltrating Rata Primus
36 GUILDMAG #22 | RECAP - Pestilence & Plague
Once we destroy them, Sayid a is able to launch a n attack o n the main complex and w e are able to enter the structur e. The three labs that are holdin g the shield in place, along with the communication tower , are protected b y puzzle locks, which are a nice change to th e fetch quests of earlier. With Sayida’s ship we breach the main complex and make our way down in to the lab where Gorr ick and his brother Blish are h iding from the Awakened. Gorrick has disabled most of the gates in a n e ff ort to stop the Awakened from entering and is surrounded with several trained insects and a sma ll golem who w e learn is actuall y his y o unger b r o ther, Blish. W e also learn from Gor rick that Joko is attempting to retrieve their samples of the Scarab Plague. Luckily - or not - Rata Primus begins a self-destruct system and we have to hurry to retrieve the Scarab Plague samples and esca pe the ci ty before it explodes. Yet the containment v ault is open and the samples are missing.
Taimi suggests hurrying to the gate hub . At the gate hu b w e fi nd Joko and Commander Lonai. Joko leaves with the Plague and we are left to face Lonai. After a long battle, we triumph over the enemy Commander and she transports us to a far o ff asteroid-like land w here she is able to die peacefully, safe from Joko’s grasp. Taim i is
able to bring u s back to Istan and, together with Gorrick and Blish, we esca pe Rata Primus on Sayida’s ship. After our return, we introduce Taimi to the new Blish. Sh e fi nds him quite beau tiful and accepts the newcomer s as lab partners. With their wor k l ost ,
the two scientists agree t o joi n Tai mi.
As this chapter ends, we stan d on the brin k of a horrendous attack by Joko. There a re so many unanswered q uestions! Will Joko really unleash the ancient plague o n Tyria ? Taimi’s new lab partners a re old friends b ut she seems contemplative beca use of their presence. Could she be considering a golem body such as Blish’s? Might Rox, who has b een fascinated by the Olmakhan through out the story, stay with them? For now, Braham appea rs to be back on our side after keepin g us company throughout the story, and it’s good to see him back. Jory and Kas are still keeping a n eye o n Kralkatorri k in the far-o ff mountains so it seems likely that we will n ot have to worry about the Elder Dragon quite yet. However, it isn’t lon g before we set ou t to discover some of the answers to these questions.
Pestilence and Plague
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ur fi rst order o f busin ess as the third installment opens is resc ui ng” Gorrick, who has been quarantined i n Amn oon fo r growing a beetle under h is skin. As horrifying as that is, the asura has discovered that the Scarab Plague only infects humans. After attending the entomologist’s tri al and gaining his freedom, we head to the docks to fi nd Blish and Taimi’s other supplies. There we meet Lord Faren w ho has b een sent to Amnoon by Logan Thackeray to meet a ship full of supplies for Amnoon. Yet, when th e sh ip docks, w e discover that Joko has commandeered it and infected everyon e aboard with th e Scarab Plague! Joko’s forces at tack the city but we quickly repel them with a little help from Aurene. The u ndead lich invites us to join him in Gandara as his projection departs. Seeing the destruction of his countrymen, Lord Faren vows to seek revenge against Joko despite our warning that the Plague only infects humans. M y sarca stic side can’t help but think that Lord Far en eaten b y beetles might be an interesting way to end his
story. The battle at the doc ks of Amnoon has shown us the horrors of the Scarab Plague and the import ance o f hurrying to contain it and sto p Joko...but fi rst we need a plan and an army.
Before rushing o ff to Gandara , we seek the aid of th e Primeval Queens in the Tomb of the Primeval Kings, hoping that they can help us confront the Scarab Plague that ravaged their lands millennia ago. The two queens, Dah lah and Nahlah, agree to join us in battle against Joko, leading their ghost ar my. We then hurry to the unstable portal outside the tomb that Blish ha s created as a path to Gandara. This saves u s from having to march to Kourna, a lthough the Legendary Cartogr apher in me is disappointed that we don’t have to explore a large number of maps in order to get there. As the golem asura works to stabilize the por tal, we scout ahead, discovering and
securing a base of operations from which to att ack Joko’s fortress. With the ba se secured, we greet our arm y and squad leaders: Rytlock and Rox with the Olmakahn, the Primeval Queens and thei r ghosts, Zaeim with a group of Sunspears, a group o f sylvari, and Lord Faren and his raw recruits. Once the army has safely arrived at the ba se, we prepare for the attack on Joko’s fortress!
Path to Gandar a, Moon Fotr ess
LON G LIVE THE LICH
O
38 GUILDMAG #22 | RECAP - Pestilence & Plague
With our base secur e and our army patrolling the area, we are free to explore t he new map that opens up with this episode. On e of the fi rst people we meet is Lady Camilla E inshorn, our herald. She o ff ers u s the opportunity to craft a banner and explai ns that sh e has been chronicling our exploits all this time. With the map o pe n for exploration , all that is missing is a reason to leave the relati ve sa fety of the main enc ampment. Zaeim informs us that there is trouble outsid e the walls and that Gorr ik has something important to tell u s. H unting down Gorrik gives us access t o the fi rst collection for the new roller beetle mount, where w e are tasked with fi nding items to h elp grow his pet beetle Pete y into a worth y specime n . We are also tasked with helping shipwrecked corsairs and making allies of the local heket tribe, on wh om th e Inquest are experimentin g. Finally, we have to investigate rumors of a Scar ab Plague infestation in the Arkjok Farmlands. There, we discove r Joko loyalists spreading the Plague, plus larval stage scarabs living outside of a hos t organism. Gorrik informs u s that this is stage tw o and that Joko isn’t far from r ealizing his stage three pestilence; scarabs that can freely infect humans around the w orld .
Human vu lnerability, however,
does not stop Lord Far en from disobeying a direct orde r to remain behind th e lines where h e won’t be infected. When the assault on Gandara stalls and Rytlock needs more explosives, Faren takes it upo n himself to lea ve the safety of his guard duty an d bring supplies to Ryt lock on the front. Alone, Faren is injured while trying to commandeer some explosives from the enemy camp bu t Rox rescues him and returns to Rytlock with the n eeded explosives. Calling on Canach and ou r other no n-human allies, we ready for an assault on Joko’s fortr ess. Fighting our way t o the front door of Gandara, we discover third generation plague c arrier s blocking the main entrance! While the ghosts hold th em o ff , we sneak around to the sewers, following Braham. Together with the norn we go looking for Joko, determined to kill the undead lich. Along the way, we come across a series of corpses tha t look exactly like ourselves! All of th em are dead, some of them even tortured. In our exploration, we come across an ancient
signet ring that dispels illusions and, using its power, we can see t he truth - that the corpses are just ordinary humans. We can also use the power of the ring t o fi nd hidden doors an d use its power to venture further into the fortress. The ring proves a n important mechanic for th e up coming battles as Joko use s several illusions and hidden lasers in an attempt to stop u s from progressing. However, after a number o f puzzles and battles, we fi nd ourselves standing face-to-face with the real Joko. Fending o ff illusions , the Will of Joko, Awakened, and plague-carrying sca rabs, we fi nally beat the lich in to submission. Just when we think we’ve w on, however, h e places a stasis spell on us and rises once again. Stuck in stasis, we are forced
Of heroes and Villains
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to listen to Joko’s monologu e. The undead lich sco ff s at our heroic acts, belittling our hard-won battles against the Elder Dragons and Balthazar. Just as he is about to land a killing blow, Aurene appears, leaps o n the lich and devours him, ending his immortal ity! However, Joko’s words are troubling. We have been responsible for plunging th e world into chaos by killing two Elder Dragons, Zhaitan and Mordremoth. Ou r actio ns have disrupted the balance of power and reshaped the land . Braham points out that we ar e indeed chaotic, but despite that, we a re not the vil lain. Chaotic good is still good, afte r all. This fi nal ba ttle agai nst Joko feels antic limactic , a s if the story should go on, and as if we are waiting for the teaser ending after the credits roll that shows us Joko smiling from the Mists, a portal powering u p behin d him. The fi ght itself is simple enou gh as are the mechanics for victory. Yet, Joko being defeated b y a baby dragon, which has noth ing t o do with our actions, leaves something to be desired. A fi nal meta group event, as with the death of Mordremoth, w ould have felt more in line with the powerful evil that Palawa Joko represented. With Joko’s demise, this fi nal quest comes to an end. The Scar ab Pl ague has been averted and the land of Elona has been freed fr om Joko’s rule. We’ll explore what happ ens n ext in our
next magazine, so make sure you’ve subscribed on our website (guildmag.com) to ensure y ou don ’t miss it! There are, however, stil l plenty of questio ns to answer. For example, what will we do about Kralkatorrik? Will Aurene fi nally ful fi l her destiny? After Joko’s speech regarding the con sequences of our actions, I a m looking for ward t o seein g if our characters a nd the a ctions of our friends become mor e circumspec t. Final ly, part of me, even n ow, is hoping Joko returns just because, as h e says himself, havin g a worthy nemesis is a rare trea t.
40 GUILDMAG #22 | LORE - The Scarab Plague
The scarab plague
How Fahranur and the Primeval Kings came to an end. BY FEA RA N
lmost nine h u ndred years ag o the Scarab Plague appeared out of nowhere, ending th e reign of the Primeval Kings and causing the destruction of Fahranur, the First City. Who knows what could happen if it strikes a second time. It all began a long ti me a go, in the amazing city of Fahranur. For hundreds of years, Istan and Elona had been ruled by the Primeval Kin gs whose capital was once this illustriou s city. The Queens Nahlah and Dahlah had reigned over Elona for several year s, ordering the construction of two massive statues o ff t he coast of M ehtani Keys, but
no one could have foreseen that they would be the last of th e Dynasty, fi nishing their monument righ t before disaster struck in 652 DR. It was once the seat of power of the Primeval Dynasty; Fahranur, the shining quin tessence of Elonian life. Just imagine it as a thriving city, fi lled with life. The Vestibule of Faith wou ld have been completely di ff erent from how it i s now, its massiv e defenses hovering motionles s in the air, ready to becom e acti ve when needed the most. You would see people walking, feeling safe, know in g they were guarded by the Sunspears who did their duty as usual. The scent of spices
would fi ll the warm air of Istan, while every day sou nds would min gle with ex otic Elonian music or the melodic voices of Istani people. The market stalls in the outskirts wou ld be tightly arranged, merchants selling everything from jewelry to fruit to clothing, w ith everything the city needed on sale - even dolyaks or ex otic monkeys in their improvised shelters and cages. Children would be playing t h ere, their v o ices a nd laughter adding to th e noises of the market, overlooked by the Sunspears who would keep guard a s a merchant could been seen chasing a silly cat that escaped with a fresh fi sh .
A
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People w ho w ould walk down the great stairs at Nadijeh´s Assembly must have stood silent for a brief moment, overlooking the scenery in front of them. The noblemen and women of Istan would have b een there, chattering, welcomi ng their far rel atives from all over Elona. Guests from Canth a or Kryta wou ld have been greeted and o ff ered sm all bits of food and drinks. The scent of warm co ff ee would have been strong, and the reaction of guests, who never had tried that dark treasur e before, would have been pric eless. I n Elswyth’s Gallery, people would be sitting, talking together, having lunch or dinner ; arom atic stews, fresh salads
accompanied by a fruity drink , Vabbian Red or Djinnspit. Life wou ld have been vibrant! How di ff eren t w ould it have been for those people wh o were invited to meet the Q ueens. They would have waited anxio usly i n the Hall of Hadoon until fi nally asked to enter the Royal Chamber where they would come before their joint rulers Nahlah a nd Dahlah. It would h ave been quiet there, the on ly sou nds coming from bir ds in their cages, a nd reasonably cool. The monarchs would hav e been sitting on their thrones, surround ed by their most trusted advisors, wa iting ti ll the newly arrived person bow ed as d eeply as possible. They were loved and revered at that time, the beloved Queens of Elona. That is, until the Scarab Plague happ ened.
You can still read it, the plaqu e of Dahlah’s statue in Fahranur , proudly stating: “Blessed by the Five is Dahla h, daughter of the king. May h er life be full of love, contentment, and good health. M ay the newest royal daughters together rule Fahranur and lead us to a brighter future.” The contrast with the people’s esteem of the Twi n Queen s after the even ts of the Scarab Plague could n’t have been larger. While yo u could argue that the st atue has since weathered down due to time, it also serves as a metaphor for how the Istanis treated their royalty afterwards, destroyin g their image, blaming them for the i r losses - for the plague itself. The fi rst case of t he Scar ab Plague appeared in Fahranur from an unknown o rigin, and it didn’t take long before it started spreading, the fi rst new cases happening in less than a day. It must have been terrifying, seeing the victims of the disease dying in agony. Maybe it appeared as just a minor cold a t fi rst, a small fever with some muscle pain, but w ith in days the symptoms would have changed to gruesome pains in the abdomen, p ulmonary area and occa siona lly the brain. Bumps wou ld have formed on the skin, lumps of fl esh that started moving on their own, until, after a few days, the fl esh would tear an d they would start to come out. Scara bs.
42 GUILDMAG #22 | LORE - The Scarab Plague
It didn’t discriminate. It didn’t care i f the person was a man or a woman, young or old, from Istan or abroad - no on e was safe. People panicked, blaming whatever they could; the water, the air, the food. People even went so far as to burn down their h ouses, hoping to cleanse the plague’ s dire corruption. The fi rst people that would h ave fl ed Fahranur w ould have b een the locals from Istan. They would return t o their villages spread across the island, but they weren’t safe from th e plague there - they just to ok it with them. Some people - those lucky enough to a ff ord it - managed to escape Istan and seek refuge somewhere in the Elonian mainland, leaving their homes, family and friends behind. But the plague continued to sp read there as well.
The Scarab Plague ravi shed the lands of Elona for four years, spreading throughout the entire country, tho ugh th e place that was struck hardest was Istan. The islan d was abandoned, leaving behind
Fahranur, the F irst City. T he Dynasty of the Prim eval Kings came to a n end, and the queens Nahlah and Dahlah were blamed for the pestilence. Not many people have visited Fahranur since those days, not even when peo ple settled Istan again half a centur y later. The Vestibule of Faith and the wandering corpses and skeletons hauntin g the
fallen city were enough to keep everyone away, except those very few brave enough to enter. One of tho se few people was Kormir herself. It has been told that she woke the Apocrypha, there in the fl ood ed hal ls of Fahr anu r. T he Apocrypha had stood for ages , a Graven Monolith, one o f the last remnants of A baddon tha t had remained in Tyria, silent. Nothing but a mysterious stone tablet, that is, until she woke it. The fi rst scholar who tried to uncover the secrets left behin d in Istan was Chago, who did s o two and half centuries ago. He , with the help of an un known adventurer, sea rched the island for clues and fo und, among other things, the writings of Yomindhe, an Istani scholar. Yomindhe’s writings were abou t the days of the plague, in the form of some notes to a friend which he left behind, encouraging his friend to follow him away from Fahranur. Yomi ndhe took care of his friend’s wife and son, leading them on a journey towards mainland Elona, hoping to esca pe the plague. He was convinced the plague had something to do with the grain that was harvested and turned into bread and ale, so he advised not to e a t o r drink w h ile in th e city. I n his fi nal note, found near Kamadan, Yomi ndhe
It took 64 years before th e first colonists came back to the island, seeking to reb uild Istan, bu t without the Dy nasty of the Primeval Kin gs it never was th e same.
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wrote that th ey managed to fi nd a corsair willing to ta ke them to Kourna for a small fee (there was a sma ll cr aft waiting for his friend, if the captain had n’t fl ed yet) and that he had enclosed researc h on the plague with that message. Unfortunately that research had failed t o survive time, and was nowhere to be found. Yet the most terrifyin g evidence of the Scarab Plague was found in a skeleton foun d in the ruins of Fahranur. The bones h ad spherical indentations and crac ks on the surface as if somethin g hard and round grew against them, twistin g them. Aroun d the bones were the rem ains of some sort of sm all eggs or cocoons, scattered. So that is all w e know abou t the Scarab Plague. Until now that is. Word has it that some Inquest scientists have been working hard to unravel the secrets of the plague, a nd they seem to have succeeded . In their labor atory in Rata Primus was a special resear ch section dedicated to the Scarab Pla gue, where the Inquest analyzed samples taken from Fahranur. An d this isn’t the wo rse news concerning th e plague. Not long a go Palawa Joko heard the rumors a bout the Inquest and their research, and decid ed he cou ld u se the Scarab Pla gue in his plans to gain control over Centra l Tyria. At the same time when the Commander decided to investigate Rata Primus,
Palawa Joko and his Awakene d attacked the Inquest facility. Even though the Comman der tried to stop him from taking the Sca rab Plague samples, Joko succeeded in his plan s and is now in p ossession of the plague. He a lready brought the plague to the Free City of Amnoo n, and it would have already started spreading throughout the city if it wasn’t for the Commande r and Aurene. The undead Lich even invited the commander to his research faci lity in Gandara, in southern Kourna . The Commander w ent there, but with the help of som e unexpected allies: the ghosts of Queens Nahlah and Dahla h
and their loya l Sunspear s, wh o were more than eager to grind their axes with Palawa Joko and prevent the disease, which they witnesse d fi rsthand, from happening once again. It was the Commander’s and Taimi’s m utual friend Bli sh who created a porta l into Kourna, c lose to the Moon Fortress, and managed to bring a small army of Sunspea r ghosts and Olmakhan char r to the campsite. They helped the Co m man de r i n the charg e against the undead lich, while the human members of the party scouted the ar ea to prevent them from being
44 GUILDMAG #22 | LORE - The Scarab Plague
contaminated by the plague. Gorrik, the you nger brother of Blish, had previously discovered that only human s could ca tch the Scara b Plague or, as he said i t, “it’s technically not a plague; it’s a pestilence.” The sm all asuran entomologist, who had been working with the Inquest in their research on the Scarab Plague before he and his brother joined Taimi and the Commander , was probably the only on e excited t o see the evidence of Joko’s plans with the plague. The Awakened In quest had alr eady m anage to r ecreate the fi rst generation of Pestilentix T ermitroxus, the Scarab Pla gue, where they could infect people and use them to spread the disease, similar to what happened to the sailors aboard the ship in Amnoon. If Palawa Joko could cultivate a third generati on, which could be a matt er o f days, a full-scale pandemic would be p ossible. It was in the vicinity of Gandar a that
Gorrik saw the e ff ects of the plague: the crops infested with scar ab l arvae, r eady to be harvested by an ignorant farmer and to be used in bread, pasta and other types of food - an easy and sure way to spread the disease.
45
LORE - Twisting Time | GUILDM AG #22
A
TWI STING Time
BY DRAXYNN IC
On t he origins of chronomancer s
s part of our continuing series speculating on the possible origins of the Guild Wars 2: Heart of Thorns elite specialisations, we have thus far investigated the p ossible origins of the berserker , tempest, and reaper (see Issues 19, 20, and 21 respectively). T his issue, we look at the specialisa tion that focuses on the manipulation of time itself: the chronomancer! The concept of the chronomancer goes back a long way in the develop men t of Guild Wars , predating the decision to develop Guild War s 2 . C oncept art for Guild Wars Utopia, the planned four th campaign that was cancelled to make way for Guild Wars 2 and th e bridging Guild Wars: Eye of the North expa nsion, included concept art for the chronomancer as a new profession, with at least one possible appearanc e being similar to the Watchknights today.
However, this backgroun d is probably not relevant to the lore bac kground of the chronomancer we have now. Since Utopia was n ever completed and published, the concepts that were develope d for it were never m ade pa rt of the o ffi cial Guild War s canon. In fa ct, it is possible that the behavio ur of the chronomancer we have now bears little r elation t o those
original concepts besides a general associ ation with tim e. This association is nothing new to mesmers. From a s far back as Guild Wars Factions , skills such as Stolen Speed and the current Time War p have carried a t heme of manipulating time to speed up the mesmer’s allies a nd slow down their enemies. The chronomancer, therefor e,
46 GUILDMAG #22 | LORE - Twisting Ti me
can be viewed a s a true specialisation, expandi ng on something that was alr eady in the mesmer’s toolkit rather than taking th e profession into an en tirely n ew d irection . With this overview out o f the way, let’s have a look at the equ ipment and collections associa ted with the chronomancer. The Chronomancer’s Shield appears to be a simple sundial, carrying l ittle of interest beyond hour marker s (probably in New Krytan) in identifying which culture i t may come from. A fl owing design is present on the gnomon (the raised portion that casts a shadow) of th e dial, although it is di ffi cult to identify if it is intended to represent anything speci fi c or w hether i t is simply an abstract decorat ion. The epaulettes are more interesting. A su ndial theme is maintained, albeit as a fairly subtl e elem ent, with the disk fl oating a t the center
of the epaulette with a spike from the outer piece crossing over it to act as the gn omon. More interestingly, however, is that the shape of the outer piece r esembles the head of a crested bird, with wing- like shapes dominatin g the piece. While this could simply be coincidence, this appear s to present a n abstract, birdlike design to the entire piece - a n artistic theme most associa ted with Tyr ian humans (i n the gri ff on symbo l of Kryta a nd the hawk symbol of Ebon hawke), but which is also seen among th e asura and norn . Horologicus, a s be fi tting the Ascended item a t the en d of the chronomancer collection, is the m ost intr icate piece. The shield is backed by numerous gea rs - an aspect most associa ted with the industrialised charr, but also seen in the tech nology o f other races and associat ed with clockwork i n general. Mounted on the face are various symbols associat ed with time: two clocks, an
hourglass, and, interestingly, a crescent moon pa rtially eclipsing a sun disk. The theme of a c rescent moon incorporated into a shield design i s seen among th e sylvar i (both Tiachran and Canach wield such sh ield s), but these moon s are simpler in design and lack the facial elements of th e Horologicus shield. Conversely, a moon of similar design is present in the orrery hangin g over the centra l ga rden of Divinity’s Reach, indicating a possible human connection. When looking at the collectio n to ga in Horologicus, most of the non-generic items in the collection appear to b e generally representa tive o f the theme of time, without any other overarching theme that points towards a certain origin. Mesmer magic is
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uncommon among moder n centaurs, so the presence of the Centaur Su ndial in the collection proba bly does not indicate that th e specialisation ori gina ted from the centaurs, a lthough it might arguably poin t towards the human enemies of the centaurs. The Steam- Powered T imepiece, acquired by looting th e remains of a destroyed stea m creature, has a mixed pedigree. The steam creatures, having been constructed by the rogue sylvar i Cear a (later Scar let Briar) from engineering skills learned from charr and asura , were then d umped in n orn territory, and fi nally reverse- engineered by humans to create the Watchknigh ts, at least some of w hich were enhanced using mesmer magic. An interesting para llel arises, however , between the collection of various timepiec es by
chronomancers, and the cloc k face appearance of ma ny chronomancer skills. W hile this could simply be a matter of ArenaNet continuing a theme, it is plausible that this goes deeper than simple visuals. It’s p ossible that this indicates that th ese timepieces are important foci in employin g chronomancer magic, the visual e ff ects of th e skills r e fl ecting the timepiece s used to invoke th em. The Corp se Flower that is part of th e collection makes for an interesting exception. Real cor pse fl owers a re fl owers that give o ff a scent like rotting meat in order to attract carrion-feeding insect s - either as a pollinator or to feed a hungry plant. The mos t famous of these, Titan arum, possesses a l arge central part surrounded by a large leaf which has the potential to essentially act a s a natural sundial (although the real thing grows to about three
metres, so a corpse fl ower as an accessory rather than as a massive bac kpiec e is clearl y not a full-grown Titan arum). It’s not clear whether this is the kind of corpse fl o wer intended to be represented by the it em’s artwork, but it does appea r to be simila r enough that this might be the intended connection between the corpse fl ow er and th e chronomancer. Alternatively, i t is possible that the intent was simply to r e fl ect the general associatio n between fl owers and time, and a ‘corpse fl ower’ was chosen to add a touch of the macabre to a n item being harvested from Mordr em. Having looked at the items associa ted with the chronomancer, a nother possible avenue to look at is this: Where, besides the chronomancer itself, have we seen magic that interacts wit h time before?
48 GUILDMAG #22 | LORE - Twisting Ti me
The most obvio us place to look is the I n fi nity Ball, on e of the p ossible past projects’ fo r asura characters intended t o look forward into the future. Further experimentation, however, revealed that the In fi nity Ball was not actua lly looking forward in time; it was , instead, accessing a lternate realities (possibly fracta ls) that contained potential futures. Thus, the In fi nity Ball does no t appear to be relate d to chronomancy. Another place to look, fi tting with a general theme of the B- iconic characters leading into the elite specialisations, i s Kasmeer. During the defence of Fort Salma, Kasm eer deploys repea ted T ime Warps, granting Quickness
to the hero with greater regularity tha n could b e achieved by player c h aracter s at th e time - albeit falling well short of the permanent quickness that would becom e ava ilable to chronomancers. While she does not use true chronomancer skills, the skills that sh e does use have a defensive focus (favouring skills such a s F eedbac k and multiple Phanta smal Defenders), which could be foreshadowing the defensive focus that chronomancer skills would show i n the future . Furthermore, Kasmeer ha s always been associated with a feathery aesthetic (when wearing more than a bikin i, anyway), which may present a link with the possible stylised avian appearance of th e
chronomancer epaulettes. A connectio n between Kasmeer and the chronomancer is particularly interesting because, u nlike many of the other NPCs that are close to the player character, Kasmeer is not a lone wolf - she i s a member of the Mesmer Collective, a secretive or der of mesmers which, among other things, hoards aspects of mesmer magic t ha t the Collective feels would b e detrimenta l to mesmers if the existence of such magic was to become widely known. In this con text, Kasmeer’s use of rapid- fi re Time Warps might have been a prototype’ form of chronomancy tha t was developed by the Collective, which Kasmeer wa s granted access to. In the previous ana lysis, human aesthetics a nd in fl u ences have b een a common thread through th e items associ ated with the chronomancer: while most individual items have multipl e cultures that they could have come from, all of them have a possible connection with Kryta. If chronomancy was, indeed, develop ed by th e Mesmer Collective, this might explain this common thread. While we kn ow little of th e structure of the Collective ( including wh ether it is a multiracial organisa tion), what we d o know points towards the Collec tive having close links to Kryta: all known members are human (Coun tess Anise is supposed
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LORE - Twisting Time | GUILDM AG #22
to be a hig h -ranking member) . The on e time we are aware of when the Collective took action on a matter, it was a matter rel ating t o Krytan a ff airs - nam ely, t he investigation of the Tow er of Nightmares near Kryta’s southern border. Therefore, while the Collective - and therefore the develo pment of chronomancy, if this theory is correc t - may o r may not b e a speci fi cal ly human organisation, huma n in fl uence is stron g enough to be seen in the t rappings of chronomancy. This would also g i v e the Collective a c ces s to anythin g that Krytans - possibly more speci fi c ally, Cou ntess A nise - would have access to, including sundia ls taken as spoils from the centaurs and steam-powered timepieces left over from the rever se-engineering of stea m creatures to build the fi rst generation of Watch knights. Such a developmen t path
wou ld also explain the generally defensive nature of chronomancy. We’v e been told multiple times that humans in modern Tyria a re largely set in a defensive m i n dset, explai n i n g the development a mong humanity of more defensively - oriented professions such a s the guar dian. If the chronomancer was developed by a n organisation run (or strongly in fl uenced) by h uman s, th is would also fi t with the generally d efensive nature of the skills associa ted with chronoman cy. While the Collective has been know n to keep some aspects of mesmer magic hidden from the general populat ion (we’ve been told, for instance, that they hide the existence of illusion magic that c an only be seen in th e mind of a speci fi c ta rget), i t is likely that there are circumstances in which th e Collective authorises the dissemination of techniques that had been formerly kept hidden t o the wider mesmer community. The rise of Mordremoth and
the destruction of the Pa ct fl eet might have triggered such a move from the Collective, possibly as a move of desperation to reinforce the shattered Pact as much as possible before the Jungle Dragon could capitalise on the disaster and conquer all of western Tyria. Alternatively , it is possib le that the pu blic resurgence of the White Mantle was a factor, with th e Collective seeking to provide those fi ghting a gainst the Mantle with an additional edge… possibly one that had been kept i n reserve until that moment, to prevent the White Mantle from stealing it for themselves. Regardless of whether chronomancy was a recently developed magica l fi eld or one that had been kept secre t for generations, it is eviden t that its keepers felt that the year 1328 was the right time to release it into th e general mesmer community.
50 GUILDMAG #22 | EDITORIAL - The New Underwater E xperien ce
The New

Underwater

Experience
BY D R AXYNNIC he ann ouncement that the balanc e patch relea sed on the 8th of May would contain a revamp of th e underw ater combat system came as a bit of a surprise to much o f the player base. This was because the underw ater combat system has felt like it has been all but abandoned b y ArenaNet for some time. Feed back from a signi fi cant portion of the player base from early on in Guild Wars 2 ’s lifespan has been that, simply put, many players didn’t like it, and ArenaNet appears to ha ve listened to that feed back. O ver the game’ s history, the
T
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EDITORIAL - The New Underwater Exp erience | GUILDMA G #22
52 GUILDMAG #22 | EDITORIAL - The New Underwater E xperien ce
underw ater PvP map, Raid on the Capricorn, was removed, and changes have been made to World versus World maps to reduce the potential for underwater combat in that mode. I n the PvE setting, little in the way of underwater content has been added since the initial release of fractals - while swimming areas do exis t in the newer maps, they are generally present primarily as a means of travelling around the map and are generally lacking in interestin g even ts or other featur es in and of themselves (the underground river in Tangled Depths is a good example, prima rily acting as a low -danger means of travel for player s with the appropriate Exalted mast ery). I t is, therefore, understandable that underwater combat has b een a low priority for the ArenaNe t team . I consider this to be a bit of a shame. The fundamentals of the underwater comba t system have always struck me as being fairly good; the controls are fai rly intuitive, the u nder water skills are (mostly) easy to learn bu t with additional depth that can be achieved with further experience, and it provides an interesting change of pace from the terrestrial com ba t which the engin e is likely optimised for. While ther e ar e cer tainly some problems with the underwater combat system, it always seemed to me that it ju st needed a bit more polish and balance
in order to overcome these issues, r ather than being abandoned du e to the poor reception it received out o f the gate. As a resul t, I was quite pleased to see the news that ArenaNet intended to give the system an other look. There have been a couple of goals that ArenaNet has identi fi ed with the revamp. The fi rst is t o address the pace of underwater combat. Or iginally, this wa s deliberately made slower than the ter restria l combat,
and this has only been exacerba ted with tim e; new capabilities intr oduced through elite specia lisations and tweaks to core traits and skills have acceler ated the pace of terrestrial com ba t, while under water combat has been left b ehind. W hile this was not a consideration I had initially, it is one that seems obvious in hindsight - underwater combat de fi nitely did feel slower than terrestria l combat, ca using bat tles underwater t o feel like they’re a bit dragged out and, for players concerned with the e ffi ciency of loot acquisition, less rewarding for the time invested than combat on land. Reba lancing the pace of combat is, therefore, a welcome improvement. The secon d problem
addressed was th e awkwardness of usin g “detonate”-type skills in a 3 D environment w here distances are more di ffi c ult to judge. This one actually came a s a bit of a surprise to m e, as I haven’t really found these skills t o be any more di ffi cult to use under water as on land - at Australian latencies, they can be hard to time accuratel y either way. However, the problem was likely exacerba ted by the higher presence of such skills in the underwater environmen t.
In most cases, this has been resolved by reworking those skills so that the project iles instead tr igger on impa ct with a suitable target or obstacle. While this does mean that advanced player s have less control over what their skills do, in most cases this is a quality-of-life improvement that makes it easier t o make
While there are certainly some problems with the underwater combat system, it always seemed to me that it just needed a bit more polish and balance.
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EDITORIAL - The New Underwater Exp erience | GUILDMA G #22
good use of th ese skills. For this patch there were three areas that I was hopin g to see improvements in : The fi rst was the way that the blocking o ff of certa in skills means that cer tain capabil ities of a profession are unavailable under water - classic thieves, for instance, can have trouble dealing with conditions underw ater, since they lose access to Shadow Return, and havin g less stealth options reduces the useful n ess of Sh ad ow’s Embrace. This can certai nly be frustrating, a nd probably contributes to some people’s dislike of underwater combat. The second i s in the lack of some skill types underwater (such as symbols and traps) that render traits or other build options that rely on those skill types useless in the underw ater environment. This is especially awkward in zones where such transitions might happen regularly - such situations requir e players to
choose builds that minimise this issue, reset their bui ld wh en making th e transition, or simply accept that they will have dead traits when fi ghtin g underw ater. The third is the situation with revenants. Underw ater combat has, for a long time, felt incomplete for Tyri a’s newest profession. Having only two Legends availabl e underw ater leaves them with little choice when it comes to choosing under water builds, and th e presence of only a single weapon typ e on a profession with acc ess to weapon- swapping (a consequ ence o f weapon- swapping being added late in the r evenant’s development) adds to th e “incomplete” feeling, especia lly since that weapon w as obviously doing double duty a s a ranged condition weapo n and a power melee weap on. So, how has th e patch addressed these issues? On the first, the improvement
is somewhat lim ited. Only a handfu l of utility skills have been made a vailable underwater: Lightnin g Flash for elementalists (now teleporting directly to a target), N ull Field for mesmers , Rocket Boots for en gineers (something that had been ava ilable previously, but was disabled due to problems i t was causing; now, though, being able t o launch oneself out of a body of water u sing Rocket Boots is probably less of a problem since gliding and mounts are avail able), Blinding Pow der for thieves, and in the 10 July p atch, Flesh Golem for necromancers. Thi s most r ecent addition is very welcome for necr omancers - not only does it provide another an alterna tive t o Plaguelands under water, it also means that fl esh golems intend ed for use on land should sto p dyin g (and being put on cooldown) every time a necromancer dips below t h e surface. Of the other additions, Lightning Flash seems
54 GUILDMAG #22 | EDITORIAL - The New Underwater E xperien ce
like a rela tively minor addition (mobility options were already built in to the elementalist trident) and N ull Field is welcome, but the underw ater mesmer did n ot seem particular ly la cking in what N ull Field o ff ers. More signi fi cantly, Rocket Boots o ff ers engineers a valuable mobility tool. Making Blin ding Powder available underwater, however (i n addition to addin g a stealth e ff ect to S moke T rail , one of the few ‘detonate’
skills remaining) is a major boon t o under water thieves. Previously, with no w eapo n skills available that granted stealth, the underwater thief’s only means of this wa s to lock in Hide in Shadows fo r their healing skill or to spec into th e Shadow Arts line for M erciful Ambush and Hidd en Thief. This was quite problemat ic, since m any thief mechanics and traits ar e based on fi rst gaining stealth. This addition of more access to stealth for the t hief also touches on the secon d issue, of cer tain tr aits being rendered useless b y skill type s being unavailable underwater . Another signi fi cant change to address this problem was the reclassi fi cation of the area-of- e ff ect skills o n the underwate r weapons of the guardian to have the ‘symbol category. Since the guardian has a large
number of traits tha t r elate to symbols, including all of the minors of the Zeal line, th is is a signi fi cant improvem ent - previously, the under water guardian could only generate a symbol through triggering another tra it such as Protector’s Impact or t he misnamed Zealot’s S peed. Now, symbol-related tra its have the opportu nity to be just as valuable underwater as they are on land. Most other cases of tra its being
rendered useless due to th e unavailability of the linked skill type remain, although thief stealth and guardia n symbols a re probably the most glaring cases. Most other skill categories t ha t are unavailable underwat er only have a single major trait (per profession) based on that skill category, and ca n rela tively ea sily be swapped out when venturing b eneath
the surface. This leaves the revenant. The addition o f the trident clearly recti fi es the issue that revenants have regar ding weapons, converting the spear into the short-ran ge weapon for the revenant while the trident provides an interesting set of long-range skills. I’ve seen some players regarding this as a nerf, which is technically true in that the extreme potential dama ge o u t put of the spear ( compare d to what other profession s could out put under water) has been reduced - however, I think this i s to be expected. It did feel to m e that th e spear was deliberately made a little overpowered as a kind of apology for ArenaNet’s failure (until now) to p rovide an alternative weapon, on the basis that underwater comba t was, by then, ma rginalised enou gh that balance didn’t matter. With the provision of a second weapon with a new set of skills, this is no longer necessary, and the revenant
The second problem addressed was the awkwardness of using detonate-type skills i n a 3D environment where distances are more difficult to judge.
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EDITORIAL - The New Underwater Exp erience | GUILDMA G #22
spear can b e brou ght in line with similar weapons of other professions. The second issue has been partially addressed with the introduction of the Legendary Dwarf Stance, and further addressed with th e later addition of the Legendary Dragon Stance in th e August update. Introd ucing th e Legendary Centaur Stance is understandably problematic , possibly requiring that the tablet stick with the player rather than being able to be repositioned. While more di ffi cult to resolve, this does present a ma jor issue with the Salvation line, much of which assumes the u se of Centaur Stanc e or a t least the a vailabili ty of signi fi cant outgoing healing (something which neither the underwater weapons nor th e stances currently avai lable a re designed for, alth ough the herald rework does allow for more outgoing h ealin g w hen channeling other legends). Overall, I think the underwater
combat r evamp in the May balance update w as a signi fi cant step in th e righ t direction, and with m any zones and events still requirin g underwater combat in th e core game, the improveme n t s should certainly help improve the quality o f the experience for newer player s exploring those zones (as well as more experienced players goin g for another world completion). This was probably on e of the major driving fa ctors behind deciding that it was time for the revamp. While underwate r combat has been downplaye d in post-release content, the fi rst experience of most new players is likely to b e in zones where i t is still present. As a result, le avi ng the u nd e r wate r experience i n a state that has clearly b een left beh ind has the potential to hu rt th e image of the gam e in the eyes of n ew players. Nevertheless, there is certainl y still a lot that could b e done to help the underwater combat system reach it s full potential, and the revenant in particular, despit e having been substantially improv ed, could still use a bit more attention. I n the m eantime, one improvement that might be easi er to implement than converting skills to be available underwater might b e to allow players to set d i ff eren t trait setups for underwater compared to their terrest rial build. There is precedent for this in the current switching of utility skills when venturin g underw ater - adding an
automati c switching of a chara cter’s trait setup while underw ater wou ld allow players to avoid most of the remaining problems associated with tr aits that provide no ben e fi t underw ater.
56 GUILDMAG #22 | FASHION - College of Aesthetics
Apparently, only light armour classes get the dr esses . P ff ft. The r e’s clea rly been an oversight in the design department, but never fear! With a sur an ingenuity, we will create a dress made solely from heavy a rmour. Here’s a perfect out fi t for those after lab mixers.
College of aesthetics BY AMALA sura have so much potential when it comes to fashion . Do you want to look like a badass sci- fi warrior? Easy. Maybe you want t o accommodate your inherent cuteness before you drop that unassailable argument on a rival. Ha! Just imagine the discom fi tu re. Wit h these two looks d esigned for heavy armour you’re sure to impress your krewe an d frenemies.
A
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FASHION - College of Aesthetics | GUILDMAG #22
Headgear: Wreath of C ooper ation 400  Gems It’s like the crown you deserve , but not as ostentatious. Roughly 115 gold . Chest: Gladiat or Chestplate Crafted - 49s 20c (Level 80 Valkyrie varia nt) This forms the top of you r dress and the collar ev en resembles jewellery. Crafting with a level 375 armorsmith is the cheapest method of acquisition, but r emember, you usually save gold by buying the insignia straight from the trading post. If y ou wish to save your valuable time and have other s do the crafting for yo u, the trading post has the skin for about 7 5 silver . Leggings : Vig il’s Ho nor Tassets 1g 76 s Clever use of Vigi l a rmour forms the bottom half of th e dress. To get this skin , you ’ll need to visit Vigil Keep in Gendarran F ields and fi nd the merchant, Crusader E ira. However, she will only sell to you if yo u’re a member of the Vigil. Nobo dy a t the Keep will ask you why you ’re requisitioning the armour, bu t if they do, I su ggest lying.
Boots: Warbeast Greaves Crafted 9g 66c It’s har d fi nding dress shoes in heavy armour , so here, have some quirky boots! You could be lucky en ough to get the recipe for Warbeast Greaves from l oot ing the corpses of the Forged, but if not, you can purchase the recipe at the trading post for about 6 gold. You’ll also need a level 425 armorsmith. Dyes Well, glitch. In digo here looks di ff erent there. Out fi ts with pieces fr om so many d i ff erent sets are tricky to dye , especially when it invo lves something l ike that strange tint on Warbeast armour. With some experimentation, I settled on these dyes to creat e a consisten t and appealing colour palette: White Gold1g 74s Taro 23s 2c Bl o ods tone Co ral 7g 46s 99c Indigo58s 90c Midnight Fire80s Maroon 24s 17c Wine Shade 25s 82c

DANCING PRODIGY

58 GUILDMAG #22 | FASHION - College of Aesthetics
Headgear: Resplendent Curtain Free This metal blindfold emits three lines of light at its centr e and is absolutely perfect for a sci- fi themed out fi t. You can get the Resplendent Curtain by selec ting it in the char acter creation process when makin g a revenant. Shoulders: Zo diac Heavy Pauldrons 800 Gems These beautiful shoulders create a blur of another dimension around them. While writing this, the gems required to bu y the Zodiac Heavy Armour set are worth approximately 230 gold . Chest: Zo diac Heavy Warplate Acquired with shou lders The centrepiece of the out fi t. For those of us who can’t get the Celestial Infusions from the Fractals o f the Mists (Destroyers take that Arkk), here’s an alternativ e way to become on e with the cosmos and the Eternal Alchemy . Gloves: Ch aos Gloves 500 Gems These gloves merge so beautifully with the arms of the Zodiac Warpla te, it’s like they were m ade to be together. Right no w, they’re worth abo ut 145 gold.
Leggings: E le ctromag netic Leggings 25g The most amazing sci- fi hea vy armour, the Electrom agnetic set, is exclusive to asur a. You can buy this at the Tier 3 Cultural Armour merchant in Rata Sum. Boots: El ec tromagnetic Boots 12g If you’re getting the legs, you need the boots. Nothing else matches, so you’r e stuck with them, but hey, they look awesome and compl ete the out fi t perfectly. Result! Dyes Robin 12s 93c This dye matches t he undyeable blue torso of the Zodiac Heavy Warplate. White Gold1g 74s A soft gold colour to add som e divine goddess to your cosmi c hero. I think I’m channelling a bit of Dwayna, who you may note, is an a ctual cosmic being. White 2g 9 9s 89 c You can dye the aura around the chaos gloves, b ut it will always emit a strong w hite light. Make th e most of this by using a wh ite dye for th e lights going through th e Electromagnetic Arm our

SUBJECT ASTRAL

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FASHION - College of Aesthetics | GUILDMAG #22
Yes, the experiment w ill probably kill you. But it will also a dv ance your march toward tota l fa shion domination. Ahem. No, I assure you, the pieces required are well within safety par ameters. Your appearance may appear shocking to some, but you’ll d e fi nitely make a n impression . Inspired by cosmic beings from beyond the M ists, th ese pieces... Well, no, I haven’t actually seen a cosmic being from beyond the Mists, but there’s a high prob ability that they look as awesome as this out fi t.
NB: This outfit does not provide enlightenment.
60 GUILDMAG #22 | COMMUNITY - Guild Sp ot light
n th is issue of GuildMag we’re turning the spotlight on Black Lion Expeditions , a n NA- based guild that encompasses three ideals: benevolence, loyalty and encouragement - or BLE for short! We’ve spoken to four prominen t members of the guild, including co-captain Magnus Sigmu ndsson and guild o ffi cers Poinsetteia and Serra Silver wind, so if you’re lookin g for a n ew community to call home i n
Guild Wars 2, then th is may just be the place for you. Founded a t the release of Guild Wars 2 , [BLE ] is now approaching its sixth birthday . In that time the guild has grown from small beginnings with a focus on light-hearted roleplay to something larger with many more active members, but a ll the while seeking t o retain the close - kni t feeling of its small er roots. Members are a ff ectionatel y refer red to as “Lions”, with
one such Lion, Doom Raisin, perfectly describing the guild atmosphere: “it’s really more than a gaming guild; it’s a community who understand that we’re each more than a blue name o n a screen.” I n fact , Raisin has even undert aken road trips to meet several other Lions she’s become good friends with during her time in the guild. Ad d to th is that guild o ffi cer Serra joined in the wake of other member s of her family, and that Magnu s is approaching his sixth year
I
Guild Spotlight

Black Lion Expeditions

BY VALIA NT
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COMMUNITY - Guild Spo tlight | GUILDMAG #2 2
Black Lion Expeditions [BLE] Leaders: Magnu s Sigmundsso n; Mister Dibb Server: Tarnished Coast (N A) Size: 2 50+ members Preferred game mode: PvX In-game contacts : righteousdude.3974; H aon .2301; SilverShadow.8639 Website: ww w.ble.guildwork.com Quirk: To us, BLE stands for Benevolent, Loyal, Encouraging. We place great emphasis on m aking sure our guild is supportive of each other and we keep our guild chat and Discord channel clea r of politic s and other controversial topics.
with the guild, and it’s easy to see that this i s a larger guild where its members are truly part of a caring community. That isn’t to say that new additions to the community aren’t welcome, however - fa r from it. Applic ations to join [BLE] are handled through the guild website, www .ble.guildwork.com, where an officer will review your submission and get back to you as soon as po ssib le. The guild boasts that it caters
to players of all skill levels, interests and experience, and whilst the focus i s current ly on PvE, r oleplay, a nd guild activities, there a re pl ans in the works to expand into competitive modes like WvW in the future. The current o ff ering inclu des weekly raiding groups (both training and experienced), guild missions, open world content that includes world b osses and map metas, regula r guild - wide festiva ls, and contests. Poinsetteia is the organiser
behind Black Lion Expedi tions screenshot contests (prizes included!), whilst other events have inclu ded so- called Flower Festivals a nd Wintersday Par ties that ar e ma de up of guild tri via, scavenger hunts, costume contests, and much more. For Lions who are interested in end-game PvE content, Serra over sees the guild’s raiding rosters. Whether you have raiding experience or not is irrelevant; the guild run s
62 GUILDMAG #22 | COMMUNITY - Guild Sp ot light
periodic workshops fo r new and learning raiders, a lwa ys following the mantra that activities should be fun and open to all. Even in potentiall y stressful environments like raids, the o ffi cers are keen to ensure that all part icipants enjoy themselves. Poinsetteia notes that “w hen w e go into a ra id it’s much more important to us tha t our members feel comfortable with the encou nter and their fellow members than clearing as fast as possible”, m aking [BLE] a grea t place to sta rt your raiding journey if you’re yet t o fi nd a suitable group . It is this focus on enjoying Guild Wars 2 - not just playing it - that [BLE] feels sets it apar t fr om many other guilds. “Our focus is less on tangible in-game goals and more about trying t o get each of our members c om fortable with th e game in their ow n
right”, says Poinsetteia. She continues, “if you’re tired of doing anything alone, or even if you thin k it’d be more fun with someone else, we’ll com e with you.” With members fro m a r o und t he globe, there’s s ur e to always be people online to join in your activities - and even when there’s not, th e guild’s similarly active Discord server is a great way to reach out to current Lions who aren’ t in-game, or just socialise!
So, wh y sh ould you join? Ultimately it all boils down to a true sense of community. A s Serra e l o quently puts it, [BLE ] is like family. When I fi rst joined I immediately felt love, support and community.”
Combined with the e ff orts of Poinsetteia and Magnus, the guild’s leadership tea m works hard to ensure there’s a strea m o f support for those who n eed it and th at there’s always something going on, wh ether that’s a guild-sponsored activity or simply an active guild chat so there’s always a place to join in on a conversation. Of particular highlight is t he dedication several o ffi cers put into plann ing fun events; in praise of them, Doom Raisin said “the party and event plan ne r s really blo w m e away with the shenanigan s they come up with!” And to top it all o ff , Black Lion Expeditions also prides i tself on having a fully upgr aded guild hall - ju st as you ’d come to expect from a to p -tier guild . If Black Lion Exped itions soun ds like your sort of guild then make sure to visit their
It’s really m ore tha n a gaming gu ild; it’s a community who understand that we’re ea ch more than a blue name on a screen.
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COMMUNITY - Guild Spo tlight | GUILDMAG #2 2
website for the applicat ion form. We’d like to thank those involved in this guild spotlight for a nswering our questions, particularly Magnu s Sigmundsson for organising the guild ’s e ff orts. If you know of any guilds w ho wou ld like to be featured in the future, we’re always
open to su ggestions - simply send a n email to contact@ guildmag.com. Until next time !
Our focus is less on tangible in-game goals an d more about trying to get each of our members comfortable with the game in their ow n right.
BY ST AR CONSPIRATOR

FOR THE

LOVE

hile much of the focus of this issu e has been the Inquest, players have never had the chance to pla y as one. Additionally, although there are a number of artists creating Inquest asura, distinguishing them from their fellow asura often comes down a mention in t he description of the piece o r perhaps the Inques t
being dressed in black and red. Therefore, in this issue we have expanded ours selection to sample a number of d i ff erent asura, Inquest o r not; after all, the Inquest is r eally just a fa ction that diverges from the others by degrees rather than by an underlying, fundamenta l, di ff erence.
W
64 GUILDMAG #22 | ART - Community Art
communitY ART

OF

ASURA

65
ART - Community Art | GUILDMAG #22
Asura nightlife surely i s a th in g t o behold ; their magitech illuminates their world in neon splashes of color and the once-subterranean creatures are perfectly adapted for living in th e dark. Asura Cafe by Cherrylights on Deviantart . com captures the asuran city. Through the caf e window, faceless cro wd s stream past a s a lon e asura pours over her r esearch. Holographs light the corners and everyth ing glows neon. This piece captures the aloof asura perfectly. Working tirelessly toward her next g reat invention, she guards her secrets, unwilling to share credit with even her krewe.
“Asura Cafe” by Cherrylights
cherrylights.deviantart.com
“Pixlam” by Lareakei lareakei.tumblr .com
“Asura berserk er” by Nebezial aka shiniez
nebe zial.deviantart.com
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ART - Community Art | GUILDMAG #22
I believe one of the reasons the asura ar e popular i s their tiny stature and oversized egos. Adorable “bunnies” armed with razor- sharp teeth and advanced weaponry; any one wh o misjudges them based on their size or cuteness i s in for a rude awakenin g! Neb e zia l’s panel beautifully captures this dichotomy: a cute, bespeckled asura covered in the blood o f her enemies. Add science and magitech to tha t ego, divorce it of moral and ethical standards, and you have the Inqu est.
In addition to their large egos and unswaying dedication to their work, asura a re rabid explorers. Larea’s image of her friend Pixlam brings to mind the initial meetings we had with the asura many years ago. Player s of the original game’s Eye of the North campaign fi rst came upon the asura Vekk in a series of underground tunnels. There, we faced the Destroyers, Primordus’ fi ery minions . Throug h Eye of the North we fought the destroyers at every turn as w e made our way deep into the heart of the North, to the Elder Dragon’s resting pla ce. I n another time, Pixlam ma y have been standing on the edge of the Great Destroyer’s lava pool, rather tha n Mount Maelstrom. Here, though, h e captures the fi re that burn s inside every asura.
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I have noticed that a number of community ar tists create chara cter studies o f the asura, focusing o n their features and emotions, making portraits and comic panels quite a bit more prevalent than scenic pieces. One such artist, 47-asura, o ff ers several pieces that run the full gamut of emotion. Each one of her characters holds a very human emotion: fear, contemplation, joy, and many others c an be found in h er work.
“Character Sketches” by 47-Asura
47-asura.tumblr.com/
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Even though the evil asura is quite prominent in the community, there are examples of asur a art encompassi ng all aspects of the human condition. Quiet, intimate moments, like that foun d in the sketch M eow by Matsubaki, capture the comedic and warm nature of the bookworm scientists. In this piece we fi n d a hardened, skilled warrior in repose, her helme t laid aside while she eats, who is then startled by a hungry cat. For me, this piece perfectly captures some of the surprising and quirkier moments in Guild Wars . While exploring the many fabulous examples o f asura fanart for this month’s article, i t occurre d to m e that the asura have the amazing ability to capture an incredible amount of emotion. They have inspired artists to create their own stories, detailed backstories for their i n-game characters, and even cha racter s beyond the
game itself. All this, combined with egos that outweigh their bodies and brains twice as large as that, and the possibilities for artistic exploration are endless! Unlike some of the other ra ces, the asura give life to the tension many of us feel in our day-to-day, modern, and urban lives. We live disconnected from the natural world , although most of u s believe in some form of interconnectedness. We strive for emotion an d meaning in anonymous, unnatural settings, and fi nally, many of us struggl e to a chieve recognition from superiors for the good work we do. And, like some asura, perhaps a numbe r of u s have our dreams of glory dashed, our egos bruised, our accomplishments ignored or belittled… or stolen by a power- hungry superior.
“Meow” by Matsubaki matsubaki.deviantart .com
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he fi rst thing he remembered was those eyes. They were redder than the op tical sensor of a Mark VII Centurion Golem, but where the golem’s crystal glowed with a soft light, these “eyes” were solid, opaque, bottomless. There weren’t eyes there at all, he knew, just blood red orbs of light th at fi lled the so ckets where eyes w ould have been prior to the A wakening. The second thing h e remembered was Dreta, his companion and coworker. As the mummy pounced, he could see her body splayed on the ground at the a d jacent terminal. The Awakene d had taken her fi rst. H e told her they should’ve accepted the outsourcing to Rata Primus, but sh e insisted they remain in Fahranur. He had to admit, the ruins were beautiful in their own way, but they were also ancient and being here gave him a n itchy, uncomfortable feeling, much like a spark fl y constantly brushing up again st his skin. He looked down, half expecting t o see one of those annoy in g insects buzzin g around, bu t what he saw instead terri fi ed him. His skin had always been the color of cinnamon, or mayb e a perfectly baked pear tart, but it was now the color of wood ashes. H e put h is hand to his forearm. It had the same texture as a burnt tree too — thin, papery, like you could try t o lift u p a layer but it would break apart at a touch and drift to the groun d in fl akes. They didn’t know if it was possible to Awaken a race aside from humans. Dragon minions were one thing to deal with dangerous, but single-minded in their loyalty to their master, with stripped memories and kill-or-be- killed personalities. The hippocampus of an Awakened, on the other hand, showed remarkable short and long-term memory retention, especially if the process occurred shortly after death. And while the majority of the Awakened were loyal t o Palawa Joko, some maintained free will. There were just too many variables to consider when working with the Awakened; the dragon minions were somehow simpler, neurologically at least . “Swakk?” He looked up, realizing he was so focused on the memories of his death coming into clarity and the current state of him that he had neglected his surrou ndings en tirely. “Swakk!”
T
BY PHOE NIX
Resisting the Awakened Fetters
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FICTION - Resisting the Awakened Fetters | GUILDMAG #22
A name? His name? He must’ve had a name, and yet... “Swakk, you’re ali- well, you’re here. You’re... sen tien t.” Yes, Swakk was his name. He w a s fi nding additional pieces o f his memory now. He also realize d that he recognized that voice. He spun, seeking the source. D ret a? Yes and no. Her skin was the same color as his and where she had had frosty pink hair i n life, her head was now bald. There were chunks missing from her fl oppy ears and her eyes, once the color of a barely ripe peach, were ghastly white, but it w as undou btedly her. “Dreta.” “It takes a while for the electrical signals to get firing again, but it’s coming back to yo u now , isn’t it?” She quirked her mouth like she always did, but th e skin of her cheek h ung in tatters. “I, yes, I think. Where are w e?” Dreta gestured t o her right. They were at their terminals in the gate hub of Fahranur. Their research was focused on creating gates with no receiving gate one simply had to input coordinates and walk through. It would make it much easier to “share” research with scholars and prodigies around Tyria. The distinct problem was that there was n o quick way back once yo u got t o your destination, but i f you were smart about it, which they naturally were, i t wasn’t a b i g issue. Rumor had it that they were perfecting translocation technology that d idn’t necessitate a gate at all in Rata Primus. Now those were some designs Swakk would have loved to get h is hands on, but alas. “Why though? Why were we Awakened a t all? And since w e are, shouldn’t we be groveling at Joko’s...” He cut himself o ff mid-sentence. He experienced an unnatural tug as soon a s he said the word. He felt fl o oded by pleasure, no, purpose. As if o n cue, a voice rose u p from the platform above.Greetings, mortal rats. You have all been blessed b y King Palawa Joko, Scourge of Vabbi, Eternal Monarch of All, Beloved by His People... The asura all looked u p at the same time. The undead ruler himself stood there, addressing the asura as though they were his sub jects, w hich, Sw akk supposed , they now were. Normally Swakk’s mind would have wandered o ff , b ut he found himself hanging on every word. “It has come to m y attention that you have a way to transport my undying army in to an y city , fort, or town in Tyria. This suits my purposes as Joko the Inevitable, First and Last o f His Name, Rider of Junundu, Destroyer of T urai O ssa, Vanquisher o f O swald Thorn, and Father of Undeath . That will be m y future styling. D oesn’t it sou nd good ?” “Yes, your Majesty,” said the Awakened to Joko’s left. Aside from her sunken face and necrotic scarring, she had been left mostly intact, ringlets of shocking red hair still erupting from her scalp.
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“I hope you will prove more intelligent than the other miserable lumps of shriveled flesh I have surroun ded myself w ith .” Swakk noted the other formerly human Awakened seemed not the least bit insulted by th is. “I must take my leave but you will compile a list of high -pro fi le locations and begin sending my army to those places immediately. Shortly I will require that list to b e sent t o your headquarters in Rata Primus. Carry on, m y fait h ful minions. My loy a l lieutenants will stay behind to keep yo u in line.” “Praise Joko.” The words came unbidden from Swakk’s mouth before he could stop the m: loud, clear, and in perfect time with the chorus of voice s from Awakened asura surrounding him. Even Dreta said it, th ough she had been notorious in college for interrupting their professors, usually to correct their teaching or announce her own con fl icting th eory. Joko walked out o f the room and Swakk’s head was overlo aded with emotion; the fi rst and most prominent was a sense of loss. H is master was leaving him but h e wanted to serv e, to genu fl ect, to touch the hand of the magni fi cent Pala w- n o! A p art of him str u c k back a t the enamored , eager-to-please voice that erupted as soon a s Jo ko’s back was turned. Swakk was an asura, an Inquest, the most advanced krewe of the most intelligent race destined to discover the mysteries of the Eternal Alchemy , and no rotten-breathed bookah could tell him otherwise, lich lord or no! Still, there was something i n fl uential, even m ajestic, about w atching Jok o stand on that platform and speak. Bookah he may be, but he still held thousands of other people in his thrall. Swakk was essentially immortal now a s well; h e could continue w orkin g on his projects for as long as he w ished. He shook h is head back and forth, ears fl opping aroun d. His brain felt foggy, like he had been submerged several seconds too long. He did n’t know what to think. He felt a sharp thwap on his back and turn ed to fin d one of Joko’s Awakened overseers glaring down at h im. “Our beloved King has given you a gift and asked you to be a p art of h is grand plan. You should be grateful and get to work.” Swakk’s eyes burned momentarily a s h e stared o ff into middle space, contemplating the command. His survival instinct, if he still indeed had one, won out in the end, telling him to tu rn to his co nsole or else risk being struck with the Awakened’s sta ff again. A long list of coordinates already lit u p his screen. His terminal controlle d gate three; next to him, Dreta was already deftly swiping her fi ngers along the screen, sending directives to gate two. He looked up, his gaze
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trailing after lines of Awakened shambling along through the portals. The Awakened directly above him were waiting for the characteristic magenta light to fi ll the gate, indicating it was travelable. They didn’t seem impatient though . They did n’t seem anythin g but ob edient. The least he could do was check his screen to see where his fellow Inq uest , or Joko, wa n ted to send t he army. Th e fi rst location wa s o ut s i de some agrarian Hamlet in Gendarran Fields; that didn’t seem so bad. How many could be living there after all? It was close to Lion’s Arch but with how many times that pirate haven had been besieged, you’d think they would have excellent defenses in place. He inpu t the coordinates on the number pad and his fi nger hovered over the activation button only momentarily before he pressed it. Just like that, the gate sparked to life and the fi rst contingent of Awakened walked through. A w ave of happiness washed over Swak k; he felt productive and ful fi lled. One mor e wouldn’t hu rt... Swakk barely stopped himself jumping back, but he couldn’t p reven t the horri fi ed look that crossed his face. The next location was right in the middle of Mabon Market. Hadn’t Widd been stationed there? They’d gone their separate ways after college, but still, he always considered Widd a good guy t o have around, i f not a friend. Instinctively seeking tha t previous high, Swakk started typing th e coordinates, but then stopped partway through. What if h e ad justed them eastward just a bit? Made the Awakened go through, say, the middle of Ventry Bay in krait - infeste d waters? He smiled to himself, disappointed he wouldn’t be there to see whether or not the Awakened co uld swim and if they could, who w ould triumph in that deathmatch. He continued typing, switching just two numbers. Dreta narrowed her eyes. “Those aren ’t the right coordinates.” Swakk slowly turned his head to face her, fi nger planted just above the activation key. “I know.” He pressed down. “But they don’t,” he said, gesturing over his sho ulder at the Awakened lieutenants. This time h e was greeted with a sharp stabbing sensation in his brain. He winced, but the pain subsided to a dull th rob in moments. Someh ow this felt better than when h e had input the coordinates perfectly. Th e fi rst time was pleasurable, no doubt, but this, this felt right, like what he should be d oing. He scanned the list. Next was just north of Hexane Regrade, but w asn ’t that an Inquest comple x? No, that would never do. H e knew of a troll de n a little to the east, not to mention the droves o f overgrown mosquitoes in that swamp. He didn’t want to imagine them getting even bigger, but why not send the lumbering blood b ags th ere? Next came a homestead in Ta igan Groves of the Wayfarer Foothills. At their best, the norn were often as dumb as a skritt in an iso lation
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chamber, but dumber still were the Sons of Svanir. Even the most unskilled members o f th e Inquest kne w yo u c o uld n’ t simply beg for a nd acce p t a d r agon’s magi c , you had to fi nd a wa y t o harvest and control it, or else you just transformed into a mind less minion. H e’d have to alter more numbers than before, but h e could send the next set of Awakened to th e Frozen M aw ... The sharp pain continued to plague him every time he entered the wrong coordinates, but Swakk was an Inquest. Discipline triumphed over fl eeting comfort every time. Swakk’s mind swam w i t h laughter and delight. H adn’t Joko learned from the Sunspears he couldn’t h o l d in hi s gras p? The trouble with fi nding decent unthinking underlings was that they had to b e deliriousl y dimwitted to begin with .

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