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.
06
D
R
AON
I
C ENERGIES &
THE INQUEST
Elder Dragon research and the Inquest go
hand-in-hand; uncover why with Amala.
11
THE SCAR
AB
PLAGUE
With the Scarab
Plague prevalent in
Season 4, Fearan explores its history.
40
TWISTING TIME
The latest entry in Draxynnic’
s
exploration of elite specialsiation lore.
45
INQUEST LABS
Discover the various Inquest bases
scattered around central Tyria.
16
P
ESTILENCE & P
LAGUE:
SEASON 4 RECAP
Season 4 of the
Living World is well and
truly underway; recap the story so far.
29
DOWNLOADING THE
TYRI
AN CONSCIOUSNESS
Phoenix explores how choices are
handled in the storytelling of Guild Wars
2
.
22
THE NEW UN
DER
W
ATER
EXPERIENCE
Underwater combat was updated this
May. We explore the impact it’s had.
50
COLLEGE
OF AESTHE
TI
CS
Looking for badass heavy-armor looks
for your asura? We’ve got you covered!
56
COMMUN
ITY ART:
FOR THE LOVE OF ASUR
A
Delve into this issue’s collection of
awesome community-created art.
64
RESISTING THE AW
AKENED
FETTERS
Inquest ideals vs the call of
Joko; one
asura attempts to resist his fate.
70
GUILD
S
POTL
IGHT
Black Lion Expeditions is a guild focused
on supporting its members - find out
more here!
60
3
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
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.
9
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
11
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
13
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
LORE - Draconic Energies & The Inquest
|
GUILDMAG #2
14
GUILDMAG #22
|
LORE - Draconic Energies & The
Inquest
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
u
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.
“
15
LORE - Draconic Energies & The Inquest
|
GUILDMAG #22
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.
17
GALLERY - Inques
t Labs
|
GUILDMAG
#22
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
19
GALLERY - Inques
t Labs
|
GUILDMAG
#22
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.
21
GALLERY - Inques
t Labs
|
GUILDMAG
#22
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
22
GUILDMAG #22
|
EDITORIAL - Downloading the Tyrian Consciousness
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
23
EDITORIAL - Downloading the Tyrian Consciousness
|
GUILDMAG #22
24
GUILDMAG #22
|
EDITORIAL - Downloading the Tyrian Consciousness
25
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.
“
26
GUILDMAG #22
|
EDITORIAL - Downloading the Tyrian Consciousness
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
27
EDITORIAL - Downloading the Tyrian Consciousness
|
GUILDMAG #22
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
.
“
28
GUILDMAG #22
|
EDITORIAL - Downloading the Tyrian Consciousness
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
29
RECAP - Pestilence & Plague
|
GUILDMAG #22
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
31
RECAP - Pestilence & Plague
|
GUILDMAG #22
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
32
GUILDMAG #22
|
RECAP - Pestilence & Plague
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
33
RECAP - Pestilence & Plague
|
GUILDMAG #22
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
34
GUILDMAG #22
|
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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
35
RECAP - Pestilence & Plague
|
GUILDMAG #22
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
37
RECAP - Pestilence & Plague
|
GUILDMAG #22
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
39
RECAP - Pestilence & Plague
|
GUILDMAG #22
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
41
LORE - The Scarab Plague
|
GUILD
MAG #22
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.
“
43
LORE - The Scarab Plague
|
GUILD
MAG #22
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
47
LORE - Twisting Time
|
GUILDM
AG #22
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
49
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
51
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.
“
53
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.
“
55
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
57
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 Gold – 1g 74s
Taro – 23s 2c
Bl
o
ods
tone
Co
ral
–
7g
46s
99c
Indigo – 58s 90c
Midnight Fire – 80s
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 Gold – 1g 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
59
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
61
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.
“
63
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
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
67
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.
68
GUILDMAG #22
|
ART -
Community Art
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/
69
ART - Community Art
|
GUILDMAG #22
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
70
GUILDMAG #22
|
FICTION - Resisting the Aw
akened Fetters
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
71
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.
72
GUILDMAG #22
|
FICTION - Resisting the Aw
akened Fetters
“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
73
FICTION - Resisting the Awakened Fetters
|
GUILDMAG #22
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
74
GUILDMAG #22
|
FICTION - Resisting the Aw
akened Fetters
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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