RETURN
TO
CANTHA
Issue 14
A HISTORY OF CANTHA
Visual timeline of Can
tha’s past
RECAP: POINT OF NO RETURN
The last episod
e of Living
World Season
2
Community Art, Fiction & More!
More awaits inside this issu
e!
02
GuildMag Issue 13 |Editor’s Letter
editor’s Letter
Happy Canthan New Year! For ou
r
first issue of 2
015, we’ve ch
osen to
celebrate this historic event with a magazine dedicated to C
an
tha and
Guild Wars: Factions! Although we may not be heading b
ack
th
ere in an
expansion any time soon, it’s always fun to
remin
isce
(for
those wh
o
played the original game) an
d speculate on
what could
be.
In Issue 14, you’ll find an excellent
lore
primer on
why
Cantha is so
important; an editorial piece on what Heart of Thorns can
learn
from
Factions; and our usual creative fiction and
art pieces, all inspired
by the
Empire of the Dragon! We’ve also recapped the
last Living
World release
for Season
2: Point of
No Return for tho
se that missed it or wou
ld like a
refresher, ready for Heart of Thorns later this year.
As always, we’re constantly on the look-out
for commu
nity sub
mission
s.
If you fancy yourself as a
writer, and
would
like
an
original piece of w
ork
featured in a
later magazine, then
navigate your browser to
guildmag.com/submit for all the infor
mation.
I hope you
enjoy reading
th
is issue as much
as we did
producing it!
- Valiant
04
GuildMag Issue 13 |A Brief History of Cantha
0
CC (51
0 BE)
Cantha u
nites un
der
Kainen
g Tah (Old
Canthan
for ‘Lord
Emperor’), with the
first
Raisu Palace beginnin
g
construction. Th
is
heralds th
e beginn
ing
of the Age of th
e
Marmoset.
46 CC
(464
BE)
Kainen
g Tah dies
in mysterious
circumstances with
his
son, Yian
Zho, follow
ing
as Emperor, despite lack
of a formal succession
system.
48 CC
(462
BE)
After becoming a target
of Emperor Yian and
bein
g labelled as the
‘Luxon insu
rgen
cy’, the
Luxon
s secede from
the Can
than Empire,
becoming a
vassal state
instead.
51 CC (459
BE)
Yian declares war on
the
Kurzicks
in the
Ech
ovald
Forest, who
become an
independent
vassal state
as a result.
51
CC (459 BE) –
511
CC (1 AE)
Not much
is know
n of
events in Cantha du
rin
g
this period,
but n
ine
emperors are known
to
have ruled
the Empire.
305
CC (20
5 BE)
The Age of the Falcon
begins.
The begin
ning
of this age
coincides with h
uman
ity first
setting foot on Tyria and Elon
a.
510 CC (0 A
E)
The Human Gods sp
lit
the b
loodstone, a ston
e
which
is the
source of
magic on Tyria, into
shards and
spread
them across the
world.
Abadd
on betrays the
other God
s and is
defeated. The
Exo
dus of
the God
s takes place.
511 CC (1 A
E)
The Age of the Bat
begins. Chang H
ai
becomes th
e first
Ascend
ent Emperor
of Cantha, and
sets
a precedent for all
Emperors after to
be
Weh no Su, the Canth
an
equivalent
of Ascension
.
A brief
history of Cantha
Written
by
Darryshan
Cantha. The first continent settled by humanity in the
Late
Pre-Imperial Era, 276 years before the start of the
Canthan calendar. Originally remaining
on
t
he northern
areas of the continent, they quickly spread to eve
ry
other corner of the land. What is now known as Kaineng
City was at this point merely a town, bu
t would soon
grow exponent
ially.
<PAGE> |GuildMag Issue 13
05
731
CC (221
AE)
Cantha b
egins trading
with Tyria and
Elona.
Logging on Sh
ing Jea
Island
is outlawed, and
the Age of the H
edgehog
begins.
882 CC (372 AE)
Karei, a powerfu
l
healer, is approached
by Dwayna,
human
Goddess
of Life and
Air,
through
a series of trials.
He passes all three, an
d
is thus made the M
aster
of Kaziin Mon
astery.
108
2 CC (572 AE)
Magadore, a powerfu
l
wizard, drains th
e life-
force from Cantha’s
forests, turning
it into
pure
energy. Magadore
plans
to
use it in
a
magical war against the
Emperor, but is defeated
by th
e ranger Zojun
and
his army of
beasts.
1204 CC (69
4 AE)
The cruel Emperor
Singtah, known for
mass
public executions
an
d
unfair
taxation,
is
burned
alive in the original Raisu
Palace, built by th
e first
Emperor, in a fire started
by rebels.
1282 CC (772 AE)
A pirate fleet
led by
Appollonia attacks th
e
port of Dinfang, and
is defeated by
a force
stationed in
Fort Fu,
led
by
Kitah. With
her
mesmeric powers, Kitah
increased the
size of the
defend
ing fleet, causin
g
the pirates to fl
ee. Both
Kitah an
d App
ollonia are
killed in
single combat.
12
84 CC (774 AE)
The 24th Canthan
Emperor, Senvho, d
ies
after sitting on
the
throne
in the
newly b
uilt
Second Raisu Palace
for
the first time.
1368 CC (858 AE)
Shiro Tagachi, a skilled
warrior who
was noticed
by th
e Emperor and
made his bodygu
ard,
defeats a group
of Am
Fah rebels, executin
g all
captives and b
eheading
their leader.
A Brief History of Cantha |GuildMag Issue 13
06
GuildMag Issue 13 |A Brief History of Cantha
1375
CC (865 AE)
Shiro defeats
a
coup
d’etat by reb
els in
the Celestial Ministry,
executing an
y
perpetrators in front of
the Emperor’s captured
son.
1382 CC (872 AE)
Shiro Tagachi is
killed
in the Harvest Temple
after
murdering
Emperor
Ansiyan,
being tricked
into it
by the fallen
god
Abadd
on. The Jade
Wind
occurs as a result,
solidifyin
g the Jade S
ea
and turning the
Ech
ovald
Forest and the creatures
within
into ston
e.
Emperor Hanjai ascends
to the throne, markin
g
the b
eginning
of the Age
of the Dragon
.
1390 CC (880 AE)
Hostilities with the n
ative
tengu rise,
but open
war is avoided w
ith the
Angch
u tribe d
ue to
the efforts of Emperor
Hanjai’s ambassador.
Soon,
however, the
Tengu Wars
begin.
1396 CC (88
6 AE)
Courthouse Sq
uare
in
Kaineng City is ren
amed
Vizunah
Square, in
honour of th
e efforts
of the assassin, Vizu
,
defeating Shiro Tagach
i
after his murder of the
emperor.
141
2 CC (902 AE)
Trade agreements with
Orr, Ascalon and
Kryta
are ended by an imp
erial
decree.
1450 CC (940 AE)
The Canth
an Embassies
in Ascalon and Elon
a are
closed.
152
7 CC (1017 AE)
The Lux
ons and
Ku
rzicks
end formal
diplomatic contact, the
only commu
nication
taking place throu
gh the
Celestial Ministry, and
only when
ab
solutely
required.
1532 CC (1022 AE)
Ermenred of Ascalon
travels
to
Cantha
to
meet
Emperor Kintah. S
hortly
after, trade rout
es
between
Cantha and
Ascalon are reopen
ed.
07
1568 CC (1058 AE
)
Emperor Kintah
dies,
and
is succeeded by
Emperor Kisu, h
is son
and 31st Emperor of
Cantha. Op
en warfare
between
the Lux
ons and
Kurz
icks
ends.
1581 CC (1071 AE)
The Tengu
Wars
end, and trad
e is re-
established with K
ryta
amidst the destructio
n of
Orr and Ascalon
.
1582 CC (107
2 AE
)
Shiro Tagachi comes
back to life, u
nleashing
a
plague on Cantha
called
the Affliction
.
15
89 CC (1079 AE)
The last remnants of
the
Afflicted are destroyed
by th
e Ministry of
Purity,
which
turns its attention
on
others that it sees
as enemies of Can
tha
- th
e Luxons, K
ur
zicks,
tengu, an
d the Jade
Brotherhood.
Minister
Reiko is assassinated,
and A
shu Yu
udachi, a
child, assumes co
ntrol of
the M
inistry of Purity.
1637 CC (1127 A
E)
Emperor Usoku sp
ends
millions of gold prep
aring
the armies of Can
tha,
then declares war on the
Kurzicks
an
d Luxo
ns. The
new
ly invigorated Canthan
army sweeps thro
ugh th
e
countryside,
defeating the
Luxon
s and K
ur
zicks, and
re-incorporating th
em into
Cantha. A
ll non-humans are
driven out of the Emp
ire,
along w
ith all wh
o opposed
Usoku. This forces Canthan
migrants to Tyria and Elona.
1583 CC (1073 AE)
Reiko Murakami, a
minister in
the Celestial
Ministry, rallies the
peop
le in Canth
a
against the victims of
Shiro Tagachi’s
plague,
“the Afflicted”, whose
only release from th
e
conditio
n is death.
1587 CC (1077 AE)
The Ministry
of Purity,
tasked with eradicating
the Afflicted, is
found
ed
by Reiko Murakami.
1729 CC (1219 A
E)
Orr rises, sendin
g a
hu
ge tsunami towards
Tyria, and possib
ly
Cantha, cuttin
g off all
communication.
After
this p
oint, noth
ing is
know
n of even
ts in
Cantha. Tengu
exiles
view this Great Tsunami
as a sign that
it is time to
form their ow
n nation,
settling in the San
ctu
m
Cay region
to foun
d the
Dominio
n of W
inds.
A Brief History of Cantha |GuildMag Issue 13
08
GuildMag Issue 13 |Cantha: A Cultural and Geographical Primer
The Empire of the Dragon
Geography
Before Usoku’s reconquest of the Vassal States, the
Empire of
the Dragon proper was confined in th
e supercity of K
ain
en
g
on the continent’s northwestern shore. Orig
in
ally
a
network
of smaller cities and towns, Kaineng became the biggest
city
in the known
world w
hen an
in
flux
of refugees from the Jade
Wind filled the spaces between the original settle
men
ts
with
hurried construction. The need to rapidly
build
housing
fo
r
so
many people led to the erection of what most
visitors h
ave
described as towering slums, reaching high in
to
the sky
as
new construction is piled on the old. Wh
ile
th
ese apartment
complexes often looked shabby, reports indicate
fe
wer
collapses than might
be expected given
the external state of
the buildings – while Canthan architects cared
more
for need
than for aesthetics, they likely became ex
perts
at
keeping
these sorts of construction stable.
Food and water for this metropolis was sourced from
a
series
of islands off the western coast, the largest being
Shing
Jea
Island, home of the famous Shing Jea M
onaste
ry.
A mountain
range on the southwestern coast became
a
popular location
for summer retreats for the wealthy seeking to escap
e the
teeming metropolis, although th
e Forbidden
City of Raisu
also allowed some measure of relief for th
ose close to th
e
emperor.
Poli
tics
During th
e time before Usoku’s
ascension, the Can
than government
was split between the hered
itary
monarch and the Celestial
Ministry.
Unlike the Krytan ministry, th
e Canthan
ministry did not pretend to represen
t
the
people but served a purely
bureaucratic role,
theoretically
performing those government functions
that
the emperor and his direct representatives could
not
attend personally. Visitors’ accounts, however,
report
endemic incompetence and corruption,
and observe
that in practise the Ministry
served no
function apart from enriching its members and
ducking blame.
Officially, there were four subministries, each with a differe
nt
field of responsibility – and credited
with magic pow
ers
related to the element. The Ministry of Flame had co
ntro
l
over law enforcement and, supposedly, the
sun; th
e Ministry
of Earth over planning, and record keeping (and cred
ited
with ensuring good harvests); the Ministry of Water
over
th
e
city’s water and sewerage systems (an
d the moon
and rain),
while finally the Ministry
of Air justified
supervision of
trade
through dominion ove
r
winds.
There was an additional ministry, the Ministry of Pu
rity,
briefly formed in the years after Shiro’s defeat. In
itially
focused on cleansing the last remnants
of the A
fflicted, the
Ministry of Purity afterwards turned on
other perceived
threats to Cantha, including the vassal states and the te
ngu.
In order to help facilitate discussion on a possible
Priory expedi
tion to
re
-estab
lish contact with Canth
a, I have
prepared the following briefing on what we knew about Cantha prior to the closing of Cantha’s
borders.
For convenience, it is split among three sections, detailing in turn the original Empire of the Dragon and each
of the Vassal State
s.
Cantha: A cultural
&
geographical primer
LORE
Written by Draxynnic
Cantha: A Cultural and Geographical Primer |GuildMag Issue 13
09
While initially contained by more moderate forces, it
was not
destroyed and likely influen
ced Usoku’s
later policies.
A third, less official element of Canthan politics was organised
crime. Through violence and Ministry corruption, criminal
gangs had effective control over much of the city’s
eco
nomy
and populace. Two in particular stood out,
th
e Am Fah and
the Jade Brotherhood – the
former mainly recruiting from the
poor and destitute and revelling in
its origins, while th
e latter
affected a more aristocratic air. These were powerful eno
ugh
that imperial agents had to adopt a strategy of balancin
g
them against one an
other (even after it was revealed that
the Am Fah
were worshippin
g and deliberately spreading
the Affliction) to preve
nt either from growing strong
enough
to topple the emperor. Both organisations were significan
tly
weakened in the rise and fall
of the M
inistry
of Purity,
possibly allowing them to be brought to
heel afterward
s.
Culture
The heart of Canthan worsh
ip
was at Tahnnakai Temple
– although after Kaineng’s explosive growth
,
the temple
became unglamorously nestled amon
g the fou
ndations and
sewers of the overgrown city. In
addition to
shrin
es of
the five gods, the Temple h
oused th
e spirits
of eight
Canthan heroes – one representative of
each
of the
heroic professions th
en kn
own in
Cantha.
After the Exodus, it became tradition
for
Canthan
emperors to Ascend through the trial of
becoming
Weh no Su (“Closer to the Stars”). This trial required
defeating reflections of four celestial c
reatures,
taking the form of the dragon, turtle dragon,
kirin and
phoenix. Each represented
a
figure
from a tragic event in Cantha’s past
–
some heroes, some object less
ons, but victims all.
As well as imperial heirs, these trials were available
to citizens and visitors who p
roved
themselves
worthy
to
the Oracle of the
Mists.
Another set of celestials were hon
oured during
th
e
celebrations for the Canthan New
Year. Twelve
figures from Canthan
history were h
onoured
by the
gods through making them into constellations, an
d each
year is dedicated to one of these figures in turn,
fo
r
whom a
five-course feast is prepared at Shing Jea Monastery. S
in
ce
the dragon was included in both sets,
this brings th
e
total
number of celestials to fifteen. Additionally, firew
orks
were
used to scare off creatures called Nian, preventing them fro
m
stealing the year’s goo
d luck.
Another festival of note was the Drago
n Festival, w
hich
commemorated a Canthan legend in which
a
ce
lestial dragon
promises that Cantha would recover from the Jade W
in
d.
The Kurzick Great Houses
Geography
The home of the Kuzicks was the Echovald
Forest, on
ce
a
vast
woodland covering much of central Canth
a, transformed by
the Jade Wind into a forest of petrified trees. Wh
ile
gre
en
meadows showed the land remained fertile
when
not sh
aded
by the massive stone trees, the agricultural capacity of the
land remained a shadow of what
it had on
ce
been, requiring
the Kurzicks to fight with the
Lu
xons fo
r
th
e resources
needed to survive. Some evidence
indicated
that the forest
had begun to recover after Shiro’s secon
d defeat,
however, so
it is possible that it has returned
to
what it on
ce
was.
Poli
tics and Culture
Deeply religious, the Kurzicks were d
ivided
amo
ng five Great
Houses, each devoted to on
e of the
five gods
an
d adopting
a role consistent with the interests of that
god. Hou
se
Durheim, sworn to Grenth, kept history and main
tain
ed a
tradition of poetry and playwriting; house Lutgardis
,
devoted
to Melandru, employed music as part of their respon
sibility
to
maintain the forest, and house Brauer, dedicated to Lyssa,
fostered the visual arts. The most
powerful h
ouses are the
militaristic house Vasburg, following the path of Balthazar,
and the Dwaynan
house, zu
Heltzer,
which focused
on
philosophy and medicine.
While these
two were rivals,
the
greater political acumen of House zu Heltzer ensured
its
pre-
eminent positio
n among the
houses. Like th
e Canthans, the
Kurzicks venerate ancestral heroes as well as the
gods, each
house regarding their most honoured ancestor
as
a
patron
saint.
The Luxon Clans
Geography
Originally a seafaring people, the homeland of the
Lu
xons
were the islands of the inlan
d Jade Sea. The
Jade
Wind
solidified this into a wasteland of actual
jade
inhabited by
magical walking fish, stranding the Luxon
fleet.
In respon
se,
the Luxons found alternate mean
s than sh
ip
s to sustain a
nomadic lifestyle, taming giant turtles and crabs to carry their
homes and constructing magical vehicles capable of travelling
using wind or mechanical legs. Having lo
st
the bou
nty and
trade of the ocean, the Luxons took to minin
g
particularly
magically potent regions of the Jade Sea for jadeite… an
d
raiding Kurzick settlements. Like the Echovald Sea, ru
mo
urs
from the late 1070s suggest that
th
e Jade Sea may have
started to recover
.
Poli
tics and Culture
The Luxons organised themselves into three clan
s – the
Crab,
the Serpent, and the Turtle. To mediate d
isp
utes between
the clans, a council of elders met annually at an event
called
the Convocation to set codes
of behaviour for th
e clan
s to
hold until the next. During
th
is event, a gladiatorial contest
was held between the champions of each
of the
clans
– the
purpose of the contest
was to determine w
ith
out permanent
deaths (in a time when
resu
rrection magic was more
common than now) which of
th
e clan
s was strongest. As
a
result, the win
ning clan likely received favourable terms until
the next Convocation. While each
clan
was represented
at th
e
Convocation by its champions and elder, it was the C
ap
tain
that provides the overall leadership of each clan
.
Along with the gods, the Lu
xons wo
rsh
ip
ped three
demigoddesses, named Alua, Elora, and Ione. Some
historians have speculated that these might be th
e foun
ders
of the Luxon clans, making it another
case
of ancestor
worship – however, the sources
that led to th
is
conclusion
have been
lost.
10
GuildMag Issue 13 | Cantha: A Cultural and Geographical Primer
11
A Tale of Two E
xpansions |GuildMag Issue 13
A Tale of T
wo
E
xpansions
EDITORIAL
Written by Starconspirator
With Heart of Thorns, the first Guild Wars 2 expan
sio
n,
revealed, it is quite n
atural to look
toward
previous ArenaNet
expansions for comparison. Released in 2006,
th
e first Guild
Wars expansion, Guild Wars Factions, opened
th
e land of
Cantha to the population of Tyria, allowing
for exploratio
n
of
new maps and the acqu
isition
of n
ew
skills. As a stand
alone game, it brought with it a u
ni
que storyline
an
d two n
ew
professions: the assassin and ritualist. Players who purch
ased
Guild Wars Factions could create Canthan characters and
play through the new storyline, expanding
th
eir
worlds to
the Guild Wars Prophecies story once they
reached
Kaineng
City. Those who chose to move Prophecies ch
aracters
to
the
Canthan storyline could do so up
on reach
ing Lion’s
Arch
.
In this way, the expansion was cobb
led
together with
th
e
previous world
.
Heart
of
Thorns,
given
the
Living
World
motif,
grows
more
organica
lly
from
the
Living
World
of
Tyria
.
As
the
content
must
tie
in
with
what
has
gone
before
and
cannot
be
egregiously
out
of
syn
c,
i
t
highlights
the
commendable
attention
to
stor
y
progr
ession
and
character
gr
owth
that
ArenaNet
has
been
focused
on,
even
though
there
ma
y
b
e
fewer
new
maps
and
only
on
e
new
profession.
Because
of
the
organic
growth,
Heart
of
Thorns’
new
content
may
be
seen
as
limited
in
compar
ison
to
that
introduced
by
Guild
Wars
Factions.
However,
what
is
being
introduced
is
likely
to
improve
the
game
im
mensely.
Heart of Thorns will introduce the Mastery an
d specialization
systems; a way to continue character improvement bey
ond
max level. It is an interesting way to b
ranch
out into
new
builds, skills, and weapon sets, and is reminiscen
t
in some
respects to Ascension – where characters in the original Gu
ild
Wars could choose a different secondary profession.
Th
e
Mastery system will allow level 80 chara
cters to earn (and
later spend) points in order to unlock account b
ound
ab
ilities.
Making them accoun
t boun
d removes the grind
of leveling, as
a player will only have to bu
y each
ability once. As
they begin
accumulating at level 80, this system should revitalize max-
level characters and provide players new conte
nt withou
t
simply increasing the level cap. Through the sp
ecialization
system, characters will be able to use different weap
ons and
learn new skills as
they expand
upon
their original
profession;
for example, rangers can become druids.
As previously mentioned, Guild Wars Factions in
volve
d the
creation of two new classes unique to C
an
th
an
lore - th
e
assassin and the ritualist. Because Guild Wars Factions
was a
traditional expansion
- a stand-alone game
that did
not require
ownership
of the
original Guild Wars
Prophecies game - th
e
skills and weap
ons used
by th
ese professions,
along with their armor
and weap
ons, were
easily incorpora
ted
into the Canthan wo
rld.
Players who
wished
to start one of th
e
new professions were
required to
begin in
Shing Jea. Heart o
f
Thorns’ new profession, th
e revenant,
must grow ou
t of the
living story. Details regarding the creation of the class are
“
H
eart
of
thor
ns
[...]
highlights
the
commendable
attention
to
story
progression
and
character growth
that
ArenaNet has
been
focussed on
12
entwined with th
e story of Rytlock, the ch
arr tribune
who
disappeared into the Mists. This creates a quand
ary over
how
to introduce a new profession that never existed in past
story steps. Will there
be a new
personal story for revenant
characters? Will it be possible - or impossib
le - to
power-level
them? Arenanet has stated that people who begin
a
reven
an
t
will be on equal footing regardless of wheth
er
or
not they
are new to the game or veteran players.
If don
e correctly,
the introduction of the revenant pro
fessio
n may provide a
unique experience for p
layers and
provide an example of
th
e
myriad possibilities found in the
meld
ing of game design
and
storytelling.
Additionally, when Guild Wars Factions
lau
nched, it brough
t
four new maps for players to explore:
th
e tumble-dow
n
warren of Kaineng City, E
chovald Forest’s stone
trees,
the
frozen surf of the Jade Sea, along with th
e
tutorial
island Shing Jea. New characters in the Guild Wars
Faction
campaign began in Shing Jea as initiates in a
mon
astery.
For experienced Tyrians, the initial hand-holding instance
was skippable, although characters still had to progress
through the Island’s stories and learn of the
horrors
takin
g
place on the mainland. Heart of Thorns
will
expand u
pon th
e
Maguuma jungle, opening three levels: the Canopy,
Core,
an
d
Roots. Although only one distinct region, Aren
aNet
has stated
that
it will
be
one
of
t
he
most
expansive
a
reas
in
Guild
Wars
2.
In addition to this new PvE area, Heart of Thorns will brin
g
a
new WvW Borderlands map, featuring element-th
emed
keeps
and a new PvP mode patterned after th
e original
Guild vs.
Guild play - introducing strongholds and allow
in
g the h
irin
g
of heroes and armies. In order to facilitate this Guild vs. Gu
ild
mode, Heart of Thorns will bring with
it the gu
ild
halls that
many in the community have been longing
for.
While th
es
e
are important improvements to the second game, th
e
new
PvP modes introduced with Guild Wars Factio
ns took b
etter
advantage of the new world
an
d un
iq
ue storyline. Of
these,
the Alliance Battles held the most sway over
th
e world of
Cantha. During an Alliance Battle, teams of
tw
elve people,
supporting either the Kurzick
or
Luxon
faction, battled for
dominance. As teams won various battles, the area
of Ku
rzick
and Luxon influence shifted. Th
is,
in
turn, affecte
d the PvE
experience in those areas, limiting services and Resurrection
Shrine usage. Through the Alliance Battles, gu
ild
s could also
claim ownership of the various outposts in the
Echo
vald
Forest and the Jade Sea. Because growth with
in Guild
Wars
2 requires synchronization to the Living World, only
time w
ill
tell if something similar to the Luxon an
d Kur
zick factions w
ill
return in th
e future.
G
iven the
fundamental difference between
the two
expansions, Guild Wars Factions being a stand
-alon
e new
story, and Heart of Thorns being a contin
uatio
n of a story
already solidly anchored to Tyria, comparisons between
the
two expansions must be done
with care - n
ot
to suggest th
at
either one is “better” than the oth
er.
Although
they w
ere
fundamentally different, the previous expansions
each
hold a
special place in the history of the
game.
GuildMag Issue 13 | A Tale of Two Expans
ions
13
LORE
Written by Draxynnic
Fighting Dragons with Dragons |GuildMag Issue 13
Fighting
Dragons
with
Dragons
Making
the
case for
a Priory
expedition to
Can
tha
With the fall of Zhaitan, a new opportunity
has aris
en
that, sadly, has not yet been taken up by the Durmand
Priory or the Pact. I speak, of course, of re-establishing
contact with Cantha.
While the isolatio
nist policies of Usoku
have led th
e
Empire of the Dragon (referring to the relatively
mundane native dragons of Cantha rather th
an
the Elder
Dragons – see my previous research summary for mo
re
information) to expel nonhumans and limit access
to
foreigners, trade continued between Cantha
an
d Kryta
until the raising of Orr and Zhaitan’s stran
gleh
old on
the
seas around the peninsula
blocked this rou
te.
In fact,
students of Lion’s
Arch
history of th
e period will n
ote that
Cobiah Marriner, founder of the modern Lion’s A
rch, w
as
part of a mission to investigate
a
possible threat to this
trade when Orr ro
se.
With the death of Zhaitan, it is possible that a route
to Cantha may be open. The rise of the deep sea
dragon means that a conventional sea voyage may
still be impractical – however, a properly stocked
airship may be able to float over the deep sea
dragon’s notice and survive the trip.
As scholars of the Durmand Priory, man
y of my
esteemed readers will be familiar with at least the basics
of Canthan history and government,
but for tho
se
who
are not, I have prepared a brief
primer:
Written by Draxynnic
14
GuildMag Issue 13 | Fighting Dragons with Dragons
Cantha In A Nutshell
Founded
long
before
humans
expanded
from
O
rr
into
Elo
na
or
northern
Tyria,
the
empire
of
Cantha
is
a
conglomerate
of
three
distinct
cultures
–
the
Canthan
m
ajority,
which
historical
ly
has
mostly
been
con
fi
ned
to
the
northwestern
sh
ore
and
the
nearby
islands;
the
Kurzicks
of
the
Echovald
Forest,
an
d
th
e
Luxons,
once
a
seafaring
society
out
of
the
inland
Jade
Sea,
and
reduced
to
a
lifestyle
of
raiding
and
jade
mining
after
the
sea
was
frozen
b
y
the
Jade
Wind.
As
well
as
r
everence
to
the
Six
Gods,
all
three
shar
e
a
deep
reverence
for
their
ancestors,
with
particularly
im
por
tant
fi
gures
being
r
evered
as
saints
and
demigods
themselves.
Examples
include
the
founders
of
the
fi
ve
Kur
zick
Houses
and
the
three
dominant
Luxon
clans,
as
well
as
numero
us
Canthan
heroes,
w
hile
the
practitioners
of
the
ancient
ritualist
tradition
serve
as
mediums
not
only
with
these
signi
fi
cant
fi
gures,
but
with
the
lesser
ancestor
spirits
of
individual
hou
seholds
–
in
voking
the
blessings
of
benign
spirits
while
exorcising
those
with
ill
in
tent
towards
th
e
living.
While formally part of the Empire, the Lu
xons and
Kur
zicks
have always been fractious vassals, eager to fight among
themselves as well as to assert their independence.
After
the
unification of the continent into the empire,
th
e formative
event
of
Cantha
in
recent
history
was
the
Jade
Wind,
a
magic
al
death wail of the betrayer Shiro who slew the Emperor
Angsiyan. This transformed the inland sea of the Luxons
to jade and petrified the E
chovald Forest, forcin
g much of
the population to concentrate in th
e city
of Kainen
g on th
e
northwest coast –
this influ
x caused K
ainen
g to explod
e in
population faster than its infrastructure or building in
dustry
could cope, resulting in a city of slu
ms hastily erected
in order
to shelter too man
y people in
too little space.
These conditions provided ripe ground for criminal
gan
gs to
seize control of much of the city, le
adin
g to a perpetual gang
war barely kept in check by overt and hidden secu
rity
forces.
Meanwhile, the Luxons and Kurzicks
th
at
remained
in
their
ancestral lands found
that the petrification left them
unable
to fully support even what population that remained
,
an
d
tensions between the two so
on erupted
in
to an all-out
war
over resources.
A brief truce formed in 1072AE allowed the th
re
e
nations to
work together against the return of Shiro an
d his
Afflicted
plague, but this was not to last. Soon
afterwards, the K
ur
zicks
and Luxons fell b
ack to
fighting on
e another, while
in
Cantha
the effect was more
insidious. A vigilan
te
organisation initial
ly
formed to purge
the
last remnants of the
plague, the “Ministry
of Purity” th
en turned
towards all other
perceived threats,
including
Luxons,
Ku
rzicks, non
humans,
and Kaineng’s ou
t
of
control criminal gangs.
While th
e Ministry
of Purity was initially
defeated by more
moderate forces, their ideology survived to in
fluence Usoku
,
the heir to the thron
e
– and u
pon h
is inheritance,
Usoku
raised an army to reconquer the Luxons
an
d Ku
rzicks and
to
purge nonhumans, inclu
ding the
ten
gu that w
ould go
on to
settle the Dominio
n of W
inds, from his lands.
Little information is known about Can
than political
developments since – prior to Usoku’s ascen
sio
n, however,
the Canthan government was split between
a
here
ditary
monarch and a ministry. Unlike th
e Krytan ministry, the
Canthan ministry did not serve to represent
the peop
le
but
served a bureaucratic function, theoretically perfor
ming
those government functions that th
e emperor and h
is
direct
representatives could not take the time to attend to
personally. Visitors’ accounts, however, report widespread
corruption, nepotism, and incompetence, an
d report that in
practise the Ministry served no useful
function apart from
enriching its members and shifting the blame for its failin
gs
.
So, with all this in mind, what are
the reasons w
hy the
Pact in
general and the Priory in particular might w
an
t to go to
the
effort of an expedition to Can
th
a?
“
The
Kurzicks
a
nd
Luxons fell
back
to fighting
one
another,
while
in
Cantha
the
effect
was
more insidious
15
<PAGE> |GuildMag Issue 13
Possible Reinforcements
The most obvious motive for seeking to re
-estab
lish
contact
with Cantha is the possibility of bein
g
ab
le to form a
cooperative defence strategy with the Empire
of the Dragon.
While the Cantha we last knew would be
unlikely to
make
a
good ally, multiple shifts in imperial p
olicy
have been
recorded in Canthan history, and mod
ern
Cantha might be
open towards such
an
arrangement –
possibly enticed by the
opportunity to help ensure the restoration of
th
e ancient ho
ly
places of Orr. Of course, we should make sure that the p
rice
of any such arrangement is one we are
willing to p
ay.
Ancient Cultures
With the possible exception of O
rr itself, Cantha is
th
e oldest
known place of human habitation. Because of th
is
,
it
is
possible that Canthan histories may contain h
ints of h
uman
origins that are not available on Tyria.
More tantalising still are hints of even older cultures
–
historical accounts contain descriptions of ruin
s that predate
human arrival on the continent, and speculate th
at
Kur
zick
civilisation and traditions might have formed before th
ey
arrived in
the E
chovald. Wh
o know
s what secrets of th
e
past might await a diligent seeker of lore
on that ancient
continent?
Rediscovery of old magics
Despite the Priory’s efforts to recover and
conserve importan
t
books and documents from th
e floodin
g of Lion’s
Arch
,
much practical knowledge was lost through th
e
drowning
of teachers of foreign magic. While some vestiges
of the
teachings of ritualists and assassins remain in modern
adventuring professions such as th
e guardian
and th
ie
f
respectively, the more advanced magics employed in th
ese
Canthan traditions have
been lost.
If Canthan trainers could be persuad
ed to take Tyrian
students, perhaps these techn
iq
ues can be
recovered.
Similarly, if the method of their creation has survive
d the
subjugation of the Kur
zicks by Uzoku
,
the process for creatin
g
Juggernauts – infusing human souls into plant-like creatu
res
that are immortal for as long as the tree they
are bo
und to
lives – may prove valuable in the fight against
th
e dragons
should any be willing to make that sacrifice
.
Assuming, of
course, such beings are not made vuln
erable
to
Mordremoth
in the process. Meanwh
ile, stories of
the Luxon
s speak of
giant crabs and turtles as well as mechan
ical vehicles that
they employed in their nomadic life
on the
Jade
Sea – if these
marvels can be acquired by the Priory,
th
ey may prove to be
useful additions to the Pact’s
in
ventory.
Friendly Dragons
While many were driven mad by
the Jade Win
d,
most of the
dragons recorded in
history to have friendly
dispositions
towards civilised humanoids have called
Cantha home.
Some years ago, I speculated that this may be caused by
the presence, now or in the past, of a benign
Elder
Dragon
,
similar to the future Magister Stonehealer predicted
for Glint
had she not been slain by Kralkatorrik
.
Even
if this is
not
true, an increasing number of scholars have
been growin
g
concerned in the past year that the death
of Z
haitan
has put
the world’s magic out of balance, and that slaying ad
ditio
nal
Elder Dragons without an alternative location for the magic
to go would be unw
ise – the
dragon
s
of Cantha might
be able
to serve as such a receptacle. If they lack the magic-ab
sorb
in
g
properties of their local namesakes, they may still be valuable
allies and sources of
knowledge.
Possible Mordrem Connections
Botanical studies of Cantha describe a variety of aggressive,
self-mobile flora with more animal-like character
istics than
the aggressive flora known on Tyria or Elona prior to
th
e
appearance of the sylvari and the mordrem after that. This
might be evidence of Mordremoth havin
g influ
en
ce on
Cantha during a previous cycle – in which
case, thorou
gh
investigation may reveal information useful for the fight
against Mordremoth.
With all these considerations in mind, I hope you w
ill
agree
that the potential benefits of
an
expedition
to Cantha
could
outweigh the risks and costs associated with such an
expedition
.
Yours,
Scholar
El
eanor Draxynnus
Fighting Dragons with Dragons |GuildMag Issue 13
16
GuildMag Issue 13 |Recap: Point of No Return
Living Story Recap:
point of no return
Written by Starconspirator
RECAP
17
Recap: Point of No Return |GuildMag Issue 13
Point of No Return, the final chapter of season tw
o,
held
a
great deal of promise. Previous chapters had set a
number of
plots in motion;
we knew
that the culmination
of
Caithe’s personal story lay sealed within a Forgotten
cave,
Mordremoth’s forces were advancing across the Silverwastes
toward Camp Resolve, and Rytlock was missing.
Given
that it
was the final chapter of the season, many in th
e
commu
nity
were expecting great things and the revelations
unearth
ed
in
this chapter were extraordinary, even if some questions
remained unanswered at
its conclusion.
The episode begins
with a missive to return to
th
e special
collections library in the Durmand Prio
ry.
Sous Ch
ef Seimer
Oxbone has returned to
the kitchen
an
d will gladly p
rovide
you with a bloodstone du
st
pot pie
if
you ask. As
it
turns
out, there are no culinary applications for
bloodstone d
ust.
However, if you eat the pie and then
continue
with the
sto
ry
instance, you will unlock one of th
e
story
step achievements
at the end. This is one of the mo
re
clever achievements, in
my opinion, as the possibility exists
for a player
to stumble
upon it accidentally, simply because they … like b
lo
odstone
dust-based food. For those who attempt this achie
vemen
t,
the detrimental healing effect is removed u
pon completion
of
the instance and you are rewarded with a metabolic
primer.
Within the special collections once again, the
player
undertakes a small number of fetch ques
ts
in order to op
en
the sealed tome (or would that
be tomb?) of Tu
rai Ossa.
From
a lore perspective, the artifacts and books in the
collection are less intriguing this time aroun
d, only giving
general descriptions instead of snippets of text. However,
The fetch quests are not onero
us and
Ogden S
to
nehealer
will
provide hints if you need them. The dwarf believes that
the Divine Fire, first seen in Guild
Wars
’ Ascension
quests, will
unseal the Mystery Cave and grant access to Caith
e’
s final
memory. Once again, the Priory’s special collection brings
nostalgia to players of the original game, this time in
an
echoed ascension ritual, which scales well to th
e party
’s size.
The related achievement will require a player to complete all
three phases of the ritual in
under eight
min
utes – perhaps
not doab
le solo.
While searching, take note of the
mirror and return at th
e
end of the instance, before giving the Divine Fire to
Jo
ry, in
order to unlock another achievement, the doppelgan
ger
fight
– another echo from the original Ascension
quests. Un
like
the original guild wars doppelganger, it is not a
perfect
co
py
of your character. For example, when faced
with my axe/
warhorn, shortbow ranger, it u
sed a longb
ow.
This story instance is
solid all arou
nd save for some
of
Ogden’s quirky d
ialogue
– Ogden
’s insistence that there
will
be no Ascension, as
if
the developers at ArenaNet w
ere
listening to the fanbase - an
d the
illogical passing of
the
Divine Fire torch to Jory for transport to the Mystery C
ave.
The only aspect of this
nostalgic step
that disappointed
was
the lack of actual Forgotten enemies.
After passing the torch to Jory, you receive another
letter
urging you to join Destiny’s Edge
an
d the Pact at the fron
t.
In
hindsight, passing the torch to Jory
belongs after you
re
ceive
this note, rather than
before. This could
be a simple oversight
or it could be a quirk of the programming. Next, travel to
Camp Resolve in the Maguuma W
astes and
meet up
with
Destiny’s Edge to continue the story, wh
ich
contain
s a brief,
somehow lackluster “Oh by th
e way, this is my
son,” family
bonding moment with Eir and Brah
am, along
with dialogue
that bringing Destiny’s Edge up to speed regarding
Glin
t’s egg
and Caithe’s
behavior.
The reunion is interrupted
by a sustained, multi-stage attack
from the Mordrem. Most of the stages
are time-gated and
you are scripted to
lose. However, there are two attacks in
the middle of the battle where you must
perform
specifi
c
tasks – killing specific enemies and then releasing
pact
soldiers from vine chambers – before they will en
d. The fi
nal
stage is a mix of both, being time-gated until the sign
al fl
are
becomes available. Once the flare is unlocked, the attack
will
continue until the signal fire is lit and
an
airstrike called
in.
While sustaining the Mordrem assault by ignoring or b
ein
g
unaware of the steps necessary to
en
d each stage may
appeal to some, the battle intensifies with each
attack. These
battles feel well-scaled to party size, and anyone familiar
with
the battles of the Silverwastes should be well-prep
ared
fo
r
them. As each wave intensifies, the assault provides
players
with a satisfying battle, balancing feelings
of frustration
and
desperation with determination
and focus.
Afterward, Trahearne informs you that the Pact will a
ssault
Mordremoth as soon as everything is ready, desp
ite
your
absence. Confidently, you continue
to
ward
the Forgotten
cave, where Jory is waiting with the Divine Fire.
However,
if
the skritt tunnels are blocked du
e to the
timers at work in
the Silverwastes, your continuatio
n of th
e story will require
unblocking them. Although this is
an
organ
ic
incorporation
of
the living world and its timed events, which is very
ad
mirable,
it can be frustrating and
potentially progress-blocking if
the tunnels do not open
or the band
it
event near Picato
on
Fetch quests for the
Priory
The battle for
Camp Resolve
18
GuildMag Issue 13 | Recap: Point of No Return
Scratch bugs and
does n
ot begin.
The skritt tunnels will take you to charnel ground
s
in the
far
Silverwastes. To begin the final step, yo
u must u
se
the Divine
Fire to open the sealed Forgotten cave, wh
ich
is a simple
matter of interacting with the wall, while your party hold
s off
a small group of Mordrem. Through this
battle, it becomes
obvious that the Divine Fire h
as
an
exploitable effect on
Mordrem, although its cause remains unexplained. The
foray
into the cave is direct and, given the darkness, prob
ab
ly
a
bit more visually stunnin
g if you
have luminescent armor.
Beyond the tunnel, the cave open
s
onto an
aw
e-inspiring,
golden chamber, which later becomes
the arena for the fi
nal
fight against the Shadow of the Dragon.
Th
e ruins h
ere
hint at
those seen in the Heart
of Thorns trailers.
After witnessing the last of Caithe’s memo
ries, Caithe
returns for a brief word before disappearing once
again;
a very unsatisfying set of circumstances. However, h
er
disappearance triggers the final fight against th
e Shadow
of the Dragon. This fight follows a predictable patte
rn
:
Mordrem must be attacked in order to weaken th
e dragon
and its invulnerability mu
st then
be removed indirectly with
the divine fire before it can be attacked directly. There are
two rounds to this battle with the
second b
ein
g mad
e more
difficult by enemies who attempt
to
extinguish
th
e Divine
Fire
as you work to remove the dragon’s invulnerability. If
the
pattern is unknown or your build and skills are less than
optimum, the second round in particular may p
rove
to
be
frustrating. Once the dragon has been
defeated,
you rush
in for a killing blow. It
is
only slightly
disap
pointing th
at th
e
“finish ‘em” animation does n
ot
include a custom
finisher.
Screencaps of the Shadow of the D
ragon
succu
mbing to
snowglobes, bunny banners, dragon fireworks, or llamas
would have been
priceless.
Yet, the revelation regarding the true nature
of the sylvari
found in Caithe’s
final memory proves to be
worth the
journey that players have
undertaken in
this season of
the living story. Under threat of torture by Faolain, Wynn
e
reveals that the sylvari are agents of Mordremoth, meant
to serve him. In a bid to keep Faolain from
learnin
g
of this,
Caithe kills Wynne and then lies to
Fao
lain, saying
no secret
was revealed. This revelation and the boss fight may
leave
players reeling as they exit
the cave only to
be greeted by
yet
another cut scene: the artistic storyboard rendering
of the
Pact’s ill-fated attack on Mordremoth. The jungle comes alive
,
destroying the airships, leaving Destiny’s Edge, Trahearne,
and the Pact helpless against the onslaught. With
th
e Pact
fleet in ruins, Destiny’s Edge lost to the ju
ngle and
Caith
e,
Glint’s Egg, and even Rytlock still missing, the next ch
apter of
the story, the Heart of Thorns expansion, has a great
deal
of
storytelling to do
.
Caithe confronting Wynne
19
FICTION
A Shattered pa
ct
Written
by
Aaron
Heath
A Shattered Pact |GuildMag Is
sue 13
Sound was the first thing th
at
penetrated
the silent, un
ending
pit of utter darkness that was Arcadia Steelfur
's reality. S
he
could hear a soft, rhythmic thrum all arou
nd her, pu
nctuate
d
by sharp cracking noises
like twigs breaking u
nderfoot. Wind
?
No, too warm, thought Arcadia
dully, and no breeze.
Fire! At this sudden realization, her eyes snap
ped open
.
She
was lying on her back in
the middle
of a small
clearing in
what
looked like a forest, but was unlike
an
y forest Arcadia
had
ever seen. The trees grew this way and that,
crisscrossing
and intertwining
with on
e another. Thick, ropey vines
hung
from their branches, trailing down into an impen
etrable
undergrowth of multicolored and vibrant
vegetation. Th
e
flames that had awoken her appeared to
be emanatin
g from
burning piles of charred wood and tw
is
ted
bits of metal. Are
those airship parts?
As she continued to take in her
surro
undings, A
rcadia finally
realized where she must be. The
Maguuma Jungle.
Bu
t if
I'm there, then- her thought trailed off as
she realiz
ed
what
must have become of the Pact's assault on the
elder drag
on
Mordremoth's inner sanctum.
Involuntary tears welled in
her
eyes, and she blinked them back furiously as she tried
not
to think about what might have happened to her fellow
warband members. Charr don't cry, Arcadia, get it together!
They can take care of themselves. Right n
ow, you
need to
focus on getting yourself out of th
is
mess!
As that thought crossed her min
d, she realized sh
e
was
unable to move. Looking down at her pro
ne form,
still
clad
in
her Vigil uniform, she could see that she was trapped b
en
eath
an enormous pile of airship wreckage and smold
erin
g
vegetation. She struggled feebly to ex
tricate herself from the
oppressive mass, but her efforts met
with little success. She
slumped back in
defeat, her long
horns digging
into the
so
ft
earth as she stared up into the impenetrable blackn
ess of the
jungle cano
py.
What was that? Her four ears twitched as h
er
heightened
sense of
hearing picked up the
sound
of
m
ult
ipl
e
high-pitc
hed
voices drawing near. Lying still, Arcadia listened warily.
“The plan failed, Flune!"
said a shrill,
insistent voice; it
sounded male, "The fleet
is
in ruins, Trahearn
e and Destiny
’s
Edge, well, the members of Destiny’s Edge th
at b
othered to
come along at any rate, are missing, presumed dead, and th
e
likelihood that anyone else survived
th
is mess is minimal at
best! We need to evacuate the
area, now
!"
“We survived, didn’t we?
"
Countered a n
ew voice, female
this time, her tone sharp, "I don’t
suppose
you factored that
statistic into your calculations, Mister ‘dragon magic ana
lyst
expert.’ If there are survivors, Drixx, we have
to stay and look
for them. It’s
our duty
to the Pact.”
“It’s ‘savant in applied magical analysis,’ thank y
ou very much.
Not that you’d care, Miss ‘glorified tree histo
rian.’”
“For your information, the Priory considers me their
senior-
most authority on the Maguuma Ju
ngle, which
makes me
imperative to this effort.
”
“Well thank the alchemy we had you
with us, or
else
we wo
uld
have really been
in
trouble. Oh
wait…”
“I don’t have time for you
r
foolish antics, Drixx. I’m goin
g
to
search the area for survivors and help anyone I can. I’ll
be
sure to report your desertion when I regroup with what
remains of our allies.”
“I see no reason for that typ
e of beh
avior. I
–“
“Would you two stop squabbling like a pair ho
rn
less
cu
bs
and get me out of here?” Arcadia asked loudly,
cu
ttin
g off the
conversation. She still could not see
where the
voices
were
coming from, but they were clearly with the Pact and at
least
one of them sounded like th
ey wou
ld
be w
illing
to help.
“Who said that? Where are you?” sh
outed the
female voice,
clearly caught off guard by th
e sudd
en interruption.
“I’m in the clearing, underneath all this junk!” Arcadia
sh
outed
back, wincing at the effort.
Arcadia heard the muffled shuffle of
hurrie
d footsteps from
somewhere behind her, and after
a
fe
w seconds, tw
o squat
figures appeared through the gloom. Arcadia had assu
me
d
they
were
asura,
and
their
large,
floppy
ears,
dispropor
tionate
heads, and unusually short stature confirme
d her susp
icion
s
immediately. Catching sight of her torn and soiled
Vigil
garments, they hurried over and knelt by
Arcadia's side.
“Alright, let’s get you out of here,” said
the female asura,
whose bright pink hair
shone merrily in th
e
dull firelight,
“Drixx, we need to displace the debris impeding th
is
charr’s
mobility. Would you mind doing
the hon
ors
?”
“Um, ah,
yes,
of
course,
stand
back,
Flune,”
said
Dri
xx,
flushing
20
GuildMag Issue 13 | A Shattered Pact
slightly. Brandishing a short staff with an
odd, rectangu
lar
mechanism whirring at its tip, he pointed it at
th
e imme
nse
heap of wreckage and waved it once. A pow
erfu
l gust of
wind
emanated from the staff, causing Drixx's dark hair to stand
on end and
sending
both the
debris and Arcadia flying
across
the clearing into a nearby
clu
mp of vegetation.
“Drixx, you dolt!” Flune shouted angrily,
“look wh
at y
ou’ve
done now! We’re trying to rescue su
rvivors, not kill th
em!”
Drixx rolled his eyes as he retorted, “Relax, sh
e’ll be
fi
ne. The
charr
are
very
durable
specimens.
You
sh
ould
see
w
hat
kind
of punishment they can take in the
lab.”
At that moment, Arcadia staggered out of the trees,
brushing
leaves off her fur and looking disgru
ntled.
“You could have been more diplomatic abou
t it,”
she said
huffily, “but thanks. I’m
Arcadia Steelfur, Vigil Engineer and
Pact Airship Technician. I’m from the Firefang, th
ough I
doub
t
it’s any more than a smoking heap of garbage
at
th
is point.
I don't remember much, one minute I'm
in
the en
gin
e room
making sure everything's sh
ip shape, the
next I'm waking
up
down here ben
eath
a pile rubble.
Do either of yo
u know
what
happen
ed?"
Flune walked over to Arcadia an
d sho
ok her outstretched
paw, wincing as she made contact with
Arcadia’s razor sharp
claws.
“I’m Flune, and this b
umbling idiot is
Drixx.
We’re both
with
the Durmand Priory. We were aboard the Raithwy
rm w
hen
it happened. We had been
bombard
in
g the ju
ngle with
everything we had for several minutes, wh
en enormous
vines
shot out of nowhere and made lab fodder out of
our ships! The fleet didn’t stand a chance. Drixx
an
d I h
ave
been searching for survivors, b
ut you’re th
e only o
ne we’ve
encountered
thus far.”
Arcadia frowned and looked at the ju
ngle floo
r, a pit
of worry
growing in
her chest. Lookin
g up
at Flu
ne,
she said, “Vines,
eh? If it weren’t some Durmand Prio
ry
know-it-all telling me,
I wouldn’t believe it.
I didn
’t think
th
ey made bigger vines
than
the ones back in the Silverwastes. My warband were all
stationed aboard the Firefang, and finding
th
em is my first
priority. Thanks for the save, but it looks like th
is
is where we
go our separate ways.”
“You want to go deeper into that deathtrap of a
ju
ngle?”
Drix
x
cried, almost incoherent with disbelief.
Arcadia looked at him with dislike and remarked flatly,
“You
wouldn’t un
derstan
d.”
Turning her back on the
two asura,
she began
her trek into
the Maguuma Jungle. As Arcadia disappeared into
the den
se
overgrowth, Flune bit her lip, looking first at
th
e retreating
charr, then at Drixx.
“You can’t possibly be considerin
g going w
ith
her…
” Drixx
asked incredulously
.
Flune gave him a half smile, “S
he’s goin
g
to need
our help,
Drixx. She’ll die out there on h
er
own. I’
m
going with
her.”
Turning away from Drixx, she scuttled off after Arcadia.
“Are you insane?” Drixx cried after her, not both
ering
to hide
the panic in his voice, “That’s literally th
e home of
an
elder
dragon! What you’re doing
is suicide! Are you
listening to
me?!
Get back here n
ow!”
Flune merely waved over her should
er
as
she continu
ed
after
Arcadia, not even bothering to look back. Irate with
indignation, Drixx stood alone in the clearin
g for several
seconds before sighing and running af
ter h
er.
99
<PAGE> |GuildMag Issue 13
22
GuildMag Issue 13 |Community Art: The Legacy of Cantha
ART
Community Art:
The Legacy of Cantha
Written by Kent Benson
One of the best things about
expansions, especially in
th
e world of
Guild Wars, is that they
often take you
to new
places
with entirely different cultures. Cantha boasts a massive urban civilization with many rural and nomadic
sub-cultu
res. In the
north lies Kaineng City, the heart of the Canthan Empire. To the south are
the E
chovald Forest and th
e
Jad
e
Sea,
home of th
e
Kurzicks and Luxons, who, in recent times, have been absorbed into the main empire. Shing Je
a
Islan
d and o
th
er
portio
ns of
mainland Cantha were originally home to the tengu, who fled to Tyria due to the Dragon
Emp
ire’s
grow
in
g xenop
hobic nature.
Today, it’s likely that the tengu still honor some aspects of old
er
Can
than culture along
with their ow
n in th
e Dominion
of
Wind
s.
Below are my brief thoughts on four pieces of art from the Guild Wars community that eith
er
depict or pay h
omage to
Cantha’s style, scenery, and cu
lture.
“Ec
h
ovald Forest” by Vasburg
A single splendor among the many of Guild Wars: Factions was the eerie yet beautif
ul aftermath of
Shiro Tagach
i's
death
and
the events of the Jade Wind. Along the shore of the Jade Sea
ru
ns the
Echovald Forest, home
of the K
urz
icks.
Th
e regio
n is a
bleak mash-up of Gothic petrified tree sculpture, architecture and the slow but subtle reclaiming of the land by n
atu
re.
Th
is
piece exhibits all of the characteristics that make Echovald and its people what they are. The sharp contras
t
between
th
e
faded shadows; the glowing light from the buildings; the occasion
al
su
nbeams that break through
the stone
can
opy; and th
e
elaborately dressed Kurzick figures cast a vision of a land living and thriving in almost p
erpetu
al
darkness.
23
<PAGE> |GuildMag Issue 13
“Gorou” by llimus
The tengu have been involved to varying degrees in
the w
orld
of Guild
Wars
from
voiceless antagonists to fleshed-out and powerful
allies. Guild
Wars
2 has u
sed the ten
gu
as story and setting props, often using them to introduce small tidbits of info
rmation
about their race and hints at their possible involvemen
t in the
future. Wh
at I
like about
this piece is that it captures the tengu's potential, like
the sylvari, to
be a very vibrant and
colorful race (I also have a love for guardians, at least, I think it's a guardian..
. ).
One of
the
fun things about sylvari character creation is that they have the largest amount of
color
variety for their skin, pattern, glow, and "hair". Like bird species in real life, the tengu
could
sport any number of colors and patterns. Red-ish vulture-headed
tengu? Su
re!
Bird
of
Paradise tengu? Why not? Penguin tengu? A
dorab
le.
Armor and clothing designs often play a big part of character id
entity in many
games,
especially RPGs. What started as a self-portrait of the artist eventually grew into
a
full-
fledged illustration. The armor is Cantha-influenced
,
as
can
be seen
in
the samurai-
esque helmet, plate paneling, as well as some of the armor's more subtle,
orn
amental
features (note the dragon's head on the belt). One thing is for certain:
th
is character
is ready for battle. It brings me back to the same battle cries that St. Victo
r
an
d
Archemorus made before dueling Shiro Tagachi in the Factions cinematic trailer.
“Helmet Breaker” by Changin
ghand
Community Art: The Legacy of cantha |GuildMag Issue 13
24
GuildMag Issue 13 |Community Art: The Legacy of cantha
While the thief profession is not exclu
sively
Canthan in
conception, its roots lie w
ith
the
old assassin profession from Guild Wars: Factions. The featured cosplayers really cap
ture
that assassin look with their choice of armor and weapon props. Th
e black
an
d red armor
pieces re-conjure memories of fi
ghting Am Fah
in the streets of
Kaineng City.
Nostalgia aside, the intricate detail that went into creating these ou
tfits truly bring th
ese
characters to life in all of their shadowy and stabby glory.
Unlike in th
e game, h
owever,
I can look forward to not b
ein
g ganked by these two
thieves in th
e near future.
Much appreciated.
“Hide in Shadows” by: Cloak & Da
gger
25
fiction
The
Awakening
Written
by
LadyLala
<PAGE> |GuildMag Issue 13
Lin sighed, then adjusted so she co
uld see h
er
target
better. He was an older man, standing in
one of th
e man
y
abandoned marketplaces scattered around Kaineng
City. She
felt as if she’d been waiting in the
same
spot for hou
rs.
Her
target was restless as well; he sh
uffled around
an
d glanced
from side to side. His eyes were tired;
she knew
he w
as
suffering from insomnia. She remained still and w
atched
him.
Suddenly, she felt a presence behind her. A gloved hand
wrapped around her mouth and strong
arms kept h
er
in
place.
“Don’t move,” the presence whispered. Lin
was abou
t
to
struggle when she recognized
the voice. Sh
e turned
her
head,
then wriggled away as the h
an
ds fell.
“What were you thinking, Katsu? I cou
ld
have killed you
!”
she
hissed back. Katsu
grinned.
“No, you couldn’t. I’m too fast for you.”
Before
she could
respond, he quickly added, “The other associates are on
their
way. I wanted to give you a h
eads
up, and
be here if it tu
rn
ed
ugly.”
Lin nodded. “Thanks.
So now
we w
ait.”
They didn’t have to wait long. A
fe
w minutes later,
two men
walked out of the
shadows and
into the
dim
light of th
e
marketplace. They were garbed in loose, black clothes, bu
t
their muscles were still evident, rippling under
th
e dark cloth.
Lin’s target turned to
greet
them.
“Do you have it?” the target asked the
men
.
“We do,” one of them replie
d.
“It better be
good.”
One of the men
pulled o
ut a stack
of papers from a bag
around his shoulders.
“D
on’t worry, it is. Is
your loyalty still
true?”
“More than you could ever imagine,” the
target replied
as
he
took the papers. “I will u
se these w
ell.”
“Good,” the other man replied. “The emperor is coun
tin
g on
you
.”
At that moment, Katsu shifted his
weight from on
e
leg to the
other. As
he did, a metal can by
his feet rolled slightly, causing
a scraping sound. The three men whirled around
an
d stare
d
at the small entrance to where Lin and Katsu
were hid
in
g. The
target slowly walked over and peered through
the d
arkness.
“When I say, start climbing,” Katsu whisp
ered
to Lin. Sh
e
squeezed his hand as an affirmative. The
target walked closer,
and started to reach out.
“Now!” Katsu cried, and Lin sprang into action. She ju
mp
ed
up
and grabbed a wooden board nailed to the wall next to
her, and used it as leverage to climb, grabbing more boards
as she went. She could feel K
atsu
just below
her, and h
eard
the other men yelling after them. She knew from
se
ein
g the
men’s body types that
they wo
uldn’t try scaling the
wall
in
such a dangero
us fashion, b
ut there were oth
er
ways to get
to the rooftops. She climbed faster and faster, un
til
she felt
a breeze on her face. She sprang up th
e
last
few feet and
emerged onto a shoddy rooftop. Katsu w
asn
’t
far
behind.
“We didn’t lose them
for
long,” he told
her breathlessly.
“We’ve got
to keep moving.”
He took off running over the rooftops, jumpin
g gracefu
lly
from one ramshackle building
to another. Lin ran after him
uncertainly, and loose tiles slid under
her feet as she
ran,
sending shocks of te
rror through
her. She
blindly follow
ed
Katsu as he continued to race over the unfamiliar rooftops.
She skidded to a halt
next to h
im
an
d looked
up at him,
puzzled.
“Why did you stop?” she asked, p
an
tin
g.
“I think we lost them.
Besides, we can’t go
an
y further.”
She was about to
ask
him why, b
ut then
she looked
down.
Twenty feet below them, a b
ody of
water slow
ly rippled. It
stretched for what seemed like miles, an
d the o
nly thing
that broke the stillness was the occasional peak of
a
tower
stretching above the water. Lin peered into
th
e murky li
quid
,
and saw the outline of stairs
an
d bridges.
“I don’t recognize this place. Where are
we?” she asked
Katsu.
“This,
dear
sister,
is
Kaineng
Center.
A
couple
of
centuries
ago,
it was the capital of Cantha. People came here to trade, travel,
and explore. But since the Great Flood… well, th
is
happened
.
Didn’t you pay attention to the Master’s
lesso
ns?”
Lin shuffled her feet. “Not re
ally. I
found
them boring,” she
admitted. Katsu laughed
.
“Speaking of the Master, we need to get back. I
’m
sure he’ll
want to know what we’ve fo
und.” He
reached
under h
is
tough
leather armor and pulled out the stack of papers her
target
had received. Lin gasped
.
“How
did you-“
The Awakening|GuildMag Issue 13
26
GuildMag Issue 13 |The Awakening
“I told you, I’m fast. Now
let’s get goin
g.”
They climbed down from th
e rooftop and
started creeping
through the remains of the city. Golden floors
an
d rich
brocades soon gave way to ramshackle
buildings and
makeshift bridges. They picked their way over and
arou
nd
the
rivers and lakes dotting the cityscape. After a while, they
descended into the sewers. The vast netwo
rk
of tunn
els
held
a familiar darkness. The tunnels were once much larger,
but
the flood cut off more th
an
half the
network.
After traversing miles of dark, damp tunnels, the pair
emerged from the sewers and stood
in
front of
an
iro
n door.
Katsu knocked, and a small window open
ed
up.
Eyes
peere
d
at the
two
of them, then
the
window
was shut. T
hey
hea
rd
the
clicks of multiple locks, and the heavy door
swung
open.
“Welcome back,” a gruff voice said. “You w
ere
go
ne so lon
g we
though
t you
were dead.”
“Nice to hear you have faith in us,”
Lin retorte
d,
gently
pushing the man in front of her.
He laughed
,
th
en embrace
d
her. He was a tall, burly man with red tattoos
ru
nning up and
dow
n his arms.
The two walked into a courty
ard teeming
with peop
le
.
Families were huddle
d in corners, children ran amok, and
lines of people stood waiting for food.
Th
e courtyard
was
surrounded by stone walls, stretching up
to
wards
the sky.
“Karna, where’s the Master?” Katsu
asked
the man.
“Where he always is. You got something good?” Karna
asked
him.
Katsu smirked. “Definitely.”
Lin and Katsu started climbing up a
narrow
staircase. Lin
peered out of the small win
dows as sh
e asce
nded. Sh
e could
see the sprawling wilderness b
eyond th
e walls; she h
eard
it
was once a beautiful stretch of grass and hills
;
now
it
lo
oked
like a jungle. They were at the edge of the
city
,
in
what u
sed to
be a mighty keep. Now it
was just a refugee
camp.
Nearing the top, they walked along a
hallw
ay
to a room with
the door half-open.
Katsu
gently p
ushed th
e door fully
open.
An old man was sitting
by the
window, loo
kin
g out o
nto
the courtyard. He turned to see th
e siblings standin
g
at
the
doorway, and smiled.
“Welcome back, young ones. W
as
your mission successful?”
“Master Cato, I bring good and bad news. Unfortunately
,
the mission did
not go
undetected. We were chased by the
architect and his associates, but we got away. I did man
age
to
get this.” Katsu pulled the papers out and laid
them in
fron
t
of
the old man. Master Cato picked them up and
started to
lo
ok
through
them.
“Very good, both of you. Th
is will serve us
well. We’ll -
have
you
seen this?” the
old man sud
denly said. They
shook their
heads. Master Cato spread out the papers on the
floor,
an
d
the other two peered
at th
em.
“They’re plans for
a
ship,” Lin said.
“And weapons,” Katsu
ad
ded.
Lin read the footnotes on a page. “No,” she gasped
.
“Has
the
emperor gone mad?”
“He went mad many years ago, my dear,” Master Cato said
.
“They’re planning on invadin
g Tyria! H
ow do
we know
there
isn’t still a dragon blocking the sea
? An
d wh
y try
and conq
uer
them when there used to be peace between
th
e continen
ts?”
“Because the Ministry is hungry
for power. Canth
a
is
nothing
but a desolation of refugee camps and re
sistance fi
ghters
.
They’ve given
up on us, and
they’re moving on
to something
bigger and better,” Katsu told
her.
“But we have no idea what Tyria has done,” Lin replied
.
“For
all we know, they could
have an army twice the
siz
e of the
emperor’s.”
“I know. Which
is wh
y we h
ave
to
stop them.”
Suddenly, they heard screams emanating from the cou
rtyard.
The trio rushed
and crouched
down
by the
window
to see
people fleeing in different direction
s.
Soldiers dressed in
white slowly advanced through
the en
trance, cutting d
own
anyone who stood in their path
.
They saw K
arna gather a
group of fighters and ch
arge th
e Ministry soldiers.
“What are they doing here?” Lin
hissed. She
started to
get up
to go help, but Katsu
grab
bed her and
pinned
her dow
n.
“It’s suicide. They want the plan
s. We h
ave
to
sneak out
of
here with them. Master, an
y ideas?”
“A few,” th
e old man replied.
As they watched the battle, th
ey saw an elaborately garb
ed
man step from the shadows in
to the middle
of the cou
rtyard.
He raised his hands, and
th
e fighting
stopped. E
veryone in
the
courtyard stood motionless.
“Master Cato,” the man shouted, loud en
ough
for
the wh
ole
keep to hear. “Yo
u have something
of mine. You
think we
forgot about you? You’re slippin
g in you
r
old age. Send
that
pretty girl down with the plans, and maybe
I won
’t
slau
ghter
your little band
of misfits.”
Master Cato was about
to reply wh
en a rumble sh
ook the
keep. It started slowly, then intensified. The walls
started
shaking, and books fell off their shelves.
Lin and
Katsu
clung
to each other as the soun
d assau
lted their ears.
The rumbling
turned into something more, something Lin
couldn
’t
identify
at first. Then it clicked. It was something sh
e had h
eard
only
once, wh
en she
was a child. Sh
e had stumbled
upon
a
lion
while wandering in th
e forest. She
remembered it o
pening its
mouth, and realized it was the same sound, only mu
ch
,
mu
ch
louder. It was a roa
r.
“Master Cato,” she shouted, “is this an earthqu
ake?”
The old man looked at her and sadly shook
his head.
“N
o,
my
dear. It is something I had
hoped
you w
ould never h
ear in
your lifetime. It is a dragon
.”
99
<PAGE> |GuildMag Issue 13
28
GuildMag Issue 13 |Hidden in Plain Sight: The Tengu
LORE
Since their occupation of what was Sanctum Cay, the b
ird-
like
race has stowed itself behind the massive walls
that
border
their realm. Today, the tengu refer to their land
as the The
Dominion of Winds.
The walls had
been bu
ilt
to keep their
people safe, but also to keep the other races, th
eir
influences,
and the other dangers of Tyria out.
However,
even after
Zhaitan’s death, the threat
of the Elder Dragons remain. With
the imminent rise of Mordremoth, many won
der how
long
the ten
gu will remain behin
d their walls in
the face of a threat
that could eventually
consume the
entire world.
History
In
the
distant
past,
long
before
the
events
of
the
Guild
Wars
and
The
Searing,
the
tengu
were
said
to
live
all
over
the
world.
Their
race
is
ancient
,
possibly
even
old
enough
to
have
seen
the
last
days
of
the
Elder
Dragons
before
they
went
into
their
deep
sleep.
The
fi
rst
historical
mention
of
the
tengu
coincides,
not
surprisingly,
with
their
fi
rst
interactions
with
the
early
Canthan
Empir
e.
The
e
ff
ects
of
the
Jade
Wind
had
corru
pted
and
transformed
much
of
what
was
once
more
habitable
land.
This
eco-disaster
led
mainland
Canthans
to
look
to
S
hing
Jea
Island
for
further
colonization.
The
S
ensali
ten
gu,
one
of
the
two
main
tribes
of
Shing
Jea
tengu,
did
not
t
ake
this
well.
Eventually,
they
were
respon
sible
for
the
slaughter
of
a
n
entire
human
village.
The
other
Shing
Jea
tribe,
the
Angchu
,
managed
a
somewhat
stable
peace
with
humanity,
w
hich
put
the
two
tengu
tribes
at
odds
with
one
anoth
er.
However,
further
settlement
by
humans
exposed
the
Angchu
to
illnesses
that
killed
many
of
their
young,
igniting
a
conflict
that
would
eventually
grow
into
what
was
known
as
the
Tengu
Wars.
The Tengu Wars raged for two centuries before Emp
eror
Kisu and the tengu
leadersh
ip sough
t an end
to their conflict.
The Emperor’s half-brother, Master Togo, met with th
e tengu
leaders at the estate of Minister Wona. There, the M
in
ister
betrayed both
sides forcing Togo and
the tengu
named
Talon Silverwing to fight against the Min
ister and
his army of
assassins. The Sensali broke from th
e negotiations, scorned
by the Minister’s betrayal. The Angchu, valu
ing Togo’s b
ravery
and honesty, chose to reach out to hu
man
ity
once again.
Relations with the Angchu remained stab
le, even
through
the
second rising
of Shiro Tagachi and h
is Afflicted. Shortly after,
the Ministry of Purity, riding the eradication of
th
e Afflicted
and the larger Canthan gangs, turned towards
th
e non
-
human inhabitants of Cantha
such as the
dred
ge and tengu
as their next targets. Fortunately, the Ministry
of Purity’s
Hidden in Plain Sight
:
The Tengu
W
ritten by Kent Benso
n
“
Long
before
the events
of
the
Guild
Wars
and
The
Searing,
the
Tengu
were
said
to
live
al
l
over the world
29
<PAGE> |GuildMag Issue 13
Purity’s corrupt leadership was exposed, but not befo
re
its
ideals had influenced th
e hearts and minds
of thou
san
ds.
In years to come,
th
e future Emperor Usoku w
ould u
nite all
Canthan humans un
der one b
an
ner and drive the
tengu from
their homes. After the cataclysmic rising of Orr and the Great
Tsunami, the Canthan tengu sailed north, cutting a swath
through Zhaitan’s seafaring monstrosities to reach T
yria’s
shores. From there they reached out to th
e Tyrian
tengu
tribes, the Caromi, the Avicara, and the Quetzal, and formed
the Dominio
n of W
inds.
Culture and Politics
Today, not much is known of current d
ay
tengu p
olitics and
culture due to their isolated nature. Sometime du
rin
g the
construction of their realm, the old tengu clans fo
rmed
four
houses named after one of
the four d
irectional win
ds. C
lans
from then on continued to exist
on a familial level. At
some
point, the tengu appointed or perhaps
a
ten
gu appoin
ted
his
or herself as the Emperor that presides above the four
houses. Unfortunately, how decisions within their “Emp
ire”
are ultimately decided is still a mystery.
Religion for current tengu is also an u
nknown
.
In th
e past,
the Canthan tengu revered the Celestials
an
d believed in
an
afterlife known as th
e “Sky A
bove the S
ky.”
They were also a
superstitious people that used physical charms and talis
mans
to ward away evil; whether that still holds
tru
e is not
known,
though some in-game items/trinkets imply that they
may.
As for tengu culture, many of
th
e tengu
within th
e Dominion
of Winds speak O
ld
Canthan and
those w
ho do
not are
scorned similarly to the outside races. Tengu societal values
tend to focus on ideals like integrity, honor, family
,
history
.
The first two virtues are commonly
heard in ten
gu NPC
dialog. On a more individual level, tengu n
ames
are n
ot
entirely consistent. Some have Japanese-rooted first and
last
names, while others have a clan
name for their surname and/
or a first name that represents physical/non-physical racial
attributes like “Soar” or “Talon.”
Where are they now?
There has been little inclusion of the tengu
in th
e
game’s
overarching story. So far, tengu serve as a few merchants,
guards, scouts, and a few rare map completion-related NPCs.
Later on, amidst the chaos of Scarlet’s invasion of Lion’s
Arch
,
the tengu outside the shuttered
gate
retreated behin
d their
wall and killed anyone w
ho came within
range
with a storm of
arrows.
Until now, the tengu’s lack of involvement h
as
been relatively
understandable, but there are few troub
lin
g inconsistencies.
The tengu are not, or rather, th
ey do
not appear to be
naïve.
They are seemingly aware of the threat
the Elder Dragons
pose and, with any luck, have heard of Z
haitan’s
passin
g
at the hands of the Pact, followed
by Tyria’
s fight against
Mordremoth. Furthermore, for a race that upholds itself
as
honorable and virtuous, they have
been strangely u
nhelpful
as a whole. Even races like th
e kodan and
largos, races still
shrouded in mystery, have been
playing a role in
th
e war
against the Elder Dragons, despite their flaw
s. With an
enemy
like Mordremoth, whose rising poses th
e biggest and
mo
st
imminent threat to Tyria as a whole, you would
think
th
e
tengu emperor would have received an
invite to the
World
Summit at the Pale Tree.
So what does it all mean? For those who migh
t
not kno
w,
the
tengu were meant to be a playable
race in
Gu
ild Wars 2. In
some more recent interviews, developers have expressed
some knowledge about the future role of the tengu in
game and their awareness of player’s fondness for ninja-
running bird people. Whether that will eventually lead to
them playing an active role in Tyria’s fight against the Elder
Dragons is anyone’s guess, though I would hope so. The
tengu represent a powerful people and potential ally that
are untapped, and ready to be unleashed on the dragons.
The only real question left to be answered is “when.”
Hidden in Plain Sight: The Tengu|GuildMag Issue 1
3
30
GuildMag Issue 13 |The Back Pages
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LORE
The History
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Written by Draxynnic
<PAGE> |GuildMag Issue 13
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The Back Pages|GuildMag Issue 13
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