Now, we get to the lastbut not least of the five playable races, the Asura.
The Asura are the smallest playable race of Guild Wars 2, with the average of four feet tall, only stand up to a Norn's belt. Male and female Asura are very similar in body, with slender builds, the head, hands, and feet are slightly exagerated, and large, flappy ears on the sides of thei head. They are differentiated by their voice and ear structure. The best part of Asura are that they bounce when they jump or stops moving quickly. The Asura live in a floating cube called Rata Sum(rahtah soom) west of The Grove, on the Tarnished Coast.
(loading screen)
The Asura believes in the Eternal Alchemy, which all beings and magic are a part of a greater purpose. The three major colleges of Rata Sum, specificly, Statics, Dynamics, and Synergenics, study the Eternal Alchemy and how it works. There are many who claims that the Eternal Alchemy is not areligion, but a science.
The Asura utilizes krewes, or small groups of Asura, with the most experienced as the leader of the group. The Asuran government is the Arcane council, who are responsible for the mudane parts of city life, though not many choses to be a member of the Arcane Council. Being in the Arcane Council means that they are not able to participate in normal everyday research, since the Asura pursuit technology and improvement.
Most Asura believes that the Eternal Alchemy cannot be changed, however, there are krewes that think the Eternal Alchemy can be controlled, just like any other machine, they're called the Inquest. The Inquest tries to contain and control dragon energy.
A Guide To Guild Wars 2
Monday, April 8, 2013
Sunday, March 17, 2013
Norn - What humans would be like if they work out everyday
Norn are the second largest playable race, standing about 9 feet tall, and perhaps the most peaceful race in Guild Wars 2. The Norn were originally from the northern Shiverpeaks, but were driven south by Jormag and its minions. Their current home, Hoelbrak, is located in between Lion's Arch and the Black Citadel.
(insert Hoelbrak loading screen here)
The Norn believe in the Spirits of the Wild, with the four main spirits being Wolf, Bear, Raven, and Snow Leopard. Each spirit have a number of shamans who devote themselves to serve as guardians and teacher of the lessons of that particular spirit. The Norn uses the powers of the spirits in battle, and have the ability to transform into Wolf, Bear, Raven or Snow Leopard. While they do not worship the six human gods, they acknowledge them and their powers. Instead of calling them by their names, the Norn call them by Spirits of Action. For example, Balthazar would be called the Spirit of War.
The Norn does not have a central government. Most, if not all Norn, resist being followers and will not kneel to anyone. The closest thing that gets close to leadership is great respect for another Norn for the heroic deeds he/she has done.
Though most believes in the Spirits of the Wild, there are those who worship Jormag because of its great power. Those who are obssessed to the powers of Jormag are called the Sons of Svanir. The things that are corrupted by Jormag are called Icebrood. Even though the Sons of Svanir worship Jormag, they are not immune to Jormag's corruptions.
(insert official Norn concept art here)
Info from Guild Wars 2 wiki
(insert Hoelbrak loading screen here)
The Norn believe in the Spirits of the Wild, with the four main spirits being Wolf, Bear, Raven, and Snow Leopard. Each spirit have a number of shamans who devote themselves to serve as guardians and teacher of the lessons of that particular spirit. The Norn uses the powers of the spirits in battle, and have the ability to transform into Wolf, Bear, Raven or Snow Leopard. While they do not worship the six human gods, they acknowledge them and their powers. Instead of calling them by their names, the Norn call them by Spirits of Action. For example, Balthazar would be called the Spirit of War.
The Norn does not have a central government. Most, if not all Norn, resist being followers and will not kneel to anyone. The closest thing that gets close to leadership is great respect for another Norn for the heroic deeds he/she has done.
Though most believes in the Spirits of the Wild, there are those who worship Jormag because of its great power. Those who are obssessed to the powers of Jormag are called the Sons of Svanir. The things that are corrupted by Jormag are called Icebrood. Even though the Sons of Svanir worship Jormag, they are not immune to Jormag's corruptions.
(insert official Norn concept art here)
Info from Guild Wars 2 wiki
Monday, March 4, 2013
Tyrian World War
So I was reading some topics in the lore section of the Guild Wars 2 forum, I found this post(link here) that had my interest, since my English teacher wants us to find something to debate on for a post. I only read the OP(opening post) so I don't get spoiled by other posters.
Now, I know what all of you are thinking: "But wait! You haven't covered the other two playable races yet!" Well, since I'm too lazy to do posts,which no one even reads, I'm only to post every 2 weeks like my teacher instructed.
On to the real thing. The OP stated that the Inquests are the most powerful antagonists, and I agree to that, but here comes the problem. He/She states in the 3rd/4th paragraph about exterminating the Human race. Oh, you're threatening the Humans' existence? Well I think Queen Jennah and Logan has something to say to that. Of course, with the addition of the whole Destiny's Edge and the Pact.
The problem here is not just exterminating the Human race, also with the Charr army and war machines. If, somehow, the Inquest made alliance with the Flame Legion and some Charr that still go against the alliance with Humans, the Flame Legion use their magic and the rest of the Charr probably even have a warband to begin with. There wouldn't be any war machines to bring.
By now most of the five playable races have probably all joined the Pact, along with the five "lesser" races from your personal story. Then here comes the 6th paragraph. Even with the combination of the Centaur, Nightmare Court, and the Sons of Svanir, they would have to have ridiculously high moral or they're most likely crazy to take on the whole Pact.
And that concludes myranting rebuttal against the OP.
Now, I know what all of you are thinking: "But wait! You haven't covered the other two playable races yet!" Well, since I'm too lazy to do posts,
On to the real thing. The OP stated that the Inquests are the most powerful antagonists, and I agree to that, but here comes the problem. He/She states in the 3rd/4th paragraph about exterminating the Human race. Oh, you're threatening the Humans' existence? Well I think Queen Jennah and Logan has something to say to that. Of course, with the addition of the whole Destiny's Edge and the Pact.
The problem here is not just exterminating the Human race, also with the Charr army and war machines. If, somehow, the Inquest made alliance with the Flame Legion and some Charr that still go against the alliance with Humans, the Flame Legion use their magic and the rest of the Charr probably even have a warband to begin with. There wouldn't be any war machines to bring.
By now most of the five playable races have probably all joined the Pact, along with the five "lesser" races from your personal story. Then here comes the 6th paragraph. Even with the combination of the Centaur, Nightmare Court, and the Sons of Svanir, they would have to have ridiculously high moral or they're most likely crazy to take on the whole Pact.
And that concludes my
Thursday, February 14, 2013
Sylvari - Talking Tree People
Sylvari, children of the Pale Tree, with the knowledge of Ventari's Tablet, which were the basic guildlines to life for the Sylvari. The Pale Tree was a seed planted by a human named Ronan and raised by a centaur named Ventari over 250 years before the events of Guild Wars 2. The home of the Sylvari is The Grove, located in western Maguuma, under Kryta and next to the Maguuma Waste.
Ventari's Tablet states that:
I. Live life well and fully, and waste nothing.
II. Do not fear difficulty. Hard ground makes stronger roots.
III. The only lasting peace is the peace within your own soul.
IV. All things have a right to grow. The blossom is brother to the weed.
V. Never leave a wrong to ripen into evil or sorrow.
VI. Act with wisdom, but act.
VII. From the smallest blade of grass to the highest mountain, where life goes--so, too, should you.
Though the Sylvari does not have a government, they are guided by the Pale Tree and the Dream. The Dream connects the Sylvari to the Pale Tree,and to other Sylvari born from the Pale Tree, not physically but mentally. The Dream is also what drives the Sylvari to do what they want to do, based on their experience in the Dream. The Pale Tree guides the Sylvari to achieve their Dream, though the Dream is interpreted by the Sylvari themselves.
Though all Sylvari from the Pale Tree have the Dream, not all of them believes in it. The Soundless are Sylvari that cut themselves from the Dream. Just as there is hope and faith in the Dream, there is a counterpart called the Nightmare. The Nightmare Court is consist of Sylvari that believe in the Nightmare. Similar to the Charr, where the Flame Legion is fighting with the other three legions, the conflicts between the Nightmare Court and the Sylvari who belives in the Dream rages on.
Info from Guild Wars 2 Wiki
Best conversation between NPCs in The Grove: source
Sylvari: "Your golem is strange. Was strange, rather."
Asura: "You drove it away, you know that? I've never seen a golem run that fast."
Sylvari: "I just wanted to ask it a few questions."
Asura: "Yeah, I know. You guys are full of them."
Sylvari: "Oh yes, what it's like to be a golem? Does it dream? Does it have a family?"
Asura: "That was the last straw you know.After that question about turtles in the desert, you asked it about its mother."
Sylvari: "So?"
Asura: "It doesn't have a mother. It's a golem. You crossed its circuits. I don't know how you did it, but you weirded out MY golem!"
Sylvari: "So, you are the mother? Or the father?"
Asura: "What? Well, I-I guess I...Oh no, you're not getting in my head. You just stand there and help me monitor the gate."
Asura: "Am I the mother? Blazing braces, this is what I get for working with the tree children."
Ventari's Tablet states that:
I. Live life well and fully, and waste nothing.
II. Do not fear difficulty. Hard ground makes stronger roots.
III. The only lasting peace is the peace within your own soul.
IV. All things have a right to grow. The blossom is brother to the weed.
V. Never leave a wrong to ripen into evil or sorrow.
VI. Act with wisdom, but act.
VII. From the smallest blade of grass to the highest mountain, where life goes--so, too, should you.
Though the Sylvari does not have a government, they are guided by the Pale Tree and the Dream. The Dream connects the Sylvari to the Pale Tree,and to other Sylvari born from the Pale Tree, not physically but mentally. The Dream is also what drives the Sylvari to do what they want to do, based on their experience in the Dream. The Pale Tree guides the Sylvari to achieve their Dream, though the Dream is interpreted by the Sylvari themselves.
Though all Sylvari from the Pale Tree have the Dream, not all of them believes in it. The Soundless are Sylvari that cut themselves from the Dream. Just as there is hope and faith in the Dream, there is a counterpart called the Nightmare. The Nightmare Court is consist of Sylvari that believe in the Nightmare. Similar to the Charr, where the Flame Legion is fighting with the other three legions, the conflicts between the Nightmare Court and the Sylvari who belives in the Dream rages on.
Info from Guild Wars 2 Wiki
Best conversation between NPCs in The Grove: source
Sylvari: "Your golem is strange. Was strange, rather."
Asura: "You drove it away, you know that? I've never seen a golem run that fast."
Sylvari: "I just wanted to ask it a few questions."
Asura: "Yeah, I know. You guys are full of them."
Sylvari: "Oh yes, what it's like to be a golem? Does it dream? Does it have a family?"
Asura: "That was the last straw you know.After that question about turtles in the desert, you asked it about its mother."
Sylvari: "So?"
Asura: "It doesn't have a mother. It's a golem. You crossed its circuits. I don't know how you did it, but you weirded out MY golem!"
Sylvari: "So, you are the mother? Or the father?"
Asura: "What? Well, I-I guess I...Oh no, you're not getting in my head. You just stand there and help me monitor the gate."
Asura: "Am I the mother? Blazing braces, this is what I get for working with the tree children."
Friday, February 8, 2013
Charr - The Lean, Mean Killing Machine
Charr - your everyday cat, but with more killing and half a body bigger than your average humans. Raised as warriors from birth, the main city of the Charr is the Black Citadel, locating at eastern Tyria.
Did you ask what kind of religion they have? 'What is religion? Is it edible?' No, really, they have abandoned the believes of religion and thrive to built their machines of steel.
Their government is made of five tiers. At the top of the food chain is the Khan-Ur, the commander of all Charr, with four High Legions under him. The four legions are : the Blood Legion, the Iron Legion, the Ash Legion, and the outcasts that relies on magic, the Flame Legion. Commanding the legions are the tribunes, with no more than 10 in each legion. Below the tribunes are centurions, who oversees the squadrons of warbands, a small squad made of no more than 5 Charr. Leading those warbands are legionnaires, and the lowest ones are the ones without a warband and no respect are the gladium. Poor them.
The most famous history of Charr is probably the great curse that turned Ascalon City in a gigantic ruin with all of its residents turned into ghosts. In 1090 AE, the Charr conquered every human city in the area, except for Ascalon City. They charged into Ascalon City without any problems due to the collapes of the Great Northern Wall. King Adelbern knew that they(the ascalonians) could not win against the Charr, and casted a curse with his magic sword Magdaer, the Foefire. The Foefire turned every human in Ascalon into ghosts, seeking revenge on the Charr.
Info from Guild Wars 2 Wiki
Fun Fact: The Black Citadel is built on the ruins of one of Ascalon's capitals, Rin. The ruins of Rin can been seen south west of the Black Citadel.
Did you ask what kind of religion they have? 'What is religion? Is it edible?' No, really, they have abandoned the believes of religion and thrive to built their machines of steel.
Their government is made of five tiers. At the top of the food chain is the Khan-Ur, the commander of all Charr, with four High Legions under him. The four legions are : the Blood Legion, the Iron Legion, the Ash Legion, and the outcasts that relies on magic, the Flame Legion. Commanding the legions are the tribunes, with no more than 10 in each legion. Below the tribunes are centurions, who oversees the squadrons of warbands, a small squad made of no more than 5 Charr. Leading those warbands are legionnaires, and the lowest ones are the ones without a warband and no respect are the gladium. Poor them.
The most famous history of Charr is probably the great curse that turned Ascalon City in a gigantic ruin with all of its residents turned into ghosts. In 1090 AE, the Charr conquered every human city in the area, except for Ascalon City. They charged into Ascalon City without any problems due to the collapes of the Great Northern Wall. King Adelbern knew that they(the ascalonians) could not win against the Charr, and casted a curse with his magic sword Magdaer, the Foefire. The Foefire turned every human in Ascalon into ghosts, seeking revenge on the Charr.
Info from Guild Wars 2 Wiki
Fun Fact: The Black Citadel is built on the ruins of one of Ascalon's capitals, Rin. The ruins of Rin can been seen south west of the Black Citadel.
Tuesday, January 22, 2013
Humans of Tyria
Humans are the most basic playable race of most MMORPGs, and the only playable character in the original Guild Wars. Their hometown in is Divinity's Reach, Kryta, on the upper left corner of the world map, next to Maguuma Wastes, and above the Sea of Sorrows.
Their religion is the belief of the Six Gods: Dwayna, the goddess of healing, air, and life; Balthazar, the god of war, fire, and courage; Melandru, the goddess of nature, earth, and growth; Lyssa, the twin goddesses of beauty, water and illusion; Grenth, the god of darkness, death, and ice; and Kormir, the goddess of order, spirit, and truth.
The human government is a hereditary monarchy with ministers that represent all the human nationalities. At the top of the government is the queen, with her personal elite royal guards, the Shining Blade. Under the queen, is the ministers and representatives. The human army is mostly composed of the Seraph, a police force that protects the humans throughout Tyria. The Ministry Guards are support and protects the interests of ministers.
Humanity has declined since the end of the original Guild Wars, due to the war against the Charr and King Adelbern's madness, which turned the whole city of Ascalon into ghost/spirits. The humans are now fighting against the centaurs. Many bandits still exist, but many people would die to save their hometown and their queen.
Summary from Guild Wars 2 wiki
Their religion is the belief of the Six Gods: Dwayna, the goddess of healing, air, and life; Balthazar, the god of war, fire, and courage; Melandru, the goddess of nature, earth, and growth; Lyssa, the twin goddesses of beauty, water and illusion; Grenth, the god of darkness, death, and ice; and Kormir, the goddess of order, spirit, and truth.
The human government is a hereditary monarchy with ministers that represent all the human nationalities. At the top of the government is the queen, with her personal elite royal guards, the Shining Blade. Under the queen, is the ministers and representatives. The human army is mostly composed of the Seraph, a police force that protects the humans throughout Tyria. The Ministry Guards are support and protects the interests of ministers.
Humanity has declined since the end of the original Guild Wars, due to the war against the Charr and King Adelbern's madness, which turned the whole city of Ascalon into ghost/spirits. The humans are now fighting against the centaurs. Many bandits still exist, but many people would die to save their hometown and their queen.
Summary from Guild Wars 2 wiki
Thursday, January 10, 2013
Sword Art Onlne Review
This post have nothing to do with the Guild Wars 2 guide, since this is homework. This is going to be a short review of the light novel Sword Art Online. Well, the first fifty or so pages anyways. The novel is set in the year 2022, where a machine that can create a virtual reality that is completely secluded from reality, called the Nerve Gear, is made. A few months later, at the end of the year 2022, a gamed called Sword Art Online, which was the first MMORPG that utilizes complete vitual reality, was released. Only 100,000 copies were released, and the protagonist Kazuto Kirigaya, was able to get one of the copies of the game.
Kazuto was still 14 years old middle school student when he first started playing Sword Art Online. His in-game alias, Kirito, was created by taking his name and combining them (Kirigaya Kazuto).
His avatar was a young, tall boy with a handsome face and long hair. He was going out of the Starting City(great name by the way) of the game, when another player, called Klein, and begged for help. After a few hours, when Klein was going to log out, they noticed that there was no "Log Out" option in the menu. They thought it was a bug or something of the sort, but little did they know thatsomething terrible was going to happen.
After waiting for a while, all the players in the game were teleported to the Central Plaza of Starting City. The GM appeared as a giant robe with no body and announced that there was no way to log out of the game,dying in the game means dying in real life, taking off the Nerve Gear would kill them by destroying their brains with microwaves that was inside the Nerve Gear, and the only way of leaving the game was clearing all 100 floors of the game. He gave each of the players an itmem called Hand Mirror, which upon using it, the players' avatars will be transformed into their real life body. The whole plaza was filled with confusion, terror, and chaos...
Kazuto was still 14 years old middle school student when he first started playing Sword Art Online. His in-game alias, Kirito, was created by taking his name and combining them (Kirigaya Kazuto).
His avatar was a young, tall boy with a handsome face and long hair. He was going out of the Starting City(great name by the way) of the game, when another player, called Klein, and begged for help. After a few hours, when Klein was going to log out, they noticed that there was no "Log Out" option in the menu. They thought it was a bug or something of the sort, but little did they know thatsomething terrible was going to happen.
After waiting for a while, all the players in the game were teleported to the Central Plaza of Starting City. The GM appeared as a giant robe with no body and announced that there was no way to log out of the game,dying in the game means dying in real life, taking off the Nerve Gear would kill them by destroying their brains with microwaves that was inside the Nerve Gear, and the only way of leaving the game was clearing all 100 floors of the game. He gave each of the players an itmem called Hand Mirror, which upon using it, the players' avatars will be transformed into their real life body. The whole plaza was filled with confusion, terror, and chaos...
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