Guild Wars 2 : Lore And History Of The World Of Tyria



Jan 07, 2021 Events of Living World Season 2 begin. The Battle for Lion's Arch culminates in the defeat of Scarlet Briar and the destruction of Lion's Arch. Mordremoth, the Elder Jungle Dragon, awakens. The Pact musters forces of the five major nations of Central Tyria to confront Mordremoth. 1326 AE: Events of Living World Season 1 begin. Zhaitan is defeated.

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Hi, my name is Anatoli Ingram, and welcome to Hidden Arcana, where I’ll be giving you an inside look at some of the ideas and lore behind Guild Wars 2: Heart of Thorns™. I’m a role-player at heart, so I love to create backstories and lives for my characters within the Guild Wars 2 setting. Professions are a huge part of a character’s identity, and the more lore I know about those professions, the better! My fellow role-players are probably just as curious about the paths their future revenant characters can take and how they might fit into the world, so I asked Narrative Director Leah Hoyer for some guidance straight from the narrative team. Leah gave me plenty of information that will help you jump-start your revenant’s role-play concept right at level one—without any Guild Wars 2: Heart of Thorns story spoilers.

Commune and Connect

Lore

Revenants are heroes who’ve learned to commune with the Mists, a magical protoreality that makes up the fabric of space and time within the Guild Wars 2 universe. The Mists remember what came before, and echoes of those who left an especially powerful imprint on the world of Tyria can still be found there. A revenant calls upon these legendary historical figures, bringing them back into action to enhance the revenant’s own abilities and power.

The story of how charr tribune Rytlock Brimstone became the first revenant hasn’t yet been told, but at the launch of Guild Wars 2: Heart of Thorns, he’ll have brought the knowledge of how to obtain that power to the world of Tyria, making it somewhat common knowledge. There’s no profession-specific story content planned for the expansion, but a brand-new revenant starting on their journey will not have had to visit the Mists or undergo any more of an advanced process to access revenant powers than they would for the other core professions. All that’s necessary to begin training as a revenant is knowledge of the profession, the faith and will to reach into the Mists, and an open mind.

The latter requirement may be the most important. While revenants are envisioned by ArenaNet as heroic characters, they walk a balance between light and darkness. They’re willing to have a Margonite demon like Mallyx the Unyielding ride shotgun in order to make use of his power, after all, and many of them are determined to win at all costs. Leah mentioned that it says quite a bit about Rytlock’s personality that he remained open to tapping into the power of the Mists in spite of the charr race’s general distrust of magic.

The revenant’s moral ambiguity doesn’t mean they’re all grim and brooding as a rule, however, and there’s no dress code requiring spiky black-and-red armor if a revenant prefers pastels and quaggan backpacks—it’s all up to the individual. A revenant’s signature blindfold isn’t mandatory, either, as revenants don’t become blind as a natural result of their profession. Most of them only wear a blindfold as a tool to help them commune with the legends, who are able to perceive the world through their own senses.

Guild Wars 2 : Lore And History Of The World Of Tyria

Given the revenant’s martial prowess, it might be a surprise to learn that some of them are of a scholarly bent. Leah described the revenant as nearly the opposite of the engineer profession; while engineers look to the future to create new technology, revenants turn to the past to reclaim ancient powers. It’s a profession that appeals very strongly to characters—and players—who have a deep interest in and respect for the past. Reaching back to the original Guild Wars® for the revenant’s Mist-borne battle companions not only allowed ArenaNet to give a nod to players who remember their roles in the previous game, but also to continue the stories of the legends by making them active and aware.

Friends in High (and Low) Places

A revenant’s legends are not merely echoes of the past but are fully sentient, with opinions and personalities of their own. What this means for the relationship between revenant and legend varies between individuals, as some legends are considerably more thrilled about being channeled than others. In fact, some of them are downright cranky about it; Mallyx in particular is so offended at having his immense power borrowed by upstart mortals that using some of those powers will take health from the revenant. King Jalis Ironhammer, on the other hand, is overjoyed to be back in action and will bolster the revenant’s defenses while gleefully encouraging them to take him into battle. The strengths and weaknesses of each legend in gameplay are grounded in the personality of the character being channeled.

Activating skills will occasionally trigger in-game dialogue from the legends, and the player character will sometimes respond with race-specific dialogue of their own. Depending on the legend your revenant has summoned between fights, you may also hear some small talk out of combat. You’re free to imagine the extent of conversation between your character and their legendary allies in any way you like: Do they beg Jalis for tales of his youth? Do they bicker with Mallyx about the nature of power?

Leah described the ongoing relationship between revenants and the legends they bring forth from the Mists as something of a “twisted roommate situation.” Which legends your revenant prefers to channel may depend quite a bit on who they are as a person…and having those characters as a major part of their life might certainly shape them as well, just as a relationship with any other character would.

Public perception of revenants will vary from person to person. Much like the Durmand Priory’s resident dwarf, Ogden Stonehealer, revenants and their legends may be of great interest to scholars and historians—provided the legends are willing to talk, of course. When venturing into the Heart of Maguuma, you’re very likely to be the first revenant the locals have ever seen. It may be a shocking novelty now, but the revenant will surely gain more adherents over time and eventually become as common a sight as any of the other core professions. Time may ebb and flow, but history—as always—begins now.

If you’d like a glimpse at a gentler, kinder side of the revenant, you can meet Ventari in today’s blog!

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For the Glory of Tyria: the Guild Wars 2 fanlisting


It was almost three thousand years ago that a race of serpents stepped out of the Rift onto the soil of Tyria. Unlike ordinary serpents, these moved upright, used language, and adhered to an elaborate culture. They had been summoned by the old gods, brought to this world to be the custodians. Their task: shepherd the other creatures of the land through this time of transition, while the gods continued to create the world around them.

From the Tarnished Coast in the west to the Bay of Sirens (now called the Sea of Sorrows) in the south, from the far eastern reaches of the Crystal Desert to the Giant's Basin on the northern coast of Kryta, Tyria flourished under the protection of these mystical creatures. The serpents were the protectors of the land, the keepers of knowledge, the teachers of all things, and during their time the world was in balance.

But then a new race of creatures was birthed upon the world. They were neither serpent nor beast. They were neither plant nor stone. These creatures had no chitinous hide to protect themselves. They had no claws to tear flesh. They arrived naked and defenseless, except for one thing: their desire for control.

This new race of creatures was none other than us humans, and in no time we began to take over. Cities bloomed across the continent. Walls were erected, and weapons forged. Those things that we humans lacked, we simply built. We didn’t need tough hides nor rending claws when we could make metal armor and sharpened spears. We discovered fire, wrote books of our own, passed knowledge to one another through song and verse. Soon humans had everything we required, and it was then that we began to prey upon the other creatures. We hunted animals for sport, chased the druids from the jungle, and took up residence in lands that did not belong to us. We became the masters of this world. We took all of the privilege and none of the responsibility.

In less than a century, the serpents who had protected and nurtured Tyria were no longer needed. The balance they had achieved had been undone, and there was no way to bring it back. Seeing that the world had changed, and preferring not to fight a war over control of the continent, the serpents retreated from the world of men. They left the coasts and the jungles. They abandoned their settlements in the highlands and in the mountains. Leaving the newcomers be, the serpents went to live in the only place where we humans did not—or could not: the Crystal Desert.

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The serpents never returned to the world of men, and slowly, their influence faded. To humans, they were just a part of the past, spoken about only in legends and myths. Eventually their memory all but passed from human consciousness. But they were not gone, only forgotten.

Despite the serpents’ retreat, the gods never halted their work creating the world, and with the benevolence of indulgent parents, they decided to create magic. It was to be a gift to all the intelligent creatures—meant to ease a life of toil and make survival a less arduous task. When they had finished creating their gift, they presented it to the humans and the Charr, the Tengu and the dwarves, the minotaurs and the imps, and all the races of the land.

But the gods had not counted upon one thing—greed.

Wars broke out immediately as the magical races fought for dominance. So much destruction was wrought that humans found themselves at the edge of extinction. When all seemed lost, it was King Doric, the leader of the united human tribes himself, who made the long trek to Arah, the city of the gods, on the Orrian peninsula. He gained an audience with the creators and begged them to help, to stop the wars and bring peace to the land once again.

The gods heard his pleas, and they intervened.

The forging of the world was complete. As their final act, the gods gathered back their gift of magic from all the races and trapped it inside a tall stone. They smashed the stone into five parts—four equal but opposing stones of magic, and one keystone. Without the keystone, the other four couldn’t be reassembled.

Each of the first four stones was the embodiment of a specific school of magic: preservation, destruction, aggression, and denial. Magic would still exist in the world, but the devastating power of all four types together would never again be at the command of one single creature. Those who accepted the gift would have to cooperate if they intended to use it to its fullest.

The gods told King Doric that since he had asked for peace, he and his descendants must carry the burden of protecting the stones. As an additional precaution, they used a drop of King Doric’s blood to seal each of the stones.

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Then the stones were dropped, one by one, into the volcano off the southern shore of the Kingdom of Kryta, and the gods left this world forever, confident that they had balanced out their gift and circumvented greed.

Things were good for a time. No one race gained dominance over any other, and the world was once again at peace.

Over the next hundred years, the human kingdoms prospered. Powerful groups grew up within each nation. These were known as guilds. It was these groups, these guilds, that held the real power in Tyria. Though there were kings and organizations that made the laws and regulated the land, it was the guilds that enforced these laws—or didn’t—as they saw fit. As these guilds grew, their influence began to overlap.

As is ever the case with peace, it once again came to an end when the volcano erupted, spitting out the five stones and scattering them across Tyria. The magic they embodied seeped out into the lands around them. Though the Bloodstones, as they are called, have never been reunited, the power that they possess was enough to re-ignite the desire for power in the hearts of men.

The struggle for power commenced, and again war broke out. This time, though, the humans were not united. The guilds of the three most-influential kingdoms on the continent battled each other for supremacy. The kings of Ascalon, Kryta, and Orr were not powerful enough to stop the conflict, for the armies of the guilds were even more powerful than those of their own home nations.

The Guild Wars raged for decades, fueled by the desire for power and the influence of the Bloodstones. Never did the peace accords last long. Never did the negotiations take root. The conflict claimed the lives of many hundreds of thousands. It uprooted families, made neighbors into enemies, and soured the relations between the human nations—perhaps irrevocably.

Though the battles continued, each with a winner and loser, no one nation ever gained enough power to fully dominate the other two. Slowly, over the course of years, the wealth of each nation diminished. Their people grew weary, and their armies grew weaker as the constant fighting took its toll.

Eventually, as all things do, the wars did come to an end. But it was not the words of the silver-tongued peace negotiators or even the rough hand of a conquering hero that ended the Guild Wars. The resolution was instead brought about by an even greater war—a war brought by the Charr. In unprecedented numbers, the beasts from the north swept down through all three human kingdoms.Ascalon, Orr, and Kryta, embroiled in conflict with one another for more than fifty years, dropped their grudges and turned their attentions to defending their borders against the new threat.

Each kingdom dealt with the invasion in a different way. Ascalon stood their ground, having no place else to turn. Though their forces were depleted, they managed to rally behind the Great Northern Wall. But their defense was short lived. In a magical battle that would eventually be looked upon as the turning point for Ascalon (now referred to as the Searing), the Charr brought down fire and brimstone, destroying everything on the open plain for hundreds of miles. Their magic scorched the ground and the human cities as they swept through the Wall and moved on to Orr. The surviving humans of Ascalon have since retaken the wall and have held it against periodic attacks, but there is little left of this once-prosperous empire.

Orr was another story. To stop the invading army, the King of Orr’s personal advisor and sage turned to the powers of dark magic. Venturing into the vaults far below the marble streets of Arah, he unrolled a forbidden scroll and read the words he found printed there. The resulting explosion sank the entire peninsula and sent enough dirt into the air to blot out the sun for a hundred days. Though the Charr never reached the hallowed streets of Arah, nearly every citizen of Orr was killed that day.

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Unable to keep the Charr out, and lacking magic powerful enough to push them back, Kryta turned to a man named Saul D'Alessio and his promises of unseen gods coming to aid in the war. Whether it was luck or truly the invisible hands of some new gods, Kryta managed to push back the Charr invasion, banishing the northern beasts back from whence they came.

The dust from this conflict is beginning to settle. Perhaps in this next age we will glean knowledge from our past mistakes. Perhaps we have learned when it is time to put away our hatred and simply work together. Or perhaps we will do what all nations in the history of the world have done—look blindly away from our past, and proceed to unleash a new and more terrible plague upon our land.

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Let us hope this is not the case. Let us hope that we have learned our lesson.

Excerpt from The History of Tyria, Volume 1
— Thadeus Lamount, Historian

Lore - Guild Wars 2 Wiki (GW2W)

Lore(edit)
Cultures & HistoryEcology • Government • Language • Magic • Race • Religion • Species • Timeline
ArchitectureArchitecture of Elona
GenealogyElonian Royalty • Imperial Dynasty • Tyrian Royalty
StorylinesProphecies • Factions • Nightfall • Eye of the North • Beyond
StoriesChapters:(1) The Wall • (2) The North • (3) The Nolani Academy of the Arcane Arts • (4) The Shiverpeaks • (5) The Dwarves • (6) The Wilds • (7) The Rift • (8) Chasing a Legend
The Battle for Kyhlo • The Protectors of Kryta • Sorrow's Furnace
LettersHistory of Tyria • An Empire Divided • Letters from Kuro • Letters from Neiro • Letters from Togo • War Chronicles • Miku's Tale
Lore documentsCanthan Culture • Conflict in Cantha • History of Elona • Nightfall • GW:EN and Now
History of the Shining Blade • The Story of the White Mantle • For the Future of Cantha!
CinematicsCore • Prophecies • Factions • Nightfall • Eye of the North • Bonus Mission Pack

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