Issue 13
Wintersday 2014 edition
THE HIS
TORY OF
WINTE
RSDAY
LIVING ST
ORY SEASON 2
SUMMAR
Y
Exclusive
FEATURE
D A
RTIST:
VASBURG
02
GuildMag Issue 13 |Editor’s Letter
Editor’s Letter
Welcome
to
Guild
Mag’s
Wintersday
20
14
issue,
and
the
begin
ning
of
a
new
era
for
GuildMag
as
a
whole.
I’m
extremely
excited
to
publish
th
is
issue
as
the
fi
rst
under
my
leadership,
following
Ollannach’s
departure
earlier
this
year.
Myself
and
the
rest
of
the
team
have
worked
tirelessly
over
the
last
couple
of
months
to
produce
a
magazine
that
we
hope
will
be
our
best
to
date, and truly encapsulate what Wintersday is all abou
t.
This
year
has
been
a
time
of
ups
and
downs
for
the
Guild
Wars
2
community:
we’ve
seen
the
arrival
o
f
the
second
Living
World
season
(and
some
of
the
best
Living
World
content
yet!);
we’ve
had
two
Feature
Packs
tha
t
have
changed
the
game
considerably;
and
for
some
of
us,
it’s
also
been
a
time
of
turmoil
as
ArenaNet
has
overhauled
various
UI
elements,
continu
ed
to
change
classes
and
equipment,
and
kept
the
lid
fi
rmly
sh
ut
on
their
plans
for Guild Wars
2’s future.
Wintersday
is
a
time
for
celebration,
and
br
ingin
g
our
community
of
ama
zing
individuals
together.
And
that’s
what
we’re
hoping
to
capture
with
this
issue.
We’ve
teamed
u
p
with
Vasburg
t
o
bring
you
the
jaw-dropping
art
on
the
front
cover
(you
can
read
about
his
process
in
our
‘Featured
Artist’
article!),
and
we
hope
that
this
serves
a
s
inspiration
for
you
too
to
get
involved!
GuildMag
has
been
a
community-driven
project
since
we
open
ed
our
virtual
doors
in
2010, and we’re only here today
becau
se
of you
.
On
behalf
of
everyone
at
GuildMag,
thank
you
for
supporting
us.
Here’s
to
another great year!
- Valiant
GuildMag Issue 13 |in this issue
03
04
The History of Wintersday
08
Scenes from Wintersday
12
Featured Artist: V
asburg
15
Tyria in Brambles Part II: Season 2 of the Living Story
20
Aggressive Flora of the
Maguuma Region
26
Magical Developments Since the Searing: Chapter 2
25
Ode to a Small Guild
23
Recounting Reverie: Activity Retrospective
28
A Present for the Queen
In this issue
04
GuildMag Issue 13 |The History of Wintersday
Written by Draxynnic
The History
of Wintersday
LORE
According
to
human
beliefs,
the
rituals
of
Wintersday
began
as
a
disagreement
between
Dwayna
and
her
son
Grenth
over
the
proper
way
for
humans
t
o
celebrate
th
e
end
o
f
the year. Dwayna
felt
that
it should
be
a
time
of
merriment,
community,
and
generosity;
a
chance
for
people
to
take
a
break
from
some
of
the
harsh
realities
o
f
life
and
celebrate
the
imminent
coming
of
spring.
Grenth,
o
n
the
other
hand,
felt
that
it
should
be
a
time
spent
in
sombre
contemplation
and
in
paying
respect
to
the
dead
–
similar
to
how,
i
n
those
days, the charr regarded winter as the season
of death.
To
resolve
this,
Dwayna
and
Grenth
agreed
on
a
bet
that
would
be
repeated
every
year
–
each
deity
would
attempt
to
bring
more
people
over
to
their
point
of
view,
to
b
e
decided
b
y
how
many
supporters
each
received
at
a
rite
held
on
Wintersday
itself.
The
stakes
were
the
beginning
of
the
Season
of
the
Zephyr
–
if
Dwayna
won,
then
Wintersday
would
mark
the
end
of
the
cold
season,
wh
ile
i
f
Gren
th
won
,
the thaw
would
be delayed.
GuildMag Issue 13 |The History of Wintersday
05
For
many
years,
Dwayna
received
victory
after
victory,
as
the
message
of
good
cheer
accompanied
by
the
generous
granting
of
gifts
by
Dwayna’s
followers
proved
again
and
again
to
be
easier
to
spread
than
Grenth’s
message
of
dour
re
fl
ection.
This
was
to
change,
however,
when
some
of
Grenth’s
supporters
came
upon
the
idea
of
sabotaging
the
gifts
spread
by
Dwayna’s
followers.
This
turned
what
had
been
a
war
of
words
into
a
war
of
tricks
–
the
followers
of
Grenth
attempting
to
destroy
presents
and
slip
in
their
own
booby-trapped
substitu
tes,
while
those
of
Dwayna
so
ught
to protect
them –
a
new
phase
in
their
rivalry
that
led
to
the
two
deities
gathering
new
servants
to
ful
fi
l
these
roles.
In
an
ironic
twist,
Dwayna’s
new
servants
were
composed
of
ice,
an
elem
ent
norma
lly
a
ssociated
with
Grenth,
in
the
for
m
o
f
snowmen
constructed
by
children
in
honour
o
f
the
joy
of
the
season.
Disturbingly,
the
legends
claim
tha
t
t
he
Grentches,
twisted
green
creatures
with
‘hearts
three
sizes
too
small’,
were
created
by
feedin
g
tainted
potion
s
to
unwary
drinkers.
As
time
passed,
this
con
fl
ict
escalated:
when
Grenth
attempted
to
hide
presents
in
the
Underworld
until
they
could
be
sabotaged
and
redistributed,
Dwayna’s
followers
began
invading
the
Underworld
t
o
retrieve
them,
and
after
the
Secret
Lair
o
f
the
Snowmen
was
discover
ed
by
a
dwarf
treasure-hunter
after
the
Great
Destroyer
campaign,
it
became
subject
to
regular
invasions
by
G
rentches
a
nd
Grenth-
worshippers every
Wintersday.
Sometime
after
the
Great
Destroyer’s
defeat
,
this
ri
valry
expanded
further
when
Balthazar
and
Melandru
entered
the
fray.
Balthazar’s
stated
reason
for intervening was that he foresaw a
‘coming darkn
ess’
and
that
h
e
felt
that
the
winter
period
should
be
spent
in
preparation
for
this
fi
ght
instead
of
frivolities.
Melandru,
however,
disa
greed,
feeling
that
the
cessation
o
f
joy
was
not
needed
in
order
to
prepare
and
fearing
the
e
ff
ect
that
a
delayed
spring
would
have
on
the
balance
of
nature.
Thus,
as Balthazar’s
supporters joined those of
Grenth,
M
elan
dru
’s maintain
ed
the balance
b
y siding with Dwayna.
06
GuildMag Issue 13 |The History of Wintersday
Events
since
have
demonstrated
t
ha
t
the
priests
of
Balthazar
were
likely
right
in
their
concern,
and
w
hether
their
methods
were
too
extreme
or
not,
humanity
certainly
would
hav
e
bene
fi
ted
from
better
preparation
against
t
he
ca
lamities
that
would
follow
.
However,
despite
the
tribulations
that
came
for
humanity
after
the
departure
of
the
gods,
Dwayna’s
vision
of
the
season
being
a
s
a
time
of
joy
and
celebration
would
not
only
win
out,
it
wou
ld
also
come
to
spread
among
the
other
races
tha
t
humans
kept
r
egula
r
contact
with,
albeit
witho
ut
the
religious
trappings
that
human
ity
associa
ted
with
the
festi
vities.
While
the
tradition
of
sn
owball-
fi
ghting
a
t
Wintersday
remains
,
this
has
become
simply
part
of
the
merr
ymaking,
rather
than
a
part
of
a
serious
contest
to
determine
the nature
of the festivities.
Other
activit
ies
sim
ilarly
harken
back
to
that
ancient
competition:
instead
of
running
a
gauntlet
of
Grentches
to
bring
presents
to
children,
contestants
run
through
a
magical
obstacle
course,
and
the
bell
choir
tradition
may
be
a
distorted
re
fl
ection
of
the
carolers
of
Dwayna
and
Grenth
that
competed
to
bring
their
message
to
the
citizens
of
human
and
dwarven
cities
while
drowning
out
the
opposition,
the
vocals
removed
t
o
be
more
inclusive
of those who do no
t
worship th
e
Six.
Even
the
idea
of
training
moas
to
dance,
now
a
common
sight
a
t
festivities
and
circuses
at
any
time
of
the
year,
seems
t
o
have
been
fi
rst
hatched
a
s
part
of
the
Wint
ersday
tradition,
as
followers
of
Dwayna
sought
unconventional
means
of
reviving
Wintersday
cheer
during
a
year when Grenth’s tricks had proven p
articularly
e
ff
ective.
As
Wintersday
transition
ed
from
a
religious
observation
to
what
is
essentially
one
big
party,
commer
cial
enterprises
and
in
dustries
have
been
quick
to
get
into
the
action.
The
Black
Lion
Trading
Compan
y
can
usually
be
relied
on
to
offer
products
unique
to
the
season,
some
new
and
some
repea
ted
fr
om
previous years, although
the
Black
Lion’s
tr
ading
practices
often
put
them
out of reach of all but adventurers and
other wealthy Tyrian citizens.
However,
the
winner
for
sheer
showmanship
has
to
be
the
asura
known as Toymaker Tixx
.
“
wintersday
began
as
a
disagreement
between
dwayna
and her son grenth
over
the
proper
way
for
humans
to
celebrate
the
end
of
the
year
GuildMag Issue 13 |The History of Wintersday
07
An
early
adopter
of
airship
technology,
Tixx
installed
his
workshop
into
his
golem-shaped
dirigible
and
made
his
debut
by
touring
th
e
majo
r
cities
of
Tyria,
showcasing
an
animated
toy
designed
to
be
suitable
for
the
locals
at
each
stop,
fi
nally
reaching
Lion’s
Arch
where
all
fi
ve
were
displayed.
At
each
stop,
Tixx
invites
adventurers
on
board
his
airship
to
assist
with
various
teething
troubles
in
his
manufacturing
process,
such
as
rebellious
toys
and
rage-inducing
malfu
nctions
of
his
golem
assistant,
Toxx.
Some
of
these
adventur
ers
claim
that
these
malfunctions
are
not
simply
the
occasional
glitch,
and
that
Toxx
has
blown
her
insurrection
inhibitors
and
is
actively
seeking
to
sabotage
the
operation,
including
being
responsible
for
reprogramming
the
‘malfunctioning’
toys.
Despite
Tixx’s
cheerful
obliviousness,
however,
the
manufacturing
process
always
seems
to
be
brought
under
c
ontr
ol
in
time
for
Wintersday,
although
the
legions
of
rebellious
toys
that
adventurers
are
often
forced
to
violently
decommission
cannot
b
e
good for Tix
x’s overhead.
“
S
ometime
after
the
Great
Destr
oyer’s
defeat,
this
rivalery
expanded
further
when
Balthazar and Melandru entered the fray
08
GuildMag Issue 13 |Scenes from Wintersday
Scenes FROM Wintersday
Written by miko riel
Wintersday in Tyria is usually a festive feast for the eyes, w
ith
candy canes and
wrapped
presents decorating cities, mini-games and puzzles to entertain and delight,
an
d seasonal
themed gear to make our Wintersday merry-making a
little more fu
n.
Lion’s Arch decked out, Winters
day
2013
(source: https://www.guildwars2.com/en/the-game/releases/december-10-2013/)
Snowglobe at the Mystic
Forg
e
(source: https://www.g
uildwars2.com/en/the-game/releases/december-20
12/)
Take that! Merry Wintersday to your face!
The centerpiece of Wintersday is usually
Lion
’s Arch. In
the
aftermath of Scarlet Briar’s attack on the city, Tyria
ns ar
e now
celebrating in Divinity’s R
each.
At the Mystic Forge, a giant snowglobe has traditionally ap
peared,
complete with a snowman en
ticing
you to
build on
e of you
r
own
from magical snow piles. Why not jo
in
in a sn
owball fight
while
you’re at it? Of course,
if fighting
is
more
your style there’s always …
… the Snowglobe Finisher. Because nothing
spread
s
holiday cheer
like gingerbread men and plush
toys to rub
your victories
into
people’s faces. This finisher features scenes in
spire
d by Tixx’s
Infinirarium and the crazed toys you encounter
th
ere.
VISUAL
GuildMag Issue 13 |Scenes from Wintersday
09
Tixx’s Infinirarium
(source: https://www.g
uildwars2.com/en/the-game/releases/december-20
12/)
In the Infi
nirarium, players can assist Tixx the Toymaker with
malfunctioning toys, and stop skritt invaders from stealin
g presents
and ruining Tixx’s wo
rksh
op. As rewards, players can earn …
Toy Ventari
Tixx’s Toys weapons skins, pictured
To
y Staff
… one of Tixx’s toy minis
…
… and they can also earn
toy weapon
skins.
Mini Dolyak Calf (taller than an asura!
)
Last year, players could also take the three minis from th
e
Wintersday Mini 3-Pack and
combin
e them with
ugly wo
ol hats,
socks, or sweaters to obtain the Mini Dolyak Calf bearin
g gifts.
10
GuildMag Issue 13 |Scenes from Wintersday
Winter’s weapon skins, p
ictured
Winter’s Edge greatsword
Cuteness isn’t for everyone, th
ough. S
ometimes w
ooden
weapons decorated with snow crystals and snow
flak
es
when wielded are b
etter.
Fancy Wintersday o
utfits
(source: https://www.guildwars2.com/en/news/wintersday-
items-
an
d-
more-in-th
e-gem-store/)
However you choose to celebrate Winters
day
,
be sure
you do it in
your own
stylish w
ay!
12
GuildMag Issue 13 |Featured Artist:
Vasburg
Featured Artis
t:
vasburg
Written by kaysee
ART
GuildMag Issue 13 |Featured Artis
t: Vasburg
13
In
this
month’s
issue
of
GuildMag,
we
feature
perhaps
one
of
the
most
celebrated
Guild
Wars
fan
artists:
Vasburg.
His
hauntingly
beautiful
and
unique
art
style
have
long
set
him
apart
from
other
artists.
Vasburg
has
been
recognised
and
well-
loved
in
the
Guild
Wars
community
for
his
breathtaking
renditions
of
his
favourite
Guild
Wars
subject:
Cantha.
As
evidenced
by
his
artwork,
Vasburg
has
been
an
avid
fan
of
the
Guild
Wars
universe
since
Guild
Wars
1.
It
was
GuildMag’s
pleasure
to
sit
down with him and ask abou
t
his love of
art and
Guild Wars.
What inspires you to draw?
Nowadays the inspirations are very diverse. Mostly, I have ideas th
at
I
want to simply visualise, as well as master my craft and p
ay
my
bills.
This may sound cheesy, b
ut painting really is wh
at
defines me
at my
core. There were times where I had nothing to
eat; times w
here I w
as
terribly sick; times where allies abandoned me. However, the only
thing that was clearly persistent through my whole life w
as
th
e urge
to paint. To make it cheesier, my biggest motivation was
that I always
wanted to work with ArenaNet,
as
they introdu
ced
me to the
path
of concept art. After seeing ArenaNet’s art I realised that
to choose
to do anything other than concept art myself would
be an
illu
sio
n of
free choice.
Could you briefly explain your art process from first concept
to final product?
If the idea is very complex, I usually go with
a
bunch
of thu
mbnails
to
define the solutions and gather references. After that I start
to randomise and bash in texture brushes to give me so
meth
in
g
to paint on, rather than a blank canvas. From
there on
I usually
introduce colour and define the shapes.
I rarely
use line-art,
since I
feel more comfortable with getting shap
es out as so
on as possible.
After the framework is established, I
simply refine and
refine u
ntil
I feel that my
actions don
’t
improve the image
anymore.
The whole process is rather unsp
ectacular in my
opinion, since I
don’t
consider myself a traditional artist anymore. Concept art is design,
and design is communication. I don’t ask myself h
ow I
can
criticise
society, or express my distrust for vegetables. I’m an
advocate
of design principles and colour theory.
If it’s u
se
d as a way of
communication, design never was a question of taste,
an
d therefore
it is clearly defined by rules, even
th
ough
you can sometimes break
them.
You’re quite a prominent figure in the Guild Wars and art
communities. How
has the community’s interaction and feedback
affected your artwork?
Am I? I
feel hon
oured!
There’s actually quite an impact. Speaking honestly, if it wasn
’t work
related to a community project, the community wouldn
’t
have an
impact on the artwork itself. However, all the replies an
d comments
are a huge
motivation b
oost.
14
GuildMag Issue 13 |Featured Artist:
Vasburg
What was
it
that drew you to Guild Wars 2 and keeps you playing to
this day?
I was a fanatic player of Gu
ild Wars 1, wh
ich
eventually led
me
to
its
successor. Howbeit, I can’t really point ou
t
a
defined
thing that makes
me enjoy the universe of
Guild Wars as much
as
I do. Even
if
I can’t
exactly tell why, I always felt at home in Ty
ria.
Although
I
have
to
admit
that
I
happen
to
play
Gu
ild
Wars
2
less
an
d
less,
since
I
feel
like
there
isn’t
mu
ch
content
left
to
explore
and
also
due
to my limited spare time.
What is your advice to aspiring artis
ts?
Practice, practice, practice. Education is more a
ccessible tha
n ever
,
hardware has become cheap, plus,
you w
on’t need
to attend a fancy
art school or to buy a pricey graphic tablet. Keep in mind th
at
th
ere
is
no teacher that will dedicate the thousan
ds of h
ours needed
to maste
r
your craft; the only person capable of this is you.
Th
e main
difference
between you an
d Kekai Kotaki is th
at
he has failed more often
than
you; he learned from his mistakes to maximise his potential. Also,
get
familiar with design principles and
colour theory.
GuildMag would like to
thank Vasburg for all his h
ard
work on this issue; creating the cover
art specifically
for the Wintersday
edition.
If you’d like to
see more of Vasburg’s art you
can
find
it at his website: www.vasbu
rg.com.
GuildMag Issue 13 |Tyria in Brambles Pa
rt II: Season 2 of the Living Story
15
Tyria in brambles Part
ii:
season 2 of the
living
story
Written by Kent Benson
RECAP
SEASON 2: EPISODE 5
ECHOES OF THE PAST
With the Pale Tree in the “I.TREE.U” (I’m sorry… ) and the races of Tyria
poised to return fire at Mordremoth, the war
pre
parations overshadow
the Commander’s vision
from the Pale Tree for a time.
Via pigeon mail, Magister Ela Makkay requests that
the Commander
check up on one of the Priory’s
field research
ers, Explorer Campbell,
at Fort Salma. The hero fights through a troupe
of Seraph gh
osts
.
Fortunately, Marjory Delaqua and Kasmeer Meade sprint onto th
e
scene from the west road and shakes her sister, Belinda, from
her
post-
Mordrem trauma. In an emotional “goodbye”, Belinda fuses
her spirit
to
her old sword, now in Marjory’s possession. Explorer Campb
ell
an
d the
Commander travel to the new Pact base in The
Silverw
astes.
The Commander arrives at Camp Resolve and reconnects w
ith
Trahearne. He asks the hero to investigate a missing Pact
squad h
e’
d
sent out into the Wastes with two sylvari, Caithe
an
d Canach. Sh
ortly
after, the Commander joins Braham and wanders over to Taimi
who
is busy questioning the three Aspect Masters. The Masters leave
an
d
Taimi takes off after Brun Ingotspitter, an acc
laimed charr engineer,
with hopes of improvin
g
her golem, Scruffy.
The Commander makes one last stop by Rox, leaves th
e
camp, and
heads far west, tracking every sign of the Pact squad. Eventually, the
hero runs into Canach, w
ho had
been laying traps for the
Mordrem.
They press forward and catch up
to
the squ
ad
as
they come u
nder
attack from the Mordrem. Despite the danger, Caithe urges the party
to continue the search for the source of the
dragon
’s minions. A
to
p a
high ridge, the group spots the source, bu
t
their presence attracts the
dragon’s minions, forcing them to fight
until their extractio
n.
After their rescue via Pact helicopter, the Commander receives a
letter from Marjory. The detective explains that they w
ere
unable to
reach Ogden Stonehealer. The dwarf is squirreled aw
ay
in a vault that
requires a cipher to enter, a cipher that was said to be
give
n to Explorer
Campbell. The Commander quickly hunts down the research
er
in
the
Silverwastes and grabs the nearest waypoint to the Durman
d Priory to
join the two d
etectives.
There, they share the cipher with Ela Makkay and
gain
access
to
the
“Special Collections
” portion
of the library. The group
descends even
further to a hidden storage room wh
ere
they meet with
Ogden.
He asks
the Commander to inspect an artifact that he claims
is
relevant to
the
Pale Tree’s vision. The heroes touch the hourglass, it shatters
an
d warps
the space around them, dragging them into what they
would
disco
ver
to be Glint’s Lair. Separated by the terrain, the Commander push
es
on
alone, fighting through various “environmental
hazard
s”
before
reaching the others. At the end, they see a vision
of the
Maste
r
of Peace
receiving an egg-shaped object from an invisible source, revealing wh
at
the Master had been protecting from the crazed
sylvari, Aerin: a dragon
egg.
The three are warped out of the lair and back to library
storage room.
Ogden, amused by their wonderment, sends th
em on th
eir
way
.
SEASON 2: EPISODE 6
TANGLED PATHS
A new letter arrives. Logan Thackeray requests the Commander’
s
presence back at Camp Resolve. The Commander returns
to the Pact
base to meet up with Destiny’s Edge and reveals the information
about
the dragon egg. The hero’
s
old team is surprised by this new
development. After the meeting, the Commander and Brah
am catch up
with Taimi, hoping the asura can share any clues
as
to
where th
e
Aspect
Masters were going. Then, the Commander con
fron
ts Caithe, who
had
been tailing them. She explains that the dragon
eg
g
is too important for
her not
to help.
Following a trail of clues, R
ox, C
aithe, and
the Commander discover
the Aspect Masters fighting for their lives in
a cave
filled with
drago
n
minions. A Mordrem Teragriff impales the Su
n Master just as th
ey
arrive. Shortly after, the Master of Wind is wounded and
shamb
le
s
off to the side. The Master of Lig
htning, determined to
get
her injured
friend back to safety, leaves finding the Master
of Peace
to the
Commander.
16
GuildMag Issue 13 | Tyria in Brambles Part II: Season 2 of the Living
Story
Soul-binding? Ritu
alists? CANTHA CONFIRMED! *twitch*
The Durmand Priory’s Special
Collections
Shouldn’t Glint appear in th
is scene?” “Female dragons
are h
ard
to render
with magic.
When the Commander catches up with
th
e “biconic” team in the
Modrem Labyrinth, they’ve already been separate
d. With C
aithe,
the
two free the others from their Mord
rem traps and
head for the
center chamber. The Master of Peace is fou
nd gravely wou
nded on
the ground. After killing the Mordrem Troll in
the ch
amber, the M
aster
of Peace dies, leaving Glint’s egg in the Commander’s care. W
ith
out
warning, Caithe snaps up the egg saying that th
ere’
s
“no time to
explain” and vanishes into the shadows. Th
e team
agrees to
go after
Caithe, and Marjory suggests that they have an
au
dience with
the Pale
Tree, the one being with access to most
sylvari memory.
SEASON 2: EPISODE 7
SEEDS OF TRUTH
Marjory and the Commander arrive at the Omphalos Chamber just
before the Pale Tree wakens. She’s conscious enou
gh to d
is
cu
ss the
dragon egg and what sh
ould be
done abou
t Caithe. The M
other Tree
asks Mender Aine to present the heroes with fou
r
memory seed
s.
The
seeds, as Aine explains, resonate with the location
of w
here
the
memories occurred. The Commander plants the first
seed and, in
a whirl of magic, becomes one with Caithe’s body and
min
d. In
th
e
chamber are Trahearne and Faolain, discussing the merit of Ventari’
s
tenets. The three
of them reconvene
with the
other firstborn below
to discuss what should be don
e about th
e
“seco
ndborn”. There, the
Commander learns a little about each of the firstborn. E
ach is gu
arded,
even Wynne, who, according to Faolain, keeps her own secrets
.
Th
e
discussion ends with a disruption. A newb
orn
rushes in
,
detailing
an encounter with the asura and
the capture of several new
born
s.
Trahearne suggests that Caithe and Faolain investigate the matter.
The Commander and Marjory follow the clu
es from
the first vision
to
an Inquest lab in Metrica Province. The second seed is plan
ted,
an
d the
second vision begins. Caithe and Faolain infiltrate
the asura lab wh
ere
their kin are being experimented on. There,
th
ey confront Vorpp, th
e
krewe leader, but he escapes. Together, they return the surviving sylvari
to safety. Faolain, bitter from the encounter, vow
s to confront
Wynne
about her secrets.
This leads the Commander back to the Silverwastes, where
after
questioning some Seraph and skritt about any kn
own
lo
cal centaur,
the pair is directed to the Far Silverwastes. After crawling thro
ugh a
claustrophobe’s nightmare, the Commander locates th
e site for the
third memory seed.
Caithe, Faolain, Cadeyrn, and his followers approach
the centaur camp,
but split at the entrance road. The centaur gu
ards
are curious
of the
two sisters. Eventually, Nekhii Burn
thide greets them, mentionin
g
that Wynne is not currently at the camp
.
Caith
e offers to wait around
until she returns, but Wynne approaches
th
em at
that moment. The
conversation between the four of them becomes h
eated
an
d Nekhii
asks to speak with Caithe in private. Caithe tries to
explain
that they
mean no harm, but a scuffle takes place outside an
d soon
Faolain is
fighting the centaurs with Cadeyrn and his “back-up”. The ce
ntau
rs
are
wiped out and Wynne, traumatized by th
e loss of
her frie
nds, flees in
to
a cavern hidden behind a stone door
imb
ued with
a
magical illustration
of serpents.
A shaken Commander walks with Marjory
to
the same door n
earby
to
find it sealed shut. Marjory offers to research the
images on
the d
oor
at the Durmand Priory and promises to send word on
ce
she’s fou
nd
something.
GuildMag Issue 13 | Tyria in Brambles Pa
rt II: Season 2 of the Living Story
17
“Conniving vegetable!” -
Rytlock
Brimston
e
Trahearne was a master of delegation
before the
age of three.
99
GuildMag Issue 13 |<page>
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at th
e time
.
To
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ou
need is a good understanding of
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99
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LORE
20
GuildMag Issue 13 |Aggressive Flora of the Maguuma Region
Aggressive Flora
of the
Maguuma Region
Written by draxynnic
Greetings,
empty
heads
in
need
of
fi
lling!
I
am
Professor
Blorp,
archaeologist,
palaeontologist,
xenologist,
biologist
and
historian
extraordinaire,
here
to
give
you
a
review
from
historical
rec
or
ds
on
threats
that
adventurers
have
previously
faced
in
the
Maguuma
region,
and
which
may
be
encountered
again
as
our
explorers
and
magisters
push further into
th
e jungle!
I’m
sure
that
you
are
all
aware
of
the
rise
of
a
new
dragon
in
the
Ma
gu
uma
region,
one
that
has
becoming
the
focus
of
the
e
ff
orts
of
the
Pact
due
to
its
threat
to
the
waypoint
network
and
th
e
general
observation
that
newly
awoken
dragons
tend
to
b
e
more
destructive
than
those
tha
t
have
already established a territory. For those that are
not aware…
…then how do you have the gall to call
yourselves Priory
scholars!
Get
out
of
my
sight
and
don’t
come
back
until
you
a
t
least
have
attained
a
minimum
level
of
comprehension
about
current
events!
In
case
you’re
too stupid to
fi
gure it
out, the d
oor
is THAT WA
Y.
O
ff
you
go!
Nobody?
Good.
As
I’m
sure
you
all
know
–
if
not,
door
is
that
way,
turn
left,
third
door
on
the
right,
and
ask
the
librarian
for
the
Mor
dremoth
repor
ts,
you
can
read
can’t
you
–
the
new
dra
gon’s
signature
charac
teristic
is
that
it
has
constructed
much
of
its
army
from
the
corruption
of
plants.
As
a
result,
in
order
to
possibly
predict
what
new
threats
we
may
b
e
facing,
I
have
prepared
a
review
on
asura
and
bookah
records
o
n
hostile
plants
that
used
to
dwell
in
the
Maguuma
region.
Most
of
these
were
thoroughly
catalogued
and
exterminated
in
the
Tarnished
Coast
region
a
fter
w
e
asura
reached
the
surface,
however,
they
may
still
dwell
deeper
in
the
jungle
where
they
may
be
available
for
Mordremoth
to
recr
ui
t.
Due
to
the
resemblance
of
many
of
these
plants
to
animals,
some
scholars
believe
that
these
may
have
been
surviving
examples
o
f
a
n
earlier
generation
of
sylvari,
where
their
trees
lacked
bookahs
a
s
a
template
and
made
do
with copies of even less intelligent creatu
res.
First,
there
are
the
‘aloes’,
a
plant
that
was
regarded
as
the
lea
st
thr
eatening
but
most
annoying
among
many
bookah
adventurers.
Once
rangi
ng
across
Tyria
but
now
apparent
ly
extinct
in
settled
regions,
the
aloe
had
a
tendency
to
form
symbiotic
relationships
with
more
dangerous
creatur
es
in
the
area,
whether
animals
o
r
other
plants.
While
their
partners
attack
anything
that
enters
the
area,
the
aloes
would
pop
up
from
hiding
below
ground
and
use
their
healing
properties
to
keep
their
symbiotic
allies
in
good
health,
making
them
p
riority
targets
for
adventurers.
Without
such
p
artners,
nests
of
aloes
used
their
pow
ers
to
keep
each
oth
er
alive, making them di
ffi
cult to root out.
Next
on
the
list
are
the
‘stalkers’,
to
w
hich
I
direct
you
t
o
the
reproduction
of
a
two
hundred
and
fi
fty
year
old
painting
that
m
y
mesm
er
assistant
is
projecting
on
the
screen
behind
me.
Note
the
generally
humanoid
appearance
and
the
hollow
abdomen
–
some
scholars
ha
ve
speculated
that
these
ma
y
have
been
immature
examples
of
the
‘husks’
now
associated
with
the
Nightmare
Court
and
Mordremoth’s
minions.
Bookah
records
credit
these
c
reatures
with
wielding
elemental
a
nd
mesmer
ic
magics,
depending
on
the
variety…
b
ut
as
we
all
kn
ow,
the
ancient
bookahs
had
a
tendency
to
regard
anything
they
did
not
understand
as
‘magic’,
so
this
may
have
been
some
other
process
rather
than truly being magic.
These
creatures
were
usually
found
i
n
the
drier
parts
of
the
Maguuma
and
the
swampier
areas
of
Kryta,
but
another
variety
–
switch
to
the
next
image
now
-
used
to
be
fou
nd
close
to
the
Grove’s
current
location:
the
snakelike
ayuhuasca.
Again,
bookah
records
credit
this
plant
with
magical
abilities,
particularly
in
the
ability
to
generate
mesmer
illusions.
I
suspect
that
the
ayahuasca
may
instead
ha
ve
developed
a
kind
of
poison
with
hallucinogenic
properti
es,
which
bookah
adventurers
in
terpreted
as
magic use.
A lecture reviewing the dangerous plantlife once found in th
e Maguuma region, given
by Professor Blorp in
late 1
327AE as preparation
for the possibility of their descendents being corrupted
by M
ord
remoth.
GuildMag Issue 13 | Aggressive Flora of
the
Maguuma Region
21
While
there
are
a
variety
of
other
forms
of
dangerous
plants
that
have
been
reported
in
other
parts
of
Tyria
–
I’m
sure
you
are
all
familiar
with
the
oakhearts
and
their
relatives
–
there
is
one
more
form
o
f
dangerous
plant
that
was
reported
in
the
Maguuma
region:
a
sedentary,
in
the
adult
phase,
family
called
‘blooms’
(n
ext
image,
please!).
Two
forms
were
known
t
o
exist,
one
described
as
fungu
s-like
and
th
e
other
with
nettle-like
foliage
–
given
their
similarities
otherwise,
though,
I
suspect
that
they
were
closely
related
species,
a
nd
one
e
ither
had
something
that
looked
like
leaves
as
a
defense,
o
r
had
a
symbiotic relationship with
a
genuine
fl
ora
species.
Either
way,
these
‘blooms
’
were
know
n
for
their
reproductive
method
–
they
would
release
large
spores
–
bring
up
the
last
sketch
-
that
drift
for
short
distances
before
settling
and
undergoing
explosive
growth
in
to
a
juvenile
bloom.
Both
varieties
were
credited
with
magical
abilities
to
defend
themselves
against
nearby
threats
in
both
their
adult
and
juvenile
forms,
and
reports
indicate
that
production
of
spores
is
a
ccelera
ted
rapidly
when
an
adult
bloom
regards
itself
a
s
under
threat
–
likely
both
as
a
means
of
generating
reinforcements
as
well
a
s
a
last-minute
e
ff
ort
to
reproduce
before
it
is
potentially
destroyed.
This
made
infestations
di
ffi
cult
to
burn
out,
since
i
f
the
adult
blo
oms
are
not
quickly
id
enti
fi
ed
and
destroyed,
even
a
strong
force
can
be
quickly
overwhelmed
by
an
expandin
g tide of n
ew growths.
Now,
none
of
these
forms
of
dangerous
plant
life
have
been
seen
in
some
time,
such
that
they
are
believed
extinct
in
settled
regions
–
however,
there
is
n
o
telling
what
might
remain
in
the
deeper
Maguuma
where
the
new
dragon
lies.
Thus,
while
this
lecture
serves
a
s
a
n
overview,
I
would
recommend
any
of
you
that
are
assigned
to
the
region
undertake
your
own
study
into
the
records
on
these
creatures,
to
ensu
re
that
you
are
prepared
should
w
e
fi
nd
their
corrupted
descendents
among
Mordremoth’s armies.
Class dismissed!
22
GuildMag Issue 13 | Aggressive Flora of the Maguuma Region
editorial
GuildMag Issue 13 |Recounting Reverie: Activity Retrospective
23
RECOUNTING REVERIE:
activity retrospective
Written by Starconspirator
While
Wintersday
has
a
long,
rich
history
beyond
the
con
fi
n
es
of
Guild
Wars
2,
for
the
last
two
years
the
denizens
of
Tyria
have
been
entertained
by
a
more
modern
version,
featuring
asura
n
genius
Tixx
the
Toymaker
,
whose
arrival
tr
iggers
a
series
of
Wintersday-th
emed
activiti
es.
Li
ke
the
living
world
of
Tyria,
they
have
changed
over
time,
but
like
good
holiday
traditions they continue to th
rill and
inspire.
The
Wondrous
Workshop
of
Toymaker
Tixx
in
trodu
ced
players
to
Tixx
and
his
golem
Toxx.
Together,
they
traveled
across
Tyria
bringing
presents
to
all,
but
trouble
followed
in
their
wake.
For
th
e
initial
fi
ve
days
of
the
event
in
2012,
Tixx's
w
orkshop
-
a
dungeon
know
n
as
the
In
fi
nirarium
-
docked
at
each
major
city.
Each
port
intr
oduced
players
to
a
di
ff
erent
version
of
the
dungeon,
creating
fi
ve
"paths"
based
on
which
toy
Tixx
was
attempting
to
make.
Players
who
explored
the
dungeon
learned
of
the
Toymaker,
and
his
troubles
with
both
stowaway
skritt
and
malfunctioning
toys.
The
rewards
for
completing
each
path
allowed
players
to
collect
ingredients
they
needed
to
build
their
own
Wintersday
Toy
mini
pets.
In
addition,
each
city
had
its
own
toy:
Ventari
fi
gures
for
the
Grove,
Princess
Dolls
at
Divinity's
Reach,
Toy
Soldiers
at
the
Black
Citadel,
Golems
for
Rata
Sum,
a
nd
Plush
Gr
i
ff
ons
in
Hoelbrak.
After
the
fi
rst
fi
ve
days,
the
In
fi
nirarium
landed
in
Lion's
Arch
and
all
previous
events
were
available.
For
the
adventurous,
a
fi
nal
Toypocalypse
event
also
became
available.
In
2013,
the
In
fi
nirarium
docked
only
in
Lion's
Arch
with
all
events
available.
Although
the
activities
within
the
dungeon
remained
the
same
in
2013,
rewards
did
change,
allowing
players
to
choose
one
of
th
e
festive
toy
minis
after
completing
the
holiday
meta
achievement
rather
than
building
it
within
the
Mystic
Forge
as
they
had
in
2012.
Instead,
last
year
the
Forge
was
used
to
cr
eate
a
special
edition
mini: a present-toting
dolyak.
24
GuildMag Issue 13 | Recounting Reverie: Activity Retrospective
2012's
Wintersday
celebration
also
saw
the
introduction
of
th
e
Enchanted
Snow
Globe
and
its
three
festival
events
:
th
e
Bell
Choir,
Snowball
Mayhem,
and
the
Winter
Wonderland
jumping
puzzle.
With
few
changes,
these
activities
returned
in
2013.
For
the
musically
inclined,
the
Bell
Choir
gave
the
citizens
of
Tyria
a
chanc
e
to
ring
in
t
he
holiday.
Each
map
held
twelve
people
–
four
stages
with
three
players
each
wh
o
played
a
di
ff
erent
octave.
Althou
gh
points
were
scored
for
a
good
performance,
the
real
challenge
was
not
in
besting
your
fellow
bell
ringers
but
in
staying
alive
long
enough
to
complete
the
event.
Each
wrong
note
deducted
health,
although
you
could
easily
regenerate
it
between songs w
hile waiting for oth
ers
t
o
join.
Snowball
Mayhem,
the
heir
t
o
the
original
Guild
W
ars
sn
owball
fi
ght,
pitted
teams
of
eight
players
a
gainst
each
other
in
a
fi
ght
to
collect
the
most
presents
from
a
central
spawn
point
and
return
them
to
their
base.
Entering
the
snowball
fi
ght
adjusted
your
skillbar.
While
some
new
snow
skills
were
set
based
on
your
profession
,
others
depend
ed
on
the
role
you
chose:
Scout,
Heavy
Hitter,
or
Su
pport.
Given
the
whimsical
skills,
it
a
cted
a
s
a
n
introduction
t
o
PvP
for
players
who
traditionally played PvE.
The
Winter
Wonderland
jumping
puzzle,
the
third
area
of
the
Enchant
ed
Snow
lobe,
initially
required
players
to
carry
a
gift
through
a
n
obstacle
course
of
giant
snow
fl
akes,
peppermint
candies,
ex
ploding
presents
and
past
giant
snowballs,
before
delivering
it
to
the
happy
gingerbrea
d
men
and
children
at
the
en
d.
The
gift
itself
bestowed
the
frostbite
e
ff
ect,
which
slowl
y
drained
a
player's
health,
limiting
the
time
they
had
to
complete
the
puzzle.
Wh
ile
the
bell
choir
and
snowb
all
fi
ght
remained
t
he
same
between
2012
and
2
013,
the
Winter
Wonderland
jumping
puzzle
was
changed
slightly,
removing
the
present
b
undle
that
needed
to
be
carried
by
the
players
but
n
ot
removin
g
the
frostbite
effect.
Last
year,
players
were
only
safe
from
the
effect
if
they
were
able to stand near
a
fire.
As
a
fi
nal
touch,
the
2013
iteration
of
the
event
featured
two
NPCs,
Ho-
Ho-Tron
and
Marcello
DiGiacomo,
collecting
donations
for
rebuilding
Divinity's
Reach
after
the
devastating
at
tack
by
Sca
rlet
Briar
.
Once
these
two
characters
had
collected
su
ffi
cient
funds,
they
triggered
a
n
escort mission through
Lion's Arch.
This
year,
the
festivities
have
been
moved
to
Divinity’s
Reach,
occupying
the
Crown
Pavilion
area
of
the
city.
A
replica
Ho-Ho-Tron
has
ret
ur
ned,
raising
money
for
charity
and
players
are
once
again
able
to
collect
festive skins, out
fi
ts, an
d mini pets.
editorial
GuildMag Issue 13 |Ode to a Small Guild
25
Ode to a Small Guild
Written by TheBlackerSheep
When
ArenaNet
decided
that
Mac
owners
are
gamers
too,
I
fi
na
lly
got
ac
cess
to
the
game
two
of
my
best
friends
kept
going
on
about
and
p
romptly
got
hooked.
Being
the
newcomer
to
our
very
small,
besties
guild,
I
’ve
closely
watched
my
friends
and
their
playing
styles
so
that
I
knew
what
to
aim
for
myself.
After
a
little
more
than
a
year,
I’ve
fi
nally
come
to
the
conclusion
that
we
are
entirely
a
motley
crew,
and
frankly,
trying
to
watch
us
a
ll
pla
y
is
completely bewildering, stu
pefying and
a
whole lot
of fun.
First
o
ff
,
we
have
Nin.
Nin
is
a
very
structured
and
strategic
player
who
knows
a
lot
about
th
e
technicalities
of
play.
Build
n
ot
working?
Go
to
Nin.
Need
to
know
about
skills?
Go
to
Nin.
Which
alt
to
use
for
a
certain
boss?
Nin.
She’s
the
one
who
chivvies
us
along
when
we
play
together.
She
keeps
us
organized,
makes
u
s
check
our
skill
sets,
rearrange
traits
and
focuses
us
on
the
mechanics
o
f
the
fi
ght.
She’s
kind
of
like
a
mother
making
sure
we
have
our
jackets
on
before
we
go
out
in
the
cold.
It’s
not
always
easy
to
get
u
s
to
comply,
because
who
need
s
to
stop
and
put
on
a
jacket
when
there’s
snow?
Eventually
we
listen
and
that
usually
means
we
don
’t
just
walk into instantaneous
death;
w
e
rock
that
dungeon
- or
think
w
e
do
and
that’s
all
that
counts.
Thanks
for
keeping
us
from
wandering
into
our
very
own apocalypse,
Nin!
Then
we
have
Al,
A
l
is
skilled
and
knows
the
technicalities
of
the
game
just
as
well
a
s
Nin,
but
she
might,
just
might,
have
a
problem
focusing.
She
starts
o
ff
fabulously
with
a
goal
in
mind
and
eyes
on
the
prize,
but
then,
shinies!
From
then
on
she’s
lost
to
us
like
a
skritt
to
scrap
metal.
We
have
to
b
e
careful
t
o
keep
her
from
wandering
o
ff
into
dangerous
areas
by
herself.
Then
we
remind
her
that
she
did
actually
have
a
goal
for
the
day
and
yes,
she
might
b
e
drifting;
just
a
little
bit.
And
yes
w
e
know
there
was
a
gathering
node
20
miles
away,
but,
rem
ember
your
goal
that'
s
in
the
other
direction?
Having
said
that,
when
she’s
focused,
she’s
deadly
and
has
saved
all
our
patooties
a
time
or
two.
Thanks
for
helpin
g
us
d
iscover
n
ew
places and things,
Al!
Then
there’s
Marvelline.
Unfortunately
she
doesn’t
play
as
much
as
we
would
like
her
to,
but
when
she
does,
she’s
eno
rmous
fun.
M
arvelline
h
as
all
of
the
enthusiasm
of
a
child
in
a
toy
store
and
doesn’t
hesitate
to
show
it.
She
cares
not
about
stats
or
traits
or
technical
thingies.
She
just
likes
to
kill
things!
Kill
all
the
things!
Is
it
moving?
Kill
it!
Something
dangerous
that
you
can
waypoint
away
from?
Why
do
that
when
you
can
walk
into
an
ambush
with 50
enemies
who
are
three
levels
higher
than
you?
Let’s
just
kill
things,
now!
Watching
her
play
is
probably
the
most
fun
I’ve
ever
had.
It
also
challenges
the
rest
of
us
to
hone
our
skills
as
we
try
and
save
her
hiney
from
certain
death,
so
it’s
all
good.
Thanks
for
tea
ching
us
that
it’s
a
ll
about the fun, M
arvelline!
Finally
there’s
me,
Wee
Mad.
As
you
can
tell
from
the
name,
I’m
a
bit
mad
and
all
over
the
place.
I
started
out
with
Marvelline’s
exuberance
and
just
went
in
killing
things.
It
was
fabulous
and
a
part
of
m
e
misses
not
having
to
worry
about
anything
b
ut
exploring
Tyria.
Never
again
will
I
fi
nd
myself
in
Q
ueensdale
wo
ndering
wh
y
I’ve
on
ly
got
my
u
nderwear
between
m
e
and
the
centaur
of
doom;
or
run
from
Snowden
straight
into
Frostgorge
with
m
y
level
10;
or
take
on
Jormag
b
y
my
wee
self,
dying
spectacularly
i
n
the
attempt.
This
all
happening
while
Nin
is
screaming
in
my
ear,
“Do
y
ou
want
to
die?
Listen
to
the
guy
at
the
gate,
he’s
telling
you
you’re
going
to
die!
Stoooooop…Too
late.”
That
part
of
the
fun
is
over
in
a
sen
se
as
I’ve
progressed
to
actually
care
about
instadeath
and
broken
armor
.
I’ve
moved
on
t
o
more
technical
play;
trying
out
di
ff
erent
professions
and
techn
iques
until
I
found
the
ones
I
like
best.
That
doesn’t
mean
the
fun
has
ended
-
it's
just
changed.
Although
I
still
can’t
really
be
bothered
to
invest
much
time
into
all
of
the
diversities
of
builds
(I
have
Nin
for
that),
fi
ghts
have
become
more
complex,
more
challenging
and
more
interesting.
Goals
cha
nge
with
each
update,
and
a
s
new
content
is
added,
I
try
to
adapt
and
improve.
Finally,
to
my
guildies’
great
delight,
I
have,
against
my
very
stubborn
will
and
nature,
done
the
very
thing
I
told
my
besties
I
would
never
do.
I
have
become
a
fashionista
and
skin
hoarder.
Don’t
ask
m
e
to
personally
don
anything
but
jeans
and
sweaters,
but
my
characters
each
have
a
wardr
obe
that
rivals
that
of
Imelda
Marcos.
There’s
nothi
ng
like
making
sport
for
our
guildies and laughing w
ith
them in
turn.
In
the
end,
my
game
and
how
I
play
or
how
my
characters
look
is
not
r
eally
what’s
important.
What’s
important
are
my
guildies.
Without
them,
I
could
(theoretically
a
t
least)
move
o
n
to
being
the
best
player
i
n
all
of
Tyria,
but
it
wouldn’t
be
the
same.
I
wouldn’t
have
Marvelline
t
o
re
min
d
me
that
sometimes
it’s
just
about
being
a
kid;
Nin
to
remind
m
e
that
ma
ybe
ta
king
on
fi
fty
foes
at
once
is
not
such
a
fabulous
idea
(even
with
the
#5
longbow
skill
and
a
reef
drake);
or
A
l
to
remind
me
that
sometimes
it’s
just
about
letting
yourself
wander
where
the
shinies
take
you.
All
in
all,
we
may
be
small
and
some
may
consider
u
s
anti-social
for
not
joining
larger
guilds,
but we have style and
our style is
fu
n!
26
GuildMag Issue 13 |Magical Developments Since the Searing: Chapter 2
Magical Developments
Since The Searing:
Chapter 2
In
the
last
chapter,
I
talked
about
the
changes
that
have
occurred
in
the
practise
of
‘innate’
magic,
a
s
employed
by
the
adventuring
professions
of
Tyria.
In
this
chapter
–
of
however
many
parts
i
t
will
turn
out
to
be
–
I
will
discuss
the
technological
developments
that
have
occurred
in
the
last
two
and a half centuries.
From
the
modern
perspective,
there
are
two
main
branches
of
technol
ogi
cal
development.
While
there
is
evidence
that
neither
race
were
the
fi
rst
to
discover
their
branch,
these
branches
can
be
categorised
ac
cording
to
those
now
most
known
for
each
branch
–
namely,
the
charr
(mostly
lead
by the Iron Legion) and the
asu
ra.
While
there
are,
of
course,
signi
fi
cant
di
ff
erences
in
the
outcomes
and
results
of
the
two
branches,
the
two
forms
of
technology
appear,
a
t
least
from
my
outside
perspective,
to
have
two
main
di
ff
erences
in
philosophy
behind
them.
The
fi
rst
i
s
that
Iron
Legion
technology
is
intended
to
be
widely
disseminated
among
the
legions,
often
regardless
of
whether
the
end
user
has
specialised
training.
As
a
result,
their
technology
emphasises
practicality
–
ideally,
any
given
piece
should
be
as
simple
to
produce
and
operate
as
possible.
A
s
a
result,
whether
intentional
on
their
part
or
not,
examples
of
technology
quickly
spread
t
o
their
frie
nds
and
enemies
both,
although
the
charr
still
take
the
lead
in
developing
this
form
of
tec
hnology.
Their
only
true
competitor
i
n
this
area
appears
t
o
be
the
dredge,
whose
own
technology
appears
to
be
a
divergent
line
from
the
same
source
–
the
machines left behind by
the dw
arves.
Asura
technology,
on
the
other
hand,
is,
at
least
in
modern
tim
es,
employed
only
by
the
asura
themselves,
apart
from
pieces
reverse-engineered
by
larger
skritt
scratches.
An
asura
would
claim
that
t
his
is
because
the
ir
technology
is
far
beyond
the
understanding
of
other,
su
pposedly
less
intelligent
races.
I
suspect,
however,
that
they
deliberately
make
their
technology,
and
the
jargon
around
it,
needlessly
complicated
–
as
a
precaution
against
having
it
stolen
not
only
by
oth
er
races,
but
by
other
asura
krewes
as
well.
While
this
has
certainly
served
to
keep
asura
sec
rets
hidden
from
most
rivals,
this
culture
of
secrecy
and
paranoia
has
its
costs
–
asura
history
is
scattered
with
wonders
that
have
been
lost
w
hen
th
eir
inventor
died
while
still
unwilling
to
pass
on
their
secrets.
In
some
cases,
the
inventor
became
so
paranoid
about
their
secrets
being
stolen
even
after
death
that
they
deliber
ately
hid
them
away
in
secluded
locations
protected
by
automated defences.
The
second,
possibly
more
substantial
difference,
is
in
the
relationship
of
the
two
forms
of
technology
wit
h
magi
c.
Many
would
say
t
ha
t
the
charr
form
of
technology
does
not
employ
magi
c
at
all…
however,
this
is
not
str
ictly
true.
As
an
example, I
have
heard
of
c
ha
rr
collecting
elemental
lodestones
to
use
in
constructing
ammunition
for
art
illery
pieces
–
this
is
clearly
making
u
se
of
the
magical
properties
of
t
he
lodestones,
even
if
this
is
simply
that
the
lodestones
can
be
made to explode under th
e right condition
s.
The
truth
is,
i
n
present
times,
it
is
often
hard
to
say
for
sure
what
is
the
result
of
magic,
and
what
i
s
the
result
of
some
other
unknown
but
nonmagical
property
of
a
given
substance
–
for
instance,
there
would
seem
to
be
nothing
magical
about
burned
wood,
but
if
mixed
with
brimston
e
and
a
certain
preservative
salt
it
can
create
e
ff
ects
that
can
easily
b
e
mistaken
for
magic.
A
charr
inventor
simply
doesn’t
care
–
he
is
concerned
about
whether
a
given
material
will
react
in
a
predictable
manner
under
the
desired
circumstances,
regardless
of
whether
magic
is
involved
in
this
property
or
not.
The
various
ghostbusting
devices
built
b
y
the
charr,
for
example,
almost
certainly
involve
making
use
of
magical
substances
–
but
all
the
Iron
Legion
cares
about
is
that,
if
used
in
the
correct
way,
they
have
Written by draxynnic
Part 2 of a series on the progress of magical research, penned by Eleano
r Draxyn
nus in
the year 1327 AE.
LORE
GuildMag Issue 13 | Magical Developments Since the Searing: Chapter 2
27
the
desired
effect
upon
the
ghosts,
whether
that
effect
be
containment,
dispersion, or disorientation.
Asura
technology,
on
the
other
hand,
is
focussed
primarily
on
the
harnessing
and
channelling
of
magical
energies.
While
the
physical
form
of
a
piece
of
technology
derived
from
the
charr
approach
is
based
on
the
shapes
required
to
make
use
of
the
desired
properties,
the
appearance
of
asura
technology
is
typically
determined
by
the
circuits
needed
to
extr
act
magic
al
energy
from
a
source,
convert
it
into
a
more
useful
form
(if
required),
and
channel
i
t
t
o
generate
the desired e
ff
ect.
In
a
nutshell,
a
follower
o
f
the
charr
line
of
technology
looks
at
a
lodestone
and
views
it
to
be
useful
because
it
has
a
n
intrinsic
property
that
it
w
ill
explode
under
the
right
circumstances.
An
asura
l
ooks
at
the
same
lodestone and sees a source
of magical energy.
A
third
line
of
magical
technology
exists,
although
it
has
mostly
been
lost
since
the
Searing,
and
some
might
not
regard
it
a
s
m
agic
at
all.
This
is
the
a
rt
of
enchanting
what
might
otherwise
be
taken
a
s
a
common
object,
granting
it
properties
that
would
not
be
guessed
a
t
through
casual
examination
even
by
a
n
expert.
From
this
line
w
e
have
the
likes
of
cauldrons
that
conjure
a
rain
of
fi
ery
crystals,
teleportation
pads
that
appear
to
require
none
of
the
complexity
o
f
asura
ga
tes,
and
swords
that
can
transform
much
of
the
population
of
a
nation
into
ghost
warriors.
Much
a
s
the
asura
might
prefer
not
to
admit
i
t,
this
branch
of
magical
technology
may
rival
or
even
exceed
their
own,
and
is
typical
of
the
artifacts
of
ancient
human
ity
as
well
as
the
elder
races.
However,
mor
e
knowledge
has
been
los
t
than
gained
regarding
this branch sin
ce the Searing.
As
a
simple
demonstration
of
the
distinction
between
the
second
and
third
styles,
consider
the
line
of
animated
toys
colloquially
known
a
s
‘minipets’.
The origins
of many of these
toys
is
a
mystery –
while
somebody
is
clearly
making
new
ones
as
minipets
of
signi
fi
cant
people
continue
to
appear,
usually
o
ff
ered
for
sale
by
the
Black
Lion
Company,
nothing
is known of who that
migh
t
be.
Evon
Gnashblade
might
know,
b
ut
he
refuses
to
name
his
supplier,
at
least
not
for
any
price
within
this
sch
olar’s
exp
ense
bud
get.
However,
there
are
some
that
are
know
n.
While
he
did
not
invent
them,
one
of
the
earliest
known
minipet
creators
was
Mahk
of
Kamadan.
His
breakthrough
work
wa
s
reportedly
a
miniature
of
a
creature
from
the
Desolation
called
a
Grey
Giant
–
one
that
was
reportedly
indistinguishable
from
the
real
thing,
i
f
one
were
t
o
overlook
its
diminutive
size
a
nd
lack
of
aggression.
Mahk
had
crea
ted
(some
histories
say
repaired)
an
exquisitely
detailed
model
of
a
creature
that
existed
elsewhere
in
the
world,
and
infused
it
with
magical
essence
–
reportedly
from
a
djinn
–
in
order
to
animate
it.
This,
along
with
most
models
seen
today,
serves
a
s
a
n
example
of
the
third
form
of
magical
technology
–
no
special
joints
or
gizmos
appear
to
be
needed,
the
minipet
simply moved
o
n its own through
magic.
This
is
in
contrast
t
o
the
mass-produced
products
of
Toymaker
Tixx.
Wh
ile
in
some
cases
covered
b
y
plush
and
stu
ffi
ng,
the
frames
o
f
Tixx’s
toys
with
articulated
servos
and
levitated
joints
indicate
that
they
a
re
essent
ially
small
golems
in
nature.
Thus,
they
serve
as
examples
of
the
comm
on
asura
approach
to
magitechnologica
l
design.
Whi
le
nobody
would
descr
ibe
Tixx’s
creations
as
lifelike,
Tixx’s
Emporium
is
able
to
produc
e
them
cheaply
enough
that
they
can
actually
serve
as
toys
for
children
–
while
Evon’s
ever-
increasing
prices
often
relegate
the
more
realistic
miniatures
to
collectors
items
only
a
ff
orded
by
the
wealthiest
of
Tyria’s
citizens.
Certainly,
visitors
to
the
In
fi
narium
report
that
the
process
seems
almost
entir
ely
a
utom
ated
(except
when
it
breaks
down,
wh
ich
is
disturbingly
often)
and
it
seems
unlikely
that
even
asura-designed
machinery
could
reproduce
the
lifelike
detail of the more traditional (and
expensive) animated miniatures.
It
is,
of
course,
possible
that
the
asura
are
perfectly
capable
of
creating
lifelike
miniatures,
albeit
not
in
such
quantity.
When
the
asura
fi
rst
broke
the
surface,
they
brought
with
them
the
game
they
called
Polymock
–
a
game
whose
playing
pieces
were
lifelike
animated
simulacra
o
f
various
monsters
that
were
pitted
against
one
another.
Some
legends
claim
that
some
polymock
pieces
could
even
b
e
animated
outside
the
arena
t
o
defend
their owners against enemies.
However,
it
is
also
interesting
that
the
legends
cl
aim
that
pol
ym
ock
piec
es,
particularly
the
more
powerful
and
valua
ble
ones,
were
more
often
a
cquir
ed
from
raiding
long-abandoned
du
ngeons
th
an
from
the
asura
themselves.
In
addition,
while
the
asura
made
a
n
e
ff
ort
to
spread
the
game
on
the
surface
when
they
arrived,
the
Polymock
arenas
have
been
closed
to
no
n-
asura
for
years.
The
asura
are
known
t
o
have
made
many
discoveries
that
were
lost
in
later
years
due
to
the
deaths
of
their
creators,
particularly
in
the
destruction
of
their
underground
civilisation
by
th
e
Great
D
estroyer…
perhaps
the
closure
of
the
arenas
is
due
to
shame
a
t
having
lost
the
knowledge
of
creating
lifelike
pieces,
and
bein
g
forced
to
resort
to
less
artistic
substitutes
such
as
the
golem
tournaments
in
Soren
Draa?
Perhaps
the
asura
were
never
responsible
for
the
manufacture
o
f
polymock
pieces
at
all,
instead
having
made
a
game
from
them
after
acquiring
them
from
some other, older culture.
28
GuildMag Issue 13 |A Present for the Queen
Lori sighed. A few weeks off and sh
e’d been
flun
g
righ
t back into
incident response. The young man next
to her w
as
visibly
nervous; a
recruit’s second day on the job was
always
the har
dest
. T
he
two
of
them
walked up the street towards the tavern in Ossan Quarter, the steady
rattling of armour like Wintersday bells, as children ran across the road,
screaming in delight. It
was three days u
ntil Wintersday, when
Tixx’s
floating golem would arrive at Divinity’s Reach, the festivities
being
hosted by the Krytan queen whilst Lion’s
Arch
continu
ed
to recover
after Scarlet Briar’s
a
ttack.
Lori’s cold brown eyes were drawn to the door of th
e
tavern, h
er
age
showing from the bags underneath them.
She was app
roaching
forty,
and had seen two monarchs, two E
lder Drag
ons, and an
unexpected
truce in her time in the Krytan military. No criminal
she en
cou
ntered
would be free for long, her ruthless but logical composu
re
allow
ing her
to
take
control
of
any
situation,
making
up
for
her
small
st
ature
wit
h
her
tone of voice. She ran calloused
hands throu
gh
her chestn
ut hair before
placing a golden helmet onto her skull, the din of pre-Win
tersd
ay
ch
eer
muffled as if diving underwater. As
they stepped
over the thresho
ld
,
she barked out stern orders to
a
large crowd.
“Make way!”
Lori heard several murmurs as th
e crowd reluctantly dispersed.
Inside
lay an asura holding a small machine, frantically tapping button
s on
the
device, cackling maniacally. His face was one you wouldn’t forget
in a hurry. Scars covered him everywhere below
his nose
to
his n
eck,
standing out like snow and fire on his so
ot-gre
y skin. Crimson b
ead
y
eyes, like holly berries, stared directly into her
soul.
The foot-long device was covered in dials and bu
tto
ns. A fl
ickering
display showed an image of the royal palace, or th
at’s
what she th
ought
before her colleague grabbed the asura and, in th
e process,
stepped
on the screen with a loud crunch
in
g soun
d. Lori
gro
wled, clenching h
er
fists.
“Recrui
t!”
“Yes ma’a
m?”
She pointed to the device, hands
shakin
g in frustration, and th
e recruit’s
proud smile dropped. He picked it up,
small chu
nks of glass falling on
to
the w
ooden
floor.
Recruits. Always so willing
to please, and messing
up tremendously
almost every time. The asura giggled, and muttered something ab
out
explosions. Lori looked at the small figure contemptuously bef
ore
thrusting her mailed fist directly into his face. She grab
bed the
device
and dragged the unconscious asura after her, glowerin
g
at
the crowd
nearby.
“Nothing
to see here.”
The recruit swiftly followed
suit.
“Ma’am, I doubt that was the best approach
.”
Lori tightened th
e grip on
her prisoner, angered.
“That asura was mad, Recruit. I’d advise you not to q
uestion me.”
Silence. Sweet silence. Perhaps the two wou
ld
get on
after all?
As they reached Seraph Headquarters, she looke
d to the
recruit.
“You take this one to the cells, then get medical to come d
own. I’
ll
write
up
the report.”
“Yes ma’am!”
Always so damn enthu
siastic. Lori walked o
ver to
her desk, placed her
helmet next to an inkpot on her
desk and sigh
ed. She
pick
ed
up
a quill,
dipped it, and was about to put pen to pap
er
when
some
th
ing in
her
peripheral vision caught her attention. It was the asura’s cracked d
evice
further down the desk,
put th
ere
by the recruit. She
squinted
at
it
to
see if she could make out the details on the cracked
screen
,
but all she
A Present for the Queen
Written by darryshan
FICTION
GuildMag Issue 13 |A Present for the Queen
29
could see was a model of the palace, and a small
flash
ing dot.
A crash do
wn in
the cells.
“Bloody recruits!” she exclaimed out loud. Storming o
ver to
the
dungeon stairs, a feeling of dread overcame
her.
“Just a recruit? This’ll never do! We’ll need the sergean
t
you mention
ed.”
She tensed up, hand reaching for h
er
sword as she
picked up
the pace
down the ston
e steps. As
she entered th
e dun
ge
ons, her eyes locked
on to three short figures, o
ne pointin
g
a
glowing gu
n-like device at
her body. It sparked, sending a projectile tow
ards
her.
As it h
it, sh
e
crumpled to the floor twitching.
Th
en black.
“Welcome!” boomed a disembodied and
uncanny voice. “W
elcome to
my playhou
se.”
Inquest. It had to be. Bu
t
what did
th
ey want
with her? Experiments?
She assumed that’d be answered soon enough
,
slid
in
g off a clinical
slab she’d been lain on. She
seemed to be
stuck in a glass cub
e,
lit
with
red lights. It reminded her of a snow globe,
but instead of
snow
falling,
perspiration ran down her neck. Outside the
cu
be were three S
eraph
officers. Her mind whirred busily trying to process information
,
so
she
switched to
Sergean
t mode.
“I demand you let me
out! I am you
r
superior
officer!”
The Seraph responded by stepping forw
ard
once in
unison. Befo
re
another word left her mouth, they vibrated
an
d folded
in on
themselves, becoming the usual, benign
golems
seen every day.
“Oh,” muttered Lori, embar
rassed.
“Sergeant Galano, is it?” boomed the voice again.
“Who
wants to kn
ow?”
“You don’t need to tell us, we already kn
ow th
e
an
swer.”
She placed her hands on the glass, bef
ore
pulling them
back quickly. It
was strangely cold. The rest of the room was sweltering,
but the
glass...
The glass was colder than anything
she’d ever felt. Even colder th
an
the ice she used to support herself on durin
g
childhood
skatin
g
visits
in
Hoelbrak.
“You will have your memories and voice transplanted into
one of
these
Seraph golems. It will travel to Divinity’s Reach, enter
the palace with
a bomb disguised as a present from you, an
d place it there. A
presen
t
from a senior Seraph officer will not be
su
spicious on
Wintersday.
Unfortunately, you will not be alive to see this
step
of the
plan
succeed.”
Lori gulped, a knot forming in her
stomach.
She could
feel bile in
her
throat. Then, before she could vomit, a strange scent wafted
under h
er
nose, and she could hear
hissing from above h
er.
“Come anywhere near me and... an...” Her senten
ce
was cut off as sh
e
fell to the floor, uncon
sciou
s.
Buzzing filled her ears as she came around. A large appliance,
crackling
with energy, was being lowered towards her head
,
an
d Lori instinctively
reached out to stop it hitting her face
.
Or she w
ould h
ave d
one had
her
arms not been bound. Instead, the drill-like machine sto
pped an
in
ch
clear of her nose, bouncing a little, and w
hining quietly. A su
dden sh
arp
pain materialised deep in her cranium, driving her
half to madness.
She lurched up violently, ripping away the restraints and
smacking h
er
forehead on the sharpest point of machine. The
pain
intensified
,
but
the whining
noise got lou
der.
“ENERGY LEVELS CRITICAL. APPROACHING SYNERGETI
CAL CRITICA
L
BREAK-POINT,” screamed an electro
nic voice.
Energy crackled around the room, ripping apart equipment,
including
the Seraph golems. Lori smiled, though it
pro
bab
ly looked more like a
grim
ace.
“Loyal until the end...” she
thought, as everything
went b
lack.
30
GuildMag Issue 13 |Wintersday Window Decoration Contest
wINTERSDAY WINDOW DECORATION
CONTEST
This year, ArenaNet is sponsoring an awesome contest held acro
ss multiple fansites -
an
d GuildMag is
one of th
em!
The Wintersday Window Decoration Contest runs until January 20, 2015. Create a Guild Wars
2 themed W
intersday
window
decoration
stencil, like the
examples shown below, and you could be in with a ch
an
ce
of winn
ing some great prizes from ArenaNet. Entries must be
your own
origin
al
work,
300dp
i,
and saved in JPG, PNG, TIFF or PDF format. The minimum size for all entries is A4 format, and each entry must be the original digital version of th
e
stencil
that can be printed, cut and used directly on a
window.
Only on
e entry per person
is allo
wed, and any
entries already
publicly posted
are void.
Prizes
Five potential winners will be selected from all entries across all fansites, chosen by a panel of judges based on creativity, style and
origin
ality. In the
event of a tie, an additional tie-breaking judge
will
determin
e the w
in
ner(s).
First place will receive a Guild Wars 2 signed artbook, a signed Rytlock notebook, an exclu
sive
Gu
ild Wars 2 mou
semat, a black R
ytlock T-shirt, a
Wintersday card, a Guild Wars 2 Griffon Mail Carrier, and a code for 400 gems.
Second place will win a Guild Wars 2 artbook, a Rytlock notebook, an exclusive Guild Wars 2
mo
usemat, a grey Gu
ild
Wars
2 T-shirt, a Wintersday
card, and a Guild Wars 2 Griffon Mail Carrier.
Third place will get a Guild Wars 2 artbook, an exclusive Guild Wars 2 mousemat, a grey Guild Wars 2 T-shirt, a W
in
tersd
ay
card, and
a
Gu
ild Wars 2
Griffon Mail Carr
ier.
Fourth place includes a Wintersday card, a grey Guild Wars 2 T-shirt, and a Guild
Wars
2 Griffo
n Mail Carrier.
Fifth place will be rewarded with a Wintersday card, a grey Guild Wars 2 T-shirt, and a Gu
ild
Wars
2 Griffon Mail Carrier.
How to Enter
Email your entry to contest@guildmag
.com
.
Remember that this contest is run
ning across
several fansites, and the prize p
ool is shared
between
them -
so
you
only need
to enter via
one!
For a full list of rules, inclu
ding eligibility, please
visit:
http://guildmag.com/wintersday-window-
decoration-contest
Good luck
!
GuildMag Issue 13 |The Back Pages
31
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