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Lore Summary


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#1 Maldeus

Maldeus

    Golem Rider

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Posted 05 September 2010 - 01:48 PM

An unofficial summary of the lore up until Guild Wars 2, intended to give people entirely new to the Guild Wars series enough information to have an idea of what's going on in a lore debate thread.  This summary is by no means complete.  If you want a complete listing of all Guild Wars lore in the history of forever, see the Archive thread stickied in the Durmand Priory.

Also, to other lore buffs, I am not as buffy a lore-person as some of you, so if there are any mistakes in this, it would be appreciated if you would point them out so I can correct them.

In the beginning...

Not much is known of the world before the Six Gods found it, except that five Elder Dragons (named Primordus, Jormag, Zhaitan, the unnamed Deep Sea Dragon (nicknamed Bubbles by yours truly, it seems to have caught on), and Kralkatorrik) lived there.  10,000 BE, approximately 11,000 years before the start of Guild Wars 2, the last of a massive race of creatures called Giganticus Lupicus, or true giants, died out.  Some theorize that the Elder Dragons may have fought with the true giants, and that the true giants may have been exterminated by them.  Perhaps the extermination of the giants led to a scarcity of food that led to their Elder Dragons' long hibernation.  Or maybe the Elder Dragons predate even the true giants, and the two races never met.  We don't really know.

There was an entity worshipped by the Dwarves named the Great Dwarf, who fought with the Great Destroyer.  The Great Destroyer was a general of the Elder Dragon Primordus, who went to sleep with his master.  According to Dwarven legend, the Great Dwarf shall one day awaken and do battle with the Great Destroyer at the end of the world.  Two races of spellcasters called the Seers and the Mursaat also lived at around this time.  At an unknown point in time, the two would go to war, and the Mursaat would exterminate the bulk of the Seers.  As of the events of Guild Wars 1, there is only one known survivor.

At some point, the Charr clans were united by the first Khan-Ur, and conquered all the lands east of the Shiverpeaks, before the Khan-Ur died and there was a civil war between his four children, who each founded a legion.  These became the Flame, Blood, Ash, and Iron legions.  Some of them get along with each other better than others.  It was also at some point during this time that the Charr first came into contact with the Norn in the Shiverpeaks.  The two developed a mutual respect for one another based on the fact that they were both good at killing things.

Rise of Mankind

When the Six Gods found Tyria, the Elder Dragons were already asleep.  The Six Gods were Dwayna, Goddess of life and air, Grenth, god of death and cold, Balthazar, god of war and fire, Melandru, goddess of nature and earth, Lyssa, goddess of chaos and illusions, and Abaddon, god of knowledge and water.  Before Grenth, there was another, crueler god of death named Dhuum, and Abaddon's place among the pantheon is also relatively recent.  Balthazar has a half-brother named Menzies who is not a god, but does appear to be immortal, which raises the question of what exactly one must do to be a god.  The Six Gods' servants were snake-like people called the Forgotten, who arrived in Tyria in 1769 BE.

Humans originated from the southern continent of Cantha, which was home to the second campaign of Guild Wars 1, Factions.  In 510 BE, the Canthan clans were united under Kaineng Tah, the first Dragon Emperor, establishing the Dragon Empire of Cantha, which has heavy east Asian influences.  Soon afterwards, the German-inspired Kurzicks and the dark age Greek-inspired Luxons broke off from the Empire proper, becoming vassal states.  These two vassal states do not get along.

In 205 BE, Humans arrived in Tyria, but they were not alone.  The Charr, then a primitive, possibly nomadic culture, had already conquered the lands east of the Shiverpeaks up to the borders of what was then the Crystal Sea.  Meanwhile, Humans also appeared on Istan, an island just off the continent of Elona, and in the Elonian valley on the mainland.  Elona is just south of Tyria, the two being separated only by the Crystal Sea, as opposed to the vast ocean separating Cantha from the other two continents.  The Primeval Kings established their rule over Elona in 200 BE from the city of Fahranur on Istan, and a seafaring faction of Humans called the Margonites set up shop on the coasts north and west of Elona in 175 BE.

In 100 BE, the Humans formed the Kingdom of Ascalon, just north of the Crystal Sea, which was ruled over by King Doric.  The Ascalonian territory was taken from the Charr, who had previously taken it from other, unknown races.  There is quite a bit of debate over which of the two races, if any, deserves Ascalon.  Regardless, in the year 1 BE, Abaddon gave magic to the races of Tyria, and specifically the Humans.  Unfortunately, magic was a bit too much for them to handle, leading to devastating wars.

King Doric of Ascalon begged the gods to take magic away before it annihilated the Human race completely.  The gods sealed the magic of the world into a massive stone which was broken into five pieces (aggression, denial, preservation, destruction, and the keystone) and then dropped inside a volcano on the Ring of Fire just off the continent of Tyria.  This limited the power of magic.  This was followed by the Exodus of the Gods, which is the dividing event on the Mouvelian Calendar (BE stands for Before Exodus, AE stands for After Exodus).  The volcano would later erupt, spitting the five bloodstones out across Tyria.  One landed in the Shiverpeaks, one in Maguuma Jungle, and one in the Ring of Fire.  The location of the other two is unknown.

Abaddon threw a tantrum over this, and attempted to overthrow the other Five Gods with his servants, the Margonites of the Elonian coasts.  He was defeated and imprisoned within the Realm of Torment, in the Mists beyond Tyria.  Margonite civilization promptly collapsed.  During this war, the Crystal Sea was transformed into the Crystal Desert, linking Elona and Tyria.

After The Exodus

The peninsula of Orr, west of the Crystal Desert, became an independent nation.  By 29 AE, the Primeval Kings had begun burying their dead in the Crystal Desert.  In 174 AE, the Forgotten withdrew to the Crystal Desert, leaving the world of men.  In 300 AE, Kryta became a colony of Elona, before becoming an independent nation in 358.  This marked the beginning of the shared history of the five major nations in Tyria.  The three Human kingdoms of Ascalon, Kryta, and Orr, the Dwarven Deldrimor Kingdom, and the Charr Legions to the north of Ascalon.

Around this time, a band of pirates known as the corsairs began to plague Elona, and in 456 the reign of the Primeval Kings was ended by the Scarab Plague in Elona.  In 583 AE, a warring states period known as the Shattered Dynasties begins in Elona, which comes to an end in 640 AE, and in 757 AE, Palawa Joko established his Bone Palace in the Desolation, just south of the Crystal Desert.  This was the beginning of the shared history of the four major nations of Elona.  Istan, ruled by a council of elders, Kourna, the breadbasket and military power, Vabbi, a cultural center ruled by merchant princes, and the Desolation, ruled over by the powerful lich Palawa Joko and his undead hordes.  The sulfurous wastes of the Desolation are toxic to mortals, and can only be crossed by riding the Junundu Wurms (or else by being dead).

Seeds of Evil

In 860 AE, Palawa Joko conquers Vabbi and comes for Kourna, but is met by Turai Ossa at the battle of Jahai.  Turai defeats Palawa Joko and imprisons him.  From then on, the position of Warmarshal of Kourna, which is both a military and civil position, is always held by a member of the Ossa clan.

Meanwhile in Tyria and Cantha, villainous things start happening.  Specifically, the Burnt warband of the Flame Legion discovers fiery, godlike creatures called the Titans in a volcano called Hrangmer in 870 AE.  The Titans are servants of Abaddon, and they use the Flame Legion to seize control of the Charr Legions.  Meanwhile, in 872 in Cantha, the Emperor's personal bodyguard, a man named Shiro Tagachi, kills the emperor during the Harvest Ceremony, having been deceived by a servant of Abaddon into believing that the Emperor was going to have him killed if he did not strike first.  Shiro Tagachi is cut down soon after by the famed assassin Vizu and the champions of the Luxon and Kurzick clans, Archemorus and Saint Viktor (respectively).  Just before he dies, Shiro lets out a scream which causes the Jade Wind, which turns the trees of the Kurzicks' Echovald Forest to stone and the water of the Luxons' Jade Sea to, well, jade.

In 898, Ascalon finishes the Great Northern Wall, a project spanning centuries, to hold back the Charr hordes to the north, and with that out of the way they're free to help start the Guild Wars in 1013.  These continue until 1070, when they're peacefully ended just in time for absolutely everything to go to Hell at once.

Prophecies

In 1070, the Flame Legion use the Cauldron of Cataclysm to bring down the Searing on Ascalon, which, among other things, results in the disappearance of a ten year old girl named Gwen (she will be important later on).  They're able to overwhelm Ascalonian forces and press on to Orr, where Vizier Khilbron, also tricked by a servant of Abaddon, blows the entire country up using a magic scroll of ancient, forbidden, unspeakable evil.  By 1072 AE, the Ascalonians have managed to push the Charr back to what's left of the Wall, and continue to desperately hold the line against the Charr invaders.

Meanwhile in Kryta, the Charr have also attacked, but are repulsed by a new religion/homicidal death cult called the White Mantle, who, led by their founder Saul D'Alessio and aided by their Unseen Gods, are able to drive the Charr from Kryta.  After Saul's purported death in the final battle with the Charr, Confessor Dorian becomes the new leader of the Mantle.

Meanwhile, in an action completely unrelated to the Charr (for once), Deldrimor erupts into civil war between the Deldrimor Dwarves and the Stone Summit, a band of xenophobic Dwarves bent on world domination.

In 1072 AE, Rurik and Player One leave Ascalon with a large number of Ascalonian refugees, believing the fight against the Charr to be hopeless, and cross the Shiverpeaks into Kryta (incidentally, the Stone Summit kill Rurik along the way) just in time to see it attacked by an army of undead from Orr, which they promptly send fleeing back into the sea with their tail between their legs.  Player One is set up for a bright career with the White Mantle just before being assigned to chase a band of Krytan rebels called the Shining Blade into the Maguuma Jungle where they're hiding out.  Because the rebels are always the good guys, it turns out the White Mantle are sacrificing a special group of people called the Chosen atop one a Bloodstone in Maguuma Jungle (it's unknown which bloodstone this is).

Player One and the Shining Blade make a deal with Vizier Khilbron, who turns out to be alive.  They steal the Scepter of Orr from the White Mantle and give it to him, and in exchange he uses its power to help the Shining Blade, except it turns out the Shining Blade have been sold out by a guy named Markis and now everyone's either captured, dead, or hiding in the parts of the Shiverpeaks we didn't go to when we crossed over to Kryta last paragraph.  Player One goes to the Crystal Desert in order to ascend because there's a dragon there named Glint who made a prophecy that said someone fitting Player One's description would go there and ascend, and we need some reason to go to a desert inhabited only by a totally non-hostile race of snake people (the Forgotten, in case you have).

After ascending and possibly smacking Glint around for no good reason except that there's a mission bonus for doing so, Player One arrives in the Southern Shiverpeaks just in time to destroy the Stone Summit, kill the White Mantle, and save the Deldrimor Dwarves from certain destruction.  He then chases the White Mantle and their Unseen Gods, the Mursaat, who are actually just a race of powerful spellcasters who allegedly can turn invisible, to the Ring of Fire.  At Vizier Khilbron's request, Player One storms the Mursaat fortifications at the Ring of Fire and uses the Scepter of Orr to open the Door of Komalie.

It turns out Khilbron, who is literally a goatee-sporting vizier with a Russian accent, is actually a bad guy, which surprises Player One for some reason.  Khilbron is actually the Lich Lord, leader of the undead forces that attacked Kryta, and opening the Door of Komalie has allowed the Titans, the gods of the Charr, to be unleashed upon the world.  At this point, Player One kills all the Titans on the Ring of Fire Islands Chain, then Khilbron, completing the Flameseeker Prophecies Glint made way back when.

Factions

Master Togo, the half-brother of Emperor Kisu of Cantha, is minding his own business and running Shing Jea Monastery, located on the island of Shing Jea and which Player Two happens to attend, when a plague that turns people into mutant zombie things called Afflicted breaks out.  They eliminate the plague from Shing Jea but discover the ridiculously large capital of Cantha, Kaineng City (which currently takes up about half the continent due to an incredible overpopulation problem), has also been hit by the Affliction, the densely populated urban sprawl causing the plague to spread much more rapidly.

In Kaineng Center they meet up with Player One, who's just arrived from Tyria, and discover that the malevolent spirit of Shiro Tagachi has come from beyond to plague Cantha once more, and is causing the plague.  They also discover that he's looking for some book or scroll which apparently contains some very important piece of information for him.  It is discovered that Shiro is trying to bring himself back into the physical realm.  The players get the Urn of Saint Viktor from the Kurzicks and the Spear of Archemorus from the Luxons and use them to defeat Shiro.  Then they're asked to pick a side in the renewed war between the Kurzicks in the Luxons, but instead they do the missions for both of them because you need them all to get the Protector title.  Then Shiro, who is the primary antagonist of the game, returns in time for the final confrontation.  Players One and Two are surprised, for some reason.  The Kurzicks and Luxons agree to put aside their differences long enough to stop the entire continent from being consumed by Shiro's plague.

They seek out the help of the dragon Kuunavang at the Harvest Temple, where Shiro killed his emperor way back when.  Kuunavang's advice boils down to "go kill him," so they do.  In order to revive himself, he needs to spill the blood of the royal family, so Shiro and his army of bound spirit minions (because his plague monsters were so last level) storm the palace.  The players confront him in the palace with Master Togo, who bravely sacrifices his life to save his half-brother.  At this point, Shiro is brought back anyway, because Master Togo is also of the royal line.  Players One and Two immediately kill him.

Nightfall

Three years later (making the date 1075 AE) in Istan, Player Three has just joined a member of an organization called the Sunspears, who are basically like the Justice League but instead of seven guys with superpowers it's a whole army of regular guys.  The basic concept, however, is the same: Defend the three nations of Elona (Istan, Kourna, and Vabbi) from criminals and supervillains.  The Sunspears are led by a woman named Kormir, who investigates the ruins of the ancient capital city Fahranur, thus helping to trigger Abaddon's awakening by mistake (though no one knows that the various nasty monsters unleashed from Fahranur are related to Abaddon yet).  She decides to leave and round up Players One and Two from their respective continents to help out, leaving the Sunspears in the hands of Jerek, a petty, bureaucratic Sunspear who is quite possibly the least qualified person in the entire organization to be running things in Kormir's absence.

The Corsairs are causing more trouble than usual, and a bit of investigation from a Vabbian girl named Tahlkora leads her to believe that Warmarshal Varesh Ossa of Kourna is intentionally stirring the pot as part of an evil plot to unleash the fallen god Abaddon upon the world, all at the bidding of her mentor and most trusted general, General Kahyet.  Because Tahlkora is a foreign stranger and Varesh Ossa is the leader of one of Istan's greatest allies, Tahlkora is not believed.  She and Player Three disguise themselves as Corsairs and meet up with General Kahyet, who tells them that Kourna will pay them money to go do evil Corsair things, just before Tahlkora reveals that she and Player Three (not to mention Koss, Dunkoro, and Melonni, three other NPCs picked up along the way) are actually disguised Sunspears.  General Kahyet then tries to kill them, and Player Three kills Kahyet, thus depriving the heroes of a perpetrator to interrogate and unearth the rest of the conspiracy.  Good job, Tahlkora.

Having just killed a high-ranking member of the Kournan military, a trial is held to see whether Player Three and the Sunspears are unearthing an evil conspiracy or a part of one.  Kormir returns just in time to resolve the trial in favor of Player Three by power of shouting and acting authoritative.  The Sunspears then launch an attack on the Moon Fortress of Gandara in Kourna, which leads to what is probably the coolest mission in the entire game.  Unfortunately, it ends with Varesh Ossa summoning a demon named the Hunger, smashing the Sunspears, and capturing Kormir.

Melonni, one of the Sunspears hiding in the Kournan countryside with Player Three, is originally from Kourna, and her village is willing to help hide her and her allies.  Fortunately, they have a very large cave with a small monster infestation problem which, once cleared out, makes for a convenient Sunspear Sanctuary.  Player Three then goes about rescuing other Sunspears (including Koss) and eventually determine they must find a way into Vabbi, convinced that they must enlist the aid of the Merchant Princes in fighting Varesh if they are to prevent Nightfall and the rise of Abaddon.  The way is blocked, however, by the Fortress of Jahai.  They meet up with three new allies.  First is Zhed Shadowhoof, a centaur whose people have been enslaved by the Kournans who are promptly freed by Player Three.  The other two are Margrid the Sly, a Corsair, and the Master of Whispers, the leader of a secret organization dedicated to protecting Elona from supernatural threats.  Margrid offers to help the players save Kormir, while the Master offers to help the players save Kourna from a demon known as the Drought who's wreaking havoc with the River Elon, threatening to send the entire continent into famine.  There is only time enough to do one or the other, so Player Three must choose.

Regardless of who they choose, their new ally leads them into Vabbi (they kill the Hunger along the way), where they're unable to convince the merchant princes to join the war against Kourna.  Meanwhile, the Margonites, now twisted into demonic servants of Abaddon, have joined Varesh's human forces in chasing the Sunspears into Vabbi.  Eventually, an attempt is made on Prince Bokka's life when he treats Player Three and the Sunspears to a performance in his personal amphitheater.  Princes Bokka and Mehtu go into hiding, while Prince Ahmtur rallies his forces to single-handedly defend Vabbi against an army of invading Margonite demons.  Margrid the Sly goes to convince the hiding princes to come out (and also loot the vaults where they're hiding), while the Master of Whispers helps Ahmtur hold back the hordes.  Player Three is a schrodinger's hero who simultaneously helps both allies at the same time until he is observed.

Night begins to fall across Elona, swallowing up portions of the land in demon-filled nightmares which Player Three is able to hold back by killing Harbringers of Nightfall and a demon named the Blasphemy.  They do this with the help of the Kournan General Morgahn, who defects from Varesh's forces after she leads the Blasphemy to massacre the servants of Lyssa in Vabbi.  Varesh and her Margonite Army head into the Desolation, while Palawa Joko is freed from his bonds.  Zhed Shadowhoof and his freed centaur clan catch up with Palawa Joko and turn him over to Player Three, who makes him a deal: Help Players One through Three cross the Desolation and in return the players won't set Palawa Joko on fire.  It's a compelling argument.

Palawa Joko shows the players how to cross the desert in Junundu Wurms before heading to his Bone Palace, where he begins rebuilding his army of the undead.  The players, having bigger fish to fry, chase Varesh Ossa to the edge of the Desolation, where she attempts to break open the Realm of Torment and unleash Abaddon upon the world.  Players One, Two, and Three, with the help of General Morgahn, kill her (twice), but the gateway is opened anyway.  For once, the surprise of the players is justified.

The players head into the Realm of Torment, where they find the Forgotten desperately trying to maintain order as the demons, Margonites, and other servants of Abaddon have taken over their former prison.  Amongst the servants of Abaddon are the bound spirits of Shiro Tagachi and the Titans who briefly served Vizier Khilbron.  These two have also come to serve Abaddon in the Realm of Torment (which is apparently Tyrian Hell), however the players kill them both before moving on to Abaddon himself.  They kill Abaddon in what is possibly the most anti-climactic mission of the entire game, thus saving the world.  Then Kormir, who they meet up with in the Realm of Torment, absorbs Abaddon's power, finishing him off permanently and becoming the new Goddess of Truth.  Water, which was once Abaddon's element, is eventually shuffled over to Lyssa, for some reason.

Okay, Eye of the North and interim coming soon to a forum near you!

And, naturally, by "soon" I meant "almost a year later."  That's what everyone means when they say "soon," right?  Worth noting it's been over a year since I played Eye of the North and I'm mostly doing this because I hate leaving things unfinished, so much as I'm trying to be funny and accurate, this next bit will probably fall flatter than the rest.  Also, it appears as though sometime in the past year I learned the true meaning of Christmas, but I'll do my best to forget it again just for you.

Eye of the North

Three years pass.  It's now 1078 AE and the Asura, a race of short, absurdly smart mouse/rabbit things who you should probably be familiar with because they're playable in the second game, are being kicked out of their houses.  As a result of this, an earthquake in Kryta opens up a hidden underground cavern which is investigated by Player One.  Here he meets a Dwarf named Ogden Stonehealer and an Asura named Vekk, who are running from Destroyers, minions of the Great Destroyer (remember him?), who's currently winding up Primordus' alarm clock to wake him up, something which can't possibly end well for Players One through Three.  Player One, Ogden, and Vekk flee through a teleportation gate to an outpost far to the north of the rest of Tyria, which is itself just south of the Eye of the North.

Meanwhile in Istan, an earthquake opens up a hidden underground cavern which is investigate by Player Three.  Here he meets a Dwarf named Ogden Stonehealer and an Asura named Vekk, who are running from Destroyers, minions of the Great Destroyer (remember him?), who's currently winding up Primordus' alarm clock to wake him up, something which can't possibly end well for Players One through Three.  Player Three, Ogden, and Vekk flee through a teleportation gate to an outpost far to the north of the rest of Tyria, which is itself just south of the Eye of the North.

Meanwhile in Kaineng City, and earthquake opens up a hidden underground caver which is investigated by Player Two.  Here he meets a Dwarf named Ogden Stonehealer and an Asura named Vekk, who are-I think you get the point.

Once Players One through Three reach the Eye of the North, they meet up with the Ebon Vanguard, a bunch of Ascalonians currently led by Gwen, the ten year old girl you lost track of back in Ascalon seven years ago.  Gwen is standing in for Captain Langmar, who is unavailable because he was kidnapped by the Charr and couldn't reschedule.  They also see a Norn named Jora, whom Ogden decides is going to be a powerful ally against the Destroyers because he's into tall women.  The Norn are a race of eight-foot tall people who can't decide whether they want to be Native Americans, Vikings, or bears, and settle for going back and forth between all three.  Vekk recommends the Asura as allies and Gwen recommends the Ebon Vanguard, because neither of them have very much imagination.

Players One through Three set off to recruit the Norn both before, after, and in between recruiting the Asura and the Ebon Vanguard because Jeff hates me.  The Norn have no leaders, but some of them are more popular than the rest, so it's sort of like high school and the heroes are trying to make saving the world the new fad, which you'd think would be easier considering that the Norn live in the world.  Regardless, Jora teams up with you right off the bat but only if you agree to sort out her family issues.  Unfortunately, Jora had a run-in with the a sleeping champion of Jormag (previously said to be Jormag himself but later retconned for unknown reasons) which took away her ability to transform into a giant bear because this is the first game and we don't have that ability coded yet and permanently turned her brother Svanir into a giant evil bear.  After killing Svanir in honorable eight-on-one combat and running off some Charr squatters from Jora's family home, the Norn agree to help you kill the Destroyers and start by destroying one of the Asura gates through which they're currently pouring through.

The Asura mostly lived underground right up until the Destroyers popped up and made "live" and "underground" mutually exclusive, so the Asura began moving to the city of Rata Sum in the Tarnished Coast, which is south of the Maguuma Jungle but curiously looks very much different, almost as though the creators of the world had several years of experience in crafting environments between making one in the other.  The Asura plan to contribute the Genius Operated Living Enchantment Manifestation (GOLEM) to the Don't Get Eaten By An Eldritch Abomination From Before Time Was Counted Foundation (DGEbaEAFBTWCF).  Because you can never have enough acronyms.  The heroes help an Asura named Gadd and a Shining Blade Necromancer named Livia fiddle with a Bloodstone, then break into the lab of another Asura named Oola with the help of a disgruntled ex-employee named Blimm.  The Destroyers are unsurprisingly not keen on allowing the GOLEM to be completed, so the Players kill lots of them and then GOLEMs are completed and kill lots more of them.

In the Charr Homelands, Pyre Fierceshot and his warband are attempting to lead a resistance against the Flame Legion because worshipping things is apparently not Charr kosher.  This leads to an unlikely alliance between the Ebon Vanguard and the Charr rebels, who work together to free Captain Langmar and Pyre's warband and weaken the Flame Legion's grip on the Charr race.  The rebel Charr are no more fond of Humans than the Flame Legion, however, making the alliance of necessity a temporary one.

After ensuring the aid of the Norn, Asura, and Ebon Vanguard, Players One through Three head to the Central Transfer Chamber with the Dwarves, who have turned themselves to stone using the Rite of the Great Dwarf, to fight the Great Destroyer before he can finish waking up his boss and bringing about the apocalypse.  Unsurprisingly, the Players are once again successful and the world is saved.

Intermission

Until the Tuesday after, when Primordus wakes up anyway.

Over the next few years, King Adelbern of Ascalon recalls the Ebon Vanguard and they establish the Ebonhawke fortress in the south, and the ruined kingdom finally runs out of luck, falling to the Charr hordes in 1090, when they breach Ascalon City and Adelbern calls down the Foefire, forever dooming all those Ascalonians still within the borders of the kingdom to fight the Charr forever.  Fortunately, Ebonhawke apparently doesn't count (possibly because it's still occupied by living Ascalonians or just because it's so far south), and the rest of Ascalon outside Ascalon City was pretty much devoid of Humans anyway.  The only thing that can stop the Foefire is a true king of Ascalon wielding one of the magical swords of flame, Sohothin or Magdear, traditionally wielded by Ascalonian royalty (their previous wielders had been Rurik and Adelbern).  In 1105, the Durmand Priory is founded.

Queen Salma unites Kryta under her rule and throws out the tyrannical White Mantle, the Charr erect the Black Citadel over the ruins of Rin in 1112 AE, and then Kalla Scorchrazer finishes what Pyre began way back in 1078 and overthrows the Flame Legion in 1116.  Throughout this time, the Charr have generally been catching up with the other races in terms of technology by looting the now abandoned Dwarven strongholds in the Shiverpeaks for technology, which they reverse engineer and eventually improve on.  Things are looking up for pretty much everyone but Ebonhawke when Primordus wakes up in 1120.  With Player One either too old or too dead to intervene (it has been fifty years since his adventures began in the Searing), Primordus drives the Asura to the surface, claiming the Depths of Tyria for himself entirely.  The Asura set up shop in the Tarnished Coast at Rata Sum instead (interesting trivia note: Rata Sum is an anagram for Mursaat).

This is just the beginning of the world's troubles.  Emperor Usoku of Cantha conquers the Kurzicks and Luxons and drives out all non-Humans, leading to a mass exodus to Tyria in 1127.  Palawa Joko gets the last (or at least latest) laugh by conquering all of Elona in 1135 (ish), and then Jormag wakes up in 1165, driving the Norn south from their traditional homelands and into the lands once claimed by the Dwarves.

In 1180, Ventari dies by the Pale Tree, leaving behind his tablets.  In 1219, Zhaitan rises and brings all of Orr with him, proving once and for all that the Lich was amateur hour by raising a vast undead army that begins battering Kryta, the Tarnished Coast, and Palawa Joko's forces in Elona slowly but steadily into submission.  The rise of an entire continent causes massive flooding (though curiously the destruction of the continent caused no change in the coastlines whatsoever), and Kryta's old capital of Lion's Arch must be abandoned.  The new capital of Divinity's Reach is founded in its place, and by 1230 Lion's Arch has dried enough to be occupied by the Corsairs, who have presumably been waiting for the past century to have a new port of call since Palawa Joko took all the old ones.

We don't exactly know when Bubbles awoke, since all of the details right now come from in-game lore, and in-game people have never even seen him.  However, it's presumed to be approximately 1270 AE, which is around the same time when a number of aquatic civlizations get displaced and shuffled around, thus bringing creatures that had previoulsy lived deep below the sea within swimming distance of Tyria.  In 1302 AE, the Sylvari began sprouting from the Pale Tree.

In 1319, Destiny's Edge is formed, only to be broken in 1320 when Kralkatorrik rises, flies across Ascalon leaving the Dragonbrand, her forces besieging Ebonhawke where Queen Jennah is currently camped out.  Destiny's Edge has met with Glint, a former champion of Kralkatorrik, who has turned against her former master and seeks to help them slay the great dragon.  However, when Logan Thackeray hears that Jennah's life is in immediate danger, he abandons Destiny's Edge to save her.  Whether or not this was because of a desire to save Kryta from a potential civil war should the current monarch be slain or just to save his love interest, portrayed with nearly as much believability as the love between Anakin and Padme, is up for debate.  Either way, without a full group Destiny's Edge is unable to defeat Kralkatorrik.  After the branding, Almorra Soulkeeper creates the Vigil to straight-up murder the dragons, apparently fed up with the wimps over in the Order of Whispers and Durmand Priory who are just trying to put the things back to sleep and aren't doing a very good job of it.

In 1324 AE, the plot of Ghosts of Ascalon takes place, and the Charr and Humans finally sign a treaty in order to fight the dragons together.  In 1325, Player Four shows up in either Divinity's Reach, Rata Sum, the Black Citadel, Hoelbrak, or the Grove, and will presumably go about saving the entire world.

Edited by Maldeus, 10 May 2012 - 09:21 PM.
Made some minor corrections hither and thither, clarified what mutant zombie things were. (This is for lore newbies, right?)


#2 BrettM

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Posted 05 September 2010 - 06:13 PM

Quote

When the Six Gods found Tyria, the Elder Dragons were already asleep. The Six Gods were Dwayna, Goddess of life and air, Grenth, god of death and cold, Balthazar, god of war and fire, Melandru, goddess of nature and earth, Lyssa, goddess of chaos and illusions, and Abaddon, god of knowledge and water.
We don't know when Grenth and Abaddon took over their respective realms, but it could easily have been after the gods came to Tyria. Dhuum and Abaddon's predecessor may have been among the Six that long ago.

#3 Free Runner

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Posted 05 September 2010 - 06:34 PM

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Humans originated from the southern continent of Cantha

Humans didnt originate from Cantha, they came from somewere further south.

Also the player one and two thing would seem confusing to newer players, it would be best to refer to the three groups as the Ascalonians (Player One), the Canthans (Player Two) and the Sunspears (Player Three). All three fall into the same group "Heroes" for Eye of the North.

#4 Ramei Arashi

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Posted 05 September 2010 - 07:16 PM

Actually for all we know the six could all have had predecessors.

#5 DuskWolf

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Posted 05 September 2010 - 07:24 PM

Hmmm, two things, I suppose.

You explicitly state that the Charr claimed their lands from other races, yet the Ecology of the Charr says that these were their homelands and mentions no previous inhabitants.

Also, my understanding of nomadic cultures is that they do not hold dominion over territories (but I might be wrong about this), so I'm not sure that the Charr were nomadic. They at least had a strictly organised hierarchical culture.

I learned these things from the following:

"The Ecology of the Charr" said:

No longer clamoring over the same territories, the unified Charr spread throughout the northern reaches of their homeland

Other than that, nothing occurs to me!

#6 Gmr Leon

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Posted 05 September 2010 - 07:53 PM

The Ecology of the Charr. said:

No longer clamoring over the same territories, the unified Charr spread throughout the northern reaches of their homeland, and down into the lands east of the Shiverpeak Mountains. The Charr subjugated or destroyed any and all who dared defy them within their territories; they were masters of all they surveyed.

This is the entire line you quote only the beginning of. It suggests that the homeland referred to is in the northernmost regions which we see a bit of in Eye of the North, and the Ascalon region being that area described as "down into the lands east of the Shiverpeak Mountains." Thus, they crushed those in the northern reaches of their homeland and the southern reaches they had yet to occupy, that would later be called Ascalon, solidifying their control over the entire region.

In other words, what I derive from this:
  • Ascalon was not an original area of the charr homelands, it was to the south of them.
  • Once united under the Khan-Ur, they established control in the northern reaches of their homeland (suggesting further north than what we see in Eye of the North, perhaps).
  • Then they went exploring southward after bringing their homeland in check, in the process doing as the Ecology describes, subjugating or destroying any who defied them.

The issue with this description is that we have no real idea of where these "same territories" that they fought over were, so no idea where the northern reaches of their homeland are, but, given the sentence structure stating it that way, it suggests the lands south of their homeland and to the east of the Shiverpeaks, were not in fact what the charr considered part of their original homeland.

#7 Turambar

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Posted 05 September 2010 - 08:10 PM

Thanks a lot for doing this Maldeus, I was hoping someone with more knowledge on the lore of GW, than myself would do this. Hope you enjoy writing it! ;)

Just about to read on... !

EDIT: Just a note on the narrative voice you use, if you can keep in "scholarly/historian" voice and maybe interchange player1 with Hero1 etc that would add a more of a story slant to this? Also using annotations for personal opinion/commentary would add, I think?

Edited by Turambar, 05 September 2010 - 09:23 PM.


#8 Konig Des Todes

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Posted 05 September 2010 - 09:46 PM

You missed a few points, and some wording sounds weird (not including what was mentioned before):

  • The seers and mursaat race was around the time of the writing of the Tome of Rubicon - long before the humans arrived.
  • "At some point, the Charr clans were united by the first Khan-Ur, and  conquered all the lands east of the Shiverpeaks, before the Khan-Ur died  and there was a civil war between his four children, who each founded a  legion." This sounds weird - particularly due to the ", before the Khan-Ur died and" - the commas imply that bit can be taken out, but it cannot. I'd re-write it as "At some point, the charr were united by the first Khan-Ur and conquered all of the lands east of the Shvierpeaks. When the Khan-Ur died, there was a civil war between his four children, each the founder of a legion" - race names are lowercase.
  • "The Six Gods were Dwayna, Goddess of life and air, Grenth, god of death and cold, Balthazar, god of war  and fire, Melandru, goddess of nature and earth, Lyssa, goddess of  chaos and illusions, and Abaddon, god of knowledge and water." Outside what BrettM said about not knowing when Grenth and Abaddon usurped their predecessor, I think it would be nice to add in each of their third titles (except maybe Lyssa, considering she probably got water after Abaddon's fall). Unnecessary though.
  • "Humans originated from the southern continent of Cantha" should be "Humans are said to originate from the southern continent of Cantha, but may come from further south."
  • Personally, I'd avoid saying non-lore bits - such as Bubbles and the inspirations for cultures (the german-inspired kurzicks for instance). Personal preference though.
  • "In 898, Ascalon erects the Great Northern Wall to hold back the Charr hordes to the north" should be reworded to say that Ascalon finished building the Great Northern Wall. It took hundreds of years to make.
  • The word "Meanwhile" is used way to much.

Once we can no longer find issues with it and it is expanded to encompass a full summary (I'll leave it to you to edit things, Maldeus), I'll copy the OP into a new thread and sticky it, close this thread, and any new information can be periodically posted in the stickied thread (I want to have a fresh start there). Occasionally, I'll move old posts to this thread which will then be closed as a little "archive of improving the compilation/summary thread."
                                                                                
      

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#9 razor39999

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Posted 05 September 2010 - 10:10 PM

Have the norn and charr met that early in the timeline? I mean I guess it's probable, but I always thought it happened a bit later, maybe around the time humans were already on Tyria. Basically I'd like a link for evidence they encountered each other so early.

#10 Konig Des Todes

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Posted 05 September 2010 - 10:40 PM

We actually don't know when the charr and norn first encountered each other. Just that they did sometime before GW1's time, as there was a mutual understanding of the others' strength before that.

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#11 Maldeus

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Posted 06 September 2010 - 03:33 AM

Okay, made some edits in order to include some of the things mentioned in the responses (thanks for those, by the way), and also added Nightfall, which was longer than Prophecies and Factions combined.  Thanks for all that plot, Jeff.  Shall I just forward you the bill for carpal tunnel, then?

#12 Konig Des Todes

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Posted 06 September 2010 - 03:39 AM

And you said the archives was too long :p

I'll go through it again later, to see if I find any other bits needing change or addition.

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#13 Ramei Arashi

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Posted 06 September 2010 - 05:02 AM

Wasn't the charr leader assassinated?  Saying he died makes it sound like he just got old.

#14 draxynnic

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Posted 06 September 2010 - 11:44 AM

I think assassination was suspected, but ANet is keeping that door open. Certainly, though, it's implied to have happened not long before humans moved in to Ascalon.

A couple of other nitpicks:

First, your order of events puts Abaddon's tantrum before the formation of the Bloodstones. Should be the other way around - it was the formation of the Bloodstones that set him off.

Second, I have an issue with one of your real world analogies: the Luxons being based on "dark age Greek" influences. Being in the heartland of the Byzantine Empire, what most people consider to be the dark ages basically missed Greece entirely. While there have been times Greek civilisation has collapsed, you'd probably be looking more at the period between the Mycenean and the classical Hellenistic periods - or possibly after the Byzantine empire collapsed between the Ottomans and the Crusaders.

#15 Maldeus

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Posted 06 September 2010 - 11:48 AM

The period between the Mycenean and classical Hellenistic periods is typically known as the Greek Dark Age, is the thing.  I have no idea how to write that into a single sentence without implying "Greece at the time of the European Dark Age," unfortunately.

Also, I thought I might be getting the order of events with the Bloodstones wrong.  I'll fix that when I add in Eye of the North (and possibly also the 250 year interim).

#16 draxynnic

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Posted 06 September 2010 - 12:18 PM

I had a feeling that was the period you meant, yes.

I'd suggest "post-Mycenean Greece", myself - it may be a term that most people are unfamiliar with, but it's probably better that they see a term they're unfamiliar with (possibly providing some impetus to look things up and find out what you're referring to) rather than let them think you mean the 600-1000AD period.

#17 Mr. Mango

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Posted 06 September 2010 - 07:31 PM

Good effort, hopefully we fix the little details and perhaps sticky this.

#18 BuddhaKeks

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Posted 07 September 2010 - 12:37 PM

Maldeus said:

The Great Destroyer was a general of the Elder Dragon Primordus, who went to sleep with his master.  

I know it's not very mature, but... Buhahahahahahahaha! :D This just sounds awesome!

Anyway good summarization, I may show it to a friend who wants to play GW2, but has never played GW1.

#19 Konig Des Todes

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Posted 29 April 2011 - 08:32 PM

I wonder whatever happened to completing this...

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#20 Mexay

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Posted 30 April 2011 - 09:42 AM

Konig Des Todes said:

I wonder whatever happened to completing this...

I would have thought that you and draxynnic would have put something together, like this. The two of you should be able to get things accurate enough. :P

#21 Bea

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Posted 30 April 2011 - 11:17 AM

Thank you :D Very informative and slightly comedic read :)

#22 Maldeus

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Posted 22 July 2011 - 10:58 AM

I just hate leaving things unfinished.  Not that this is finished now, but it's closer.

#23 Gmr Leon

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Posted 23 July 2011 - 06:01 PM

Minor correction, the Ebon Vanguard when we meet them are led by Captain Langmar, not Gwen. Unless you mean Gwen's acting as an interim leader while Langmar is away, in which case you're correct. Oh, and apparently that thing in Drakkar Lake isn't Jormag for some inexplicable reason.

Edited by Gmr Leon, 23 July 2011 - 06:04 PM.


#24 razor39999

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Posted 24 July 2011 - 01:05 PM

It's too small would be the reason probably.

#25 Maldeus

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Posted 26 July 2011 - 11:54 AM

Gmr Leon said:

Minor correction, the Ebon Vanguard when we meet them are led by Captain Langmar, not Gwen. Unless you mean Gwen's acting as an interim leader while Langmar is away, in which case you're correct. Oh, and apparently that thing in Drakkar Lake isn't Jormag for some inexplicable reason.

The bit about Gwen has been edited to make it clear that she was acting leader, since the existing text heavily implied she was not.  Concerning Drakkar Lake, though, can you link me to the interview or article where this came up?  I'd like to see some exact wording so I can correct that without just moving the mistake someplace else.

#26 sajuuk_khar

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Posted 26 July 2011 - 05:13 PM

Maldeus said:

The bit about Gwen has been edited to make it clear that she was acting leader, since the existing text heavily implied she was not.  Concerning Drakkar Lake, though, can you link me to the interview or article where this came up?  I'd like to see some exact wording so I can correct that without just moving the mistake someplace else.

http://www.guildwars...4&postcount=285

Links have been delivered

#27 Professor Shaft

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Posted 29 July 2011 - 08:14 PM

For people who want the super-light-and-abbreviated-version. And obviously, SPOILERS

Tyria about to get owned by an Undead Lich King using a gamebreaking Staff. Heroes save the day.

Cantha about to get owned by a 8ft Asian dude who comes back from the dead. Heroes save the day.

Elona about to get owned by a Fallen Human God, who was secretly pulling the strings behind the first two events. Heroes save the day and a useless Paragon gets all the credit.

EOTN. Gwen's angst, Asuran's are egotistical, Charr are angry, Norn are proud. All unite to fight the minions of one of the GW2 big bads (Elder Dragons) and their leader, who also turns out to just be a minion. Dwarves become stone. Heroes save the day.

There, you are now up to speed.

Edited by Kvinna, 29 July 2011 - 11:39 PM.
.


#28 absimilard

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Posted 10 October 2011 - 08:06 PM

Professor Shaft said:

snip

.

:D sometimes its actually nice to get the dirt straight up like this, even though I also like to read volumes of history/stories. I like this though. short and sweet hehe

#29 Natures Spirt

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Posted 07 November 2011 - 09:39 PM

I just noticed that it still says that Jora ran into the sleeping Jormag, when it is just his champion now.

#30 Inoam

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Posted 16 November 2011 - 08:36 AM

Thanks for this. The Eye of the North part was the funniest.




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