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GUILD WARS: ROLEPLAYING GAME

1

Introduction

t

his book talks about Tyria, the world of the Guild Wars franchise, created by ArenaNet. Their goal is to gather information found by the confines of the vast network called the internet and compile them so that RPG masters can create their adventures in the universe of Tyria.

Here we will find a bit of the history of the world, its main events through a timeline, its races, new classes, the Elder Dragons, the magic, religion, some of the geography of Tyria, I hope you get to enjoy this book, and have a good time with your friends

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The

World of Tyria

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Timeline Year

Event

10,000 Last of the giganticus lupicus, the Great Giants, disappear from the Tyrian continent. Suspected date of last rising of BE the Elder Dragons 786 BE

Six Human Gods appear in Cantha for the first time and bring humans, who settle the northern coastline before spreading completely across the continent.

205 BE

Humans arrive on Orr, Istan, and the southern valleys of Elona.

200 BE

First of the Primeval Kings rules Elona from the city of Fahranur in Istan.

100 BE

Humans drive the charr out of Ascalon.

1 BE

The Human Gods give magic to the races of Tyria.

0 AE

Abaddon declares war against his fellow gods over the issue of humanity’s magic use, and is subsequently defeated and imprisoned within the Realm of Torment. The Exodus of the Human Gods.

2 AE

Orr becomes an independent nation.

300 AE

Kryta established as a colony of Elona. First recorded battles of the Centaur War.

358 AE

Kryta becomes an independent nation.

452 AE

Scarab Plague sweeps through Elona, decimates the population, and wipes out the Royal House. Istan abandoned. End of the Primeval Kings.

640 AE

Last of the Shattered Dynasties collapse. Elona emerges as three allied provinces--Kourna, Istan, and Vabbi.

757 AE

Palawa Joko emerges, builds his Bone Palace in the Desolation, and subsequently launches assaults on neighboring regions.

825 AE

Mad King Thorn and the Lunatic Court are killed during a rebellion.

860 AE

Palawa Joko invades Elona, captures most of Vabbi, earns the sobriquet "Scourge of Vabbi."

862 AE Turai Ossa defeats Palawa Joko at the Battle of Jahai. The Order of Whispers is established and seals away Palawa Joko. 898 AE

The Great Northern Wall is erected.

1070 AE

Events of Prophecies begin. The Charr Invasion of Ascalon. The Searing.

1071 AE

The Sinking of Orr.

1072 Events of Factions begin. Ascalonian refugees flee to Kryta. The Door of Komalie is opened. Shiro Tagachi brings the AE Affliction.

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1075 AE

Events of Nightfall begin. Palawa Joko freed from his prison. Death of Abaddon. Ascension of Kormir.

1078 AE

Events of Eye of the North begin. Primordus, the Elder Fire Dragon, stirs but does not awaken. The asura appear on the surface. The Transformation of the Dwarves.

1079 AE

Events of Beyond begin. The Krytan civil war ends and Princess Salma is crowned. The Seraph are established. The Ministry of Purity rise to power in Canth

1088 AE

Kryta unifies behind Queen Salma.

1090 AE

The charr legions take Ascalon City. The Foefire.

1105 AE

The Durmand Priory is established in the Shiverpeaks. New Krytan is established as a central written language.

1112 AE

The charr erect the Black Citadel over the ruins of the city of Rin in Ascalon.

1116 AE

Kalla Scorchrazor leads the rebellion against the Flame Legion's shaman caste.

BE= Before Exodus / AE= After Exodus

Year

Event

1120 AE

Primordus, the Elder Fire Dragon, awakens and forces remaining subterranean races to the surface.

1125 AE

Last of the dwarves become stone. The Zephyrites are formed as successors to the Brotherhood of the Dragon.

1127 AE

Emperor Usoku defeats the Kurzicks and the Luxon, unifies Cantha and begins purging non-humans and political enemies.

1128 AE

Tarir, the Forgotten City is built by Forgotten and Exalted.

1165 AE

Jormag, the Elder Ice Dragon, awakens and creates a four year long snowstorm.

1169 AE

After hundreds of deaths in battle against Jormag's forces, the norn flee south and establish Hoelbrak.

1173 AE

Rata Novus is overrun by chak, 98% of the population is killed, and survivors abandon the city, relocating to Rata Arcanum.

1175 Rata Arcanum is wiped out by the druids after Zinn attempted to terraform Draconis Mons. Elona falls to Palawa Joko. AE The Order of the Sunspears are wiped out. 1180 AE

The centaur prophet Ventari dies by the Pale Tree, leaving the Ventari Tablet.

1219 AE

Events of Sea of Sorrows begin. Zhaitan, the Elder Undead Dragon, awakens. Rising of Orr. Lion's Arch floods. The Tengu charge through Zhaitan's forces and establish the Dominion of Winds.

1220 AE

Divinity's Reach is founded in the Krytan province of Shaemoor.

1229 AE

The risen destroy Port Stalwart.

1230 AE

Corsairs and other pirates occupy the slowly drying ruins of Lion's Arch. Cobiah Marriner begins rebuilding the city.

1256 AE

Prince Edair establishes the Great Krytan Blockade before his fleet is destroyed by risen forces

1270 AE

Quaggans and krait forced to the shores of Tyria.

1302 AE

The sylvari first appear along the Tarnished Coast, sprouting from the Pale Tree.

1316 AE

Jennah is crowned as the queen of Kryta.

1319 AE

Events of Edge of Destiny begin. Destiny's Edge is formed and kill the Dragonspawn.

1320 Kralkatorrik, the Elder Crystal Dragon awakens and creates the Dragonbrand. Glint is killed and her body retrieved by the AE Zephyrites. Breaking of Destiny's Edge. Almorra's Massacre and founding of the Vigil. 1324 Events of Ghosts of Ascalon begin. Dougal Keane enters the crypts beneath Divinity's Reach. The Claw of the Khan-Ur is AE retrieved and peace negotiations between human and charr begin. Ogres invade from the Blazeridge Mountains. 1325 Events of the personal story begin. Claw Island is assaulted by Blightghast the Plaguebringer. The Pact is founded. The AE karka attack Lion's Arch, and Southsun Cove is discovered. 1326 AE

Zhaitan is defeated. Scarlet Briar assaults Tyria through her alliances and Twisted Watchwork minions. Ellen Kiel is elected to the Captain's Council. The Zephyrites make their first known return to Tyria since Glint's death.

1327 The Battle for Lion's Arch culminates in the defeat of Scarlet Briar and the destruction of Lion's Arch. Mordremoth, the AE Elder Jungle Dragon, awakens. The Pact musters forces of the five major nations of Tyria to confront Mordremoth. 1328 AE

The Pact Fleet is destroyed by Mordrem forces. Lion's Arch is rebuilt with a new look and increased defenses. Mordremoth is defeated. Kralkatorrik moves towards Elona.

1329 The bloodstone of Bloodstone Fen explodes. Balthazar returns to Tyria and disguises himself as Lazarus the Dire, taking AE control over a portion of the White Mantle. 1330 AE

Present day. The White Mantle are wiped out. Lazarus the Dire is revived and destroyed by Livia. The Elder Dragons Jormag and Primordus return to dormant status. Balthazar wages war against Kralkatorrik in the Crystal Desert.

The world of Tyria

T

he world Tyria (called Thyria in ancient Krytan), not to be confused with the continent of the same name, has been the home of many sentient species, such as the humans, asura, dwarves, and norn, among others. Known history puts it over 11,000 years old, when giganticus lupicus last roamed the world. However, the earliest known human life did not appear until 786 BE. There are three known continents, and an unknown number of unexplored ones. Beneath Tyria runs a subterranean network of tunnels, linked by asura gates. Tyria is only one world among many in the Mists. It is a very large world, but history has only chronicled events that have taken place on three major continents; these continents are Tyria (named for the world), Cantha, and Elona.

Chronology

The true age of the world is unknown, with the oldest records dating to the approximate extinction of the Giganticus Lupicus in 10,000 BE. This was the period of the Elder Dragons' last time awake in which they drove the Giganticus Lupicus to extinction. Few records exist of that time, as only five sentient races are known to have survived - the dwarves, forgotten, jotun, mursaat, and seers. Of those five, only the dwarves and jotun kept records, but since then all five races' cultures have fallen into ruin and only the jotun remain, though as savage, primitive forms of their ancestors. At some still-unknown point in the past, powerful beings known as the Six Human Gods traveled to Tyria, bringing humanity with them and ushering a new age. Under the guidance of Balthazar, humans spread and conquered lands across the world. The oldest known nation of humanity being Cantha - first settled in 786 BE. In 205 BE, humanity traveled to the northern continents of Tyria and Elona, and established the kingdom of Orr and the Primeval Dynasty in their respective continents. Encouraged by Balthazar, humanity continued to spread across the world, waging wars with the native inhabitants and pushing them from their lands. In time, they established Ascalon in the land previously conquered by the charr and created many settlements in Kryta. In 1 BE, Abaddon used the Bloodstone to grant magic to all the races of the world. However, this gift backlashed as wars between the races and people grew and intensified. King Doric of the Tyrian human kingdoms pleaded to the gods to take back their gift, and to do so the gods divided the Bloodstone into five pieces - each representing a different school of magic (Aggression, Denial, Destruction, and Preservation) as well as a keystone required to reunite the Bloodstones into one again. They then used Doric's blood to seal the magic and dropped the bloodstones into Abaddon's Mouth, the largest volcano in the Ring of Fire islands. Magic remained in the world, but greatly reduced in its power and efficiency.

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However, Abaddon, had disagreed with removing magic and rebelled against the other gods. As they brought him down, the five gods created the Crystal Desert and the Desolation, and sealed Abaddon in his own realm, the Realm of Torment. Because of the devastation they caused, the gods left the world in the Exodus of the Gods.

The Continent

Tyria

Tyria, sometimes called Central Tyria, is a continent in the world of the same name. The geography of the continent ranges from the dense jungles of the Maguuma, to high mountains of the Shiverpeaks, to forests of the Blood Legion Homelands and Ascalon, to the sandy Crystal Desert. Beneath the land stretch the interconnected caverns of the Depths of Tyria which hold ancient structures of unknown origins that date back to a time before humanity. Over ten thousand years ago, the Great Giants once roamed the land. Before all recorded history, the Elder Dragons roamed—whether before or during the time of the Giganticus Lupicus is still unknown. And over a thousand years ago, before the exodus, the human gods lived in the continent of Tyria. Throughout the ages, the continent has changed—from seas turning to deserts, to sinking kingdoms and scorching lands, to flooding cities, and to deserts turning green by diverted rivers—and may continue to change.

Cantha

Cantha, also known as the Empire of the Dragon, is a vast empire located to the south of Tyria, across the Clashing Seas of the Unending Ocean. It is the oldest known human nation, and the oldest known land for humans to have lived on, though legends tell of other lands across an ocean from which the Canthans came from. Historically known to have been inhabited by tengu, naga, and other species, Cantha had become a xenophobic and isolationist nation under Emperor Usoku's rule and his influence from the Ministry of Purity that formed in response to the devastation caused by Shiro Tagachi and the affliction plague. Under Usoku's rule, the only contact known was via trade ships with Kryta, however with Zhaitan's rise and the rising of Orr, this little contact was removed. The last known contact with Cantha comes from the tengu who fled through the risen armada to reach the Dominion of Winds. In modern times, the only proof that Cantha still exists are sporadic sailors washing ashore on the Tarnished Coast.

Elona

Elona is the name of a nation, sometimes also referred to as a continent, southeast of Central Tyria. In the past, it was often called Land of the Golden Sun, and in times since Palawa Joko's reign began has been called the United Kingdom of Elona by his faithful followers). Originallya human kingdom under the Primeval Kings, it has since faced civil war and been divided among three provinces — Istan, Kourna, and Vabbi — before being united under the undead lich's banner. King Joko's leadership had turned Elona into a land of both living and undead, long without contact to the other nations. Elona is part of the same super-continent as Central Tyria, connected via the Crystal Desert; though before the Exodus of the Gods, the two areas were separated by the Crystal Sea. The northern borders of Elona have been plagued by Zhaitan's Risen minions since its rise, causing a war between the two undead nations. This combined with Kralkatorrik's presence in the Crystal Desert has prevented all communication with Elona, except for the Order of Whispers, who have an unknown means of traveling between the two lands. Only Balthazar's return and subsequent invasion of the Crystal Desert region has brought communication back with Elona, throwing the land in chaos once again. According to Alain, it was prophesied over three hundred years ago that an Elonian, long from home and living beneath steel, would rise and lead his people back to the Crystal Desert.

Geography

Tyria and the surrounding islands are divided into many regions. We will divide it by Acessible and Inaccessible regions

Accessible regions Ascalon

Once a great human kingdom, Ascalon was since retaken by the charr, scorched by the Searing and cursed by the Foefire, leaving a brown land and a human ghost army behind. The Stronghold of Ebonhawke and the Iron Legion capital Black Citadel can be found here. The Dragonbrand, created by the Elder Dragon Kralkatorrik's flight to the Crystal Desert, scars the land. Crystal Desert

Vast desert on the boundary with the nation of Elona. The Elon River currently flows through it, sustaining the growing population of the Free City of Amnoon which acts as a gateway to the desert proper. The Dragonbrand originally ended here, at the lair of the dragon Glint, but has since spread after the Elder Dragon Kralkatorrik's flight south.

Northern reaches of the Shiverpeak Mountains and homeland of the norn. Large part of the original mountain range has now been flooded by an inland sea, following the rise of the Elder Dragon Jormag. Currently, only the Hall of Monuments can be visited by players. Heart of Maguuma

Previously called "Magus Falls" on the world map. Western areas of the Maguuma Jungle, covered by deep jungle, canyons and tunnels with various flora and fauna ranging from the insectoid chak to sentient mushrooms and fierce saurians. Tarir, the Forgotten City and the lost asuran city of Rata Novus can be found there. Primary territory of the Elder Dragon Mordremoth. Isle of Istan

The island lies in the southwestern portion of Elona and was among the first places humans colonized. The first human rulers, the Primeval Dynasty, once inhabited a city there called Fahranur. The western half of Istan grows lush jungles and wetlands, while white sand beaches, tall cliffs, and plains comprise the eastern half. The island is now a vassal to Palawa Joko's Awakened kingdom. Kryta

A lush, green area rich with fertile soil located in the centralwestern area of the continent. The last remaining human kingdom on Tyria, ruled by Queen Jennah, featuring the grand cities of Divinity's Reach and Lion's Arch. Despite this, its countryside is raided by marauding centaurs, while refugees come here from all over the known world. Maguuma Wastes

Northern part of the original Maguuma Jungle which has dried out over the years. The region has been suffering from incursions of the Mordrem. Ring of Fire

Volcanic archipelago located off the coast of Maguuma and Orr. Ruins of Orr

Originally a human kingdom and the residence of their gods in the city of Arah. The Orrian peninsula has sunk as a result of the Cataclysm and subsequently re-emerged with the rising of the Elder Dragon Zhaitan, whose Risen populate the region to this day. Sea of Sorrows

Once known as Bay of Sirens. This large bay between the Tarnished Coast, Kryta, the Steamspur Mountains and Orr contains many islands, including the Claw Island, the karkainfested Southsun Cove and the isolated tengu city Dominion of Winds.

Elon River

Large river flowing from the nation of Elona. Diverted from the original flow through the kingdoms of Vabbi and Kourna by a dam built by Palawa Joko, the river now floods large areas in the Crystal Desert. Far Shiverpeaks

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Shiverpeak Mountains

Giant mountain range running north to south between Ascalon and Kryta. Current home of the norn, who reside in the mighty settlement of Hoelbrak, and the kodan after being driven from the north by the Elder Dragon Jormag. The mountains hold their share of dangers for those daring to traverse them, ranging from the aggressive dredge to the hulking jotun. Steamspur Mountains

Previously a southern part of the Shiverpeaks, this mountain range has thawed following the eruption of the Mount Maelstrom volcano. Destroyers, minions of the Elder Dragon Primordus, appear in great numbers near the volcano. Sulfurous Wastelands

Containing the dreaded Desolation, the region has been warped by the fall of the evil god Abaddon centuries prior. Its toxic areas can be fatal to traverse for anyone who is not an undead or a demon—although the bravest of adventurers may try exploring the hazardous terrain with the help of the resilient junundu and skimmers. Tarnished Coast

South-eastern lush coastal part of the Maguuma Jungle and the current homeland of the asura and the sylvari who live in Rata Sum and the Grove, respectively. Vabbi

A land of wealth and bounty, now under rule by Palawa Joko. Woodland Cascades

Forested area north of Kryta. Currently, only the Bastion of the Penitent can be visited.

Inaccessible regions Blazeridge Mountains

Blood Legion Homelands Homelands of the charr to the north of Ascalon. The true name of the region is unknown. The majority of the Blood Legion reside here and oversee the region from their capital, the Blood Citadel. Dajkah

Once a haven of corsairs who raided the Elonian coastline, the present fate of the region remains unknown. Dzalana A mysterious wilderness east of Vabbi, little is known about it except that it is supposedly the homeland of the harpies and the heket. Deldrimor Front

Ancient dwarflands which contain the mountain range east of the Steamspur Mountains and the location of the original dwarven kingdom of Deldrimor. The Labyrinthine Cliffs, frequented by merchants and travelers and often visited by the nomadic Zephyrites, are located here. Isles of Janthir

Group of islands in the Janthir Bay. Based on the Eye of Janthir, the isles are somehow associated with the White Mantle. Janthir Bay 8

Sea located to the far north of Kryta and Maguuma Wastes. Scavenger's Causeway Region located between the Elon River and the Ruins of Orr, forming the only passage by land to the latter. Strait of Malchor

Strait connecting the Sea of Sorrows to the Unending Ocean, running between the Tarnished Coast and the Ruins of Orr. Named after the Orrian sculptor Malchor who ended his life there centuries prior. Unending Ocean

The main body of water in world, located to the south and west of the Tyrian continent.

The Mist

The Mists is the oldest thing in existence, the proto-reality that exists between the worlds, constituting the fabric of time and space that connects the multiverse together. Within the Mists are worlds (of which Tyria is just one), each with their own realities and histories, floating as islands in the ether. The Mists resonate from the worlds around them, forming bits of their own reality—islands of existence that reflect the histories of their worlds. Some worlds are enormous, such as the Underworld, the home of the dead; others are simply residences for powerful spirits or deities. At the center of the Mists is the Rift, and within the Rift is the Hall of Heroes, the final resting place of powerful and virtuous souls. The Mists are accessible only through portals, most of which are temporarily made by channeling the power of a force within the Mists, such as the havrouns calling upon the Spirits of the Wild. There are a few permanent portals as well—these portals were created by the mage Lord Odran, including The Portal in the Tomb of the Primeval Kings. Other known portals in the past included the Door of Komalie, the Mouth of Torment, and a portal on the Battle Isles; these four portals became inaccessible over the past 250 years due to the rise of the Elder Dragons. Between 1320 AE and 1325 AE, five asura gates were built within Fort Marriner of Lion's Arch, replacing the Zaishen arena, and becoming the only known fixed means of entering the Mists in Central Tyria. During Scarlet Briar's occupation of Lion's Arch, the Mist Portals temporarily resided in Vigil Keep, but were moved back to Lion's Arch when reconstruction efforts began. By 1330 AE the portals in both the Tomb of the Primeval Kings and the Mouth of Torment became active again, and a new portal to an unknown location in the Mists was opened in the Foundry from which the Forged army brought in reinforcements to the Domain of Vabbi. After Balthazar's defeat in Vabbi, Desmina had opened a new portal to the Underworld at Reaper's Gate, where the veil between Tyria and the Mists was already weak.

The

History of Tyria

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Early History of Tyria

T

he oldest records on Tyria date back to approximately 10,000 BE. In the distant past Great Giants roamed the land and dragons ruled the skies. The elder races—dwarves, Forgotten, jotun, mursaat, and Seers—were among the most magically adept. They had thriving civilizations until the Elder Dragons arrived and devastated both the land and the inhabitants in their ravenous search for magic. The Elder Dragons' actions diminished the elder races as a result and even caused the extinction of several other once notable races like the great giants. At the end of the previous dragonrise millennia ago, the Seers created the first Bloodstone to seal their and other races' magic within it to hide it from the Elder Dragons; while most of the elder races gave up their magic, the mursaat, however, refused and waged a war against the Seers before betraying the other races and phasing into the Mists. Deprived of their sustenance, many Elder Dragons eventually concentrated around Central Tyria before going into hibernation to wait for the levels of ambient magic to rise so they could feast on it once more. Glint, the Elder Dragon Kralkatorrik's champion who had been freed by a Forgotten ritual, shielded the surviving races through the calamity until it was safe for them to emerge again. During this time, some Tyrians like the jotun regressed into savage brutes or lost their former power while many other races like the charr and the kodan became more prominent. Little information from this time has survived to the present day except for some ancient writings like Mursaat Lore Tablets or jotun stelae. Legacy of the Gods

The arrival of the Six Human Gods and humanity from the Mists in 786 BE was a turning point in Tyria's history. According to the Orrian History Scrolls and various myths of other races, the gods terraformed the land they walked on, restoring life to where it had been taken in the dragonrise. As humanity sailed from Cantha to Orr and eventually to Kryta, Ascalon and beyond, they conquered the lands they settled in, warring against the native races in order to claim Tyria as their own with the urging of Balthazar, the God of Fire and War.[5] These early settlers and conquerors paved way for the eras of various thriving human civilizations that arose in their wake, such as the Primeval Dynasty of Elona, although their actions also earned the ire of native Tyrian races like charr and centaurs who would become humanity's unrelenting enemies for centuries to come. In 1 BE, Abaddon, the God of Knowledge and Water, gifted all sentient Tyrian races with the gift of magic. However, the gift was abused by all as each race tried to use it to destroy the others. After a plea from King Doric, the gods sealed most of the magic away in the Seers' Bloodstone which they then shattered into several smaller shards in Arah before throwing the five largest shards into a volcano, Abaddon's Mouth, in the Ring of Fire island chain.

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Abaddon, who had opposed the reduction of magic, attempted to lead a war against the other gods and was defeated; however, the clash between the gods turned the Crystal Sea into the Crystal Desert and a once fertile southern region into the sulfurous Desolation. After imprisoning Abaddon in the Realm of Torment and realizing how much damage their actions had caused to the world, the other five gods departed from Tyria and went into the Mists in an event known as the Exodus of the Gods. Reign of Humans

Historical records after the Exodus primarily focus upon humanity. Ever since 100 BE the known world of Tyria, Elona, and Cantha was under the domain of the human nations: Ascalon, Orr, Kryta, Elona, and the Empire of the Dragon. Two years after the Exodus, Orr became an independent nation. Humanity continued to spread, eventually forcing the Forgotten into the Crystal Desert in 174 AE where they became caretakers to Glint and guardians of the trials of Ascension. Over the following century, after the Exodus, human culture established guilds which became powerful groups in the nations. They began to hold more power, being the enforcers of laws and regulations in whatever means they desired. In time their influence began to overlap bringing conflicts. But that was not until the volcano in the Ring of Fire erupted sending the five Bloodstones across the land; the magic they contained seeped into the land and air around them. With greed and the desire of power in mind, the guilds attempted to claim these Bloodstones. Because so much power was in the hands of guilds, the kings of Ascalon, Kryta, and Orr were unable to prevent conflict and the first Guild War began, raging for decades. In time, Ascalon and Kryta were embroiled into the war; only Orr remained outside the Guild War, preferring to remain neutral and peaceful. In whole, there were three Guild Wars. When the first two began and ended are unknown. 221 AE marks the beginning of what Canthans call the Age of the Hedgehog; it was when Canthans made official contact and trade with the northern continents of Tyria and Elona. In 300 AE, Kryta became an official colony of Elona, although humans had lived on Kryta since the time of King Doric. This time marked the beginning of the human-centaur conflict as humans had spread further out and into centaur lands. Kryta gained its independence 58 years later. 452 AE Saw the first fall of a human nation. The Scarab Plague began, sweeping through Istan and wiping out the Primeval Kings. After the Scarab Plague subsided the Great Dynasty was established until its fall after 127 years. The Great Dynasty was followed by Elona's darkest times, the Shattered Dynasty Era. Although wars raged on, and leaderships changed, the human nations saw little historical effect until 851 AE. Lord Odran, through sacrifices and powerful rituals, became the first mortal to open portals into the Mists. Although the portals lay hidden in dangerous lands his eventual death brought new sport to both man and spirit: tournaments of glory held within the Hall of Heroes.

Two decades after Odran first opened portals to the Mists, Abaddon began his plot to return and bring forth Nightfall. In 870 AE the Flame Legion of the charr discovered the titans, agents of Abaddon, at Hrangmer, worshiping them as gods of their own. Bathea Havocbringer rebelled against this new worship, raising an underground army to disrupt the Shaman caste and their new faith. But she was defeated, and sacrificed to the new gods. In turn, the Flame Legion banned all females from fighting in battle, forcing them to domesticated tasks at homes and on farms. Two years later Shiro Tagachi slew his own emperor under the influence of the words of a Fortune Teller, who also was an agent of Abaddon. Through dark rituals Shiro absorbed magic granted to Emperor Angsiyan from Dwayna and twisted it. Upon being slain by Viktor, Archemorus, and Vizu Shiro released this magic in a death wail, causing the Jade Wind. Abaddon's plots were not heard of again until the end of the Third Guild War, which began in 1013 AE. When the nation of Orr was eventually forced into battle, though they intended to end the conflict under King Reza's orders, the casualties rose exponentially compared to the past two. This third war did not end due to Orr's influence, however, but by a blitzkrieg attack from the charr. In 1070 AE, the charr assaulted Ascalon while they were distracted with Kryta and Orr, and quickly made it to the Northern Wall, where they performed the Ritual of the Searing. Ascalon was devastated, and the charr armies marched through with ease, bringing more Searing Cauldrons with them towards Orr and to Kryta. With the Orrian armies away, the charr swept through Orr with ease despite their magical affinity. They quickly made it through to the western edge of Orr, now known as the Cursed Shore, though never had the chance to reach the actual city of Arah. This was due to Vizier Khilbron, a possible follower of Abaddon, unleashing a powerful spell that sank the peninsula of Orr in the Cataclysm - although there is conflicting information upon whether the destruction of the nation was intentional or done out of desperation. Either way, the only survivors of this event were those who were away from their home at the time; all those who were in Orr during the Cataclysm became the walking dead, Khilbron himself becoming a Lich Lord. Kryta shared a different fate. When the charr forces arrived King Jadon fled the throne, leaving his people at the mercy of the feline race. However, a newly formed order stepped up to defend their land - the White Mantle, led by Saul D'Alessio. The White Mantle, backed by the mursaat whom they called the Unseen Ones, successfully defeated the charr, although at the price of the lives of the unfaithful who witnessed the Unseen Ones' true form - including Saul himself. With the royal family gone and Kryta leaderless, the White Mantle rose to power as the new government, savior of the lands.  

Humanity's Decline

With Orr sunk beneath the waves and Ascalon in ruins still fighting the charr High Legions only Kryta remained among the human nations of continental Tyria. In 1072 AE Ascalon was further weakened. With the charr pushing ever further Prince Rurik began to believe that they should retreat to another land and regain their strength to take back Ascalon in the future. His father, King Adelbern, was outraged at this. After the fall of Rin, the second capital of Ascalon, Prince Rurik was exiled from the land. Rurik did not leave alone, however. He offered the people a chance of a new life in Kryta, and began the Ascalonian migration west. Crossing the Shiverpeak Mountains the Ascalonians met resistance in the form of the Stone Summit dwarves, a splinter faction of Deldrimor. In crossing the Shiverpeaks to protect his people Prince Rurik sacrificed his life to hold back the Stone Summit. At this time Kryta itself was attacked by undead under Khilbron's command, in the hope of finding the Scepter of Orr and fulfilling the Flameseeker Prophecies which foretold the extinction of the mursaat and the White Mantle's fall and the release of the titans from behind the Door of Komalie. Although originally saviors, the White Mantle fell to corruption and - under the orders of their Unseen Ones - they sacrificed innocents to power soul batteries to prevent the Flameseeker Prophecies from coming to pass. This in turn sparked a rebellion within the land: a war between White Mantle and Shining Blade. Through the help of Ascalonian heroes and the Shining Blade the Flameseeker Prophecies were completed: the mursaat who hadn't been killed had fled, the White Mantle's leadership destroyed and the heir of King Jadon, Salma, found. The titans themselves were locked away once more after Khilbron's death. Tyria was not the only continent besieged with problems however. Across the Unending Ocean, in Cantha, Shiro Tagachi returned as an Envoy and brought forth the Affliction, decimating the Empire of the Dragon and their population. However, Shiro was eventually defeated, and the Afflicted were wiped out over the next eight years by the newly formed Ministry of Purity. Cantha saw a peaceful time once more, although still affected by the events that occurred. Of all human nations, Cantha remained the strongest. While imprisoned, Abaddon continued scheming and used his servants to cause catastrophes such as the Searing of Ascalon and the Cataclysm of Orr which devastated their respective landscapes. In 1075 AE, over a thousand years after the Exodus, Abaddon attempted to usher in Nightfall to merge Tyria with the Realm of Torment and thus allow himself to be released from his prison. Some areas of Elona suffered the effects of Nightfall although Abaddon was ultimately defeated by a group of heroes, including Spearmarshal Kormir who ascended to take Abaddon's place in the pantheon and save all of Tyria from being ravaged by the fallen god's rampant magic. However, the temporary spike in magic lasted long enough to stir the Elder Dragon Primordus from its millennia-long slumber, leading to the latest cycle of dragonrise.

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Dragonrise

The Elder Dragons awoke one by one over the decades following Primordus's rise. Each dragon caused untold destruction and displaced various races over the following decades. In 1120 AE, Primordus invaded the Depths of Tyria, forcing the dwarves who had undergone the Rite of the Great Dwarf to fight a losing battle against its Destroyer minions. The great cities of the asura fell to Primordus, forcing both the asura and the skritt to the surface. The Elder Dragon's movements also caused volcanic activity in Mount Maelstrom and beyond. The Deep sea dragon assaulted the Unending Ocean, causing the karka and the krait to flee to the surface waters while the largos fought against its minions with occasional largos assassins surfacing on Tyrian shores to practice hunting their prey in a safer environment. The quaggan society fell into turmoil as the fleeing krait massacred the quaggan royalty, dividing the surviving quaggan into separate villages each led by a varonos. Jormag's rise in 1165 AE led to a blizzard that lasted for four years, the eventual exodus of the norn and the kodan, the death of Owl and the disappearances of several other minor Spirits of the Wild.The actions of the Elder Dragon and its Icebrood minions also created a large inland sea in the Far Shiverpeaks. In 1175 AE, Palawa Joko dammed and diverted the Elon River, changing the landscape of the Crystal Desert and Elona before conquering the latter with his Awakened army. Joko solidified his grasp on Elona by killing or converting the Order of the Sunspears as well as massacring local centaurs who were used for dark experiments as well as building material for his expanded Bone Palace. Zhaitan's awakening in 1219 AE caused the Rising of Orr from the depths of the Sea of Sorrows and the flooding of old Lion's Arch. Its Risen minions wreaked havoc in nearby areas, wrecking ships and causing corruption to spread past the shores deeper into Tyria. In 1320 AE, Kralkatorrik created the Dragonbrand which reached from Ascalon all the way south to the Crystal Desert. It caused occasional Brandstorms and left several powerful Branded minions behind to terrorize Tyrians. Modern times

The year 1326 AE witnessed the awakening of the Elder Dragon Mordremoth whose Mordrem minions and roots affected much of the Heart of Maguuma, tearing the very land apart. Its attack on the advancing Pact fleet in 1328 AE caused several airship to crash, leaving wrecks littered throughout the jungle. Increased ley line levels following Zhaitan and Mordremoth's deaths led to mutations in Tyrian inhabitants, who had been exposed to too much magic, as well as various magical phenomena such as some Tyrians witnessing strange anomalous visions of glowing humanoid figures.

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The explosion of the Maguuma Bloodstone reshaped all of Bloodstone Fen in 1329 AE, and the return of the god Balthazar as well as the rise of the White Mantle caused destruction throughout various Tyrian locations such as Draconis Mons and Lake Doric. Balthazar continued his campaign in the Crystal Desert with his Forged army in 1330 AE, his battles with Vlast, the Awakened and Kralkatorrik further damaging the land and causing a wave of refugees to flee to Lion's Arch. Balthazar's demise in the Domain of Vabbi led to Kralkatorrik absorbing the former god's power and causing the Elder Dragon to fly southward while making Brandstorms occur as far north as the Free City of Amnoon.

The

Elder Dragons

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The Elder Dragons

T

he Elder Dragons are ancient, powerful beings of unknown origin. They have long been thought to be as much a part of Tyria as the sun, moon, land, and seas. There is a total of six elder dragons, whose existence stretches back beyond recorded history. The Elder Dragons are unique to biological creatures in that they do not devour in a traditional sense, but rather feed on magic.

Cycle of Awakening

The dragons keep the magic of Tyria balanced by consuming it and drawing it into themselves. Ancient jotun stelae indicate that throughout prehistory, the Elder Dragons have gone through cycles of awakening, destruction, and hibernation, each time ending an era of life in Tyria and bringing forth a new one. According to Durmand Priory estimates, approximately every 10,000 years the dragons awaken to consume the magic of Tyria. Magic is intertwined with the ecosystem and the creatures of Tyria, and is just as much a part of them as it is a part of the world itself. To consume magic is therefore to consume life. All creatures and landscapes touched by the chaotic energy of an active Elder Dragon typically become corrupted. When the dragons have absorbed as much of the magical lifeblood of Tyria as they can, they return to their slumber and the magic they have consumed bleeds harmlessly back out into the world through the network of ley lines. Eventually, the dragons awaken once more and the cycle begins again. What knowledge we have of the Elder Dragons comes from the survivors of the previous cycle of awakening, over 10,000 years ago. During that time, it is said that magic was "wild," that the dragons had the world in their talons, and that they are believed to have devastated most life on Tyria and caused the extinction of the Great Giants (Giganticus Lupicus). The only surviving records exist in dwarven legends and jotun stelae, and according to these only five sentient races survived the Elder Dragons' last rise with knowledge of them: the dwarves, jotun, Forgotten, mursaat, and seers. The elder races put aside their differences and forged an alliance against the awakening Elder Dragons, but they could not agree on what to do. The mursaat and the Forgotten forged armies of powerful constructs to confront the dragons directly but the seers, dwarves, and jotun wanted to hide or avoid the dragons until they had returned to sleep. The seers forged the original Bloodstone to store some untainted magic, free from the corrupting influence of the dragons.

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The mursaat attacked Zhaitan with an army of jade constructs and enchanted armours but their assault failed. Many mursaat and Forgotten died, and the mursaat cursed the three absent races for deserting them. Having been defeated by Zhaitan, the Forgotten withdrew to the Crystal Desert, and the mursaat disappeared from Tyria, moving into another plane of awareness to protect their magic. Glint, the champion of the Elder Dragon Kralkatorrik, was a friend to all living things and distraught at the devastation caused by the dragons. To preserve life, she betrayed her master and hid the remaining races. Centuries passed and the Elder Dragons consumed all of Tyria's magic. As the dragons returned to their cyclic slumber, the elder races re-emerged. In the absence of magic, civilisation had fallen into an age of darkness and brutality. Society was devolved into divided, violent tribes and took a long time to recover. The younger races - charr, asura, human and sylvari - were to appear in Tyria millennia later, ignorant of the Elder Dragon's presence until the appearance of the Great Destroyer in 1078 AE. Current Cycle

Event

1120

Primordus the Elder Fire Dragon awakens

1120 -1165AE

The unnamed Elder Dragon of the deep seas awakens

1165 AE

Jormag, the Elder Ice Dragon awakens

1219 AE

Zhaitan, the Elder Dragon of Death & Shadow awakens

1320 AE Kralkatorrik, the Elder Crystal Dragon awakens. 1327 AE

Mordremoth, the Elder Jungle Dragon is awoken before time by Scarlet Briar

The Elder Dragon's most recent cycle of awakening has had major effects on the races of Tyria, in many cases forcing them from their homelands and cutting them off from the rest of the world. Though each of the individual races has tried to deal with the threat largest to themselves, they remain on a defensive footing. In response, three multi-racial orders, the Durmand Priory, the Order of Whispers and the Vigil have joined forces to form an alliance known as the Pact to fight and defeat each of the Elder Dragons one by one.

Draconic Energies

The ley lines that criss-cross the world are the channels via which magic flows through everything. Located at ley line intersections, dormant Elder Dragons exude the magic they have consumed while awake, making their places of hibernation magical hotspots. This is why the Asura built the Central Transfer Chamber near Primordus (believing it to be a magical statue) and one of the reasons the six human gods built Arah near Zhaitan (not knowing of the Elder Dragon’s existence). While awake, the Elder Dragons can actively exude their own unique draconic energies which cause individuals and landscapes touched by the energies to become corrupted. Under Snaff's former apprentice, Kudu, the Inquest have been studying these energies at the Thaumanova Reactor (before its explosion) and at its successor, the Infinite Coil Reactor. How draconic energy differs from regular magic, is still being studied. Their research into chaos magic at the Thaumanova Reactor led the Inquest to believe that there is a link between that type of magic and Elder Dragon energy. The experiments they conducted pushed things in dangerous new directions and past the point of safe operation, resulting in the reactor melting down. Kudu continued the Research into draconic energy at the Infinite Coil Reactor near Mount Maelstrom. The Crucible of Eternity at the bottom of the complex was designed to remove and concentrate the energies from multiple Elder dragons for the purpose of corrupting Kudu's captives into dragon minions that only he could control. Kudu was killed, but not before unleashing a couple of unique dragon champions of his own: Subject Alpha and Kudu's Monster. In 1329 AE, research conducted at the Dragon Lab in Rata Novus gave a better insight into dragon energy. The young asuran prodigy and member of Dragon's Watch, Taimi, had been experimenting on a chak organ. The chak were insect-like creatures discovered in the Maguuma jungle and were known to feed off ley energy. When a beam of ley energy was passed through the organ, Taimi discovered that death magic, associated with the domain of Zhaitan, was filtered out. This led to the conclusion that ley energy is composed of a spectrum of different types of magic, and each band of magical energy in the spectrum is associated with a different Elder Dragon. Dragon Minions

The dragons rarely interact directly with the Tyrians themselves, preferring to send their minions to do the work for them. The will of the dragons is realised by their champions or lieutenants, who maintain their territories and command their lesser minions. In the view of Tyrians, the Elder Dragons are described as primordial forces of nature. Each dragon holds a tie with two spheres of influence (such as Fire, Water, Ice, Crystal, Plant, Mind, Death, and Shadow) and their minions reflect these aspects. Each of the Elder Dragons has their own unique motivation and ways to act based upon their sphere's of influence. These affect how their minions behave and how their energy corrupts their surroundings. Elder Dragons appear to be hostile to each other, as their minions will fight another dragon's minions just as they would fight any other living creature.

The amount of power and self-determination that a dragon minion has is proportional to the amount of energy imbued in it by its Elder Dragon master. Champions are imbued with a much greater amount of the Elder Dragons' will and possess an intellect of their own to enact it. Dragon champions are extremely powerful in themselves and they are also able to tap into the immense power of their dragon lord. This makes them truly formidable foes, and an Elder Dragon may have multiple champions at any given time. Champions are capable of spreading corruption much faster than lesser minions or even swarms of minions. The more powerful champions can play a role in the awakening of the Elder Dragons and gather magical energy for the awakening by assimilating more beings into the dragon armies. Fighting the Dragons

There are three multi-racial orders which work to safeguard the world against the rise of the Elder Dragons, and these joined forces in 1325 AE to form a "Pact" with the stated purpose of defeating each of the dragons one at a time. The Order of Whispers is a secretive ancient Elonian order that prefers to work behind the scenes in gathering information to use against the dragons. It was formed by the elite bodyguard of Warmarshal Turai and originally tasked with keeping the undead lord Palawa Joko sealed beneath the sands of Elona, although it has now spread beyond Elonian borders, quietly expanding its ranks over time. The Order of Whispers was the only group other than the dwarves to have any knowledge of the Elder Dragons prior to their awakening, and worked to warn others of the danger. The Durmand Priory is a scholarly order founded in 1105 AE, before the Rise of Orr and the flooding of Lion's Arch, and about 230 years after the Order of Whispers was formed. Named after the monastery which houses their archives, they are dedicated to protecting knowledge and lore and offer their services as advisers, tutors, and chroniclers. Magister Ogden Stonehealer, the last of the Deldrimor dwarves on the surface of Tyria, looks after the Special Collections of the priory archives and serves as the resident expert in Elder Dragon lore. Collectively, the Priory hope that intellect, or some lost piece of knowledge, can save the world from the rise of the dragons.

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The Vigil is a military order dedicated to fighting the Elder Dragons and their minions by force of arms. It was founded by the Blood Legion charr Almorra Soulkeeper shortly after the creation of the Dragonbrand in 1320 AE. She and her Soul warband were on patrol in the Lowland Burns when the Elder Crystal Dragon Kralkatorrik arose. All of the other members of her warband were transformed into crystalline creatures of living glass as Kralkatorrik passed overhead spreading its corruption and creating the Dragonbrand. The screams of her warband tore at Almorra's ears as they were driven mad by the corruption and overcome with the intent to devour and destroy each other. Soulkeeper waited for her warsiblings to tear each other apart, before stepping in and dispatching the survivors, shattering them like glass. As the only survivor, this event became known as “Almorra's Massacre”. Afterwards, Almorra sank into a period of depression as she became a "gladium", or a charr who has lost their warband - the lowest rank in their society. After a time, and with the help of a few unlikely allies, she left the legions and formed the Vigil. The Vigil wants to face the Elder Dragons directly and believe that the only way to defeat them is to unite the races of Tyria and to confront the minions of the dragons wherever they appear. They believe that the Elder Dragons grow more powerful as each day passes and that those who do not fight now are giving the world away by standing passively aside. In 1325 AE, Fort Stalwart on Claw Island outside Lion's Arch was attacked by an army of Risen led by Blightghast the Plaguebringer, one of Zhaitan's strongest dragon champions. The island was overrun, making Lion's Arch vulnerable. Survivors, including the Firstborn Sylvari scholar, Trahearne, managed to escape the island and make it back to the mainland. Trahearne had a vision of Orr related to his wyld hunt in which he witnessed his future rallying an army composed of all three Orders. Inspired by this, he met with leaders of the Orders who agreed to combine their efforts in the fight against Zhaitan and form a new army called the Pact. Not being a member of any Order, and having studied Orr all his life, Trahearne was chosen as the most suitable leader and was later given the title "Marshall". The Pact is the greatest alliance Tyria has ever seen. Its primary advantages are the flexibility offered by a union of orders with vastly differing methodologies, and the magical and technological knowledge and aptitude of each of the allied races. Its first success came with the retaking of Claw Island and the defeat of Blightghast. Following on from that victory, the Pact established Fort Trinity in Orr and launched a counteroffensive against Zhaitan. Notable creations by the Pact are their airships, a combination of asura, charr, and human technology, as well as helicopters and submarines, originally charr prototypes which were improved on by the other races. Using these machines, and after learning the dragon's weaknesses, the Pact was able to defeat Zhaitan in the skies above Arah.  

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Soon afterwards, the Jungle Dragon, Mordremoth, was awoken ahead of time by the activities of the mad sylvari Scarlet Briar. The Pact confidently launched a full-scale aerial assault against the dragon with a fleet of airships over the Maguuma jungle. That initial attack was ultimately doomed, but through persistence the Pact forces regrouped and, with the help of some if the native races of the jungle, defeated Mordremoth in Dragon’s Stand. To this day the Pact is ready to take on threats posed by the remaining dragons, and if new reports are confirmed, it appears to be the turn of Primordus and Jormag next. Tyrians may rejoice over the Pact's victories against the Elder Dragons so far, however there are consequences to defeating such powerful magical creatures. With less dragons to consume it, the obvious immediate effect is the build-up of a massive surplus of magical energy throughout Tyria. The repercussions of that are debatable, but a more serious matter is the fact that the remaining Elder Dragons are known to absorb some of the energy emitted by those which are killed. This energy makes the remaining Elder Dragons more powerful and able to create minions that can be enhanced with traits relating to the magical "domains" of the dead dragons. Logic would suggest that the Elder Dragons will become increasingly more dangerous and difficult to kill as subsequent dragons are defeated. The final dragon faced may be empowered by the energies of all the other Elder Dragons combined, and its minions will be enhanced with the full spectrum of draconic abilities.

Magic

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Magic is a natural aspect of the world of Tyria. It is said that the state of the world is intricately tied to the amount of magic available —the world could crumble with too little magic, but too much magic can have catastrophic consequences, too. The balance of magic in the world is represented by The All, and it is the natural role of the Elder Dragons to keep the world's magic balanced. Due to their ravenous and predatory nature, however, these millennia-long cycles take magic from one extreme of too much to the other of too little, in doing so destroying entire civilizations. Magic is intertwined with the ecosystem and the creatures of Tyria, and is just as much a part of them as it is a part of the world itself. All living beings have a natural ability to access and use magic, and it is extremely rare that someone is born without it—current theories suggest that this typically happens more often when the world is at a lower level of magic.

Form and shape

Naturally, magic in the environment cannot be visibly seen or easily detected. But in high enough concentration, magic begins to take visible form. Magic coalesces into channels across the world, traveling across paths of least resistance beneath the ground in what are called ley lines. Likened to wind currents, ley lines combine magic of all types together in a way that that is analogous to different wavelengths of light combining to form white light. Unfiltered magic in this context is often called ley energy. Magic can be decomposed into several separate forms, for example death magic. The terms "dark energy", and "light energy" have been used in the past, as well as "chaos energy". "Dragon energy" is a term that has been used to seemingly refer to the corrupting magic that Elder Dragons exude, though recent usage of the term puts "dragon energy" as effectively interchangeable with magic in general and labels "Zhaitanic energy" to be the same as ley lines' death magic. The different types of magical energy may be correlated with the attributes of the spellcasting professions of old; necromancers practiced death magic and blood magic, mesmers practiced domination magic, illusion magic, and inspiration magic, elementalists practiced air magic, earth magic, fire magic, and water magic, and ritualists practiced channelling magic and restoration magic. Before the silence of the Six, monks' abilities were called prayers rather than magic, suggesting that they were channeling the power of the gods. This seems unlikely, however, as these capabilities are now used by guardians despite the silence of the gods and can be utilised by members of any race. Dervishes used similar abilities, but that tradition is now thought lost with the destruction of the Order of the Sunspears. The asuran field of Maginamics attempts to investigate and describe the properties of magic. Little is known of the details of Maginamics, except that the Seventh Law of Maginamics posits that magic cannot be created or destroyed.

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There are some types of magic that are able to resist the corrupting qualities of the Elder Dragons. These include, but are not limited, to the krait orb, which has prevented new risen from being created, and the Forgotten's magic that is both immune to corruption and capable of actually cleansing dragons minions of their masters' influence. There are hints that the Dream of Dreams, powerful magic and mindscape of unknown origins, is the source for the sylvari's immunity from dragon corruption as well. Some species naturally have the ability to safely consume magic. These include Elder Dragons and their minions, lesser dragons such as Glint and her scions, chak, some types of skelk, and imps,as well as the Six. When other creatures (including most species endemic to Tyria) are exposed, they become crazed by the magic, driven into a savage frenzy while also granting them unpredictable, anomalous abilities. When the Maguuma Bloodstone in Bloodstone Fen exploded, those caught in the blast were driven mad, but also became dependent on the magic, needing to consume it in order to live. The human Kormir was able to absorb Abaddon's power upon his death; shortly before this, however, she had been given a "special gift" by the other gods, and so this may be an exceptional case.

Practice

Almost every being in Tyria has access to magic in some way or another, and there are countless ways of utilising that magic. For example, some learn magic from teachers or mentors, and others, like the Zephyrites, also utilize artifacts to channel their powers. Some even go it alone, developing their own style and relationship with magic. Most creatures are able to use magic from a very young age - humans and norn will cast their first spells in the home, under the supervision of their parents, and most charr will hone their ability in the fahrar, and magic can first manifest as a survival mechanism of even a toddler. Greater magical talent must be honed in early age because uncontrolled magic of even a novice can cause terrible destruction. An individual's innate magical ability seems to be determined, in part at least, by their location in relation to the ley lines that channel magic around the world. In the Orrian History Scrolls, an unknown Ascalonian author expresses shock at the casual way with which magic was viewed by the citizens of Orr, which is now known to be a place of extremely high magic concentration. Magical aptitude can also be inherited from a child's parents.

Historically, magic was separated into four distinct "schools": Preservation, Aggression, Destruction, and Denial, and most magic users fell squarely into one of these. Over time, these schools came to be seen as limiting and unfashionable, and only the most ancient magic users still adhere to them. Still, it is very difficult to master more than one form of magic, and most users tend to aim to become highly specialized rather than only moderately proficient in many of the schools and the risk of magic becoming uncontrollable becomes greater the more one practices different forms of magic together. Long before the arrival of humans on the northern continent, Canthan ritualists were able to channel power from the spirits of their ancestors, which resembled true magic but was not the same thing. Ritualist tradition eventually became associated with Grenth and, after the Exodus, acquired magical components. Unsurprisingly, it is possible to infuse objects with magical energy, and in fact much of asura society depends upon this principle. Signets are special tablets, first developed by powerful Orrian wizards, that are able to hold magical spells for use by individuals otherwise unskilled in the use of magic.

History

During the last rise of the Elder Dragons, the Seers, not wanting to see all the magic of the world consumed, created the first Bloodstone, sealing within it all the magical energies of the world that had yet to be corrupted. The Seers and jotun, along with the dwarves and Forgotten, were concealed by Glint, and the mursaat, who having discovered a way to leave the world, betrayed the other races and fled, keeping their magic. With the remaining magic sealed within the Bloodstone or otherwise out of reach, the world had been reduced to a state of low magic, and the Dragons returned to their slumber. The Seers subsequently warred with the mursaat, but were outmatched. In the millenia after the sealing away of magic, the Forgotten spread across the world, settling land as far as Cantha, and the dwarves forged the nation of Deldrimor in the Shiverpeak Mountains. At some point, the Six Gods arrived at the Artesian Waters from across the Mists, drawn to the world by the Artesian Waters' magic. Sensing a different great magical energy near where they arrived, they built the City of Arah on the land that would become Orr, not realizing that the source of the magical energy was the dormant Elder Dragon Zhaitan, far below their great city. Over time, they gathered many powerful magical items together in Arah, including mursaat artifacts, the Mystic Telescope, and most importantly, the Bloodstone.  

The Humans, including Canthans, were brought to Tyria by the gods in 786 BE. They are not native to Tyria and did not come with much magic of their own. Human tradition states that it was the gods that gave them magic, whereas Thrulnn the Lost claims that the jotun and norn were the favored of the gods. The reality of the situation is that the dragons had gone back to sleep, and so the gods felt it safe to "unseal" the Bloodstone, releasing magic back into to the Tyria. Over the course of hundreds of years, wars broke out. The humans, conquerors of the new land they had been brought to, found themselves surrounded by enemies who had been made as powerful as themselves. Doric, king of the human nations, brought himself before the gods and begged them to slow the flow of magic back into Tyria, and the gods granted his wish by shattering the Bloodstone into pieces and limiting their use. Abaddon, god of water and secrets, was furious, and protested strongly to his brothers and sisters, but his pleas were ignored.

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One particular tribe of humans, who lived upon the Crystal Sea and worshipped Abaddon exclusively, upon hearing the news of the revocation of magic, launched an attack on the Temple of the Six Gods, a great place of worship on the northern shores of Elona. They slaughtered the priests of the other five gods, desecrated the altars, and defaced the statues and scriptures within that holy place. In response, a legion of Forgotten gathered to quell Abaddon's insolent followers, and what followed was the largest naval battle ever seen in human history. The crude magics and technology of humanity were no match for that of the Forgotten, and the tribe's great armada was quickly annihilated. The sole human survivor desperately prayed to his god for deliverance, and for a long time, there was silence. Abaddon answered the survivor's prayers by destroying the Forgotten fleet with an abyssal tempest. No living being emerged from the endless darkness that came from beneath the waters, except for one: Jadoth. Jadoth became the first champion of Abaddon, and the first of the Margonites. Abaddon had declared war upon the other Gods. For a while the war went in Abaddon's favor, but ultimately he was no match for the combined strength of the Five other gods. At the Gates of Heaven, Abaddon was struck down, leaving a vast Crystal Desert where there was once a sea. Unwilling or unable to destroy their brethren, the Gods imprisoned Abaddon in the newly-created Realm of Torment, along with a host of his Margonite followers. A powerful force of Forgotten was sent to safeguard Abaddon's prison-realm, and the spot where Abaddon fell became known as the Mouth of Torment. The city of Morah was established to maintain a vigil there, where the link between our world and the Mists was weakest. After the imprisonment of Abaddon, the gods left the world of Tyria.

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Classes

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A not so different world

The classes on Tyria works the same way as in the PHB. We have mages (sometimes called Elementalists), Warriors and Rangers roaming in the wild. Here we will present you two of the new classes we can play in the Guild Wars 2 game: The Mesmer and the Revenant.

Mesmer

Mesmers are masters of mirage. They weave deception magic that seeks to confound, disorient and dumbfound their enemies. With a wave of the hand, they can shatter their own illusions to produce even greater special effects. As a scholar profession, mesmers wear light armor. Mesmers are magical duelists who wield deception as a weapon. Using powerful illusions, clones, and phantasmal magic to confuse and distract their foes, mesmers make sure every fight is balanced in their favor and their opponents can’t believe their eyes.

Mesmer

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Level

Proficiency Bonus

1st

+2

Illusions, Soul Mask

1

2nd

+2

Illusion Archetype

1

3rd

+2

Fighting style

1

4th

+2

Ability Score Improvement

1

5th

+3

Shatter

1

6th

+3

Archetype feature

1

7th

+3

Extra Attack

1

8th

+3

Ability Score Improvement

2

9th

+4

Blink

2

10th

+4

Archetype feature

2

11th

+4

Illusionary Double

2

12th

+4

Ability Score Improvement

2

13th

+5

Phase Retreat

2

14th

+5

Archetype feature

2

15th

+5

Inspiration

3

16th

+5

Ability Score Improvement

3

17th

+6

Advanced Critical

3

18th

+6

Changing Appearance

3

19th

+6

Ability Score Improvement

3

20th

+6

Chronomancy

3

Features

Illusions

Creating a Mesmer Why did you decide to become an adventurer? How did you get the powers of the mesmer, where you taught at a school, self-taught, or was the way of the mesmer passed down to you from someone? Is there a reason why you choose the way of the mesmer? Are you not confident in yourself, did you have experience with illusion magic growing up, or do you just want to trick and deceive others

Quick Build

You can make a mesmer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution and Dexterity. Second, choose the charlatan background.

Class Features As a Mesmer you gain the following class features.

Hit Points Hit Dice: 1d8 per Mesmer level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mesmer level after 1st.

Proficiencies Armor: Light armor Weapons: Simple weapons, longsword, rapier, shortsword Tools: Artisan's tools and Thieves tools Saving Throws: Constitution, Intelligence Skills: Arcana. Choose 3 from Investigation, Insight, Nature, Perception, or History.

Equipment You start with the following equipment, in addition to the equipment granted by your background: leather armor; (a) quarterstaff or (b) longsword (c) shortsword or (d) two daggers & everlasting torch

Phantasm of sorrow: Gain proficiency in deception. Fanged dread: Gain proficiency in intimidation.

Illusion Archetype

At 2nd level, a mesmer must choose an archetype between Torchbearer and Phantom. You gain features at 2nd, 6th, 10th, and 14th levels.

Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery

You gain a +2 bonus to attack rolls you make with ranged weapons. Defense

While you are wearing armor, you gain a +1 bonus to AC. Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting

Illusions

Starting at 1st level, a mesmer can make an illusionary copy of themself as an action. The illusion spawns 1d6 squares away and lasts a number of rounds equal to your Constitution modifier. The illusion's Defenses are equal to the mesmer's and it has hit points equal to 8 + your Spell attack bonus. The illusion makes an attack whenever the mesmer makes an attack. The illusion attacks with the weapon the mesmer had equipped when the illusion was formed. The illusion moves whenever the mesmer moves. The illusions can be healed by allies. An illusion will disappear after 30 minutes or when it is reduced to zero hit points. The number of illusions that can be created at a time starts at 1, is increased to 2 at level 8, and 3 at level 15. More than 1 illusion can be summoned with the same action. A creature can not tell the difference between the mesmer and their illusions unless it passes a Intelligence saving throw against the mesmer's Spell save DC.

Spellcasting

Intelligence is the spellcasting ability modifier for your spells, since the power of your spells relies on your mental ability. You use your Intelligence whenever a spell refers to your spellcasting ability modifier. In addition, you use your Intelligence modifier when setting the Spell Saving DC and Spell attack bonus of your abilities. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack bonus = your proficiency bonus + your Intelligence modifier

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Shatter

Starting at 5th level, a mesmer can make their active illusions explode with psychic energy as a bonus action. Choose one of the following options. Each shatter type can only be cast once for a total of three casts that are restored after a short rest. After this ability is cast, the illusions count as being reduced to zero hit points. Mind Wrack

Enemies take 1d4 + Spell attack bonus psychic damage from each illusion adjacent to them. Increased to 2d4 damage at 10th level and 3d4 at 14th level.

Soul Mask

Starting at 1st level, a mesmer can choose one soul mask. Harlequin's smile: Gain proficiency in performance. 23

Cry of Frustration

Enemies take 1d4 psychic damage from each illusion adjacent to them and suffer disadvantage on all attack rolls until the end of their next turn. Increased to 2d4 damage at 10th level and 3d4 at 14th level. Diversion

Starting at 15th level, when using the Shatter skill the mesmer can choose to spend a hit die to restore an illusion to full hit points keeping it from disappearing. The mesmer can spend up to 3 hit dice to keep all the illusions active.

Enemies take 1d4 psychic damage from each illusion adjacent to them and suffer disadvantage on all saving rolls until the end of their next turn. Increased to 2d4 damage at 10th level and 3d4 at 14th level.

Advanced Critical

Extra Attack

Changing Appearance

Starting at 7th level the mesmer can attack twice, instead of once, whenever they take the attack action on their turn. Clones do not gain this benefit.

Blink

Starting at 9th level, the mesmer can Blink as an action. The blink counts as teleportation and a dash. You can Blink a maximum distance of 5 x (4 + your spell attack bonus) feet away. This ability can be cast a number of times equal to your Constitution modifier and all casts are restored after a long rest.

Illusionary Double

Starting at 11th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to cause them to blink 5 feet and create an illusionary double in the ally's place, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.

Phase Retreat

Starting at 13th level, when an attack reduces a mesmer to below 1 hit point the mesmer can use their reaction to negate the damage and Blink away. The attack's damage is reduced to zero and the mesmer teleports 5 x (1d6 + your spellcasting ability modifier) feet away. You regain use of this feature after you finish a long rest.  

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Inspiration

Starting at 17th level, a mesmer and their illusions scores a critical on a 19 or a 20. Starting at 18th level, a mesmer may always have the spell disguise self on themselves. Intelligence is your spellcasting ability for this spell.

Chronomancy

Starting at 20th level, by manipulation of time itself the mesmer can activate a surprise round at the start of every encounter. If the encounter starts with a surprise round, the mesmer can use it's surprise actions first then is also included in the standard surprise round as well.

Torchbearer Torch Weapon

Starting at 2nd level, while wielding a torch a mesmer can cast an illusion on it as part of any action once per turn. This illusion makes the torch turn into any one handed weapon the mesmer is proficient in. Any torch weapon is counted as an enchanted weapon. The enchantment is equal to half your proficiency bonus, rounded down. An illusion created while the mesmer is wielding the torch weapon copies the enchantment. Manifest in the Flame

Starting at 6th level, while wielding a torch a mesmer can; once per turn, produce a burst of flame up to the size of a campfire within 10 feet or mold a campfire sized size of flame within line of sight into any shape until the mesmer stops concentrating on the flame. Nothing you create can deal damage, serve as a weapon or a tool, or hinder another creature's actions.(GM's discretion) Burning Psyche

Starting at 10th level, while wielding a torch all sources of a mesmer's psychic damage deal an additional 1d4 fire damage. In addition, attacks with the torch weapon now deal an extra 2d6 fire damage.

The Prestige

Starting at 14th level, while wielding a torch a mesmer can use an action to gain invisibility and invulnerability for one round. If the mesmer does not end their turn in an open square, the effect is dispelled. At the start of the mesmer's next turn all foes adjacent to the mesmer take 3d8 fire damage. This ability can be cast a number of times equal to your Spell Ability modifier and all casts are restored after a long rest. Illusions can only use this ability if they are wielding the torch weapon. If a illusion uses the ability it counts toward the cast limit.

.

Phantom Phantom Strike

Starting at 2nd level, a mesmer can send forth a phantasm to strike their enemies from afar. As a bonus action, the mesmer's melee reach becomes equal to a number of feet equal to 5 x their spellcasting ability modifier. This ability can be used a number of times equal to your Constitution modifier (minimum of one), and you regain all uses of this feature after you finish a short or long rest. The mesmer can choose to target their illusions in addition to themself. Any illusion targeted counts toward the cast limit. Dueling

Starting at 6th level, whenever a mesmer is attacked with a melee weapon, a phantom weapon is summoned to parry the attack. Add 1d4 to the mesmer's AC when being attacked by a melee weapon. This must be re-rolled for every attack. Illusions also gain this benefit. Phantom Butterflies

Starting at 10th level, a mesmer passively creates phantom butterflies. Gain truevision for 20 feet. As an action, you may share line of sight with up to 5 characters within line of sight for 1 minute. Illusions gain the truevision for 20 feet but cannot share line of sight. Deja Vu

Starting at 14th level, a mesmer can summon phantoms to repeat events. After a d20 roll you may user your reaction to declare Deja Vu on the results. You can then choose to copy the result for any d20 rolled by the mesmer or its illusions until the end of the next turn. This copy can only be used once per round.

Multiclassing Prerequisites

To qualify for multiclassing into the Mesmer class, you must meet these prerequisites: 13 Constitution and 13 Intelligence. Proficiencies

When you multiclass into the Mesmer class, you gain the following proficiencies: light armor, longsword, and rapier.  

Revenant

Clad in ebony armor, a goliath raises his greatsword skywards. Closing his eyes, the blade is wreathed in eerie blue flame and he brings it down on a charging minotaur. A human ties a blindfold around her head and kneels under a tree. She meditates in silence, whispering to the long-gone. She pauses for a moment before standing back up, disappearing in the shadows only to reappear behind a patrol of unsuspecting bandits. A sylvari invokes the name of fallen angels. A shaft of radiance manifests as he pulls back his bowstring. Blessed by seraphs, the holy arrow finds its mark in the heart of a vampire. Powerful spirits wander the land of the passed. Some call it the Spirit Realm, the Mists, or the Great Beyond. A dedicated few have learned to tap into the supernatural energy of these souls, and these mediums can invoke this power in the heat of battle to great effect. These spirit warriors are the Revenants who can, in a way, return the power of the fallen to the world of the Living. To channel the Spirit Realm, a Revenant requires some sort of focus, called a Medium Focus. The most common of such focuses are blindfolds, so they may dull their earthly senses and more effectively connect to the spirits.

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Revenant Level

Proficiency Bonus

Features

1st 2nd 3rd 4th 5th

1st

+2

Ethereal Sight, Spiritual Vigor











2nd

+2

Fighting Style, Spellcasting, Spiritual Resistance

2









3rd

+2

Legendary Stance

3









4th

+2

Ability Score Improvement

3









5th

+3

Extra Attack

4

2







6th

+3

Retribution

4

2







7th

+3

Stance Feature

4

3







8th

+3

Ability Score Improvement

4

3







9th

+4



4

3

2





10th

+4

Improved Spiritual Vigor, Invoke Courage

4

3

2





11th

+4

Purity of Spirit

4

3

3





12th

+4

Ability Score Improvement

4

3

3





13th

+5



4

3

3

1



14th

+5

Improved Ethereal Sight, Invoke Fortitude

4

3

3

1



15th

+5

Stance Feature

4

3

3

2



16th

+5

Ability Score Improvement

4

3

3

2



17th

+6



4

3

3

3

1

18th

+6

Invoke Vengeance

4

3

3

3

1

19th

+6

Ability Score Improvement

4

3

3

3

2

20th

+6

Stance Feature

4

3

3

3

2

. Class Features

As a Revenant, you gain the following class features Hit Points

Hit Dice: 1d10 per Revenant level Hit Points at 1st Level: 10 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Revenant level after 1st Proficiencies

Armor: All Armor, Shields Weapons: Simple and Martial Tools: none Saving Throws: Wisdom and Charisma Skills: Choose 4 from the following; Athletics, Insight, Intimidation, Perception, Religion and History Equipment

You start with the following equipment, in addition to the equipment granted by your background: 26

(a) A martial weapon and a shield or (b) Two martial Weapons (a) A simple melee weapon or (b) A shortbow and 20 arrows (a) Adventurer's Pack or (b) Explorer's Pack Chain Mail and a Medium Focus

Ethereal Sight

You can see into the Ethereal Plane, up to a distance of 30 feet. Spiritual Vigor

Your attunement to the Spirit Realm straddles you on the line of life and death. When you would make a death saving throw, you can instead return to consciousness, bringing you to your feet (if you so choose), and regain a number of hit points equal to your Revenant level + your Wisdom modifier. Once you use this feature, you can’t use it again until you finish a long rest. Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. •Defense: While you are wearing armor, you gain a +1 bonus to AC. •Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. •Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. •Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. •Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Spellcasting

By 2nd level, you have learned to draw on the supernatural magic of powerful spirits by channeling their souls through the Ethereal Plane, and through your exposure to the Spirit Realm. Spell Slots:

The Revenant table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Revenant spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Preparing and casting Spells:

The Revenant table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Revenant spells that are available for you to cast, choosing from the Revenant spell list. When you do so, choose a number of Revenant spells equal to your Wisdom modifier + half your Revenant level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 6th-level Revenant, you have four 1st-level and two 2nd-level spell slots. With an Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell bane, you can cast it using a 1stlevel or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Revenant spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability:

Wisdom is your spellcasting ability for your Revenant spells, since the power of your magic relies on your focused connection to the Spirit Realm. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Revenant spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus: You can use an medium focus (found in chapter 5) as a spellcasting focus for your Revenant spells. Spiritual Resistance

At 2nd level, your attunement to the Spirit Realm grants you resistance to necrotic damage. Legendary Stance

At 3rd level, you can channel the energy of a very powerful entity in the Spirit Realm. Such spirits are usually those of the departed. When channeling the essence of such souls, their power flows through you, and you can adopt their stance in action. You can access the power of many Legendary Souls, such as the Dragon, Fiend, Shadow, Angel, Fey, and Dreadnaught stances. When choosing a stance, it will grant you features at the 3rd level, and again at the 7th, 15th, and 20th levels. Those features include stance spells. The stances are detailed at the end of the class description. Stance Spells

Each stance has a list of associated spells. You gain access to these spells at the levels specified in the stance description. Once you gain access to an stance spell, you always have it prepared. Stance spells don’t count against the number of spells you can prepare each day. If you gain an stance spell that doesn’t appear on the Revenant spell list, the spell is nonetheless a Revenant spell for you.

27

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Retribution

When you reach 6th level, you gain the ability to spitefully rebuke somebody who cuts you down. If an attacker you can see within 60 feet reduces you to 0 HP, you can immediately force them to make a Wisdom saving throw. On a failure, the attacker receives necrotic damage equal to half the damage dealt to you + half your revenant level (rounded down). On a success they instead take no damage. Once you use this feature, you can’t use it again until you finish a short or long rest. Improved Spiritual Vigor

At 10th level, your attunement to the Spirit Realm strengthens further. You now regain use of the Spiritual Vigor feature after a short or long rest. When using Spiritual Vigor, allies within 20 feet gain temporary HP equal to half of the HP you regain (rounded down). Invoke Courage

At 10th level, you cannot be frightened while you are conscious. Purity of Spirit

At 11th level, your own soul has become more resilient. You have become immune to disease and poison. Improved Ethereal Sight

At 14th level, you can see into the Ethereal Plane to a distance of 60 feet. Invoke Fortitude

At 14th level, you can bolster your resolve with spiritual energy. When you take damage, you can use your reaction and reduce the damage by 1d10 + half your Revenant level (rounded down). You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses when you finish a long rest. Invoke Vengeance

At 18th level, once on your turn, you can deal additional damage on an attack you make equal to your Wisdom modifier. You can choose to use this feature before or after the damage roll, but before any effects of the roll are applied.

Legendary Stances Dragon

You channel the spirit of a mighty fallen dragon, who lends their power to you from the Great Beyond. Dragon Stance Spells

28

*these spells are found in the Elemental Evil handbook found on WOC's website. Revenant Level

Spells

3rd

chromatic orb, absorb elements*

5th

detect thoughts, hold person

9th

lightning bolt, elemental weapon

13th

elemental bane*, polymorph

17th

cone of cold, immolation*

Channel Dragon

At 3rd level, you can speak, read, and understand Draconic. You know the thaumaturgy cantrip, and it is a Revenant spell for you. Invigorating Aura

At 3rd level, the power the flows through your soul invigorates you, and its energy emanates from you. You and friendly creatures within 10 feet of you gain 10 feet to their walking speed if they start their turn inside the aura. Dragon's Aura

At 7th level, you gain the dragon's resistance. Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. Improved Auras

At 15th level, the ranges of your Invigorating and Dragon's Auras are extended to 30 feet. You and friendly creatures within the auras' range add 1d6 force damage to their weapon attacks while you are conscious. Ascended Dragon

At 20th level, you gain a breath attack that affects creatures in a 20 foot cone. Affected creatures must make a dexterity saving throw against your Revenant spell save DC. On a failed saving throw, creatures take 6d10 (+ Your Wisdom modifier) force damage. Creatures take half damage on a successful saving throw. You must complete a long rest before using this feature again. You can also cast the spell primordial ward* as a Revenant spell, without using a spell slot at the 6th level. You must complete a long rest before casting this spell in this way again.

Fiend

You channel the spirit of a demon or devil who have either fallen long ago, or stalk the misty realm of the dead to prey on weaker souls. Fiend Stance Spells Revenant Level

Spells

3rd

hellish rebuke, armor of agathys

5th

enthrall, flame blade

9th

fear, bestow curse

13th

fire shield, dominate beast

17th

hallow, dominate person

Channel Fiend

At 3rd level, you can speak, read, and understand Abyssal or Infernal (your choice). You know the thaumaturgy cantrip, and it is a Revenant spell for you. Incite Terror

At 3rd level, you gain the ability to channel the spirit of the fiend in terrifying ways. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your revenant spell save DC. The creatures that fail their saving throws are all frightened by you until the end of your next turn. You can use this feature a number of times equal to your wisdom modifier (min. 1), you regain all uses after a long rest. Torment

At 7th level, you rend the mind of those who you instill fear. When a creature fails the saving throw they take due to your Retribution feature, they also become frightened for 1 minute (if they are not reduced to 0 HP). A frightened creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. In addition, any creature you frighten with a Revenant spell or feature takes psychic damage equal to your wisdom modifier, at the start of its turn as long as it remains so. Hurl Through Hell

At 15th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can’t use it again until you finish a long rest.  

Ascended Fiend

At 20th level, you can assume the form of a powerful fiendish avatar, taking on an appearance you choose. For example, your teeth may become a maw of fearsome fangs, your skin can take dark or infernal hues, you could grow a strong barbed tail and you could sprout horns that protrude from your skull. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: • At the start of each of your turns, you regain 10 hit points. • Whenever you cast a revenant spell that has a casting time of 1 action, you can cast it using a bonus action instead. • Wings sprout from your back and grant you a flying speed of 60 feet. Once you use this feature, you can’t use it again until you finish a long rest. You can also cast the spell harm as a Revenant spell, without using a spell slot, at the 6th level. You must complete a long rest before casting this spell in this way again.

Shadow

You channel the spirit of one who walked the shaded reaches of the Spirit Realm. Touched or taken by the Shadowfell, or had taken to the shadows during their previous life, these spirits seek again to walk the Material Plane- albeit vicariously. Shadow Stance Spells Revenant Level

Spells

3rd

hunter's mark, disguise self

5th

silence, blur

9th

blink, nondetection

13th

greater invisibility, freedom of movement

17th

passwall, seeming

Channel Shadow

At 3rd level, you gain proficiency in the Stealth skill. You know the minor illusion cantrip, and it is a Revenant spell for you. Eyes of the Shadowfell

At 3rd level, you gain the ability to see through the darkest parts of the Ethereal Plane. You have darkvision with a range of 60 feet. If you already possess darkvision, your darkvision's range increases by 60 feet. You can see through the effects of magical darkness. One With Darkness

At the 7th level, your spirit taps into negative energy with ease. You can now take the Hide and Dodge action as a Bonus action while in dim light or darkness. Shadow Walker

At 15th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

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Ascended Shadow

At 20th level, as an action, you can emanate an aura of shadow. For 1 minute, sheer darkness emanates from you in a 30-foot radius, and dim light emanates 30 feet beyond that. Whenever an enemy creature starts its turn in the darkness, the creature takes 10 necrotic damage. This aura extinguishes bright light- magical or otherwise. Once you use this feature, you can’t use it again until you finish a long rest. You can also cast the spell eyebite as a Revenant spell, without using a spell slot at the 6th level. You must complete a long rest before casting this spell in this way again.

Angel

You channel the spirit of a mighty angel or other celestial who have either fallen from grace or fallen in the cosmic battle of good and evil. Their light shines through you from within the veil. Angel Stance Spells Revenant Level

Spells

3rd

guiding bolt, bless

5th

flame strike, prayer of healing

9th

blinding smite, revivify

13th

guardian of faith, aura of purity

17th

circle of power, mass cure wounds

Channel Angel

At 3rd level, you can speak, read, and understand Celestial. You know the light cantrip, and it is a Revenant spell for you. Radiant Spirit

Fey

You channel the spirit of a potent fey entity so ancient and long-gone, that its existence has faded from but the most aged memories. Channel its essence to charm your foes and defend the natural balance. Fey Stance Spells Revenant Level

Spells

3rd

charm person, sleep

5th

calm emotions, mirror image

9th

conjure animals, plant growth

13th

dominate beast, compulsion

17th

geas, dominate person

Channel Fey

At 3rd level, you can speak, read, and understand Sylvan. You know the druidcraft cantrip, and it is a Revenant spell for you.

At 3rd level, you gain resistance to radiant damage. When you cast a spell that deals radiant or fire damage, you can add your Wisdom modifier to the damage of the spell.

Fey's Resistance

Divine Light

Charm Animals

Lay on Hands

Trickster's Revelry

At the 7th level, you channel the light that emanates from the spirit. You can cast the spell daylight without a spell slot, and it is a Revenant spell for you. Casting this spell using this feature grants you and friendly creatures within the spell's radius Temporary HP equal to your revenant level + your Wisdom modifier. You cannot use this feature again until you take a long rest. At 15th level, you have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your revenant level x 4. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Ascended Angel

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At 20th level, you can transform yourself into an avatar of divine light as a bonus action. In this form, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You shed bright light 30 feet, and dim light another 30 feet beyond that. You also gain a flying speed equal to your walking speed in this form. You remain in this form for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest. You can also cast the spell sunbeam as a Revenant spell, without using a spell slot at the 6th level. You must complete a long rest before casting this spell in this way again.

At 3rd level, you gain advantage on saving throws against charm effects. At the 7th level, invoke the spirit you channel. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You cannot use this feature again until you finish a short or long rest. At 15th level, you can cast revenant spells with a casting time of one action as a bonus action. You can do this a number of times equal to your Wisdom modifier. You regain all uses of this feature after finishing a long rest. Ascended Fey

At 20th level, you and friendly creatures within 10 ft of you gain resistance to damage against spells. You do not physically age. You can also cast the spell Conjure Fey as a Revenant spell, without using a spell slot at the 6th level. You must complete a long rest before casting this spell in this way again.

Dreadnaught

You channel the spirit of a fearless warrior who had fallen in battle. Their determination persists beyond death, and it is this determination that flows through you in combat. Dreadnaught Stance Spells Revenant Level

Spells

3rd

searing smite, heroism

5th

aid, enhance ability

9th

beacon of hope, haste

13th

staggering smite, guardian of faith

17th

circle of power, banishing smite

Channel Dreadnaught

At 3rd level, you gain proficiency in Strength saving throws. You know the blade ward cantrip, and it is a Revenant spell for you. Warrior's Tenacity

At 3rd level, while wearing medium or heavy armor, your Initiative modifier is increased by your Wisdom modifier.

2nd Level: Augury, Spiritual Weapon, Magic Weapon, Locate Object, Protection from Poison, Hold Person, Lesser Restoration, Pass Without Trace, See Invisibility, Invisibility, Misty Step, Darkvision, Darkness, Gentle Repose. 3rd Level: Spirit Guardians, Speak With Dead, Dispel Magic, Nondetection, Fear, Bestow Curse, Remove Curse, Clairvoyance, Feign Death, Magic Circle. 4th Level: Greater Invisibility, Phantasmal Killer, Mordenkainen's Faithful Hound, Locate Creature, Dimension Door, Banishment, Death Ward, Divination. 5th Level: Hallow, Reincarnate, Scrying, Legend Lore, Commune, Dispel Evil and Good, Contact Other Plane, Hold Monster, Planar Binding. Multiclassing

Prerequisites. To qualify for multiclassing into the Revenant class, you must meet these prerequisites: 13 Wis Proficiencies. When you multiclass into the Revenant class, you gain the following proficiencies: Light Armor, Medium Armor, Shields, and Simple Weapons

Spiritual Training

At the 7th level, you have learned much from your channeled spirit, mimicking their style in combat. You can choose one additional fighting style, including the following: • Archery You gain a +2 bonus to attack rolls you make with ranged weapons. • Two Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Bastion

At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Ascended Dreadnaught

At 20th level, you can channel the warrior's spirit to even greater effect to enter a fearless state of zeal in combat. You may enter this state as a bonus action, and the following effects last for 1 minute. • You are immune to nonmagical weapon damage. • You may add your Wisdom modifier to any weapon attack and damage roll you make (doesn't stack with your Invoke Vengeance feature). • Your walking speed increases by 15 feet. You must complete a long rest to use this feature again. You can also cast the spell Globe of Invulnerability as a Revenant spell, without using a spell slot at the 6th level. You must complete a long rest before casting this spell in this way again. Revenant Spell List

1st Level: Bane False Life, Detect Magic, Hex, Protection from Evil and Good, Unseen Servant, Mage Armor, Comprehend Languages, Cure Wounds, Command, Detect Poison and Disease, Healing Word, Find Familiar, Identify, Featherfall.

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Religion & Beliefs

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Religion

R

eligion, which can be defined as "belief in the supernatural", has exerted a profound influence over most societies throughout history. The span of this influence includes politics, law, education, festivals, customs, and behavioral norms. There are many competing and contradictory religious beliefs that have ardent adherents. These religious differences have led to fierce argument even war. Each religion and the races that are adherents have different attitudes towards the divine presence.

Eternal Alchemy

Eternal Alchemy is the idea that all beings and magic in the world are a part or function of a greater purpose or "machine". The Asura consider the gods to be relatively large parts (but parts nonetheless) of their Eternal Alchemy. Asuran life is built around the research of the Eternal Alchemy - the Asura join one of three massive colleges dedicated to this research, each covering different fields. It is believed once complete mastery is gained over the Eternal Alchemy, mastery will be gained over all of Tyria. There are various Asura who proclaim that Eternal Alchemy is not a religion, but rather a science.

Great Dwarf

In the Dwarven creation myth, the Great Dwarf forged the Dwarven race atop Anvil Rock . Afterwards,the Great Dwarf left Tyria, traveling to the Great Forge in the Rift, where he rules to this day. The Dwarves. one of the elder races, had a singular primary belief: that of the Great Dwarf. Even at the time of their Transformation, the dwarves had long since given up on the possibility of the Great Dwarf returning though they still worshiped him. Glint concealed many of the elder races from the dragons. It was presumably around this time that a group of grateful dwarves formed the Brotherhood of the Dragon, an organization that served as the keepers of her heritage. They forged an alliance with her, and let her into their minds.

Spirits of the Wild

Spirits of the Wild is a shamanistic religion that reveres totem animals, the spirits of the strongest, bravest, wisest, or most cunning animals of the Shiverpeak Mountains. The Norn recognize the existence of the gods, but consider them an extension of their belief system of nature spirits; they refer to the Six as the "Spirits of Action" and do not call them by their name, but by what they govern - for instance, Balthazar is War and Kormir is Knowledge.  

Six Human Gods

Many Humans believe that after the The Six Human Gods give magic to the races of Tyria, they ascended, leaving Tyria. This event is known as the Exodus and is the basis of the current Mouvelian calendar. Dwayna

Dwayna is the goddess of healing, air, and life. Often depicted as a young, tall, and slender woman rising over the ground on huge feathered wings, she is the leader of the Six Gods and her known scriptures have the oldest date to them. Her most devout worshipers are often healers, and help both the rich and the poor equally. The main Temple of Dwayna is in Orr. Balthazar

Balthazar is the god of war, fire, and courage. Balthazar has a half-brother by the name of Menzies but whether he possesses similar divine powers, or if he is simply a powerful adversary or even a myth, is unknown. The main Temple of Balthazar is in Orr. Melandru

Melandru is the goddess of nature, earth, and growth. She is often depicted as having a human female torso and a lower body made from wood. Statues of her are said to give healing and water to those with the favor of the gods. Before The Cataclysm, Orrians worshipped Melandru at the Cathedral of Verdance. Mellaggan

The Quaggan revere an interpretation of Melandru in the form of a goddess named Mellaggan, who they believe has been killed by the krait. Human scholars believe this goddess to be a depiction of Melandru due to the two goddesses' similarities and the Quaggan's using a sunken statue of Melandru as a makeshift shrine to Mellaggan. The quaggans would disagree with this interpretation, but are simply too polite to do so. Lyssa

Lyssa has dual aspects, the twin goddesses of beauty, water and illusion (individually, they are Lyss and Ilya). The main Temple of Lyssa is in Orr. Grenth

Grenth is the god of darkness, death, and ice. The main Temple of Grenth is in Orr.

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Kormir

Kormir is the goddess of order, spirit, and truth. She is the newest of the Six Gods, having risen to power in 1075 AE upon the defeat of the fallen god Abaddon.

Former deities Abaddon

Abaddon is a former deity that is not currently worshiped, a fallen predecessor of Kormir. His sphere was Water and Secrets, which were later absorbed by Lyssa and Kormir, respectively. He is also associated with Depths, Knowledge and Magic. In 1075 AE, when the mad god was close to breaking free from his prison, Abaddon was finally destroyed. The Forgotten were a race of upright serpents, who were charged with keeping Abaddon in prison. Their current state is unknown, and the last they were seen was in the Crystal Desert nearly 250 years ago, as well as in the Realm of Torment during the time of Nightfall. They're devout followers of the Six Human Gods, and are said to be linked to the Facets that reflect the power of the Human Gods, and are servants of Glint, having been the ones who freed her from Kralkatorrik's control. Dhuum

Dhuum is a former deity not currently worshiped. Dhuum was once the God of Death. During his reign, Dhuum ruled from his tower in the Underworld, and tolerated neither resurrections nor the existence of the undead, and he hunted down all those who escaped death, having promised "death undeniable."

Cultures that ancestors

worship

Ancestor Worship, as it appears in modern times, is fairly militant and violent, with rites that routinely end in ritualistic combat between tribes or between individuals from the same tribe. Centaurs

The Centaurs are generally a very spiritual people that combine nature worship with ancestor worship. Years of struggle and border warfare have hardened the centaurs to the point where their religious observances are even more violent and martial than they had been, especially with the Modniir's aggressive campaign of attacks on humanity. Centaurs still have a deep reverence for their nature spirit (whom they vehemently deny is an aspect of the human goddess Melandru) but these days they focus on the proud, wild, and free aspects of their spirituality far more than the growing and nurturing aspects.  

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Jotun

The Jotun do not have a traditional religion. Instead of gods or worship, they take their legends of the past almost to a religious level and look up to their ancestors, calling upon their aid and attempting to emulate them through their actions. There are also cases of jotun preferring to revere themselves. Similarly, the jotun hold a high reverence for their ancestral homelands and, as such, are territorial when other races pass through their land.

Cultures nature

that

worship

Nature Worship focuses on the worship of natural phenomenon which are attributed to the continuation of the life process, which may include natural objects, very powerful and old beings. They may attribute souls to plants, inanimate objects, and natural phenomena. Grawl

Grawl have a deeply religious, animistic culture. Each tribe's religion and faith differs. Tribes are often clashing with each other, and there are even clashes between personal gods within a single tribe. Some will worship statues or odd natural formations in the earth, while others will worship more powerful beings. That which they worship tends to define the tribe's mentality and actions. Examples of their worship are The Great Oouo, Deadgod's Lair, Tail of the Star God, and Claw of Jormag (or other powerful icebrood), among many others. Kodan

The Kodan believe that each individual's actions must be in balance with nature. However, this does not mean that they are pacifists; they view hunting and killing as a natural order of life, as long as it is done in order to serve the balance. Koda is the creator of the world, and teaches the importance of balance with nature. The Voice of each sanctuary communicates with Koda directly, linking their mind to the Mists in order to hear his word. This, in turn, is interpreted by each Sanctuary's Claw. Krait

Religion is at the heart of Krait society, and in turn, the obelisks are at the heart of krait religion. The Obelisks are rare, eerily smooth stones made from a unique material found on the ocean floor. According to the Oratuss, the priesthood of the krait, the obelisks mark the sites of the "ascension" of ancient krait prophets to some higher realm, but land-based scholars speculate that they are simply ancient krait monuments whose purpose have been long-forgotten due to the oral nature of the krait's religious texts.

Tengu

The attitude of modern Tengu towards spirituality is unknown, however the Canthan tengu of old believed in an afterlife, which they called the Sky Above the Sky. The Sky Above the Sky is the afterlife of the Tengu - at least the Angchu Tengu. It was believed by the ancient Canthan Tengu that when they died, their spirits flew away into this afterlife, unless they died dishonored or in a dishonorable way. A sect of tengu were known to have guarded the Celestials during the Canthan Trials of Ascension, meaning defeating them was necessary to become Weh no Su, but their connection to the mainstream tengu belief system is unknown. Hylek

Most Hylek do not have a faith in gods but rather revere the sun as a nameless divine entity, believing it to represent both good and evil. To Hylek, the sun is the bringer of life-sustaining heat and bounty, as well as the harbinger of drought and famine. They often hold festivals on the solstices to celebrate the waning and waxing of the days' lengths. Though many do not call the sun god by its name, Shaman Huelec confirms that the sun god's name is Zintl. See also:

Groups that Worship the Elder Dragons

With few exceptions, the Elder Dragons are obeyed, hated or feared rather then being objects of religious worship, despite their almost god-like abilities. The dragon champions appear to have an unbreakable compulsion for absolute obedience to the will of their creator or corrupter. The dying cries of those that say "at last" and "sleep" may indicate they consider death to be a release from bondage. Many other races and cultures have banded together in alliances to fight the Elder dragons and their dragon champions. Sons of Svanir

One notable exception is the Sons of Svanir, a cult of male norn who have turned to seek the power of the Elder Dragon Jormag, whom they call Dragon, believing it to be the ultimate totem spirit and in turn worship it rather than revering the Spirits of the Wild.

Zintl Holy Grounds

The Itzel and Nuhoch tribes worship an animistic deity, Ameyalli, the Hylek nature goddess.

Cultures religious beliefs

without

Charr

Despite their legend of Melandru, the charr view the gods as powerful beings to fight, not worship. The Legions of the Charr threw off the shackles of religion, casting their Shamans down to the lowest order of Charr society. While Shaman are still considered useful to the war effort, they are also viewed as dangerous and subversive, and are almost universally scorned. No Charr in the new age would willingly suffer a Shaman to rule them. Ogres

Ogres care only for the here-and-now, the concrete reality of the moment, and have no spiritual belief system to address anything beyond that point. Skritt

The Skritt do not follow any particular religion, despite a natural empathy for the world around them. Sylvari

The Sylvari, having appeared only in 1302 AE and therefore having never actually witnessed the work of the gods, remain unconvinced they exist at all. The sylvari have an agnostic view of the Human Gods, wishing to see proof of the gods' existence and work. They venerate the Ventari Tablet as their most sacred artifact and testament. The Pale Tree is also much revered, though more as a wise parent than as a deity. If the sylvari need counseling, they often travel to the heart of the mighty tree and commune with her there.

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Races of Tyria

36

Asura

Inventions and Offsprings

Asura are a very short race that typically have slender builds with the head, hands and feet being larger than expected. The head in particular is a wide, flat ellipsoid whose width is extended further by large, highly articulate ears which usually drop from the sides of the head. Asura eyes are large and come in a variety of colors; their size is the evolutionary result of being a subterranean race, as small frames can easier traverse their traditional homes in the depths. Their mouths are wide and filled with pointed, shark-like teeth. Asura typically have grayish skin and dark hair. Male and female asura are very similar in appearance; they are mostly differentiated by voice and ear structure.

Asura have a strong sense of family and extended family, they affectionately refer to their children as “progeny” or “offspring". They also venerate their parents, and grandparents. Asura traditionally cremate their dead. Asura tend to practice serial monogamy, in that they have a serious romantic relationship with only one other asura at a time. Most of these relationships are equal partnerships which often (but not always) have a firm, pre-determined end date. Most often, such relationships come out of two asura who fall in love with the same beautiful concept. These marriages of the mind produce rapid development of ideas, increased conceptual paradigms, and/or children. Relationships that break up tend to feature more fights about who gets the inventions than who gets the kids.

Diminutive Artisans

The Eternal Alchemy

Short and Subterranean

The asura are an underground race of magic wielding inventors until the Great Destroyer forced them to the surface in 1075 AE. The asura value intelligence and intellectual superiority over all other attributes. Individual asura will dedicate an entire lifespan to building a portfolio of successful projects or becoming the foremost expert of some tiny aspect of the arcane. They constantly seek to prove their own intellectual superiority, and by extension the superiority of the asura race. This typically results in asura being arrogant to the point of rudeness towards others, especially towards nonasura races. The asura have quickly established their intellectual and magical superiority over the other races and view them as useful primarily for heavy lifting, taking risks, and asking stupid questions.

Golems and Gates

Asura magical technology is second to none. Their experiments with magic are evident through the impressive floating structures found around and within their cities. Many asura study the difficult art of golemancy, and golems are often used for defense and general work. The golems' complete absence of intelligence and huge size complements the asura perfectly. The most important contribution of the asura to Tyrian society is the asura gate network which links many of the major cities of Tyria. To maintain this, they have retained a neutral attitude to all races.

Asura believe in the Eternal Alchemy - the idea that all beings and magic in the world are a part or function of a greater purpose or "machine". Asuran life is built around the research of the Eternal Alchemy - the asura join one of three massive colleges dedicated to this research, each covering different fields. It is believed once complete mastery is gained over the Eternal Alchemy, mastery will be gained over all of Tyria. There are various asura who proclaim that Eternal Alchemy is not a religion, but rather a science.

Asura Names

An asura's name often consists of a short, sharp first name with one or two syllables. Feminine asura names typically end in -i or -a vowel sounds, but are not required to do so. Masculine names often end in a consonant sound. Both male and female Asuras often have two of the same letter in a row somewhere in their name, this being a cultural norm, but it is certainly not required. Asura do not have a last name, instead opting to use job titles, a krewe name, or honorifics to differentiate themselves.

Asuran Colleges

The asura education holds three forms. First, children learn in small groups in labs within Metrica Province. When they're old enough, if they qualify, they join one of the three asuran colleges: The College of Statics, College of Dynamics, and College of Synergetics. Thirdly, asura will often study under mentors as an assistant; it's unclear when this takes place in the asuran education span, however. After graduation from college, asura typically join a krewe and a lab until they can become their own krewe leaders.  

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Asura Traits

Ability Score Increase. Your Intelligence score increases by 2 and your Dexterity score increases by 1. Alignment. Asura take it upon themselves to remain neutral with the other races, but due to their curious and ambitious nature they often bend their own rules and thus vary from Lawful to Chaotic. Size. Asura are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. Speed. Asura are quick despite their small legs. Your base walking speed is 30 feet. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim lightl. Vou can't discern color in darkness, only shades of gray. Alchemical Inventors. All Asura are trained in magic, alchemy and engineering from a young age, they value intellect above all. You are proficient with Alchemist Supplies and in the Arcana skill. Asura Magic. You know the mending cantrip. Once you reach 3rd level, you can cast the Tenser’s floating disk spell once per day. Once you reach 5th level, you can also cast the arcane lock spell once per day. Intelligence is your spellcasting ability for these spells. Nimbleness. You can move through the space of any creature that is of a size larger than yours. Arcane Tinker. You have proficiency with tinker's tools. Using those tools, over 30 minutes of work, or during a short or long rest you can use 10 gp worth of materials to construct tiny clockwork device (AC 5, 1 hp). The device produces one of the effects of druidcraft, prestidigitation or thaumaturgy that is chosen upon the creation of the device (Increase the volume of your voice, clean an object, light a candle etc). You can maintain up to three such devices at a time, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

Asura Feats Asura High Magic

You learn more of the spells typical for your people. You learn detect magic and can cast it at will, without expending a spell slot. You also learn Nystul’s magic aura and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.  

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.

Dedicated Student

Your studies have made you known in Rata Sum. You gain the following benefits: Increase your Intelligence score by 1, including the maximum. Your maximum Intelligence score becomes 22. You can read and write 5 times as fast as normal.

Golemancy

Through years of hard work you’ve finally completed your own personal Golem. You can use half your movement on each of your turns to either enter or exit the golem. While inside it you have full cover but can not attack or cast a spell that targets a creature outside the golem. You can manually control it from within by using a bonus action on each of your turns or you can give it a command while outside it to choose it's stance. The golem uses your proficiency bonus and is proficient in the same saving throws you are. You can find the statistics for the Golem after the feats in this chapter.

Asuran Golem Large Construct

Armor Class 18 (Armor Plating) Hit Points 24 + 2 x Your Level Speed 30ft.

STR

DEX

CON

16 (+3)

9 (-1)

18 (+4)

INT

WIS

CHA

5 (-3) 5 (-3) 5 (-3)

Saving Throws: See feat. Condition Immunities poisoned, blindness, deafness. Languages Understands Common and Asuran. Challenge X

Traits Magic Resistance. The golem has advantage on saving throws against spells and magical effects.

Actions Slam. Melee Weapon Attack: +X to hit, reach 5ft., one target. Hit 13 (2d8 + 3) bludgeoning damage. Arm Spin (Recharge 5-6). The golem makes a slam attack against each creature within 5 feet.

Stances *** Battle Stance. *** The golem stays within 30 feet of you and attacks any enemy creature within that range. *** Focus Stance. *** The golem gets a target from you, moves up to it's speed towards it and attacks. *** Protective Stance. *** The golem stays within 5 feet. of you and counts as half cover against any ranged attack that passes through it's space.

 

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Charr Feline Warriors

The charr are carnivorous feline-like humanoids. They stand on their hind legs and are taller than a human by half of an average human's height, but do not have the massive bulk of the norn. They prefer a hunched pose when standing, but will on occasion stand tall and straight. When they are moving, and their paws are unoccupied, the charr favor running on all four limbs with a loping gait. While the males are described as being generally stronger and the females more lithe and quick, this lore difference between sexes is not evident in the game. They have a short fur from head to toe in a variety of colors and patterns, many of which are similar to those of lions, cheetahs and tigers. Their fur patterns are also like that of leopards, snow leopards, and even some fur types of common housecats. Many charr have a longer mane of fur between the shoulders and on the back of the head and neck. A male charr has less fur on the tail with longer fur only on the tip, while the female's tail has longer fur from top to bottom.

Always at War

The charr are a military culture and their society, technology and relationships are very much focused on supporting war. Society is built around military units which charr become a part of from childhood. Non-military tasks, such as farming and trade, can be left to the young, retired, and injured. But no matter a charr's vocation they are always viewed as a soldier and view life like a soldier. Weakness and foolishness from individuals is viewed with particular contempt, some of such acts can result in a charr becoming a gladium, or in a worse case, the charr's name being stricken from the race's history.

Fahrars and Warbands

Charr on occasion mate for life, but most relationships are more casual than that. Families are recognized but adult charr have very little contact with their parents or offspring, but sometimes keep tabs on each other for events which could reflect back on the family’s reputation. As soon as a cub is weaned, around being a year old, they enter a fahrar of one of their parents' legion. The fahrar is the cubs' first warband and they are trained as a military unit under supervision of an adult and are considered an adult when the warband no longer needs supervision. The cubs are taught to unify and define their own social structure and the warband shares a root name which they incorporate into their surname. While ancestry is known and acknowledged, the parents have little to do with the raising of the cub, and as such warbands are viewed as a charr's family and the bonds of loyalty and kinship formed between them are stronger than those of other races' families. Though some charr leave, change, or lose their warbands, these strong bonds usually leave a deep impact on the charr; charr changing warband must change their name and fit in quickly if they are to survive. However, charr have been known to choose the fate of becoming a gladium rather than risk losing those bonds again. When the oppression of the female charr by the Flame Legion ended, male and female charr were once again viewed as equals. Male and female charr do not differentiate themselves through wearing differently tailored or styled clothing 40

We Killed our Gods

Due to their history many charr shun religion. They do not accept any god's authority and quickly anger on topics of charr worship or manipulation by god-like beings. Charr acknowledge other races' gods as beings of power but do not see them as something worthy of worship. In the case of the Human Gods, the charr view the deities as beings to fight and strive to kill. At best, their reverence and respect is limited only to great heroes and their deeds in their history, such as Pyre Fierceshot and Kalla Scorchrazor.

Charr Traits

Ability Score Increase. Your Constitution score increases by 1. Legion’s Training. From a young age, you’ve trained within the stealthy Ash Legion, the ferocious Blood Legion or the inventive Iron Legion. Your choice of your Dexterity, Strength, or Intelligence score increases by 2. Age. Charr mature at about the same rate as humans and live about as long, but their young are fully independant only a several months old. Alignment. Charr follow a strict code of rank, and the greatest punishment for a charr is dishonor and thus tend to be Lawful. They value strength and anything that can aid them in war, giving little regard to "lesser" races and thus tend to be more Neutral rather than Good or Evil although both exist. Size. Charr typically stand between 7 and 8 feet tall and weigh an average of 220 to 270 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. With your feline eyes, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Vou can't discern color in darkness, only shades of gray. Menacing. You are proficient in the Intimidation skill. Claws. You are never unarmed. You are proficient with your claws, which are a melee weapon that deals 1d4 slashing damage. Charr Weapon Training. You are proficient with one martial weapon and one firearm of your choice. Battle Roar. You may use your bonus action to unleash an inspiring battle cry. The next ally within 30 feet that hits with a weapon attack automatically rolls the highest possible number on his weapon die. Once you’ve used this trait you can’t use it again until you finish a short or long rest. Languages. You can speak, read, and write Tyrian and Charr. Playing as Flame Legion The Flame Legion is defined by zealotry and superstition, and until two centuries ago, had unified the charr more than any other force since the days of the Khan-Ur. Unfortunately for the charr, the basis for the Flame Legion's dominance was deceit, and so when their treachery was discovered, it was outcast from the other Legions in a spectacular fashion. Since then, the Flame Legion has waged a war against the other three High Legions, hoping to restore the shaman caste to power. If your DM allows it you may be able to play a charr of the flame legion. Make the following adjustements: Flame Legion Training. Your Charisma Score increases by 2. (This trait replaces Legion's Training) Born of Fire. You may choose one cantrip from Green-Flame Blade, Firebolt and Produce Flame. Charisma is your spellcasting ability for this cantrip. (This trait replaces Battle Roar)

.

Charr Feats Industrial

You've made your legion proud with your dedication to the war. You gain the following benefits depending on your choice in Legion's Training. Ash Legion. Your Dexterity score increases by 2, to a maximum of 20. You are proficient with Poisoner's tools, and you may add twice your proficiency bonus when making checks with them. Blood Legion. Your Strength score increases by 2, to a maximum of 20. You are proficient with Smith's tools, and you may add twice your proficiency bonus when making checks with them. Iron Legion. Your Intelligence score increases by 2, to a maximum of 20. You are proficient with Tinker's tools, and you may add twice your proficiency bonus when making checks with them.

Explosive Expert

You've learned to use the destructive technology of the Charr. Your Dexterity score increases by 1, to a maximum of 20. You are proficient with explosives. Over 10 minutes you can craft explosives if you have acces to the materials at half their cost. You succeed with a DC 15 Tinker's tools (Dexterity) check. A failed checks still costs half the value. You can use this feature an amount of times equal to your Intelligence modifier (Minimum 1) per day.)

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Human

Once the dominant species of Tyria, the humans have not fared well in the last few years. Their kingdoms, once spanning the entire continent, lie in ruins, leaving only Kryta. As the previous threats waned, an even deadlier one, that of the Elder Dragons, has threatened the very existence of the human race. See the PHB for the human statistics.

Culture

As a result of time and distance, humans, more so than other species in Tyria, have developed a variety of different cultures. As human refugees flood into Kryta from the crumbling edges of human civilization many stay together in an attempt to retain aspects of their history and culture which connect them to the homelands from which they fled. This is most evident in the capital city of Kryta, Divinity's Reach. There, many districts are named for and filled with the architecture and the peoples of non-Krytan origin, namely Ascalon, Cantha, and Elona. Human society is filled with examples of great social inequality; the homeless struggle on the streets each day while the rich dine on fine food in opulent homes. But this doesn't mean people are stuck with the lives they have. Every human has the opportunity to take life and make something more of it - to make a difference to not only their life but the lives of those around them. The other races view the humans as a traditional and conservative race, dying out and doomed to disappear from Tyria just as the dwarves did. But the humans struggle on, their spirit still strong, refusing to give up where others might walk away. In Ascalon, for example, the inhabitants of Ebonhawke, against the odds, still stare down the Charr each day from that fortress' great walls. Despite being seen as the most conservative of the races, humans are willing to use new technologies and attempt to adapt and compete with the other races. Humans are tinkerers and craftsmen, a few inventors such as Uzolan the Artist help to expand the human's technical knowledge. Of all the races, they retain the greatest expertise in history and agriculture, which may be attributed to humanity's patience and attention to detailed recordkeeping. All human cultures exhibit a preference for burial of the dead. However, the recent and apparently strengthening rise of Zhaitan and undead minions, humans have begun to request posthumous cremation with increasing frequency to prevent their bodies from joining the hordes of the undead. Government

The last functioning human government is the monarchy of Kryta, with its current capital and seat of power at Divinity's Reach (prior to its flooding, Lion's Arch was the capital of Kryta). According to records, the Krytan system of government appears to resemble those of other (now extinct) human nations.

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As the last standing human government, Kryta has effectively taken on the role of sole human government, though it still recognizes representatives of the other human nations (and by extension those nations' claims to jurisdiction over their respective peoples and territories) in its body of ministers (the Chamber of Ministers, commonly referred to as the Ministry). It is governed by a hereditary monarch and the Ministry. The Ministry functions as a legislature, composing laws and presenting them via proposals to the reigning monarch, who is currently Queen Jennah, a descendant of King Doric. The monarch functions as the executor of the will of the State, authorizing (or rejecting) the implementation of the laws proposed by the Ministry and taking responsibility for their enforcement. This division of power was originally intended to be a temporary arrangement as a concession to refugees from other human nations who were sheltered in Divinity's Reach, but in the 150 years since the flooding of Lion's Arch it has become a stable system and a cornerstone of Krytan culture. The government is supported by its sanctioned armed forces: the Seraph, the Shining Blade, and the Ministry Guard. The Seraph function in Kryta as both a policing body as well as a national defense force, led by captains who command units and are assigned to provinces and territories throughout Kryta.

The Shining Blade is a small but elite force commanded by the Master Exemplar (who answers only to the monarch) whose main purpose is to protect the reigning monarch of Kryta through arms, surveillance, and subterfuge. The Ministry Guard support and protect the interests of the members of the Ministry, and are commanded to the Legate Minister. Kryta's government does have troubles, either because of or despite the current arrangement. Many in the noble class often disagree with the decisions of Queen Jennah; many of the same people also hold positions in the Ministry, which is itself filled with intrigues and plots orchestrated by ministers whose interests may not always be on the level (of late, many of these intrigues and plots are rumored to involve the current Legate Minister Caudecus Beetlestone, who is seen by some as a rival to the Queen). Even Kryta's sanctioned and unsanctioned armed forces are caught up in the power plays of the various members of the Krytan government, and this often plays out in disputes regarding who has jurisdiction in which series of events or circumstances. Names

Human names vary from culture to culture, resulting in about seven different known naming varieties. Most naming styles follow real world culture's names. Ascalonian names typically follow a Central European and English naming style. Northern Canthans followed a mixture of Western naming system and Chinese (among other Asian) names (e.g., Canthan names wouldn't follow the standard Asian style of family name first). Kurzick names were a mixture of Germanic and Asian names; and Luxons were a mix of Greek and Asian names. Elonian names were typically African, South Asian, and Middle-eastern. Historically, Krytan names have Southern European names generally, with some central European mixed in - though due to the merging of Elonian, Ascalonian, and Canthan names, the variety has spread to include those as well. Orrian names hold a heavy Arabic style to them. General fantasy names are also seen among various NPCs (particularly surnames among old Ascalonian families).

Cantha was united in 1127 AE under the strong fist of Emperor Usoku who then embarked on a campaign to drive out non-human races from the continent. Under his tyranny Cantha became increasingly isolationist and contact with Tyria became increasingly rare. When the minions of Zhaitan cut off sea routes to Cantha all information was cut off too. Horrible famine swept through Elona after Palawa Joko dammed the Elon river - with the humans so weakened he was able to walk in with his undead armies. In approximately 1135 AE, he had completely taken control of Elona. Joko's stronghold in the Crystal Desert made, and continues to make, it near impossible to access Elona via land while Zhaitan makes it impossible to cross to it by sea. In 1219 AE, the great wave which accompanied the awakening Zhaitan smashed through the Krytan capital, the largest human settlement in Tyria at the time, and all of the coastal areas. Lion's Arch was completely destroyed and abandoned as the capital. When Lion's Arch was born again it was founded by pirates and it became a free city and was no longer under humanity's sole guidance. Kryta, united under Queen Salma in 1088 AE, became the last stable, reasonable human nation and refugees fled to it from all of the troubled corners of the three continents. The new capital Divinity's Reach became the center of the human universe and their last hope to recover their feet even as it continues to struggle against centaurs and bandits. Many humans would die before letting anything harm Divinity's Reach and their queen.

History

At the end of Guild Wars humanity was still the dominant race in Tyria. Spanning three continents with an extensive trade network and significant population, humanity had spread to every corner of Tyria. From these heights humanity started to falter and for the past 250 years they have been in decline. The human's war with the charr continued in Ascalon. On the back-foot since the searing, the humans repeatedly lost ground against the charr. From 1070 AE to 1090 AE, King Adelbern was able to maintain a tenuous grasp on Ascalon, until the charr marched on Ascalon City and in his madness, he unleashed the Foefire, turning much of the human population of Ascalon into ghosts. After the Foefire, Ascalon was completely controlled by the charr except for the human fortress of Ebonhawke, which stands against the charr to this day.

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Norn Giant Northmen

The norn normally have the appearance of large humans, but they are able to shift into a were-creature of one of the Spirits of the Wild. In their humanoid form they are not only tall, at around eight feet, but their proportions are much broader and more heavily muscled than a typical human. Norn have a broad range of skin colors, and light-skinned norn living in Lion's Arch have their skin tanned by the sun. According to Kranxx, norn generate a considerable amount of body heat at the slightest exertion. In their transformed shape they take on an upright half-norn half-animal form, taking after one of the animals of the Spirits of the Wild. The were-form is furred, fanged and clawed and grants the norn attributes depending on the animal they transform into.

Skalds and Moots

Norn culture is highly individualistic with a focus on personal success and glory—particularly when gained from the hunt or in a battle. The norn do not fear death as they believe the bold and strong can achieve immortality, but they do fear they will be weak and end up forgotten. As a result each norn seeks to prove themselves, to build their legend through feats of individual valor and great victories. Every norn hopes their legend will be told by the skaald and celebrated at a moot with story and song. Norn usually have a great sense of personal honor, for a norn without respect from others is already forgotten. For many norn, the focus on prestige means they're willing to accept any challenge which will prove their worth. They will never give up on their battle, quarry or friends, even if it means years spent tackling a strong enemy or difficult task. Yet for other norn the pursuit of prestige translates to bragging, bullying, unwise snap decisions and an unwillingness to listen to reason.  

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Spirits of the Wild

The norn have a shamanistic religion where they revere totem animals of the Spirits of the Wild, the spirits of the strongest, bravest, wisest, or most cunning animals of the Shiverpeaks. The Great Spirit is Bear, who is seen as the strongest of all the spirits and is said to have granted the norn with the ability to 'become the bear'. The worship of the spirits Snow Leopard, Raven and Wolf is also prevalent because of the assistance they gave the norn in the past on their exodus south. There are many other totem spirits among the norn, such as Ox, Eagle, and Wurm, but they are not as widely revered.

Norn Names

Most norn follow a Northern European or Viking-style first name system, though some like the famous explorer Captain Romke and his crew have Dutch and Frisian names. Their surnames can vary in a multitude of styles. Norn without any achievements or legends have surnames after one of their parents (father/mother's first name followed by -sson or -sdottir or a variant thereof); this is most commonly seen in children, and they're named after the more famous of their parents even if they do not like said parent (e.g., Braham Eirsson). Surnames do not get adopted from generation to generation and they can be changed by the individual to fit their own personal legend (e.g., a famous Wolfborn member took the surname Wolfsdottir); married couples may not always share surnames either (though some may, e.g., Knut and Gaerta Whitebear). Some norn may also take titles instead of a surname if it fits them and their legend more (e.g., Borje the Sun Chaser).

Norn

Ability Score Increase. Your Strength score increases by 2. Age. A norn might live to 120 and maintain their good health and vitality for a long time, though very few die of old age. Alignment. A Norn seeks glory above all else and thus tends to be more Chaotic and reckless. Norn are quick to anger but quicker to forgive and most tend to be Good hearted. Size. Norn are between 8 and 9 feet tall and weigh between 300 and 350 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Natural Athlete. You have proficiency in the Athletics skill. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. Languages. You can speak, read, and write Tyrian and Norn. Favored Spirit. Although all norn revere all Spirits of the Wild, most norn live their life focusing on the teachings on one. Choose one from Bear, Raven, Snow Leopard or Wolf and gain additional traits below: Bear

Bear represents fortitude and self-reliance and is said to be the mightiest of all the Spirits of the Wild in the norn culture. Ability Score Increase. Your Constitution score increases by 1. Monster Wrestler. You count as one size category larger when grappling creature larger than yourself, in addition you can use a bonus action to attempt to escape a grapple. Thick Hide. You have resistance to Cold damage. Raven

Raven represents, cunning, trickery, and knowledge and is the animal spirit of the norn that is associated with the Underworld and the spirits of the dead. Ability Score Increase. Your Charisma score increase by 1. Honor of the Ancestors. You are proficient in the Religion skill. Raven Messenger. At 3rd level you call upon Raven to send a message for you. As an action you summon a spiritual raven and cast animal messenger on it. The raven lasts for the duration of the spell. Once you’ve used this trait you can’t use it again until you finish a long rest. Snow Leopard

Snow Leopard represents independence, strategy, and laughter in the face of danger and is considered to be stealthy and solitary. Ability Score Increase. Your Dexterity score increases by 1. Hidden Stalker. As a bonus action, you can magically tum invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest. . .

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Wolf

Wolf represents the virtues of loyalty, ferocity, and strength in numbers and is often invoked for help in tracking the norn’s prey. Ability Score Increase. Your Wisdom score increases by 1. Born Tracker. You have advantage on Wisdom (Survival) checks made to track beasts and monstrosities. Call Pack. Starting at 5th level you can use an action you summon 3 wolves in an empty space within 30 feet. You roll initiative for the wolves as a group and they obey any command from you (no action required). The wolves last for 1 hour or until reduced to 0 hit points. Once you’ve used this trait you can’t use it again until you finish a long rest.

Norn Feats Become the Beast

You've lived your life by the teachings of the Spirits of the Wild and now you can channel them into your form. As an action you can turn into a humanoid-hybrid of the beast you chose in your Favored Spirit trait, you gain temporary hit points equal to your level and the form lasts 1 minute or until you end it as a bonus action. Once you've used this trait you can't use it again until you finish a short or long rest. Bear. Your equipment melds into your form and you gain no benefits from it. Your size changes to large and your AC becomes 10 + your constitution modifier.. Your claws are natural weapons that deal 1d8 + 1d4 (large) + your Strength modifier. In addition when you hit with a melee attack the target must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. Raven. You gain a flight speed of 50, but must land at the end of your movement on each turn. In addition when you are hit by a melee attack by a large or smaller creature you may use your reaction to push the attacker 10 feet away from you. Snow Leopard. You have advantage on Dexterity checks. Your claws are natural weapons with the finesse property that deal 1d6 + your Strength or Dexterity modifier. When a target is hit by your claws it makes it's next attack with disadvantage. Wolf. Allies that start their turn within 30 feet of you have their movement speed increased by 10 feet. In addition, you can use a bonus action to grant an ally within 10 feet. advantage on their next attack.

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Sylvari Humanoid Plants

The sylvari are omnivorous humanoid plants. Some sylvari closely resemble humans but with a fey cast to their features such as tilted eyes and pointed ear tips; most display plantlike features such as hard wood for bone structure, have foliage and petals for hair, and bark acting as flesh. They glow during the night. Golden sap moves through their veins instead of blood and pollen falls off of them as they move. They are much more slender than the average human and about a head shorter. While sylvari can seemingly absorb sunlight and become rejuvenated, they still must eat and drink to survive.

Born of the Pale Tree

Prior to emergence they share a bond through the Pale Tree which they call the Dream of Dreams. In this dream, a growing sylvari is exposed to the consciousness of the Pale Tree and the vast pool of knowledge accumulated by all previous sylvari. When a new one emerges, a portion of this knowledge remains with them, including basic wisdom and understanding from the Pale Tree and a small fraction of what other sylvari have seen and experienced, though this rarely includes specific memories. After emergence, the bond with the Pale Tree is weaker but it links all sylvari and, to an extent, other plants. On rare occasion, twins can emerge from the same pod and they exhibit a greater empathy toward one another.

Newborn Race

Sylvari are usually honest, direct and focused, taking most things at face value. With the dream ensuring there is so much in common with the other sylvari, experience is cherished for creating uniqueness between them. They are eager to learn, experience and understand. Sylvari morality and ethics are based on those of the Pale Tree. These were formed by following the lives of Ronan and Ventari, during the early growth of the Pale Tree and later written on Ventari's Tablet situated at the base of the tree. After emergence a sylvari is guided by older sylvari to understand what they have dreamed and ensure they have a clear understanding of the tablet, their history and the world. Despite the kick start of knowledge from the dream they still seem naive as there are some matters which seem beyond their comprehension. Emotions and tact, in particular, are difficult for them to grasp, so often a sylvari will state out loud something which would normally be politely avoided by other races. Death too is not fully understood but viewed as something to be embraced and, as with many things in a sylvari's life, is viewed with a great degree of curiosity. These views serve to form an acceptance of and fascination with death that other races may find disturbing.  

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Sylvari Names

Sylvari names, as well as place names in Caledon Forest, are generally inspired by Celtic (Irish, Scots Gaelic and Welsh) names. Sylvari do not have surnames, as they're all part of the same "family," though to each other they are more like distant relatives except in special cases. Sylvari do not "choose" their names nor are they outright given by the Pale Tree or other sylvari. Instead, the sylvari simply 'know' their names upon awakening, though why is never explored and the sylvari do not question why this is.

Sylvari Traits

Ability Score Increase. Your Dexterity score increases by 2. Age. Sylvari started awakening from their pods fully grown only decades ago. It is unknown how long a Sylvari can live. Alignment. Sylvari are curious by nature, and though they often respect it they disregard law and order, favoring the chaotic growth of nature. Most are empathetic creatures and follow a good allignment. Size. Sylvari are around 5 feet in height and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilight forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Feyborn Plants. Your creature type is Plant, in addition you have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Sylvari don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you are connected to the dream, and unborn sylvari see and learn from your experiences. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Languages. You can speak, read, and write Tyrian. Subrace. The cycle in which a sylvari is born determines multiple trait about the newborn sylvari. Dawnborn

Sylvari awakened at dawn are natural talkers, diplomats, and forward-thinkers. We are intimately connected with our surroundings and markedly empathic toward all, even other races. Ability Score Increase. Your Charisma score increases by 1. Natural Diplomat. You can speak, read, and write two extra languages of your choice. Empathy. You understood other creatures even before you awoke from the dream. You can focus your mind on a creature you can see for 1 minute given that you have line of sight the entire time and you learn the dominant emotion in the creature at the time, such as anger, fear, happiness, nervousness, serenity etc. Noonborn

Sylvari awakened mid-day solve problems by attacking them head-on. We are the warriors, hunters, and travelers who experience life first-hand and enjoy the rush of taking risks in order to feel truly alive. Ability Score Increase. Your Wisdom score increases by 1. Weapon Training. You are proficient with the shortsword, longsword, shortbow and the longbow. Forest Runner. Your base walking speed is 35 feet. In addition you are proficient in either acrobatics or athletics.  

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Duskborn

Sylvari awakened at dusk are naturally curious and thoughtful. We love to learn and spend time reading and studying. We are intelligent and drawn toward the luscious complexities of magic. Ability Score Increase. Your Intelligence score increases by 1. Nature’s Attunement. You may choose a cantrip from the druid list. Intelligence is your spellcasting ability for this cantrip. Magic Sense. You may cast the detect magic spell with this trait. Once you’ve cast the spell you can’t cast it again until you finish a long rest. Nightborn

Sylvari awakened at night are secretive and cautious with information. We make our own decisions, and we come and go as we please, nimble of mind and body. Ability Score Increase. Your Charisma score increases by 1. False Appearance. You may cast Disguise Self, Charisma is your spellcasting ability for this spell. Once you’ve used this trait you can’t use it again until you finish a short or long rest. Keeper of Secrets. You are proficient with the deception skill.

Sylvari Feats Sylvari Magic

You learn more of the spells typical for your people. You learn speak with animals and can cast it at will, without expending a spell slot. You also learn entangle, goodberry and protection from poison, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Your spellcasting ability for these spells is determined by the cycle of your birth (Charisma for Dawnborn, Wisdom for Noonborn etc).

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Centaur

Centaurs are a four-legged race of warlike creatures whose features combine equine and human elements. Most of their race are ruled by the dominant Modniir tribe. They have recently engaged in a full-scale war with the human nation of Kryta, ostensibly to reclaim territory stolen by humans in 300 AE when Kryta was first settled. Ability Score Increase. Your Wisdom score increases by 1. Age. Centaurs mature slower than humans, reaching adulthood at around 50 and can live over 500 years in rare occations, although almost none die of old age. Alignment. Centaurs inherit a tendency toward chaos from their society and are not strongly inclined toward good. Size. Being half horse, your size is Large. You weigh between 1400 to 2100 pounds. Speed. Your base walking speed is 40 feet. Equininity. You can be ridden by medium or smaller bipedal creatures as an intelligent mount, and you can't ride mounts yourself. Half Man. Unlike most large sized creatures, your arms and upper body are medium sized, meaning you don't use large sized weapons and you lack proficiency in them. All other rules of large size still apply to you. Hooves. Your hooves are a natural weapon, which deal 1d10 bludgeoning + your Strength modifier in damage. Centaur Weapon Training. You are proficient with the lance, spear, shortbow and with shields. Tyrian

Tyrian centaurs are often noted for their ferociousness in battle and speed. Different centaur tribes are considered more fitting for certain roles, for example the Harathi centaurs are known as capable engineers, responsible for maintaining the siege weaponry of the Modniir-controlled alliance. Ability Score Increase. Your Strength score increases by 1. War study. When you make an Intelligence (History) check or Intelligence (Investigation) check to gain knowledge of a battle or battlefield you may add twice your proficiency bonus to the check, instead of your usual bonus for those checks. Languages. You can speak, read, and write Tyrian. Elonian

Elonian centaurs not only have equine features, but also resemble the swift gazelles that run across plains and savannas. These creatures are also more leonine than their distant Tyrian cousins, displaying some of the social behaviors of big cats—a group of Elonian centaurs is called a "pride." Their extended families normally prowl and hunt around a pride's breeding grounds, fighting to defend their territory. Ability Score Increase. Your Dexterity score increases by 1. Desert Wanderer. You're naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide. Languages. You can speak, read, and write Elonian.  

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Centaur Feats Superior Trample

Your charge has become exceptionally deadly on the battlefield. Your Strength or Constitution increases by 1. Your speed increases by 5 feet. If you move in a straight line at least 10 feet. and hit with an attack, the attack deals an additional 1d6 damage.

Dredge

In the past the mole-like race called the dredge were a pitiable race, enslaved by the Stone Summit dwarves and ready to fight alongside any who would help free them from their masters' whips. After the Transformation of the Dwarves, the dredge gained their freedom once and for all, and established themselves as the heirs to the dwarven kingdom in the Shiverpeak Mountains, where they battle the displaced norn for control of dwarven territory. They have made their capital in Sorrow's Embrace, formerly the main mine of the Stone Summit dwarves. Ability Score Increase. Your Intelligence score increases by 2 and your Constitution score increases by 1. Age. Dredge mature at a faster rate than humans, and live for 50 years. Alignment. Those following the military dictatorship tend to be lawful evil, while those rebelling against it tend towards chaotic good. Size. Dredge stand between 4 and 5 feet tall and average about 130 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet, and you have a burrow speed of 20 feet through loose earth. Blind. You depend entirely of smell and sound, you have blindsight within 30 feet and are blind outside this range. In addition, you gain the blind condition if you are deafened but are otherwise immune to the blind condition. Firearm Proficiency. You are proficient with two firearms of your choice. Languages. You can speak, read, and write Tyrian and Dredgen.

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Grawl

The grawl are a simian-like primitive humanoid species that once lived in Ascalon, the Blood Legion Homelands, and the Southern Shiverpeaks. During the Guild Wars they showed relatively little intelligence but managed to maintain a tribal culture. Over the 250 years, they have advanced little though now have a widespread use of the common Tyrian language. Ability Score Increase. Your Constitution score increases by 1, and your Strength or Wisdom score increases by 1. Age. Grawl reach adulthood around the age of 12 and live to the age of 40. Alignment. N Size. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Living your life in caves, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Vou can't discern color in darkness, only shades of gray. Bonecrafter. Over the course of a short rest, you can use the bones, skin and other organs of fallen enemies to craft a club, greatclub, spear, dagger or shield. Primitive Survivalist. You have proficiency in the Survival skill. Relentless Endurance. When you are reduced to 0 hit points but not killed outright. you can drop to 1 hit point instead. You can't use this feature again until You finish a long rest. Rockslider. You ignore difficult terrain caused by rocky terrain, and you have a climbing speed of 20 feet. Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. Languages. You can speak, read, and write Tyrian and Grawl.

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Hylek

Ability Score Increase. Your Constitution score increases by 1. Age. The average life span of a hylek is relatively short, a hylek dying of old age might die in their forties, but few make it to that age as hylek life often ends prematurely through violence or starvation. Alignment. Most hylek are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices. Speed. You have a swimming speed of 30 feet. Amphibious. You can breathe both air and water. Frog Leap. Your jumping distance is doubled. Languages. You can speak, read and write Common and Hylek. Subrace. Hylek come in many sizes, shapes and colors, choose one of the subraces options below: Itzel

The Itzel are a friendly tree frog-like hylek tribe found in the Heart of Maguuma that worship a nature goddess named Ameyalli. They recently have had issues with Zintl zealots from the east that have been attempting to convert them to the worship of their sun god, by force as well as by deceit. Ability Score Increase. Your Dexterity score increases by 2. Size. Your size is Medium. Speed. Your base walking speed is 30 feet. Bite. Your strong jaws are a natural weapon that deals 1d4 bludgeoning damage. Toxic Environment. You have resistance to poison damage, in addition you have advantage on saving throws to resist poison. Talented Alchemist. You are proficient with Alchemist Supplies. Nuchoch

The bull frog-like Nuchoch are a relatively recent addition to the jungle, but have made allies with the local Itzel tribe and learned how to craft alchemical concoctions to combat the local chak. The Nuhoch worship a nature goddess named Ameyalli, but recently the imperialistic Zintl tribe have been attempting to convert them to the worship of the sun god of the same name with limited success. Ability Score Increase. Your Strength score increases by 1. Size. Your size is Large. Speed. Your base walking speed is 20 feet. Bite. Your strong jaws are a natural weapon that deals 1d8 bludgeoning damage.  

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Hylek Feats Matured Glands

Prerequesite: Hylek, Itzel Your poison glands have matured and you gain the following benefits: Your Constitution score increases by 1, to a maximum of 20. You can use a bonus action to coat a weapon in your own poison, the next attack you hit with a coated weapon forces the creature to make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take 1d6 poison damage and be poisoned for 1 minute on a failed save. You can coat weapons with your poison an amount of times equal to your constitution modifier before you must finish a short or long rest to do so again. Your bite attack is always considered coated in poison.

Bullfrog Mounds

Prerequesite: Hylek, Nuchoch Nuchoch are excellent burrowers, and you are no exception. Your Strength score increases by 1, to a maximum of 20. You gain a burrow speed of 20 feet as long as it's not through solid stone. Your burrowed path leaves a tunnel large enough for a creature your size or smaller. On your turn as a action, you may erupt from your underground position in a vacant spot. Each creature within 5 feet of where you erupt must make a Dexterity saving throw (DC 8 + your proficiency + your Strength modifier) or take 2d6 bludgeoning damage and be knocked prone on a failed save.

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Kodan

The kodan are a race of intelligent polar bear-like beings from the distant northern lands and seas. They are a highly spiritual race that for centuries has lived in cities built upon, and carved into, icebergs in the arctic seas known as Sanctuaries. Their society is divided into tribes, each one having their own iceberg and leaders. After the Elder Ice Dragon Jormag awoke, the kodan Sanctuaries were scattered in all directions, if not capsized by the dragon. Ability Score Increase. Your Constitution and Strenght scores increases by 1 and your Wisdom score increases by 1. Age. Kodan young are kept in the sanctuary until the age of 40, when they are deemed mature enough for the outside world. They can live over 200 years. Alignment. Kodan are lawful spiritual beings that follow the teachings of Koda. Most are either good or neutral. Size. Adult Kodan are 10 feet tall bipedal bears. Your size is large. Speed. Your base walking speed is 30 feet. From the far North. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. Thick Hide. You have resistance against Cold damage. Hold Breath. You can hold your breath for up to 15 minutes at a time. Ice Mason. You are proficient with Mason’s tools. Claws. Your claws are natural weapons that deal 1d4 slashing damage + your Strength modifier. Languages. You can speak, read, and write Tyrian and Kodan.

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Largos

The largos are an enigmatic aquatic race from the depths of the Unending Ocean and the arctic oceans to the far north. They are silent, determined, and calculating killers. Few have ever seen them and lived to report it. Ability Score Increase. Your Dexterity score increases by 2. Age. Unknown. Alignment. Largos' nature is neutral, as they purposefully do not interact with surface dwellers unless at great necessities. Size. Your size is medium. Speed. Your base walking speed is 30 feet and your swimming speed is 30 feet. Darkvision. Living your life in the deepest oceans, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Vou can't discern color in darkness, only shades of gray. Amphibious. You can breathe both air and water. Naturally Stealthy. You are proficient with the Stealth skill. Vanish. At 3rd level you can cast the spell Invisibility. Once you’ve cast this spell you can’t cast it again until you finish a long rest. Toxic Advance. You are proficient with the Poisoner’s kit. Assassins of the Depths. Adapted to even the most extreme ocean depths, your weapon attacks are not at disadvantage underwater, and you ignore any of the drawbacks caused by a deep, underwater environment. Languages. You can speak, read, and write Tyrian and Largos.  

53

Ogre

Ogre society is constructed about their pets. The ogres view their pets as life partners, and the more impressive a pet is, the more respect its tamer will get from the rest of the tribe. The approach taming is typically to dominate the pet, to ensure that it knows who is in charge. Although proper taming can take months, or even years, in a pinch it is possible to simply overpower the beast. Ability Score Increase. Your Strength score increases by 1 and your Wisdom score increases by 1. Age. Ogres are long lived. They mature at the same rate as humans but some can live over 300 years. Alignment. Ogres do not care about outside races and are neutral. Size. Your size is Large. Speed. Your base walking speed is 30 feet. Beast tamers. You are proficient in the Animal Handling skill. Assert Dominance. After dealing damage to a beast, you may assume the position of alpha to the beast. The Beast makes a Wisdom saving throw equal to the damage dealt or be charmed by you until the end of it’s next turn or until it takes damage from a source friendly to you. While charmed it considers you it’s greatest ally and will act to protect you. Once you’ve used this trait you can’t use it again until you finish a short or long rest. Languages. You can speak, read, and write Tyrian and Ogre.

54

Quaggan

Quaggans are a peaceful, amphibious race, generally regarded as kind and gentle creatures—until they're pushed. A quaggan who has been angered or is in pain will become a destructive, instinctive creature and transform to expose teeth and claws normally hidden by their rounded, benign exterior. They have had some trouble with aggressors—in particular the krait, and most have moved from the open oceans to the rivers, lakes, and shoreline around the Maguuma Jungle, Steamspur Mountains, and Kryta. Ability Score Increase. Your Charisma score increases by 2 and your Wisdom score increases by 1. Age. After Quaggans hatch, they mature at the same rate as humans and live about as long. Alignment. Quaggans are very peaceful by nature and their society actively avoids fighting. They are almost always good in nature. Size. Your size is Small. Speed. Your base walking speed is 25 feet and your swimming speed is 30 feet. Darkvision. Living your life in the deepest oceans, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Vou can't discern color in darkness, only shades of gray. Amphibious. You can breathe both air and water. Dry Skin. If you go a full day without being in contact with water you gain one level of exhaustion. Hidden in the Depths. Adapted to even the most extreme ocean depths, you ignore any of the drawbacks caused by a deep, underwater environment. Raged Transformation. When you take damage, you can use your reaction to take half damage. When you use this trait you grow to Medium size and gain temporary hit points equal to your level and you gain a +2 to your AC. You grow claws and teeth that both deal 1d8 + your Strength modifier slashing or piercing damage, respectively. You must move to the nearest enemy and make an attack every round, if there are no enemies within sight you move to the nearest creature and make an attack. This transformation lasts 1 minute or you can end it as a bonus action if you have taken no damage since your last turn. In addition, once per turn your attack deals additional damage equal to your level. Once you’ve used this trait you can’t use it again until you finish a long rest. Languages. You can speak, read, and write Tyrian and Quaggan.

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Skritt

The skritt are small, rat-like creatures who come from deep beneath the surface of Tyria. Their group intelligence and incredibly fast reproductive rate makes them a target of the asura, who view them as a threat to all intelligent races. Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1. Age. A skritt is fully matured within 1 year of birth but rarely live past 20. Alignment. Skritt are born, live and reproduce in a chaotic throng of their own people, most lean towards Chaotic but are neutral to outsider unless they are competing for the same scrap. Size. Skritt are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Search for Shinies. You are proficient in the Investigation skill, in addition when you make an Investigation check to determine the value of an item you make the check with advantage. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Languages. You can speak, read and write Common and Skritt.

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Tengu

The tengu are a race of avian humanoids that make their home in the Dominion of Winds, along the Tarnished Coast. They are extremely wary of the races of Tyria, and do not allow outsiders into their city. Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence or Wisdom score increases by 1. Age. Tengu reach maturity by age 3. Compared to humans, tengu don’t usually live longer than 30 years. Alignment. The Tengu are currently neutral in all conflicts, although the individual tengu may have his own ideals. Size. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You have a bird’s keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Avian Rush. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move O feet on one of your turns. Talons. Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier. Eagle Eye. You have proficiency in the Perception skill. Wind Gliding. If you are not wearing heavy armor and you are falling, you descent slows to 60 feet per round and you land safely on your feet. Tengu Training. You are proficient with one martial weapon of your choice and shields. Languages. You can speak, read, and write Common and Tengu.

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Aditional Rules Large Playable Characters

These bullets are provided to place all the changes in their entirety in a single place of reference. Only a few of these will come up often, and those are fairly simple and memorable. The changes are as follows: The races have advantage on Strength ability checks and Strength saving throws. For this reason, these races are assumed to be strong, and do not need to gain a Strength score bonus—they will usually roll high anyway, except on attacks and damage. The Large weapons deal an extra 1d4 damage. Your normal unarmed strike damage is 2 + your Strength modifier. The creature takes up a 10 by 10 foot area. To fit into a Medium area, the creature must squeeze into the space costing double its movement, disadvantage on attack rolls and Dexterity saving throws, and attack rolls against it to have advantage.

The creature's push, drag, lift, and carrying capacity are all calculated for Large size. Push, drag, and lift are 60 times your Strength score while carrying capacity multiplies your Strength score by 30 unless otherwise noted. The races are able to grapple and shove Huge creatures. If you attempt to handle something very small, such as a vial of acid, the DM may call for a Dexterity check where a smaller sized creature would automatically succeed. You require mounts at least one size larger than you as normal. You require four times as much food as normal and your armor requires four times the materials to be made. It is about that much more expensive, and that's assuming you can find it. Based on how common these races are in your world, they might be found in populous cities. You also require larger shields, which are more common, but give no bonus to AC outside the norm. All of these races still count as humanoids unless otherwise noted.

Firearms Weapons Ranged Martial Weapons Name

Cost

Damage

Pistol

80 gp

1d8 piercing

4 lbs. Ammunition (Range 80/320), Reload 1, Light

Revolver

220 gp

2d4 piercing

5 lbs. Ammunition (Range 80/320), Reload 6

Blunderbuss

220 gp

2d6 piercing

8 lbs. Ammunition (Range 20/50), Scatter 1, Two-handed, Loading

Carbine

300 gp

2d8 piercing

8 lbs. Ammunition (Range 100/400), Reload 2, Two-handed

Rifle

320 gp

2d10 piercing 10 lbs. Ammunition (Range 180/650), Reload 1, Two-handed, Heavy

Bomb

10 gp

Ammunition 1% of the Wpn. Value

2d6 fire -

Weight Properties

1 lbs. Explosive, Ranged, Scatter 2, Thrown (20/60) 0,1 lbs. Explosive (20/60)

Explosive. Explosives are expended after you make an attack roll with it and can only be used as a throws weapon. Reload. Each firearm holds a different amount of ammunition, and has to be reloaded by using one attack during the attack action during combat. The number of the Reload score equals the amount of shots you can fire before you must reload. Scatter. With the scatter property, more than one creature or object can be affected by the weapon. Make additional attack rolls against creatures within 5 feet of the target equal to the Scatter score. Credits

Arenanet for creating Tyria - All of these races/world/classes/content are their property. Guild Wars 2 Wiki for most of the flavor text and artwork. All the Artists/Contributors. I found some of the content on reddit, so, if you are the owner, shout out so i can credit you properly.

Guild Wars Homebrewing This book contains the core foundations to start your adventure in Tyria, the world of Guild Wars. If you have your art/work/cotent here, please, contact me so i can properly credit you. [email protected] So go ahead, feel free to give your opinion based on what you know about the GW franchise. Don't be shy! Cover Art: Skiorh

 

WWW.GMBINDER.COM

Dedication

This one goes out to my party, my friends. Together since we was 13-14, playing the most epic and fantastic tabletop game ever. Salazar, the Dragonslayer. Luther, Knight of the Purple Dragon. Kallin, Keeper of the Conclave. Dargor Shadow Caster and the Crazy Wizard, Ignus Almirantia.