Illusion

Description

In the world of Tyria, amongst the rolling hills of Kryta, Jungkook's adventure begins.

Foreword

I decided to put together a bit of an info sheet for those unfamiliar with the races, homelands, and professions of Tyria. For those of you who have played Guild Wars or Guild Wars 2 (Which this is very much based off of), then I apologise in advance for how terrible this may seem to you. I'm going to take a few creative liberties, on quite a few subjects, in order to fit our boys nice and snug in this world. If you don't agree with my choices, then I apologize once again, but it is my story.

 

A majority of this info comes from the Guild Wars 2 Wiki. Cossposted to Ao3 and Tumblr under the name Tankun.

 

Human

  

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. Most humans are very dedicated to the worship of the Six Human Gods: Balthazar, Dwayna, Grenth, Kormir, Lyssa, and Melandru. Each god is a patron of several broad areas of concern including war, healing, death, truth, beauty and nature (respectively).

 

 

Norn

The norn are a 9-foot tall race that currently inhabit the central Shiverpeak MountainsNorn 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. The norn have a shamanistic religion where they revere totem animals of the Spirits of the Wild: mainly Bear, Snow Leapard, Raven, and Wolf, though there are many others.

 

 

Charr

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. 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.

 

 

Asura

The asura are a race of diminutive artisans who secretly dwelt below-ground for thousands of years until the minions of the Great Destroyer forced them out of their underground homes. By human standards, asura are very short. Described as only coming up to the belt of a norn, an asura is usually between two feet ten inches and three feet eleven inches tall. They typically have slender builds, with the head, hands, and feet in somewhat exaggerated proportions. 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 non-asura races.

 

 

Sylvari

The sylvari are a young, inquisitive race of botanical humanoids, with the first sylvari sprouting from the Pale Tree a little over 25 years ago. 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. 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.

 

 

 

Professions

There are nine professions, each with a unique style and theme to their combat approach which is emphasised by the use of an important profession specific mechanic and access to different skill types and effects. Professions are not restricted by race or gender and each is able to contribute damage, control and support during combat.

 

 Guardians specialize in protective and defensive magic. Guardians are devoted fighters who protect their allies and smite their enemies by drawing from the power of their virtues. True guardians are brilliant tacticians and selfless defenders who know when to sacrifice their own defenses to empower their allies to achieve victory.

 Warriors are masters of weaponry who rely on speed, strength, toughness, and heavy armor to survive in battle. Adrenaline fuels their offensive power—the longer warriors stay in a fight, the more dangerous they become.

 Engineers are masters of mechanical mayhem, engineers love to tinker with explosives, elixirs, and all manner of hazardous gadgets. They can take control of an area by placing turrets, support their allies with alchemic weaponry, or lay waste to foes with a wide array of mines, bombs, and grenades.

 Rangers rely on a keen eye, a steady hand, and the power of nature itself. Unparalleled archers, rangers are capable of bringing down foes from a distance with their bows. With traps, nature spirits, and a stable of loyal pets at their command, rangers can adapt to any situation.

 Thieves are expert in the shadow arts. Experts at stealth and surprise, thieves can move through the shadows, vanish into thin air, or steal items from their opponents and use them as weapons. Thieves practice an agile, acrobatic fighting style, which can make them very hard to hit.

 Elementalists are multi-faceted spellcasters that channel elemental forces, making fire, air, earth, and water do their bidding. What they lack in physical toughness, they make up in versatility and the ability to inflict massive damage in a single attack.

 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.

 Necromancers are practitioners of the dark arts, that can summon the dead, wield the power of lost souls, and literally the life force from the enemy. Necromancers feed on life force, which they can use to bring allies back from the brink or cheat death itself.

 

 

 

More information on the world of Tyria will be provided here if questioned.

 

Guild Wars and Guild Wars 2 are owned and copyrighted by ArenaNet.

Comments

You must be logged in to comment
No comments yet