Super guia - Razas
2 participantes
Recios :: JUEGOS :: MMOs :: [GW2] Guild Wars 2
Página 1 de 1.
Super guia - Razas
The humans of Tyria are an embattled race. Over the past three hundred years, they have lost much of their territory. Old enemies and new races threaten traditional human lands on all sides. Yet the human race survives, defending their remaining lands and maintaining the human spirit as they have for centuries. Their greatest city, Divinity's Reach, shines as a beacon of hope for the people of Kryta and beyond – even those dwelling deep within charr territory. The human legends are indelibly imprinted on the souls of all the races of Tyria, be they friend or foe.
Religion - The Six Human Gods are a group of deities worshiped by the humans of Tyria, Cantha and Elona. The extent of their powers is not known, but it is known they are not omniscient, and by their own very nature as a pantheon each is not omnipotent. At an unknown time after the writing of the Tome of Rubicon, they arrived on Tyria and brought the humans with them (although humans believe that they created Tyria, and the charr also have legends of Melandru creating the world), but from where is not known. Their age is also unknown, but it is known that the current pantheon is not the first, and that it is not as old as the Elder Dragons.
Balthazar is the god of war, fire, and challenge. He is worshiped by the Zaishen Order, and has opened a portal in Lion's Arch to the Hall of Heroes. He is often associated with honor, valor, wolves, and hounds.
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 scriptures have the oldest date to them. Her most devout worshipers are often healers, and help both rich and poor equally.
Grenth is god of darkness, ice, and death. Although his body appears to be that of a human, he bears the skull of a fallen beast. He is often seen with minions crawling for his acceptance, for his followers are usually fanatic. Being a deathly figure, many necromancers worship him.
Grenth promotes the casting off of illusions and 'the gilded trappings of sanctity', and encourages the perception of the world as it truly is. This fits with his role as judge to dead souls, and perhaps opposes him to Lyssa, goddess of illusions.
Grenth wasn't always the god of death, and it is unclear what Grenth was before he became a god. The previous god of death was Dhuum; Grenth overthrew Dhuum with the help of the seven reapers, and took control of the Underworld. However, Dhuum couldn't be destroyed, so Grenth forced Dhuum into a state of dormancy and locked him behind the enchanted doors of the Hall of Judgement. 250 years ago, Dhuum's minions waged a war in the Underworld against Grenth, which eventually woke Dhuum up from his slumber - though he was placed back into dormancy once more. However, the true outcome of the war is still unknown.
Kormir is the goddess of order, spirit, and truth. She is the newest of the Six Gods, having risen to power 250 years ago upon the defeat of the fallen god Abaddon.
In her mortal life, Kormir was the leader of the Order of the Sunspears, a now-defunct organization, the purpose of which was to protect Elona. During her tenure, she oversaw the release of Palawa Joko; recruited Sunspears from Tyria, Cantha and the Battle Isles; and led Istan into war against Kourna. It was during this war that she was captured at Gandara, where The Hunger, one of Abaddon's demons, rendered her blind.After venturing into Realm of Torment, and defeating the fallen god's generals Vizier Khilbron and Shiro Tagachi, the Sunspears turned to the gods for aid in defeating Abaddon. The representatives of the gods only gave Kormir a gift, the nature of which was unclear. After his defeat, Abaddon's power threatened to run out of control and bring about Nightfall regardless, which is when Kormir realised the purpose of the gift. She absorbed Abaddon's power, becoming a goddess. She makes her home in Abaddon's former realm, the Realm of Torment.
Lyssa (or Lyss) is the dual-faced goddess of beauty, water, and illusion. She is usually depicted as two intertwined twins. Usually, however, they are spoken of as one entity. She was greatly celebrated in Vabbi before the second rise of Palawa Joko, having a festival dedicated to her, The Festival of Lyss. She is considered by most to be the paragon of all beauty and many young men have glanced her statues only to be entranced and die of thirst days later. She is also considered to be related to chaos and non-specific elemental energy.
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.
Legends of the charr say that Melandru was the one who created Tyria.
Government - The human race is governed by a hereditary monarch and a body of ministers which contains representatives of all the human races. The ministers design law and present their proposals to the queen, who authorizes or rejects their implementation into society. Initially, this system was designed as a temporary government for the refugee camps, but in the 150 years since the flood of Lion's Arch it has become a stable system and a cornerstone of Krytan culture.
The government is supported by its armies. The largest group is the Seraph, the police force and defenders of the people throughout Kryta led by its captains, each assigned to different territory of Kryta. The Ministry Guard support and protect the interests of the Divinity's Reach ministers, and report directly to the Legate Minister. The Shining Blade are a small elite force who protect the queen, and are commanded by the Master Exemplar.
This government isn't without its troubles. The nobility does not always agree with Queen Jennah's decisions. The Chamber of Ministers is filled with intrigues and plots often centered on Legate Minister Caudecus, who is seen by some as a rival to the queen. The different military groups are entangled in these power struggles in a complex web of which group has authority in what circumstances.
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 to ghosts. After the Foefire Ascalon was completely controlled by the charr but for the human fortress of Ebonhawke which stands against the charr to this day.
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.
The norn are a race of valiant, shape-changing barbarians. Boisterous, strong-willed, and passionate, the norn are an independent people that swear fealty to no single being. They thrive in their mountain stronghold by the sharpness of their senses, the quickness of their wits, and the strength of their massive forearms. They are guided in this world by their Spirits of the Wild, who embody the virtues of the mightiest beasts. As a people, they are quick to anger, even quicker to smile, and treat each new day as a personal challenge. They drink and feast and hunt with equal gusto, and fear few things. They are steadfast allies and implacable foes.
Religion - The Spirits of the Wild are the norn's spirit guides. Unlike the Six Human Gods, these Spirits of the Wild do not represent broad-minded concepts like “war” or “nature,” but instead embody all the complex virtues and vices of the animals they represent. Likewise, the Spirits are not worshiped in the traditional sense of the word, but rather revered. The Spirits of the Wild have always been around to guide the norn, and though they don't always offer their aid directly, they always aim to help - if they do nothing after being asked for help, then their help wasn't necessary. The spirits also keep the norn in check, teaching them not to despoil the land and effectively become a balance to the norn's direct, quick-tempered natures. The norn have the ability to transform into werebeasts, the favored forms of the Spirits.
When Jormag first awoke, the norn initially fought the Elder Dragon and would have risked their own extinction, but the Spirits of the Wild prevented them from doing so; the most highly regarded spirits -- Bear, Raven, Snow Leopard and Wolf -- led the norn exodus, leading the norn to the place now known as Hoelbrak in the Northern Shiverpeaks.
While transformed, the norn become closer to the Spirit of the form they take and understand the power of the wild.
Some spirits exist which are considered unworthy of reverence; the norn acknowledge the existence of other naturalistic forces, such as Mountain, Seasons, Fire and Darkness. These spirits are not sentient and are depicted as challenges for the norn to overcome.
Bear Spirit - Bear, sometimes called the Great Spirit, although regarded on the same level as the Raven, Snow Leopard and Wolf spirits, is the deity most prominent in norn culture. Bear represents fortitude and self-reliance and is said to be the mightiest of all the animal spirits in the norn culture.
During the norn exodus to the south, Bear was one of the four spirits to aid the norn in their time of need. Because of Bear's help, she became a prominent deity of Hoelbrak.
Raven Spirit - Raven is one of the more prominent deities of the norn. 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.
During the norn exodus to the south, Raven was one of the four spirits to aid the norn in their time of need. Because of Raven's help, he became a prominent deity of Hoelbrak.
Snow Leopard Spirit - Snow Leopard (also known as Snow Lynx) is one of the deities of the norn. During the norn exodus to the south, Snow Leopard was one of the four spirits to aid the norn in their time of need. Because of Snow Leopard's help, she became a prominent deity of Hoelbrak. She represents independence, strategy, and laughter in the face of danger and is considered to be stealthy and solitary. Snow Leopard's speaker in Hoelbrak is Valharantha.
Wolf Spirit - Wolf is one of the more prominent deities of the norn. Wolf represents the virtues of loyalty, ferocity, and strength in numbers and is often invoked for help in tracking the norn's prey.
During the norn exodus to the south, Wolf was one of the four spirits to aid the norn in their time of need. Because of Wolf's help, he became a prominent deity of Hoelbrak.
Government - The norn do not have a central government or nation. Most norn resist being followers and will not kneel before anyone. The closest thing to leadership comes from the respect gained from other norn by those who have performed significant, widely recognized heroic deeds. Those norn with exceptional strength and prowess in battle might establish a homestead, but they are not considered rulers of those living within it.
Knut Whitebear is the master of Hoelbrak Lodge, charged with keeping Hoelbrak safe. His sons lead the Wolfborn which provides something of a peace keeping role in Hoelbrak.
History - The origin of the norn race isn't known, but there are theories. The kodan believe the norn may be descended from a group of kodan hunters separated from the tribes during the great storm, becoming lesser creatures for giving up being bears. This contradicts the norn belief their ability to transform was granted to them by the Bear Spirit. It isn't clear which, if either, of these is true.
The norn have always been a nomadic people focused on hunting and individual goals and pursuits. For a brief while the norn were united as a race in the years after they assisted with the downfall of the the Great Destroyer in Guild Wars, but it did not take them long to revert to a nomadic, individualistic lifestyle. This did not stop them from convincingly holding their lands in the far north Shiverpeaks against invading charr warbands. Their defence earned the respect of the charr and something of a cooperative peace emerged from their mutual respect for each other which has lasted for 200 years.
The feline charr of Tyria are a victorious race challenged by their own success. They have survived defeat, oppression, and civil war. They have returned, reconquered, and rebuilt their original homes. Their mighty fortress, the Black Citadel, dominates the surrounding ruins of the human city of Rin, and their non-magical technology is the mightiest in the land. Yet despite their success, they are challenged by divisions among their people, the power of the Elder Dragons, and the ghosts of their own victories.
Religion - 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.
Government - Charr society is built around the military chain of command which every charr is brought up to respect. The true head of the chain of command is the Khan-Ur, considered the primus imperator. He ranks above the imperators of all four High Legions and coordinates all the armies of the charr. There is currently no Khan-Ur because no charr holds the leadership artifact, the Claw of the Khan-Ur.
The charr nation is therefore currently led by a kratocratic oligarchy, built around the four High Legions. Each legion has a primus warband which the legion is named after and is led by an imperator, a descendant of the original Khan-Ur. If an imperator can obtain the Claw and perform a great deed, that charr will become the next Khan-Ur.
All of the four legions are fiercely independent from the others, maintaining their own lands and city-state strongholds. Three of the primary legions - Ash, Blood, and Iron - are allied and work together to maintain their lands and push for military conquest of lands outside those already held by charr. The fourth legion, Flame, is outcast and at civil war with the other legions. No legion allows the other three to rule over them, but the Iron legion is stated as taking a leading role within the lands of Ascalon.
Beneath each legion's imperator are the tribunes. A legion rarely has more than ten tribunes, and this office oversees an entire theatre of war or large swath of controlled territory. Beneath the tribunes are centurions. Each centurion commands a company of warbands and coordinates maneuvers on a broad scale within the tribune's authority. Each warband has its own legionnaire. They lead their warbands on missions and guide them to victory. Under their command are the rank and file soldiers of each legion.
There are also ranks within the structure of the High Legions that do not contribute to the direct chain of command; brevet, quaestor, scrapper.
The bottommost rank in the High Legions is the gladium, charr without warbands, they are the lowest grunts, given little respect or responsibility — regardless of their previous titles or rank. A charr away from their warband on assignment or on duty is not viewed as a gladium.
Ash Legion - The Ash Legion is one of the four High Legions of the charr. They are famed for their spies, stalkers and assassins. Their imperator is Malice Swordshadow.
Blood Legion - The Blood Legion is one of the four High Legions in charr society. They are known for their prowess in traditional battlefield combat. Bangar Ruinbringer is their imperator.
Iron Legion - The Iron Legion is one of the charr's four High Legions. They pioneered the development of the engineer profession, and so are recognized for their mechanical prowess, preferring to overwhelm their opponents in battle with Siege Towers or mighty Siege Devourers. Their capital is the Black Citadel, with Smodur the Unflinching as their imperator.
Flame Legion - The Flame Legion, also mockingly known as the Gold Legion by their foes due to their soft characteristics and reliance on magic rather than weaponry, is one of the four charr High Legions. Resident in the citadel of Hrangmer and the Flame Citadel, they are religious zealots and are the masters of magic among the charr. Once the dominant influence on charr culture and actions, they are now outcast from the rest of charr society.
However, with the rise of their new god, Gaheron Baelfire, the outcast Legion is now powerful enough to challenge all the other Legions of the charr at once. Having learned from their mistakes, they have a plan to once again become the leaders of the charr.
History - The first time the warbands of the charr united was under the rule of the first Khan-Ur long before the arrival of humans in order to put an end to internal conflicts. Some internal conflicts remained, but the unity of the Khan-Ur allowed the charr to expand their territory southward, into the area now known as Ascalon. But the end of one enemy brought the start of another: the humans. Due to humanity and the aid they received from the Six Gods, the charr were forced to give up the southern portion of their lands. This strife caused a complete unity in the charr; however the Khan-Ur was assassinated and in leaving no clear heir, the Khan-Ur’s four children split the race into four legions. Although several charr have since briefly held the title of Khan-Ur, there has been no leader who could unify the charr race for longer than a few weeks, as every charr that has attempted to claim the title of Khan-Ur has been overthrown or died in battle shortly after making their claim.
Eventually, the charr began to feel that the reason the humans were able to best them was due to the their gods. In desperation, the charr sought for gods to call their own, and found them when the Burnt warband of the Flame Legion traveled to the Hrangmer volcano. There, in a pillar of fire, appeared the titans, beings of fire that the charr would call gods. Upon their return, the Flame Legion's Shamans began to worship the titans and were soon followed by the other High Legions' Shamans. Eventually, all the charr to agreed to unify under the banner of the Flame Legion - except for Bathea Havocbringer. She spoke out against the Titans, and became a sacrifice to the new gods; her actions also led to the removal of female charr from the battlefield, forced to do domestic duties.
Once more united, the charr finally resumed the war against the humans in 1070 AE, in a war known to humans as the Charr Invasion. They struck without warning and with a devastating new power, granted to them by the titans. Using the Cauldron of Cataclysm, they brought forth the Searing, destroying the Great Northern Wall and invaded the three human kingdoms: Ascalon, Kryta, and Orr.
They may be short in stature, but this subterranean race of magical inventors are intellectual giants. These incredibly intelligent beings use their knowledge and skill with magic and crafting to assert their natural dominance. In the world of the asura, it is not the strong who survive, but the clever. Other races believe they should rule by virtue of their power and strength, but they delude themselves. All will serve the asura – in due time...
Religion - 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". Asura life is built around the research of the Eternal Alchemy - the asura join one of three massive colleges dedicated to this research. It is believed once complete mastery is gained over the Eternal Alchemy, mastery will be gained over all of Tyria.
The Inquest is a meta-krewe which believes that the Eternal Alchemy could be controlled and manipulated like any other machine. Members of the Inquest thrive on controlling power and knowledge, and their experiments are less ethical and more dangerous than those performed by other asura. They have no qualms about experimentation on sentient beings.
The Eternal Alchemy is the ideology of the asura. Those that believe in the Eternal Alchemy view that all beings, even the human gods, contribute to some greater purpose. There are many different aspects to the Eternal Alchemy, such as the aspect of chaos and strife which the Zaishen Order follows. It is stated that even magic is just a cog in the Eternal Alchemy.
Government - Rather than organized government, the asura prefer to utilize krewes: small, efficient task forces led by the most experienced member, designed to allow any individual asura to reach their maximum potential in any particular task. The asura also have a group known as the Arcane Council who are responsible for the mundane parts of asura city life. The members of this council rotate - membership into this council is granted by performing a task which benefits the asura as a whole. The role is rarely desired as it means an individual asura cannot spend time advancing one's own research.
History - Inventors and builders, the asura care little for history, choosing to use their intellect to look forward rather than to look back. While much is known of asura culture and attitudes, little is known about the race before their surfacing outside of their regular contact with other underground races such as the dwarves and the dredge. When they were driven out as Primordius' minions appeared from deep underground, the majority made a home among the magical ruins found on the Tarnished Coast where they quickly learned how to harness the magical energies to advance their research.
Over the years the asura have increased their network of gates across Tyria, but they zealously guard their advancements and enforce gate use for peaceful activities only.
Long ago, a weary soldier planted a strange seed in the depths of the Maguuma Jungle. For centuries, the Pale Tree grew, branches arching over the forest, until at last--twenty five years ago--it bloomed, and the Firstborn stepped into the world. They were followed by their brethren, season after season of sylvari, wide-eyed with wonder and searching for purpose in this strange land. Shaped first by the Dream that nurtured them before they awakened, the sylvari now travel Tyria seeking adventure and their place in the world…
Religion- 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.
Government - The firstborn, the first of the sylvari to emerge from the Pale Tree, have the greatest experience in and wisdom of the world and are well respected among the sylvari. Four of them in particular (one of each cycle) have taken on positions of leadership, organization and teaching and provide something like governance and guidance for the sylvari people.
History - Ronan, a human soldier, found the fist-sized seed of the pale tree in a cave. On returning to his home he discovered his home destroyed by mursaat. He planted the seed on the graves of his family and swore never to fight again. Ronan formed an unlikely friendship with the centaur Ventari and together they built a refuge near the growing tree for those who sought peace and shelter.
As the pale tree grew, the war between the centaur and krytans became more brutal and fewer listened to Ventari and the small outpost grew smaller. Before he passed away in 1180 AE, Ventari carved his life lessons on a tablet which he placed at the base of the tree in the hope travellers might read it.
Over one hundred years later, golden fruit formed for the first time on the pale tree. In 1302 AE, these opened to reveal the first of the sylvari. The tablet at the base of the tree and the Dream of Dreams guide the sylvari, who are imprinted by the morality and ethics of Ventari and the bravery of Ronan.
Temas similares
» Super guia - PvP
» [GW2] Super guia
» Super guia - Gameplay
» Super guia - Miscelaneo
» Super guia - Personaje
» [GW2] Super guia
» Super guia - Gameplay
» Super guia - Miscelaneo
» Super guia - Personaje
Recios :: JUEGOS :: MMOs :: [GW2] Guild Wars 2
Página 1 de 1.
Permisos de este foro:
No puedes responder a temas en este foro.