Jump to content
  • Sign Up

Drgnfly.5812

Members
  • Posts

    40
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Drgnfly.5812's Achievements

  1. I'm very excited to see the return of Kuunavang to the story! I cant wait to see which direction we go from here. :-)
  2. Hopefully not at the same time. IDK, the reception sounds like it would be very memorable. Pea soup anyone! :p
  3. Admittedly the gods of Tyria do seem to exist within their own society. They interact with each other, impose their will on each other, and are capable of given physical birth. I wasn't trying to make the argument that the gods of Tyria have no gender identity. Only that the majority of attributes that are used to describe the gods has to do with how any particular race sees them. For instance, Humans see near omnipotent entities worthy worship while Asura see vessels whose existence can be rationally predicted. And perhaps your right. It is possible that the gods of Tyria walked through the Mists and elevated an already existing species thereby creating humanity. Perhaps the gods crafted humanity from clay and bone as speculated by the asura Xakk. I would love to create some solid answers to these and many questions concerning the lore of Tyria. Though I suspect the developers at ArenaNet prefer the nebulous nature of this lore for more pragmatic reasons. I do remember a long time ago there used to be a lot of fan fiction that had been written about Tyria. People crafted intricate stories explaining the skills and events that existed in the original game. I can no longer remember or even find an archive of those sites, but I would love to reread those ideas. Properly drawn upon and fleshed out I would think they would provide a treasure trove of ideas for the developers. Much like how some of the Star Wars fan fiction had an impact on the later released movies.
  4. I myself try to shy away from discussion of the gender of the EDs. Gender itself is a social construct more so than a biological description. Certain societies may base specific gender associations and/or roles off of biological factors, but it is not required. EDs do not technically participate in a society, therefore it would be unexpected if the EDs had a gender identity. To discuss the masculine and feminine designations of any particular ED as a "fact" seems futile to me. That said, we should realize that there are Tyrian societies that have relationships to the EDs. Each particular race will view the EDs (as well the Gods) through their own cultural lenses. These various races of Tyria will ascribe characteristics and descriptions to the EDs that may be viewed as masculine, feminine, or some degree of from within that society . When the Sons of Svanir ascribe a masculine gender to Jormag, for example, we are learning about SoS's viewpoint and not particularly of Jormag itself. It is for these reason I initially leaned into discussing biological sex more so than the initial discussion of gender. I found it interesting to discuss particular physical characteristics of the EDs because it makes them seem more real. To theorize that EDs may reproduce in a manner similar to bees, that their minions act with a hive mentality, that they collect magic which other races then "harvest" makes them hypothetically seem plausible in some other reality. Therein lies the keystone of a good story, plausibility.
  5. What would be the traditional sense for an ED to create a scion? Are not all systems of reproduction simply forms and methods by which living entities biologically "construct" new individuals? Perhaps we are just picturing two different, but equally plausible, forms of creation based on the information provided. I would have to say my most favorite fallen heroes would be Achilles and Anakin. I love the idea of portraying a suffering in literature and then turning it into a madness. Whether it is an uncontrollable rage (Achilles), a cold heartless fist (Anakin), or possibly in the case of Kralk. an unquenchable thirst. I cannot say I've heard of Black Cauldren (sp?) though. Is that a book? This makes a lot sense to me. I could see Primordius being perhaps the most primal of the EDs. Where Mordremoth or Jormag are very thoughtful and cunning, this potential hunger of Primordus seems thematically likely. Fire is a consuming force with no regard to boundaries. Perhaps Primordius's torment isn't just pyromantic in nature but verges on a type of filicide. I'm not sure what your sexual orientation has to do with his, yours, or my point. Unless you trying to appeal to your authority in order to convince me that I did not read what I read. Nevertheless, you are entitled to your interpretation same as me. My desire here is simply to discuss Tyrian lore and stories. I do not feel that I was in any way disrespectful to Aridon.8362. I am genuinely confused as to why you feel the need to defend that particular post. And I certainly don't see how trying to characterize me as "overtly sensitive" is in any way necessary within this forum.
  6. If we are to accept that the sex determination of the Elder Dragons is anything other than female then parthenogenesis would not be a good description. Parthenogenesis specifically refers to reproduction from an ovum, a female reproductive cell. As far as Kralkatorrik being the only Elder Dragon to produce scions there is no lore or information from developers to support that statement. Glint was a champion and scion of the Elder Dragon Kralkatorrik, but she was not the only champion and therefore possibly not the only scion. Unless definitive statements are given about the other champions (Drakkar, Tequatl, The Great Destroyer, et al.) or the Elder Dragons themselves then we have to entertain the possibility that these champions are scions of the Elder Dragons too.
  7. These are very interesting concepts being discussed here. Are the Elder Dragons "alive"? I suppose the first step would be to give a biological definition to the word Life from a Tyrian perspective. I would submit that our current biological definition would be most useful here. A thing could be considered alive if it is composed of cells that metabolizes magics, that grows and responds to the environment, and that regulates an internal state with the capability of replication and adaptation. Using this definition I believe we can consider both Elder Dragons and Sylvari to be alive. The Risen, the Awakened, ghosts, and other necromantic minions do not seem to completely fulfill this definition and are therefore are classified as undead. The next question would be "Do all living things (organisms) in Tyria have a sex?". Sex is a label often used to describe the biological reproductive characteristics of an organism. Based of the information presented within the game, we can see that multiple types of reproductive characteristics should exist within Tyria. Humans appear to have the typical types of sexual characteristics found IRL. But Sylvari are born forth from the Pale Tree and sexual characteristics are more ambiguous. Sylvari seem to be produced through a magically induced system of asexual reproduction. Sylvari may therefore be considered magically motile fruit capable of interaction with other creatures. I theorize Sylvari are not so much individuals but divergent physical expressions of the Pale Tree itself. Elder Dragons are different problem unto themselves when it comes sex determination. Because they are portrayed to be such ancient entities shrouded in both mystery and power many of the following statements are admittedly conjecture. We have evidence of a singular dragon, Glint, producing eggs. It is generally accepted that egg production is a female characteristic. If we found evidence that Jormag, Mordremoth, or any other dragon created eggs then we should consider that dragon to be female. Since we do not know how dragon's reproduce such a distinction is probably meaningless. However, my theory is that the dragons of Tyria are haplodiploids. Their unfertilized eggs become male and thereby give rise to creations such as Vlast. Fertilized dragon eggs create female dragons and give rise rise to creatures such as Aurene. And here we might unexpectedly have caught a glimpse of Glint's overall plan. Glint wanted Mordremoth to fertilize her egg! To create a new dragon that could take Glint's place an Elder Dragon had to die. So Glint manipulated the Commander into fulfilling her desire! Clever Glint predicting the future then plotting to make it so. ;) What does this tell us about Jormag? Admittedly not much of anything. The story still needs to unfold. But what if Jormag is female? What if Glint inadvertently taught Jormag how to create her own female Scion? What if this story goes deeper than we think? What secrets might rise to the surface? I have really high hopes that I am on the right track. Because imagine if Jormag wants to create a dragon to balance the existence of Aurene, who would she use? Primordus or the DSD?
  8. I think it would be interesting and compelling for Owl to be reborn from Jormag. In fact I'm pretty convinced that with the protective rhetoric we hear coming from Jormag that we are experiencing the influence of Owl directly. Owl the White! =)
  9. You have some interesting ideas here. The greatest relation I see between Ritualists and Necromancers is the forceful desire to bend their creations to their will. "Ritualists channel other-worldly energies that summon allies from the void and employ mystic binding rituals that bend those allies to the Ritualist's will. " When it comes to summoning spirits and channeling the lightning energies of the Channeling Magics I agree that the Necromancer is well suited. A couple of thoughts though. I would be interested to see the Necromancer's shroud fueled and enhanced by the presence of spirits. Not just the Ritualist spirits, but Ranger spirits and Renegades summons too. Some changes to the shroud that you proposed could be: Essence Strike- Deal X lightning damage. Receive X% Life Force if near spirits.Spirit Walk- Teleport to nearest spirit. Instant Recharge if there is a spirit, random teleport with ~10 sec recharge if no spirit present.Lamentation- I like what you did here, except drop the resurrection part.Binding Chains- Link nearby enemies to nearby spirits. They take X damage and move X% slower while chained. Enemies move out of range immobilize X seconds.Rupture Souls- Destroy all nearby spirits. Enemies take X lightning damage and are blinded. Downed allies are partially revived based on number of allied spirits destroyed. I think there should be a strong correlation between the Necromancer's new shroud and the usage of spirits. The developers could add interesting gameplay while simultaneously creating an inherent trade-off. When it comes to the Revenant I feel strongly you are on the right path with the summoning of urns and ashes. Usoku is great legend choice. Other great choices could be Master Togo, Saint Viktor, Archemorus, Kuunavang, any of the heroes revered in the Tahnnakai Temple, or for a curve ball Brother Mhenlo. There are so many great choices in Cantha, so many different directions the Revenant could go. ArenaNet may not even bind them to Ritualism at all. I'm excited to see what is in store for us!
  10. I'm not married to these ideas, I was just spit balling. Mostly I tried to consider where we left Cantha and what might have happened in the past 250 years. Here are couple of points to defend my thoughts. I could see Canthans engaging and developing ritualized combat as a means of entertainment after centuries of isolation and subjugation on the other side of the world. Gladiator Defense was a very popular skill from the original Guild Wars, though granted it was from the Prophecies campaign. However, I feel that Cantha could possibly have now become the backwater nation due to the isolation. Kirin are associated with wise rulers in East Asian cultures. And as these creatures also made it into Factions I felt it appropriate to see them in a Canthan expansion. My thought was that they might be portrayed as the mirror image of the Firebrand. Akin to the same way that Spellbreaker can be seen as the mirror image of the Beserker. The Revenant from a generalized lore concept is very ritualistic in nature. The summoning of ashes and urns are more akin to Revenant channeling than Necromantic reanimation. As well the concept of spiritual communing and the manipulation of those spirits would fit well into Revenant mechanics and could provide a new and exciting utility. Chu Ko Nu for the Engineer is probably a bit of a stretch, but it does carry a strong Asian engineering element to it. IRL the Chu Ko Nu was the repeating Chinese crossbow. I could see the Engineer getting a bow weapon with mechanical developments. A manipulation of chemicals would be a fine idea but treads thematically close to the elixirs. Mechanical constructs did exist in the Factions campaign and I could see them being further developed. With the Sea Dog I was envisaging the Luxon influences on the Ranger class. When I played Factions I remember that I really enjoyed that particular Faction. Though I admit in my suggestions I might I have recalled heavier on Luxon culture than on Kurzick. I could see the Juggernauts and the White Tigers of the Echovald Forest becoming a Ranger theme as well. But I honestly am hoping to get my pet Reef Lurker back. :-p I feel like with the Thief that the immediate desire will be to jump to Assassin. I was trying to meld that concept with Shadow Magics and so I recalled the Oni. Y'all will recall the Oni were big on using Shadow Shroud which was almost always a source of frustration for my heavy enchantment builds that I often played. So I was thinking that the Oni and the dark alleyways of Kaineng would have allowed Thieves to develop into a sort of Shadow Mage. The Outcast is actually conceived from a group of enemies found on the Jade Sea. They essentially were Luxons driven insane by the mining the Jade Sea. This madness developed from encountering the demon Kanaxai. It would be interesting if the Mesmer profession went in a sort of "Mad Hatter" direction. Or possibly if the developers would look again at the GW1 mechanic of skill thievery and mimicry. Saltsprays were a type of draconic enemy also found on the Jade Sea. (See what I mean by the over focusing on the Luxon faction? ) Saltspray dragons employed elemental magics and could be quite deadly. A group of them would "Ride the Lighting" to you then with PB and PBAoE spells spike damage to you. As Kuunavang is also a Saltspray would it not be interesting to see what she could teach? Indeed she might even become an Aurene 2.0 in the game. The Oracle for the Necromancer seems apt to me based on former lore. They are shepherds of the dead in Canthan lore. As Necromancers from GW1 had access to a couple of teleport spells and the Oracles dealt with transit it felt reasonable. But I will admit I've never been a big Necromancer fan so I am open to other ideas. Obviously I suspect the developers have really cool ideas in store for us. I am very excited about going back to Cantha as I have a lot of good memories of playing Factions. Indeed it is probably my most played of the campaigns. At the time Factions came out it felt like ArenaNet was really committed to their style of MMO. I am definitely happy at the prospect to go back.
  11. Interesting Canthan specializations might go as follows: Gladiator (Warrior) - uses Warrior styled survival skills to reflect and spike damage. Weapon Melee TridentKirin (Guardian) - creates wells and ramps up tanking ability but deals very little damage. Weapon Main Hand FocusRitualist (Revenant) - creates urns and other summoned objects. Weapon Greatsword Chu Ko Nu (Engineer) - focuses on creating moving mechanical constructs (minions basically). Weapon Crossbow (why not)Sea Dog (Ranger) - basically an aquatic themed class with aquatic styled skills. Weapon Melee Harpoon Gun/RifleOni (Thief) - focuses on punishment magics; perhaps rework the concept of hexes. Weapon Off Hand Sword Outcast (Mesmer) - The influences of Kanaxai drives their magics to new levels of unpredictability, perhaps even true mimicry. Weapon Double DaggersSaltspray (Elementalist) - Kuunavang has instructed Canthan Elementalist in the raw power of the Jade Sea. Weapon Off Hand TorchOracle (Necromancer) - As shepherds of the dead Oracles are able to teleport both themselves and their enemies. Weapon Off Hand Axe Just some general thoughts off the top of my head. Either way I am excited to see what the developers bring us. :-)
  12. Try to imagine how a given profession could be expressed or pursued with any particular race. The more unlikely they seem the more room there is for creative space. For example let's look at the race of Sylvari. The Sylvari is a new race based on floral anatomy rather than fauna. Grown directly from the Pale Tree, they emerge fully formed and with no juvenile state. A lack of history plus vague recollections from the collective Dream create a rather inquisitive people that are adverse to isolation. Mostly bound by the precepts of Ventari's Tablet they are broadly pacifist but noble knights exist within their species. Given their proximity to the natural world and their affinity for bending other plants to their will they appear to be environmentally conscious. Let us shape these general thoughts into some possible character outlines. Sylvari WarriorPerhaps one of the easier professions to express within the Sylvari culture. The noble Sylvari Warrior has an awareness of sound and voice. Learning and creating powerful Shouts they are able to stir bravery and feats of strength among their comrades. Their desire to inspire and encourage their comrade is also expressed in the physical creation of banners. Their innate ability to mold plants allow them to create durably beautiful banners of jute, linen (flax), and cotton. Sylvari GuardianA natural professional choice for the Sylvari, for who has not sought protection under the shade of a giant tree. The Pale Tree herself is an expression of the inherent virtues of Courage and Resolve. The Sylvari once again utilizing their command of sound have created a new sets of shouts different from their Warrior brethren. Instead of stoking the rise of adrenaline and fury, Sylvari Guardians sing regenerative and protective magics into their party. But their magic is not just expressed in sound. Sylvari have created magical wards that consecrate the very ground beneath their feet providing support and robust bulwark of stability. Sylvari RevenantThe Dark Knight of the Pale Tree, the Revenant seems an unlikely choice. However, the Sylvari are direct creations of an Elder Dragon. They have brought into this world by the use of deep magics long since forgotten and buried within Tyria. Granted these magics were twisted to the will of the Eternal Alchemy, but the Sylvari have a deep connection to the flow of these energies. Utilizing the teachings of Glint and piercing into the veil a select few have made direct contact with that venerable centaur, Ventari. Sylvari RangerThe most likely profession of all Sylvari, the wily Ranger is celebrated under the boughs of the Pale Tree. With Sylvan Hound and Druidic Spirit the Nature Magics of the Ranger are perfected by the Sylvari. From within the Maguuma Jungle they have made contact with the Spirits of Sun and Water, Stone and Storm. Their connection across the vastness of Tyria have allowed them to charm not just the Fern Hounds of the Pale Tree, but also the Jacaranda and Fanged Iboga have also fallen under their calming hands. Sylvari ThiefAbsent of the many societal norms found among the other races, Sylvari have taken a rather novel approach to the concept of locks and property. A lithe frame and nimble fingers have allowed the Sylvari access to hidden chambers long thought lost. And like the invasive vines of Mordremoth himself, the Sylvari Thieves insert themselves into dark corners. Given their generalized concept of passive force the Sylvari have learned new skills to calm their sensibilities. By harvesting the various toxins and poisons of the jungle these charming bandits pass the blame of death onto the venom itself. Sylvari EngineerThe paradox of a Sylvari Engineer should not be taken as bizarre but rather striking. The entire race has only existed for a couple of decades. They thereby lack the physical amount of time required to produce the inventions and innovations that are common among Asura, Human, or Charr Engineers. But this lack of time does not mean they lack the creativity to quickly adapt existing technologies to meet their own needs. Perhaps on of the most common Sylvari innovations found in Tyria is the Elixir Gun. Initial designs required the Engineer to carry a heavy back piece to hold the many concoctions and drafts required to power this device. But under the shade of the Mother Tree Sylvari Engineers were able to develop extremely concentrated tinctures that only required exposure to ambient water vapor to catalyze new reactions in a more a compact delivery device. Sylvari ElementalistAttuned to the very forces of nature Sylvari Elementalist have shown themselves to be gifted and artful in the wielding the secrets of elemental magics. First studying under the tutelage of Asuran and Human sorcerers, Sylvari soon began developing a whole new specialization within this profession. Utilizing the skills and talents already inherent among this fledgling race, Sylvari Elementalists sung the Elements to higher and more powerful expressions. Other races initially criticized the Sylvari as "overloading" the attunements. It did not take long, however, for all to see the benefits of "surfing the land" or "twisting the flame". Sylvari MesmerSylvari Mesmers are a unique expression of an elusive profession. While other races wield signets, chant mantras, or summon clones Sylvari Mesmers have truly become masters of misdirection and camouflage. Most that meet Sylvari are initially confused and struck by their unique beauty. Capitalizing on this initial bewilderment Sylvari Mesmers redirect their opponents attacks with masterful manipulations. These Mesmers quickly cover ground like their brethren Thieves and disappear before you eyes. The question is "Are you sure you saw what you saw?" Sylvari NecromancersSylvari have not yet experienced old age. Indeed no one knows how long an individual Sylvari could live. This has left the race with an enduring curiosity for death. No burial rites to violate, no graves to desecrate Sylvari Necromancers show no compunction in raising the dead. Indeed many a Sylvari have utilized Necromantic energies to create a bone horror only to be consumed with their singular creation. They will try to converse with their flesh golems or turn their bone fiends into pets. Perhaps it is this very lack of reticence that makes them adept minion masters. Or is it the will of the dragon that is being expressed? The point of this was to show that every race has the ability to fill every profession from a lore or story standpoint. Questions of "which is best" defeat the ability to be creative. How would Asura be a Warrior or Ranger? What does a Charr Necromancer look like? Are the best Human Mesmers nobles or carnies? All these questions and more lay open in the art story building. So I leave you with an old Guild Wars 2 quote, "What's your story?"
  13. First and foremost it should not be forgotten that this is fiction. The developers are not peering through camera lens and observing the Charr in their natural habitat. The Charr just like the Asura, the Sylvari, and even the Humans of Divinity Reach are a fabrication of actual human imagination living in the 21st century in the Pacific Northwest of the USA. Reading your post felt as though you were disconnecting from this fact. That you enjoy the Charr race the most in the game is one thing. That your post begins to speak of the Charr as though they are real is another. I want to address your concept of biological parenthood. That specific term conveys very little information and at no point did you try to clarify it. Do you mean the providers of the gamete or the providers of the gestation? The self evidence of that term becomes even more diluted when we talk about a fictional race where reproduction is not explained or elaborated. Exactly how do imagine that Charr even begin to procreate? Given the abundance of magic and magi-tech within the game we could begin to imagine even more fantastical methods of reproduction. Perhaps the Charr do not even "biologically" procreate at all. This makes the comparison to real world human rearing even more of a stretch. With regards to the fahrar system specifically. As I already noted everything within this game is a human invention, including this system of child rearing. As any good student of European history can tell you, the fahrar of the Charr is closely match to the Spartan agoge system. I won't go into a discussion of Spartan history ant the merits of their social systems, but rather encourage you to research the topic. I think a lot of the points you raised about the toxicity of "biological parenthood" could be addressed by reviewing this and other ancient histories. Your conceptions of the Charr as you present them are interesting, though I'm not convinced entirely faithful to the lore of the game. Did you play the original Guild Wars game or read the novels? Perhaps you would be more forgiving of human behavior in Tyria if you had a broader perception of the historical lore within game. I think the humans of Tyria have been, in general, conceptualized to be far more tolerant than the actual humans of Earth. I hope my points did not come off as an aggressive backlash but rather an honest discussion while trying to stay within the boundaries of Guild Wars lore.
  14. I understand/share the frustration by large segments of the community devoted to specific game types with GW2. I myself am very fond of playing sPvP on a fairly regular basis. However, I don't believe the intent with this post was for all communities to have their concerns allayed at once. That said, this is without a doubt better communication than what has been received in the recent past. We as a community should encourage more posts like this from the developers so that all community concerns might be addressed. ArenaNet has developed a great game and very marketable product. Even with all the shortcomings and frustrations that do exist I can honestly say I am excited to see more. This game is actively being developed, modified, and supported. I believe it is time to retire the "GW2 is dead!" trope.
  15. Absolutely! I have whole stories about not just my characters but a number of different heroes I encounter in Tyria. If you see something you like you are welcome to it. Only if you write about it, then reference me. ;-)
×
×
  • Create New...