Ree Soesbee's Blog, page 2

February 25, 2011

A Spirit of Legend

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Life in the frozen Shiverpeaks carries many harsh burdens, and those who choose to live there must be as stalwart as the mountains themselves. The norn have many virtues, among them a fierce tenacity and a zest for the challenges that life brings. One of the most fundamental parts of norn culture is their reverence for the Spirits of the Wild, manifest embodiments of the natural world. These spirits are not only sources of inspiration, they are guides and allies through the difficult journey of life.







The fire blew sparks toward the heavens like stars seeking to return to their high, dark home. But there was no joy in this blaze, no celebration. What had once been a proud lodge was now little more than piles of ash huddled in the shadows of flickering, ember-lit logs.


“I’m sorry, Viskar.” The old skaald placed his hand on the boy’s shoulder. “There’s nothing we can do. Your father lost the house, and everything in it, on his last wager with Grimhilde. She had the right to do whatever she chose with her winnings.”


“She cheated. She cheated, but I can’t prove it. What of my father, Fiach?” The youth snarled the words, biting off the syllables like a wolf gnawing its leg out of a trap. “Did she have the ‘right’ to kill him, too?”


Old Fiach sighed. “He was wrong to attack her. There will be no retribution from the Wolfborn of Hoelbrak for Grimhilde’s actions. Nor should you seek vengeance upon her, Viskar. You are a new hunter, barely old enough to bear your own blade. Grimhilde is powerful, and legends of her cruelty are told at the moot to frighten children and humans.” Shaking his head, the skaald pulled a leopard-fur cloak closer about his weary bones. “Put away your anger, young one. Bury your father. Leave this matter to the crows.”


“No.” Viskar wiped away his tears with the back of his hand, leaving soot stains across pale cheeks. “I may be young, Fiach, and I may be inexperienced.”


“But I am still norn.”






Bear, Snow Leopard, Raven and Wolf


The norn believe in personal strength, individual victory, and an earthy spirituality that is both primal and complex. They revere the spirits of nature, embodied in animals that are both guardians and the essence of the world. It can be said that there are probably as many Spirits of the Wild as there are basic types of animals—one Spirit of Wolf to embody all wolves, one Spirit of Dolyak to teach the lessons of strength and perseverance, and so forth. Unlike the human gods, these Spirits of the Wild do not represent high-minded concepts like “War” or “Nature,” but instead embody all the complex virtues and vices of the animals they represent.


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Because of their history, the four most important Spirits of the Wild to the residents of the Great Lodge of Hoelbrak are Bear, Snow Leopard, Raven, and Wolf.


These spirits manifested themselves to lead the norn survivors south after their northern homelands were ravaged by the rise of the Elder Ice Dragon, Jormag. Bear is the most revered of all the spirits, and she is seen as an icon of strength, insight, and wisdom. Snow Leopard is a solitary, stealthy spirit, much like her animal kin, and the norn respect the secrets she collects. Raven is the cunning trickster who loves riddles and wordplay, and Wolf is the spirit of teamwork, friendship, and family. Norn choose to follow the path of a certain Spirit of the Wild because they feel a kinship to the lessons it teaches.


It is important to note that simply because the four Spirits worked together to help the norn survive Jormag’s attacks does not mean that they—or their followers—are always on the best of terms. Followers of Wolf scorn Snow Leopard’s stealth as “cowardice,” and the shamans of Bear have been known to mistrust Raven’s adherents, calling their deceptions dishonorable and weak. Tales of epic battles between heroes of each lodge are told at moots, immortalizing in legend both the virtues and vices embodied by their patron spirits.






The stars above the Shiverpeaks were cold and bright, crowned by the iridescent borealis of the northern sky. In the Great Lodge of Hoelbrak, a youth stood before the shamans and sought lessons of revenge.


“No,” said the shaman of Bear. “Learn strength, Viskar. Learn wisdom. Grimhilde does not seek victory. She seeks the utter annihilation of her enemy. I will not teach you to throw away your life.”


“I am sorry,” said Wolf’s followers. “We would gladly help you avenge your family, but what you propose is suicide. Think of your pack. If you attack Grimhilde, she will punish those you love.”


The Havroun of Raven shook his head when Viskar asked. “You cannot even tell me how she cheated. Grimhilde is clever, and she always has a lethal surprise for her enemies. If you do not know more than she does, she will destroy you.”


Viskar clenched his fists. “Will no one help me?”


A shadow moved in the corner of the lodge, and yellow eyes gleamed. “You haven’t asked me yet,” murmured the Speaker of Snow Leopard, Valharantha, her movements smooth and graceful.


“Will Snow Leopard teach me to take vengeance?” he asked. “If I follow her path, will she show me how to defeat Grimhilde?”


“More.” Valharantha lowered her eyes and smiled. “She will turn your vengeance into legend.”






A Shaman’s Burden


Unlike humans, whose priests are revered for their dedication to one god, all norn feel equally guided and befriended by the spirits. Some norn don’t follow a particular path, preferring instead to revere all the Spirits of the Wild, following each whenever its lessons are relevant in their day-to-day lives. Those who choose to become shamans devote themselves to a Spirit’s sacred area: a shrine, lodge, or hunting ground dedicated to their patron Spirit of the Wild. They serve their people as guardians and teachers, protecting their territory and instructing others in the lessons of the spirit they revere.


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Four of the most powerful and dedicated shamans are known as the Speakers of Hoelbrak. They tend the four lodges that flank Hoelbrak’s main hall, which were raised in honor of the spirits that led the norn to safety. The wise Alarrin of the Frostborn speaks for Bear’s lodge; Moda the Black is Raven’s learned speaker; the Wolf Lodge is kept by a young speaker named Fastulf Jotharsson; the beautiful and mysterious Valharantha is the Speaker of Snow Leopard.


Shamans can be found across the Shiverpeaks and even in far-flung areas, but one special type of shaman known as a havroun is far less common. A havroun is a special servant of the spirit, a vigilant and active defender of the spirit’s interests both in this world and the next. Havrouns have the unique ability to physically cross into the Mists and go to the Hall of the Spirits, where the brave live forever. They do not need to open a portal or perform a ritual unless they are taking others with them. Alone, they simply step into the spirit realm, sending their spirit into the Mists as easily as crossing a hearthstone. There is only one havroun per Spirit of the Wild; there may be another in training, if the current havroun has grown old or weary and is preparing for their final crossing into the Mists.


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The Other Spirits


Primarily, the norn of Hoelbrak revere the four Spirits of the Wild that led them south, but other spirits exist and teach lessons of their own. Some are less powerful, such as Minotaur, Wurm, or Eagle, and they are rarely seen or called upon. Some spirits are not sentient, such as Mountain, Fire, or Darkness, and are depicted as challenges to strive against or legendary obstacles placed in a hero’s path, rather than friends or guides like the Spirits of the Wild.


There is also a small group of spirits that are revered with great sorrow. These “lost” Spirits of the Wild remained behind to fight Jormag. Owl, Dolyak (also known as Ox), Eagle, and Wolverine are lauded for their bravery and their sacrifice. Owl’s death is known to the norn—the last Havroun of Owl confirmed it—but as to the final outcome of Dolyak, Eagle, and Wolverine, even the shamans do not know. No norn has been blessed to serve as havroun to those spirits in generations, but then, it is not uncommon for weaker spirits (or those who are not close to this world) to be without a havroun. All that is truly known is that these spirits held the line in the far North and, by their bravery, aided the norn in escaping Jormag’s claws.






Grimhilde knelt, studying the tracks. She’d been following them for six days, since the skaalds in Hoelbrak sung the legend of Whisperclaw, a fierce young mountain cat. Soon, she would challenge the beast, and—


“Grimhilde!” a voice called from the mountainside above. With a start, she reached for her weapon. Had someone come before her? Was her prey dead by another’s hand? In anger, the warrior straightened and peered up into the crags. She did not have to wait long to see her enemy. “Who are you?” she asked cautiously, fingering the blade on her axe. If this stripling had stolen her prize, she would make him pay…with pain.


“I am your death, walking.” The youth stood on a high ledge, balancing effortlessly. “Four years ago, you cheated my father of his life. I am here to avenge that debt.”


“I remember you now.“ Grimhilde stepped backward and swept her axe from side to side. “Your father was a weak little thing—as are you. I should have slain you as a child, but that old man talked me out of it. No matter. I will deal with you, and when I return to the Great Lodge, I will end that relic of a storyteller as well.”


The youth snarled, eyes bright with cold, bitter revenge. “You’ve come here to hunt,” he said, “but you’re the one being hunted. It is six days back to Hoelbrak over ice and snow, with no safe haven, no lodges or campgrounds along the way.”


“You think to fight me?” she laughed. “Kill me, Grimhilde the Ferocious? The mightiest axe-wielder among the norn? You will die mewling like a kitten, young one. You’re not powerful enough!”


“You’re right. I’m not powerful enough to face you on your terms, so I’ll face you on mine.” The young hunter smiled wickedly. “Snow Leopard trained me in stealth and tracking. She also taught me to steel my mind against slumber. I can go five days without resting. I’ll die after six, but I’ll do it if I must. But you…you have to sleep sometime. And I’m willing to bet my life that you’ll rest before I do.”


Grimhilde stared at him, the blood draining from her face. “You would kill me in my sleep?”


“I will wait until my prey is at her weakest, and then I will strike.” The young hunter smiled grimly. “And by Snow Leopard, I swear—you will never hear me coming.”







Dragon


Since the rise of Jormag, there are those among the norn—always young, male, and eager to prove themselves—who claim that “Dragon” should be revered among the Spirits of the Wild. They admire Jormag’s strength, its viciousness, and its cruelty. They claim that, by following the path of Dragon, a norn can become as undefeatable as the dragon itself. They look at the tale of Jora and her brother, Svanir, and see him as the first convert to the new spirit. Jora, who did not accept Dragon’s blessings, is reviled among their cult—as are all women. (Interestingly, Jormag does not show the same bias as its Son of Svanir followers; it has been known to corrupt all races and all genders.)


[image error]Dragon has no true shaman, no havroun. Those who follow it do not have the ability to go into the Mists on its behalf, nor do they have the gifts norn expect to see in shamans of the Spirits of the Wild. A Dragon shaman may think he is spiritual, but he falls woefully short of the real thing. These advocates of the dragon teach only corruption; they are given foul blessings; they are changed forever by Jormag. In the end, they too become icebrood and serve the beast. They may call themselves shamans, but most norn consider them fools—dangerous ones. Still, the promise of power—and the challenge to be the one that masters the dragon’s gifts—continues to lure arrogant, driven young norn into Dragon’s service.


Norn culture stresses individuality. It demands that a person be judged by their own actions, not by the actions of a group to which they belong. If three Sons of Svanir attack a shrine, those individuals are hunted down and punished. That does not mean another norn who claims to be part of the Sons of Svanir will be punished or treated badly because of the event—in the norn mindset, he didn’t do it, so he isn’t to be blamed. This doesn’t mean that the norn ignore a person’s allegiances or that they don’t understand Sons of Svanir are dangerous people. It is simply that, as a race, norn do not judge an individual for the sins of his tribe.


A norn lives and dies by her own legend.






“Let me tell you a tale.” Old Fiach the skaald raised his hands to the sky as the fires of the moot crackled and leapt. “The story of the hero known as Viskar Whisperclaw. Hail the honor-son! Rightful rage-tender, shadow-striker, slayer of treasonous Grimhilde. Viskar, who despite all challenges, was willing to give his life to claim blood-debt from the one who had done him harm…”






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Published on February 25, 2011 11:10

February 11, 2011

The Line of Duty – The Three Military Orders of Kryta

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The relationship between the three martial arms of the human nation of Kryta is a delicate one. The Seraph are the army, the police force, and the protectors of the populace. The Ministry Guard serve the ministers, government officials, and nobility of Divinity’s Reach. The Shining Blade are the queen’s personal bodyguard and, as the well-informed may tell you, her spies.








Lieutenant Serentine knelt beside the body of the minister, careful not to cut herself on the broken slivers of glass that surrounded his right hand. A shattered goblet lay in fragments across the cobblestones of the alley. Shards twinkled in the light of her lantern. She turned over a piece of glass cautiously and watched a bit of red wine stain the stone beneath. What had the minister been doing in the poor area of Divinity’s Reach? Who was responsible for his death?


“Lieutenant?” One of her men stepped into the end of the alley, saluting. Serentine looked back over her shoulder and arched a brow. He shifted uncomfortably in his red livery, the symbol of the Ministry Guard blazoned on his chest. “The Seraph are demanding control of the crime scene.”


“The Seraph?” She rose from her crouch, adjusting the warhammer on her back. “They have no jurisdiction. A minister has been murdered. This is a Ministry issue.”


“Murdered while he was inside the walls of Divinity’s Reach.” A new speaker pushed aside the Ministry guard and strode down the alley toward her. “That’s clearly our area of concern.” He was handsome, sandy-brown hair hanging lightly across his coppery eyes. “Lieutenant Serentine,” he greeted her as an afterthought.


She narrowed her eyes. “Captain Thackeray. Taking a personal interest?”


“He was murdered by bandits in our city streets. You bet your hammer, I am.”






Seraph

The most numerous of the Krytan military organizations is the Seraph. They stretch their influence across the nation, with outposts in every major town, and patrols that struggle to keep roads free of bandit attacks and centaur raids. Yet they are also the most beleaguered, struggling to maintain supplies and munitions for their soldiers. The highest rank in the Seraph is captain. At any given time, the queen has from five to ten captains in the Seraph; each operates independently, but in coordination, under her command.


[image error]Each Seraph captain is granted authority over a certain territory of Kryta — be it the embattled foothills of High Timber Claim or the lowlands of Nebo Terrace. The troops under their command report upwards to them, and they receive their orders directly from the queen. In recent days, Queen Jennah has been absorbed in her duties to Ebonhawke and the treaty being negotiated with the charr. Most of the command of the Seraph in Kryta has fallen on her closest captain, Logan Thackeray, whose immediate authority covers the city and environs of Divinity’s Reach. Now considered the first among equals, he organizes the body of Seraph response to overall threats against the nation.


Ministry Guard

[image error]The second largest martial unit is the Ministry Guard. Typically seen only in Divinity’s Reach, it is their task to keep the peace in the ministry and provide personal security for the Krytan ministers and their aides. This usually also translates into being protectors of the nobility of Kryta, most of whom are heavily involved in the ministry.


Although their jurisdiction is more limited than the Seraph’s, it is also more empowered; the Ministry Guard have the right to overrule Seraph authority where ministers are concerned, in order to keep governmental secrets secure.


The Ministry Guard is headed by the Commander of Divinity’s Reach, who reports to the legate minister, the ministry’s highest office and speaker to the queen.


Shining Blade

[image error]The Shining Blade are the queen’s own guard. Derived from the original Shining Blade, freedom fighters during the War in Kryta, the modern Shining Blade watch over the Royal Family itself.


Although they are the smallest and least-known of the Krytan military units, the Shining Blade are superlatively trained as an elite force. Unknown to most of the populace, many of the Shining Blade also perform more covert duties. From spying on political enemies to carrying secret messages throughout the nation, the Shining Blade carries out hidden missions at the request of the Krytan Throne. Their leader is the Master Examplar of the Shining Blade, a position appointed by the queen. The Master Exemplar reports only to the queen, and may supercede the authority of either of the other two branches of military with the queen’s permission.


When Queen Jennah’s father died and she was invested to the Krytan throne, she appointed Countess Anise to the rank of Master Exemplar. Anise is a cunning political mind in her own right and has served in the Shining Blade for many years.  Anise defended Jennah as her personal guard while Jennah was a young princess. The two are very close companions. Although Anise is not thought of as a powerful combatant, her cunning and ability to predict the actions of others has long served to keep the queen safe. Now Anise protects Krytan interests with an equally sharp edge.






The poison in the wine was difficult to track, but unusual enough to make a positive identification. Smugglers, no doubt working on behalf of the bandits, had gotten it to the inn. But what caused Minister Brios to go there in the first place? Serentine paced the wide halls of the Ministry Chamber, avoiding the peasants who scuttled along on business here or there. They did not concern her; only the safety of the ministers did.


Something had to have drawn Brios downtown. Something important enough for him to go quickly, and shady enough that he didn’t bring a guard. Had he been engaging in treason? It was possible. More than a few ministers were on record with the belief that the treaty with the charr was foolhardy; throwing away victories and condemning Ascalon to charr rule forever.


Opening the door to Brios’s office with her master key, Serentine stepped inside. She ruffled through every scrap of information she could find, digging through his desk unreservedly. Receipts, dinner invitations, missives from Ascalon Settlement—the area that Minister Brios represented—and scraps of notes from various ministry sessions. Nothing personal. Nothing that named the inn or implied a reason for him to leave the safety of his apartments.


“Take the schedule-book, and seize any classified files.” She ordered the two guards that followed her. “One of you stay on door duty here, and the other…”


Before she could finish her sentence, Serentine’s eye fell once more on a piece of paper that she’d discounted in her initial search. An invitation to afternoon tea with the Countess Anise, dated the same day as Brios’s death.


“Anise.” Serentine frowned. “Master Exemplar of the Shining Blade.”


But if Brios had been considering treason…how did he walk away from a meeting with the queen’s guard?






The Balance of Power

The three military orders of Kryta don’t always get along well. In fact, they are notoriously opposed. The Seraph demand more authority over the nobility of the kingdom, while the Ministry Guard resist allowing those of common birth (and, they say, lesser training) access to their ranks. The Shining Blade is ever secretive, keeping their own counsel and acting completely without regard for the other two. It’s a tug-of-war for influence and control within the city of Divinity’s Reach.


The Krytan Rule of Law states that only the nobility receives a full trial; commoners receive magistrate audiences at the ministry; outsiders are given a hearing before the local Seraph authority. The Seraph man prisons and holding cells, no matter the birth of the individual being detained. The ministry takes charge of all trials and hearings, again, across societal bounds. This means that the Seraph can lawfully take authority over a noble-born prisoner brought in by the Shining Blade, or that the ministry can, in effect, refuse to present some or all information gathered by the Seraph during a trial. This system was designed to maintain an equal burden on both branches of enforcement, allowing the Seraph to utilize their superior manpower throughout Kryta while the Ministry Guard handles bureaucratic issues and legal rulings. In practice, the two groups all too often engage in a fierce contest over authority.


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Recently, the Seraph have been losing that fight. Their soldiers are preoccupied with battles against the centaurs and keeping the Krytan farmlands free of bandit attack, and they have little time for politics. Fewer and fewer citizens have the strength to join their ranks, and money to pay their soldiers is tighter than ever. And while they fight each day to keep the populace safe, the Ministry Guard live in plush chambers and lock down their control of the queen’s city.


Even as they struggle to keep Kryta safe, a distinct unit of Seraph enforces the queen’s will on distant Ebonhawke, supporting the Ascalon freeholders and lending their aid to the military there. Known as the ”Fallen Angels,” these black-uniformed Seraph are yet another drain on the military’s resources, albeit one that is critical to the safety of humans in Ebonhawke, and therefore Kryta, and also to Queen Jennah’s hopes of eventual peace with the charr.






“I’m sorry, Lieutenant.” The countess smiled. “I can’t tell you anything else about Brios.”


“Can’t,” Serentine pressed the issue, “Or won’t?”


“We talked about gardening. He was an enthusiast.” The countess shrugged, auburn hair moving softly against pale shoulders. “What else could I say?”


Gritting her teeth, Serentine resisted the urge to make demands. “I see. And when he left this ‘tea,’ where was he going?”


“How would I know?” Anise smiled ruefully. “We weren’t exactly close. It is a pity, what happened. I expect it will take some time for his successor to be appointed, and the vote on funding for the carnival will have to be postponed. Brios was such a supporter of the people… A shame. Ah, well. Will there be anything else, Lieutenant?”


Serentine knew a dismissal when she heard one. “No, ma’am.” Bowing brusquely, she turned on her heel and strode out of the palace.


First the Seraph tried to seize authority, then the Shining Blade put up political roadblocks to stop the investigation. There was only one place Serentine could turn.






The Future of the Throne

The populace of Kryta respect the Seraph, but long years of war against the centaurs and the recent upturn in bandit attacks throughout the nation have worn on the people’s patience. More and more ministers speak out against the armed forces, resenting their constant drain on the nation’s economy and the apparent lack of significant victories against evils threatening the land. Slowly, the Ministry Guard is seizing power within the city of Divinity’s Reach and in the hometowns of ministers across the nation, spreading their authority where the Seraph’s strength is lapsing.


This shift in the balance isn’t going unnoticed. It has caused some ministers to become emboldened, and speak out against the Seraph commanders—and more recently, in quiet tones, against Queen Jennah herself. Respected leaders throughout the land lay blame on the throne and say it no longer acts on the people’s behalf; and they are earning more and more supporters for their cause. Unless the Seraph are able to solidify peace within Kryta, and overcome the dangers they face, the country—and the queen—may be in jeopardy of an uprising.


An armed one, with the ministry opposing the throne.


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Kneeling, Lieutenant Serentine placed her warhammer on the ground. “Thank you for seeing me, sir.”


“Rise, Serentine,” his voice held the wisdom of many years, bolstered by the strength of solemnity. “Tell me, guardswoman. How can I help you?” Legate Minister Caudecus frowned in gentle concern.


“I don’t know where else to turn, sir. A minister has been murdered, and it seems as if the queen herself is hampering my investigation.” Serentine hated saying it, even thinking it, but she knew that she could trust him. “I have been ordered to turn the case and all evidence over to Thackeray and his Seraph.”


“Ah, Lieutenant,” Caudecus patted her shoulder gently. “It is not our place to question Queen Jennah. Do as you are ordered. I’ll make sure the ministers know the Guard is not at fault. Without you, it is likely that Brios’s murderer will never be discovered—or brought to justice. The Seraph are incompetent, but the queen’s infatuation for that simple-minded captain blinds her to the country’s needs. I will write to Minister Brios’s family and see that they have money for their needs. In this time of trials, we must do all we can for one another.


“Nevertheless, Kryta will win through. As we ever have.” Minister Caudecus smiled reassuringly. “Just leave everything to me.”



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Published on February 11, 2011 11:28

May 27, 2010

Ree Soesbee Answers Your Questions About GW2 Personal Storylines

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With some help from Community Manager Regina Buenaobra, we asked our online community to give us their foremost questions on the Guild Wars 2 storyline system, so that we could be sure to answer as many of them as we could. I haunt the forums all the time, so I know how important story is to our players. I want you all to know that we’re listening!

Will my personal story or biography be visible, viewable, or known to other players in some way?



A player can see many aspects of another player’s personal storyline – they can compare achievements, and see what other players have accomplished. They can enter another player’s home instance (if they are invited), and see the changes and differences there that reflect a player’s story. In this manner, players can see what other players have chosen both in their biography and through their choices during the play of the game.



Will actions I take in the dynamic events system affect or interact with my personal story?



Affect, no. Interact with, yes. Sometimes, your personal story is taken from the same point of plot. The centaurs are attacking human lands, for example. There may be events to drive off the centaurs from Nebo Terrace, or to attack the centaur camp and kill a leader in their army. Separately, there may be a storyline that follows the path of a lost soldier, tracking him through said centaur camp to find clues as to his whereabouts. Those are interlinked, but they do not directly affect each other. Our intention with this is to make the world real and to show that the things happening all over the world are not isolated or self-contained incidents; they affect everyone in the area, both in large and small-scale ways.


Mechanically, a personal story will never change the outcome of an event. The storylines are personal, individual acts of heroism, while dynamic events are designed to be larger, multi-player activities that allow everyone to get involved. Events do not impact story, either, although you may have to participate in an event on the way to a story step in order to reach your goal.



Will my personal story interact with, link to, or affect the personal stories of other players that they group with or with whom they are affiliated with (guild, partner, family member, etc.)? Can we link personal stories with our friends, partners, family members, and/or guild mates?



Nope. Your story is *your* story. It is accessible only by you and those you directly invite to experience the storyline with you, by partying and allowing them to enter your personal areas and instances. The outcomes are personal to you, and do not affect another player’s outcomes or storyline. You can’t link your story with other people, but you can invite them to come along with you on one of your storylines, and then they can see the events that you are experiencing and assist you – but the choices in that storyline will only be available to the person whose story you are playing.



Will we be able to play all the alternative options in a personal story once your choices have been made—on the same character? Can I go back and change my mind? If not, can our alternate characters make appearances in our other characters’ stories?



For the most part, no. As with life, when you make a choice, it changes the world around you. You can’t then go back and ‘unchange’ the world – you have made a final, tangible decision. If you choose to let someone die, then that NPC remains dead and will be so for the rest of your character’s existence. You may go back and create a new character, playing them through that same branch of the storyline, and make a different decision – but that is a different character, and a different story.


Your alternate characters can’t appear in each others’ stories, for the same reason that you can’t ‘grief’ each others’ stories in game. Your story is only accessible to you – and other people you specifically invite into your party. Only those people can experience your stories, or affect them in any way.



Will we be able to develop different kinds of relationships with NPCs, like friendships, rivalries, familial ties, and romances in personal stories?



Yes! You can be friendly to some NPCs, and mean to others; you can have a certain ally join your charr warband, and not another, and this may decide which NPC considers you to be a friend and which becomes a rival. Such choices will permanently affect your character and their story. That said, we try to leave a lot of room for such ‘personal’ commitments in story to be entirely a player’s choice. No storyline will hinge on you falling in love (or not) with an NPC. If you aren’t interested, it won’t affect whether you can continue the story, or whether your character will be successful overall.





A question raised on the forums brought up a similar point that I want to address. The player did not want GW2 to ‘define’ her character’s family, and was sad to think that we might force such a choice on her during the biography process. We’ve tried to design the biography for all types of players, both those who want to have the game take into account every aspect of a character’s history, and those who want a distinctly ‘hands off’ approach to things like personal family relationships. When you are presented with questions about your character’s past, some of the answers will allow you to avoid establishing background that you want to develop yourself. For example, the question ‘The one thing I regret about my childhood’ may have a possible answer, ‘I never knew my parents,’ but it will also have the available choice, ‘I wanted to run away and join the circus.’ A player can choose if they want the GW2 storyline to involve their family – or not.


Our plan is to give you options, not remove them. Whenever possible, we’ve tried to look at the biography from the point of view of a player who likes to create a tangible, living character – and we’ve done everything we can to facilitate that, and to leave plenty of room for a player’s sense of personal creation and ownership over their character.

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Published on May 27, 2010 17:44

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