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Arcturus Highwind
Captain

PostPosted: Mon May 01, 2006 11:59 pm


Since Miss I.Bebz brought this up, twice now (And it's entirely my fault I haven't gotten to it...) I am finally going to set this up.

The Guild Wars Crash Course and Lexicon. The Goal? To impart the wisdom you contain to those that do not contain it. For some, this will mean explaining everything starting at Classes, for others, it could mean explaining Tyrian and Canthan History, for others it might be explaining what's new in the world of PvP builds (Lord knows I never can keep up with it).

I'm not going to enter all the information, I hope. It would be a long, consuming process, for which I A, don't have all the skill and knowledge, and B, between rounds of Guild Wars, work, and life, don't have time for. Instead I ask that those that have the time, look over this, add in an entry when they can. If we keep it up, we should have a fairly solid resource.

And please, don't point to things like GW-wiki and the like. While good resources, they are a bit, heavy, for what I intend... (Not to mention boring as hell to read)

When I have a fair number of entries, I'll probably remake this thread, reorganize it, and so forth. For now, let the entries commence.
PostPosted: Tue May 02, 2006 12:00 am


Index:


Third Post: The Classes of Guild Wars, by Killara

Arcturus Highwind
Captain


Kilarra

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PostPosted: Tue May 02, 2006 12:43 pm


Kilarra's Easy-Peasy Profession Guide!


Version 1, completed!

Guide Key
All items are relevant to gameplay, and future additions may be more gameplay-focused. Roleplay-relevant notes will hence be marked with a *, i.e. those that don't entail stats/metagame technicalities.

What is a profession? *

Though profession frequently appears to equate directly to lifestyle for many Tyrians, let's call it what it is: a fighting style. There were six professions with Guild Wars: Prophecies, and two more introduced with Guild Wars: Factions. These will be described in more detail later. Inherent in a profession is a set of skill attributes which determine abilities.

Attributes? WTF are they? *

Essentially, they're stats. You know how in most RPGs, your character will have Strength, Defence, MagDef stats etc.? This is the same principle. A profession will come with a number of relevant stats in which you can invest attribute points to increase those stats' potency. This, in turn, will increase the effectiveness of certain skills and sometimes give you inherent bonuses, like additional critical hits, or lower energy expenditure. In addition, your primary profession will give you access to one single primary attribute - more on this next.

How many professions can I have? *

Two. Your primary profession is chosen upon character creation and it dictates the following:


  • Character appearance (armour or clothing in particular)
  • Initial attributes and primary attribute


Your secondary profession is chosen at character creation in Player-Versus-Player gaming, and later on, through quests, in Player-Vs-Environment gaming. This profession won't be immediately obvious from your appearance, which is already dictated by your primary profession, but enables the following:


  • A secondary set of attributes (relevant to the secondary profession)
  • A secondary set of skills (relevant to the secondary profession)


So, simply mash two professions together and go, huh? Well, no, not quite. Remember that primary attribute I mentioned? Consider, for example, how a primary Monk has the Divine Favour primary attribute to boost overall healing power of all monk spells. A warrior who takes Monk as a secondary profession will not have access to that primary attribute, so his/her healing prowess will be considerably less than that of a Monk. A secondary profession is truly secondary and effectively supports your primary profession, rather than giving you two professions to choose from at will. Combining primary attributes and secondary professions can give great advantages; for example, a mesmer's Fast Casting (self-explanatory) and an Elementalists's offensive spells can result in heavily spammable damage.

Profession combinations are denoted in-game via acronymys in this format: Primary acronym/Secondary acronym, e.g. W/N, which is Warrior/Necromancer.

Enough of the complicated stuff! What can I pick from? *

There are eight professions in all: Warrior, Monk, Mesmer, Elementalist, Ranger, Necromancer, Assassin and Ritualist.

I'll describe them using the following template:

Name: The profession's official name.
Acronyms: The profession's common acronyms.
Description: A brief description of what this profession entails, including battle style.
Appearance: What characters of this profession typically look like.
Attributes: A quick list of all profession attributes, and what they do.
Patron deity/ies: All professions look up to one or many of the Gods of Tyria, and these will be noted here.
Additional notes: Anything worth further mentioning will be placed here.

So, the professions:

Name: Warrior
Acronyms: W
Description: Perhaps self-explanatory, the Warrior is a brutal melee profession. Those of the class can take their hand to axes, swords and hammers with expert proficiency, and both endure great pain and inflict great physical damage. However, they lack magical prowess, with low energy for spells. Instead, their skills are fuelled by Adrenaline, which increases with damage both taken and inflicted during a fight.
Appearance: As one might expect, Warriors are typically powerfully built and clad in heavy armour. For reference pictures, click here and scroll down.
Attributes:
  • Strength - Primary att. Increases chance for armour penetration when using attack skills.
  • Swordsmanship - Increases sword skill potency and general sword damage.
  • Axe Mastery - Increases axeskill potency and general axe damage.
  • Hammer Mastery - Increases hammer skill potency and general hammer damage.
  • Tactics - Increases the effectiveness of battle stances and 'shouts', which support allies and yourself in battle.

Patron deity/ies: Balthazar, God of War and Fire.
Additional notes: None for the moment.

Name: Monk
Acronym: Mo
Description: Again, possibly self-explanatory. Monks are devoted support troops, offering a range of healing and protection skills. With the right balance of attributes, however, they can also deal divine smiting damage and be surprisingly offensive. Monks have an adequate energy pool, though nowhere near as large as that of an Elementalist.
Appearance: Male monks often appear quite stocky, and female monks ridiculously delicate. They wear pale/ivory/cream/tan/beige armour for the most part: see references here. Monks wear ink tattoos to boost their attributes, and are frequently partly, if not entirely, bald.
Attributes:

  • Divine Favour - primary att., increases bonus healing and boosts related skills.
  • Healing prayers - increases the potency of healing skills.
  • Protection prayers - increases the potency of protection skills.
  • Smiting prayers - increases the potency of smiting skills - esp. powerful against the undead.

Patron deity/ies: With regards to healing, Dwayna, Goddess of Life and Air, is the Monk profession's patron deity. Smiting Monks and even Protection Monks might also look to Balthazar.
Additional notes: A Monk will typically wield a staff in two hands, or a wand plus an offhand item like a Protective Icon.

Name: Mesmer
Acronyms: Me
Description: Mesmers are illusionists, assaulting foes with blisteringly fast-cast spells and hexes and punishing them pre-emptively for actions they might take against them. They also have at their disposal a range of interrupts to prevent enemy spells from being cast in the first place. Although lacking an energy pool the size of an Elementalist's, mesmers are perfectly capable of keeping their own energy maintained by stealing that of their foes.
Appearance: Elegant and masquerade-like, Mesmers wear masks and often green robes and outfits. See references here.
Attributes:

  • Fast Casting - decreases the casting time of spells to enable overall fast casting.
  • Domination - increases the potency of Domination skills, which dominate and subvert the actions of foes.
  • Inspiration - increases the potency of Inspiration skills, which enable energy theft, self-healing and a number of interrupts.
  • Illusion - increases the potency of Illusion skills, which hinder and deceive enemies.

Patron deity/ies: Lyssa, the singular twin Goddesses of Beauty and Illusion.
Additional notes: Like a Monk, Mesmers will typically wield a staff, or a wand and an offhand item like a Chakram.

Name: Elementalist
Acronyms: E
Description: Master spellcasters, Elementalists have huge energy pools with which they can cast a myriad of spells along the four element lines. Earth is typically defensive, Fire extremely offensive, while Air and Water both deal damage and hinder opponents. Some Elementalists choose to specialise in particular elements, while others are more flexible. Like Mesmers and Monks, however, they are 'soft' targets and can't endure as much damage as Warriors and Rangers.
Appearance: Wearing armour dictated by their elemental preferences, Elementalists are considered quite flash. Reference images here.
Attributes:

  • Energy storage - primary att., increases maximum energy pool.
  • Fire magic - increase potency of Fire skills, which deal offensive and area damage.
  • Earth magic - increase potency of Earth magic skills, which improve defence for yourself and allies.
  • Air magic - increase potency of Air magic skills, which pierce armour and blind enemies,
  • Water magic - increase potency of Water magic skills, which slow enemies and cause cold damage.

Patron deity/ies: Elementalists favour those gods who represent their preferred elements - Melandru for Earth, Balthazar for Fire, Dwayna for Air and Grenth for Ice.
Additional notes: Staffs and wands + offhands are again the preferred elemental weaponry choices.

Name: Ranger
Acronyms: R, Ra
Description: Bow-wielding men and women in tune with nature. Rangers are able to charm animals who will then loyally accompany them until the ranger his or herself breaks the partnership. Whether standing back and supporting a pet with arrows and skills, or supporting allies with the same, the ranger can usually be found at the edge of the battlefield, a long-range fighter in most respects. They are also able to set traps for enemies to wander into, which combust or poison or cripple upon contact. Interrupting the actions of enemies is also a common strategy adopted by rangers, as well as 'spiking' enemies or enemy groups with simultaneous damage in groups. True to their nature-oriented abilities, they can perform rituals which summon spirit-like creatures to affect environments.
Appearance: Rangers dress in predominantly greens and browns as default, and wear clothes of tough animal hide adorned with leaves or fur. For a full list, see this link
Attributes:

  • Expertise - primary att., shrinks the energy cost of non-spell skills.
  • Beast Mastery - increase potency of skills which support any pet you might have, and their effectiveness in battle.
  • Markmanship - increase potency of bow attack skills, improving general expertise with the long-range weapon.
  • Wilderness Survival - improves defensive stances, preparations, traps and rituals and a range of other skills.

Patron deity/ies: Melandru, goddess of earth and nature, is the ranger's patron deity of choice.
Additional notes: A number of pets are available. Those from the first game can be seen at the bottom of this link.

Name: Necromancer
Acronyms: N, Necro
Description: Necromancers are typically portrayed as cold and taciturn, accepting of death and manipulating such occurrences to their strategical advantage. The ability to exploit corpses by manifesting undead minions of many varieties and of great number from them is perhaps the most thought of when considering necromancers. Most necromancer spells require a sacrifice of health to initiate, but in return, they possess a powerful artillery of skills. Necromancers are able to support their allies by exploiting corpses and sacrificing their own health and energy, hex foes, strip their enchantments and steal their health and energy in turn, and of course, sacrifice their health in order to to keep their army of minions, if they have one, sustained.
Appearance: Some necromancers possess obvious facial features such as slitted, unnatural eyes and unnaturally pale skin, which might be attributed to how long they have spent so close to death as a force. They wear usually hard, uncompromising, spiky armour in dark colours and present a forbidding presence on the battlefield. Some wear no armour at all, instead adorning themselves with scar patterns which channel necrotic energy. Link
Attributes:

  • Soul Reaping - primary att., enables necromancers to feed on deaths and gain energy from them.
  • Curses - increase potency of skills which reduce the effectiveness of enemies in battle.
  • Blood Magic - increase potency of skills which steal health from enemies.
  • Death Magic - improves minion-related skills and boosts their strength, as well as improving cold and shadow damage.

Patron deity/ies: Grenth, god of ice and death.
Additional notes: Minions are typically amalgamations of bone and flesh, and look about as ugly and menacing as that sounds: Top left corner of the screen shot.

Name: Assassin
Acronyms: A, 'Sin, a** (heh heh . . .)
Description: Dual-dagger-wielding men and women who strike from the shadows. They are trained to chain attacks together in uncompromising, condition-inflicting and damage-spiking combinations. Although their armour is only as strong as that of a ranger, they are expected to land their blows before they are ever hit. Don't mistake them for lightweight warriors - the role they fill is almost entirely different, and watch out, as they possess the ability to step through shadows and appear and disappear at will.
Appearance: Assassins are typically thin and slender, clad in dark blue and their armour is adorned with an assortment of mini-knives, daggers, and other throwing devices. Most wear a mask to conceal their identity, covering all but their eyes, and as the profession hails from Cantha, most possess the Asiatic features to accompany it.
Attributes:

  • Critical Strikes - primary att., increases the probability of landing a powerful, critical physical hit. Energy can also be gained through this method.
  • Dagger Mastery - increase potency and critical hit probability of dagger attacks and related skills. Also increases the chance of landing a double attack, striking with both daggers at once.
  • Deadly Arts - increase potency of skills which deal hexes and make other assassin skills more effective.
  • Shadow Arts - improves defensive and health-boosting skills, as well as enabling the shadow teleportation assassins are renowned for.

Patron deity/ies: The Assassins look to a few gods. They pay homage to Grenth of death, and Lyssa of illusion and beauty for their deceptive and swift, unexpected attacks.
Additional notes: None at present.

Name: Ritualist
Acronyms: Ri, R (can be confused with Ranger), Rit
Description: Ritualists are a combination of a number of professions. Like Rangers, they are in tune with the natural spirit world, but unlike Rangers, they have the ability to manipulate and master it. They summon chained spirits which can deal damage, have environmental effects, and restore allies. They can also enchant weapons and, like a necromancer, use the dead. However, instead of exploiting corpses, they raise urns of ashes in order to incant spells and create powerful effects. This leaves them vulnerable to attack, and so a good support team is always necessary.
Appearance: Debate rages over whether or not ritualists are actually blind, or whether they simply cover working eyes with cloth headdresses. Whichever, such blindness enables them to better commune with the spirit world, though it results in somewhat drunken movements and attacks. Wearing a combination of tattoos and tan leather outfits, often exotic in appearance, ritualists are one of the more enigmatic professions to observe.
Attributes:

  • Spawning - primary att., improves the health and endurance of summoned spirits, and improves related skills.
  • Restoration Magic - increase potency and duration of skills which heal allies.
  • Communing - increases the effectiveness and power of summoned spirits, and your ability to summon them in the first place.
  • Channelling Magic - improves skills and spells which deal damage.

Patron deity/ies: Ritualists draw most strength from Grenth, but many feel a nudge toward Melandru as well.
Additional notes: Ritualists use staffs and truncheons, typically dealing damage from a distance like a spell caster. They also have low armour levels.
PostPosted: Fri May 05, 2006 7:16 pm


The Nations, Cities, and Landmarks of Tyria


(since I haven't got far enough to do the Cantha version)

In Progress

Introduction: Tyria, the northern continent, and largest landmass. It has a wide variety of climes and locales, from the frozen Shiverpeaks, to the Elonian Desert, and everything in between. In the BE (Before Exodus) age of Tyria, is it said the True Gods themselves made this land their home.


Nations of Tyria:

Of the human kingdoms, there were three great nations. The nations of Orr, Ascalon, and Kryta. As well as the human nations though, there were also the nations of dwarves, the Stone Summit, and the Deldrimor Dwarves, the Tengu Tribes, and the lands of the Ancients. However, it is the human nations which hold most of the power and land, and those shall be the first we cover.

The Human Nations:

1) Ascalon. (Presearing)

Ascalon is currently a nation under seige by the large, beastial Charr, fire worshipping devils from the northern edge of the world. Ascalon was a nation founded by shepherds and farmers, scraping out life on the cool northern steppes.

Through the years, Ascalons became known for one major achievement, The Great Northern Wall. This massive structure is constantly under construction, having started hundreds of years ago. Each king adds more and more to it. This formidible wall is believed to be the only reason the Charr have not completely overrun the cities of Ascalon.

In the days before the Searing, Ascalon was a lively place. With mild, warm springs and summers, and cool winters, with only a touch of snow during the coldest days. Ascalon is marked with rolling hills, grasses, leafy trees, and farms over most of the settled lands. Roads are little more than a few well worn tracks between townships, and just a step outside could bring you face to face with wild animals, everything from rabbits to bears.

This presearing Ascalon was an orderly place, with the jewel on The Northern Wall, the great Ascalon City bringing plenty of travelers, trade, and excitement to those that sought it. In fact, Ascalon City seemed to be a much grander place than the capitol of Rin, with more than a few of the nobles (Such as Prince Rurik and his beloved Lady Althea) choosing to live in Ascalon City.

Nearby to the South was the township of Ashford, known more for it's Abbey, dedicated to the Goddess of Healing and Light, Dwayna. Most of the well to do in Ascalon are known to worship here, as well as being the humble home of future heroes of Ascalon, Mhenlo and Devona.

A short trip to the West, and one would come into Green Hills Country, the holdings of Duke Barridan and his Vanguard. Here instead of grain and livestock, most of the farms are dedicated to producing the grapes for the famous Absinthe that comes from Green Hills. Barridan true heir to the throne, and leader of the vanguard, maintains a small estate in this area, and vigilantly keeps patrols through the area.

Farther to the west of Green Hills, one would finally come to the ancient capitol of Rin. At one time, Rin was the jewel of the kingdom, but now is outshone by Ascalon. Few bother to travel to Rin in the days before the Searing, unless they have business with the Crown. Here, King Adelbren the First holds court.

Traveling South from Ashford, there are several interesting landmarks one might find. The locals call the area "Wizard's Folley", though no one questioned seems to know why. The area is dominated by a lone, snowcapped mountain, which houses a massive tower inside its caldera.

Nearby, one can also find Foible's Fair, there always seems to be something interesting going on here, as well it is a known gathering point for "Royalists" the rebellous Sect that wishes to dethrone Adelbren and install Barridan as king.

And to the East of the Fair, is the small village of Riversend, where a certain deranged Necromancer one lived... (Note: Not official game information or a location. There's just an unnamed village there.)

Now, those that want to track through the wilderness, dealing with hungry bears, skale and vile Grawl, might break their way through to the Hunters. A crazy groups of Drunks, they do seem to at least at one time have been capable woodsmen. To hear them talk, one of them slew a bear with a single arrow. They're always ready to share stories, a drink, or play a rousing game of "Blood, Sweat, Tears".

Wolves and Spiders will plague your way further east, til you come to the massive Fort Ranik. Far from the Northern Wall, they never see combat against anything more dangerous than a wolf. Serious Warriors such as Barridan look down on the rookie garrisons and commanders that are stationed at the Fort, and see it little more than a place to punish people, or train green recruits.

Also, the sightseer might want to travel west from Ranik, there, they can find the vale of King's Watch. There, a marker shows the spot were every single King of Ascalon has ascended to the throne, with the blessing of the highest ranking Priest of Dwayna in the land.

Outside the gates of Ascalon City, is the Theater, owned by the Lady Althea, and also a shrine to the Goddess Lyssa, Twinned Goddess of Illusion and Beauty.

Those that venture North of the Wall, will face large numbers of powerful Charr. However, it is said those brave few that can either fight through their lines, or sneak around them, have discovered that Piken Square still stands. Once a farmer's market, it hasn't been used in nearly ten years, in wake of the Charr invasion. Still, the white stone of the market, and old Ascalon architecture is quite breathtaking.

Along the Eastern side of Ascalon City is the Military Academy, here the lines of Captain Tidus, Warmaster Grast, and other members of the Vanguard train and test new recruits.

2) Home of the Gods, Orr.

The people of Orr are known as spiritual, peaceful (Unless provoked) and to believe themselves blessed to be the caretakers of the gods. Whether the gods favor Orr especially or not, no one really knows. However, it is not desputed that the capital of Orr, Arah, was once the home of the Old Gods, in particular it was known Dwayna, Balthazar, and Melandru created the city, and resided there before The Exodus of the Gods.

Orr was the last nation to join the Guild Wars, and they did not wish to be drawn into the conflict, but when foreign Guilds started to war in their streets, the Orrian military was mobilized to put down the bloodshed. The involvement of the Orrian Military lead to Ascalon and Kryta doing the same, turning the Guild Wars from small conflicts between rival guilds, into a full world war between the three human kingdoms.

With the end of the Guild Wars, Orr was once again at peace. Located south of Ascalon, they were safe from the brutality of the Charr, thanks to the efforts of their neighbors, and located far from the various troubles of the Shiverpeaks, or Kryta.

Then came the Searing, the day when fire and crystals rained down on Ascalon, called forth by the Charr. Massive sections of the wall were decimated, and the Vanguard that protected Ascalon was scattered and broken. The Charr swept through Ascalon, moving south to Orr.

It was believed that the Orrian army, a power to rival any in Tyria, well trained, and well rested, not having been the subject of constant Charr attacks could have turned the invaders back north to the Wall. However, that was not to be. Through some act of gods or men, the Charr overran the Orrian army, barely breaking stride as they headed for Arah.

There, the king's Vizier became desperate. A powerful sorcerer he could see only one way to prevent the Charr from defiling the City of the Gods. Deep beneath the city he went, finding one of the Lost Scrolls, containing the destructive, sealed magics of the Gods.

No one survives that knows exactly what happened, but as the Charr reached the City of Arah, a great explosion engulfed the Orrian lands, destroying the Charr invaders, as well as the City of Arah and the Kingdom of Orr. It is said no one survives.

The blasted land sunk, overtaken by what was before called the Bay of Sirens, to become the Sea of Sorrows. It is said the spirits of the restless Orrians still haunt the area where their cities once stood.

3) The Kingdom of Kryta.

Largest kingdom on Tyria, spreading from the Shiverpeaks on its eastern border, the to Maguuma Jungle to the west. Kryta is by far the dominate power in Tryia, after the Searing. Their lands untouched by Charr, and at peace they have had time to grow prosperous while Ascalon burned and Orr was decimated by ancient magics.

This is due in part to the coming of the Unseen Gods, and the prophet Saul D'Allesio. Saul was a criminal, exiled by royal decree. Lost in the highest of the Shiverpeaks, running from Stone Summit and starving, he discovered the benevolent Unseen Gods. They gave him comfort, food, shelter, and imparted upon him guidance and a vision of how the world should be.

Saul returned to Kryta, preaching to the people. They were beatened down, desperate under the yoke of a cruel monarch, and under Charr and Stone Summit raids. Saul was killed a heretic, but became a martyr. Kryta rallied in memory of Saul D'Allesio, overthrowing the Royals, and establishing the rule of the White Mantle. United under the White Mantle, Kryta became a power, throwing out the last of the Charr, Stone Summit, and even the Centaurs from their borders, establishing peace, for a time...

Chief among the sights in Kryta, is the city of Lion's Arch. Lion's Arch is the crossroads of the world, a busy harbor from which ships sail to nearly every port, even the far off land of Cantha provides regular traffic through Lion's Arch.

It is here the last reminents of the Royal Armed Forces, the Lionguard, resides. They are little more than peacekeepers, investigating crimes and keeping the roads relatively safe, rather than an actual force to be reckoned with. More and more people are becoming irritated with the incompetence of the Lionsguard, instead seeking the help of the Mantle's Knights.

The area around Lion's Arch is a strange combination of plateau, swamp, and jungle. Take a wrong step, and you can easily find yourself waist deep in poisonous marshes, beset by Bog Skale, or find a murder of Tengu sweeping down upon you. Stick to the roads, is always the suggestion to new arrivals.

Those that take the road West, will soon come to D'Alessio Seaboard, named after the founder of the Mantle, and home to the Temple of Tolerance, where Confessor Dorian watches over the surrounding villages from. The nearby villages though keep a shrine to Melandru, over making sacrifices to her, in open defiance of the White Mantle's Unseen Gods.

If you find yourself heading North from D'Alessio Seaboard, you will run into unnatural neighbors, packed elbow to elbow. This area houses the various refugees and colonists that have been allowed to reside in Kryta, all built around the small village of Nebo. These are the settlements of Ascalons, fleeing from the Charr Invasion, having made the long trip across the Shiverpeaks, as well, as settlements of both Luxon and Kurzicks, warring factions from the Empire of Cantha. Their close proximity often means raids and attacks between the settlements.

Between D'Alessio and Nebo is Bergen Hot Springs. The water here is believed to have medicinal properties, and is often used in the best medicines. As well you often find vacationers here, taking a dip in the hot springs. Bergen recently has become somewhat of an armed encampment, with the Tengu and Undead outside, and the hordes of adventurers using the Springs as a base from which to make their way to the Temple of Ages.

To the Northwest of Bergen, is Beetletun. A quiet, sleepy town on the Watchtower Coast (So named for the behemoth towers that regularly rise from the coast). There isn't much in the way of excitement for adventurers in Beetletun, and if you blink, you might just walk through it without even knowing it was there.

Now, for those brave, desperate, or blessed souls, the road West to the Temple of Ages is perhaps the most dangerous road in Kryta. The White Mantle and the Lionguard never patrol this area, seeing little value to it. Thus all manner of dangerous undead have taken up residence, and the swamps have claimed back most of the pathways.

The Temple of Ages holds the most complete compilation of Shrines and Knowledge of the True Gods in Tyria. Many come there to learn about the old ways of Dwayna, Melandru, Lyssa, Balthazar and Grenth. Would be heroes are well advised that they should pay at least one visit to the Temple during their travels.

... to be continued.

Arcturus Highwind
Captain


bebzzz
Crew

PostPosted: Mon Jun 05, 2006 3:00 pm


This is SO SO incredibly awesome!! Yay! I think I've got the gist of it...maybe I can roleplay it. =D
PostPosted: Sat May 12, 2007 10:45 am


Heya, I'm new here, but i saw this and was gonna type something up.
I decided to do stuff on the Gods and the like. I was almost done typing it all up when....i accidently hit the X button and closed it.... So ya, ill retype it up when i get time. Just leave that to me.

Fluff Bunny Ninja

Reply
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