We're Cold Sun's Dawn

Palawa Ignacious Joko has overtaken the Land of the Golden Sun. We are the Sun that will Dawn on the day of his fall and strive to protect the lands of Tyria from the dangers that threaten it. Our guild is one which serves Tyria alongside Dragon's Watch and the other organizations and peoples who share our purpose.

This is our story


About The Guild

Cold Sun's Dawn is a fictional guild set within the Guild Wars 2 universe. It's not a guild that players like you or I can join, but rather one to enable storytelling within the world of Tyria via fanfiction, artwork, etc. via its guild members.
Basically, it consists of original characters.

Wet Beginnings

Cold Sun's Dawn was founded in early 1328 AE when Jalidi Tajamad, an Elonian-born human noble and treasure hunter, worked with the largos assassin Taazire to raid a krait Deep and free the surviving members of a scrapper warband that went AWOL. Jalidi was inspired to rescue the charr when he heard rumors of the krait performing horrible experiments on them. After playing a hand in the charr-human peace negotiations at Ebonhawke in 1325 AE, he could not idle when lives were at risk.

After intensive research on the krait's mortal enemies, he eventually tracked down and convinced a largos assassin to aid him in his mission to rescue the charr, promising that the duo's successful hunt will bring the largos prestige at her House.

They raided the Deep, prepared to resist the immense toxic pollution of Ezsasze the Eternal's witchery. For the two years the charr were imprisoned and psychologically tortured, only three survived—Frust Mindweaver, Galam Mindbreaker, and Phantar Mindshatter. Reinvigorated, the charr mesmers retaliated alongside their rescuers to put an end to the krait witch, helping disable the magical nullification field that surrounded the Deep.

Although Phantar didn't survive, the charr stormed the Ezsasze the Eternal's chambers and stole her magical work, powering through the toxins. They had learned the secrets of chronomancy. After fleeing from the Deep, Jalidi Tajamad, Frust Mindweaver, and Galam Mindbreaker decided to stick together and form the guild known as Cold Sun's Dawn. Taazire had left without a word, disappearing with her prize: the head of the witch.

Since then, Jalidi, Frust, and Galam have banded together in their initial adventures for fame and treasure, going so far as disguising themselves as Pact members during the Mordrem Campaign later that year in 1328 AE. Later, they would work with the legendary Pact Commander himself, Lorenzo Frost, and work towards a brighter purpose—protecting Tyria.


Guild Members

Click on any member's thumbnail to view a more detailed page about them! Members are ordered from when they first joined.

Jalidi Tajamad

Treasure Hunter

  • Race: Human

  • Heritage: Elonian / Krytan

  • Age: 30 years old

  • Birth Year: 1302 AE

  • Gender: Male

  • Profession: Ranger

Background

Jalidi Tajamad is the founder of Cold Sun's Dawn. Although born in Vabbi, his noble parents agreed to flee to the Free City of Amnoon away from Joko rule at an early age. Their extended family was selected for forceful Awakening, but Jalidi's parents did not share the sentiment that most in Vabbi do to their King. Saruhan, Jalidi's father, has connections with the Order of Shadows and was able to procure passage beyond the Bone Wall with his family to the Free City.

Nobles by birth, the Tajamads made their dot among Elonian nobility by helping categorize and tame dangerous creatures all throughout the Crystal Desert. This was a boon to the Order of Shadows and it wouldn't stop when the family safely settled in Amnoon. Jalidi's mother, Angela, is Krytan-born. Her heritage could be traced back to the Guild Wars, where her ancestors supposedly played a major role in the Krytan Civil War who helped usher Salma to the Krytan Throne in 1079 AE and took side of the Shining Blade.

In 1316 AE, Angela was sent word of Queen Jennah's crowning. She was summoned back to Kryta and pressured to take the Oath of Confidence to join the Shining Blade and serve the new queen thanks to rising tensions with the Ministry. For the future their young child, Jalidi, she took her son to Kryta, away from Joko's prodding Awakened at Amnoon's walls. Saruhan reluctantly agreed that it was the best decision for their son. At Divinity's Reach, Angela left the raising of her son to her noble estate's servants, having much of her time taken by Shining Blade duties.

Jalidi quickly became fond of animals and helped out at Haidryn’s Menagerie in Divinity’s Reach as a zookeeper. He learned a lot about the various animals and beasts of Tyria and wondered about the regions they came from. He doesn’t remember much of his early childhood in Elona besides the presence of Awakened.

He took a liking to adventuring in Queensdale and beyond in Krytan lands, delving into ruins and hunting for artifacts and treasures. His diplomatic and charming personality and attitude reminded Angela of his father. By 1324 AE, Angela convinced Queen Jennah to persuade the Vigil to let him form his own adventuring band to search through the ruins of Ascalon City in search of the Claw of Khan-Ur. The Vigil complied, marking Jalidi's band as a minor attachment to Dougal Keane. Dougal Keane and his companions, in fact, were able to procure the relic from the ruins with scattered signs from Jalidi from across the entirety of the fallen city. Although Jalidi's group was largely unsuccessful from an early point onward, his travels allowed Dougal to focus on certain areas.

Jalidi, now with experience in wilderness survival and animal handling, became a ranger and stayed at Ebonhawke for a year for the signing of the ceasefire between humans and charr, and eventually the treaty that would bring the races’ conflict to a complete closure (despite the ongoing conflicts between the Charr Renegades and Human Separatists).

He was scouted by both the Vigil and the Priory to join their orders, but he refused, not wanting to be subservient to a master but rather wanting to be true to his roots: a nomad. If he were to be a part of an organization, he’d rather lead it. Jalidi quickly became an independent treasure hunter and dungeon delver, searching for lost artifacts, relics, and knowledge to bolster the prestige to his family name and bring it to the forefront of Krytan lips. He would thoroughly research anything if he intended to pull of a successful hunt and isn't afraid to get his hands dirty if he can't pull any useful information.


Personality

Jalidi Tajamad descends from two noble families. His paternal family participate in Vabbi nobility. His maternal family rose to nobility during the Krytan Civil War around three centuries ago when they put Queen Salma on the throne. Despite this, Jalidi values hard work and determination to get anywhere in life, not wanting his family name to earn him any "passes."

Saruhan, Jalidi's father, taught him to appreciate the wildlife around him. Although nobles by birth, the Tajamad family made their dot among Elonian nobility by helping categorize, examine, and tame dangerous creatures throughout the Crystal Desert. This instilled an adventurous attitude and certain fondness for animals in Jalidi. Although the family had to flee to the Free City of Amnoon a few years after Jalidi's birth, their small estate always had animals roaming about.

When Angela, Jalidi's mother, returned to Kryta with their son, Jalidi learned how different Krytan nobles were from the nobles in Elona. Angela, a Shining Blade agent at this point, left the raising of her son to her family's servants. The young Tajamad quickly learned Krytan nobility etiquette and mannerisms, becoming something of a diplomat. He also discovered his natural charisma in speaking and rhetoric. Many Krytan young nobles looked up to him.

But he didn't want to play the Noble Game. Not seeing his mother much, Jalidi turned to the friendship of animals at Haidryn's Menagerie. This fueled his desire to continue to grow his family's name and make it known to all of Tyria.

Jalidi is quite curious, but also knows when to commit and when to back down. He took a liking to adventuring, starting off in Queensdale and then traversing beyond. Spelunking excites him, and discovering some new thing may put him and his family on the radar.

Yet, the ranger is also very sensitive to people. He can easily read body language and understand what they mean from a mere glance. He doesn't want people to suffer, but also understands that not everyone can be happy. Jalidi tries his best to compromise whenever possible. Forming the secondary attachment band to Dougal Keane when he ventured for the Claw of Khan-Ur in the ruins of Ascalon City opened his eyes to the conflicts of the charr-human war.


Combat Style

Jalidi's combat prowess stems from his wilderness survival. Having seen Awakened abuse his relatives so much from an early age, he realized that he couldn't get by life unscathed.

The ranger trained as much as he could in secret as a teenager in Divinity's Reach. He stole a longbow from a guard and began practicing with it, continuing to use it to this day. He's not a bad shot, able to rapid fire in moments of need or launch a loaded arrow to knockback a foe.

However, Jalidi considers himself incomplete without his closest pet by his side. With his fondness for animals, he has a natural connection to train and handle them for battle. His lightning reflexes may aid him in dodging enemy strikes, but most of his effort goes into the incredible synergy between him and his pet. Developing and training commands can be rigorous work, but they make it happen and they do it well.

Jalidi isn't just a beast master or a marksman, he's one half of an indestructible team of ferocity.

Weapon Skills

Long Range Shot

Jalidi's main shtick is his flexible ability to shoot arrows from most ranges.


Barrage

From particularly long distances, Jalidi can unleash a barrage of arrows in an area to provide cover fire or flush out foes.


Counterattack

Though he much prefers straying from melee, Jalidi is no stranger to working with his pet to knock back foes with counterattacks to strike from range once more.

Abilities

"Sic 'Em!"

Jalidi can communicate with his pet to focus on a single target and assail them to no end.


"Protect Me!"

During some tougher moments, Jalidi can issue a command to have his pet guard his flank.


Lightning Reflexes

Jalidi's strong reaction time lets him take the initiative in fights and evade certain dangers with lightning dexterity.

Traits

Hunter's Gaze

Jalidi and his pet have thoroughly trained to keep a steadfast hunter's focus on their targets, allowing them for increased battlefield awareness.


Precise Strike

Along with his Hunter's Gaze, Jalidi's fine-tuned accuracy allows him to hone in enemy weak points for massive damage.


Pet's Prowess

Jalidi's almost symbiotic synergy with his pet allows him to work together seamlessly with their strikes and maneuvers.


Pets

Alfariq

Alfariq is a Krytan Drakehound and the first pet that Jalidi took well to in Divinity's Reach during his teenage years. He's lived with the ranger for several years and for many of his first adventures, watching him grow up. The two are extremely loyal to each other and even seem to understand each other without having to speak.

When Jalidi formed Cold Sun's Dawn and decided to travel to the depths of the Maguuma Jungle, he decided that the terrain was too dangerous for Alfariq. The drakehound was growing old and wounds were taking longer to recover. He decided to leave Alfariq back at his mother's estate in Divinity's Reach, visiting him whenever possible.

Durkhan

Within the Maguuma Jungle, Jalidi found a juvenile Smokescale. The Saurian was rowdy and nearly killed Jalidi, but in fact, it was attempting to show her affection for the ranger. Jalidi was able to tame her using his expertise to do so. Despite the Mordrem and the entire jungle working against Cold Sun's Dawn, the trio welcomed another that day when Durkhan joined the ranks.

Durkhan, as a smokescale, was able to conceal herself with smoke and relentlessly ambush prey. At first, it was tough for the charr mesmers to distinguish Durkhan between other, older smokescales, but she and Jalidi eventually developed a growing bond.

Durkhan was killed during a Cold Sun's Dawn excursion at the Bastion of the Penitent by the mysterious prisoner Samarog.

Wahid

When Jalidi cried on his father's shoulders for the loss of Durkhan, the loss of Alfariq to old age, and the sacrifice of Galam Mindbreaker to Deimos, Saruhan revealed that he had been an Order of Shadows agent for some time. He introduced his son to an agent sheltering animals from the Awakened, Branded, and Forged threat.

His family's history and works is an incredible boon to the Order of Shadows, and so they allow Jalidi to adopt one of their pets as his own. Jalidi bonded with a juvenile Rock Gazelle named Wahid. He separated from his mother's herd by the Awakened. Wahid reminded the ranger of how he was lonely when he first moved to Kryta.

The two bonded with their wordless, shared experiences, developing a connection. His unique physiology allows him to headbutt and kick opponents to daze them in time for a crucial shot from Jalidi.


Arsenal

Seraph Longbow

Although a standard steel longbow issued to Seraph soldiers, Jalidi has fashioned it to be his trusty weapon for several years. He initially stole it from a Seraph guard assigned to his mother's estate and lied about its whereabouts. Although worn and torn from several years of use, the huntsman performs maintenance whenever needed. It is a fairly simple longbow with no extraordinary qualities.

Eclipse

The stronghold of Ebonhawke and the treaty forged between charr and human to end the long war is a core catalyst of Jalidi's desire to keep folk safe. It fueled his determination to rescue the charr mesmers from the krait Deep. In 1330 AE, shortly after Galam Mindbreaker's sacrifice at the Bastion of the Penitent, both Jalidi Tajamad and Frust Mindweaver traveled to Ebonhawke. Human and charr.

They paid a visit to the Defender's Field graveyard where Frust spots a ghost calling herself Xeniph. She was bewildered with what she saw: a human and charr grieving together. The duo help her understand how Tyria has moved on from the charr-human conflict as guides to greater understanding. To repay them, she grants Jalidi with the knowledge of forging a blade to represent the spirit of Ebonhawke today.

Jalidi commissions an Ebonhawke weaponsmith to forge it, where he uses the violet greatsword to great effect. Although it's heavy and more ceremonial than functional, Jalidi practices in incorporating it to his fighting style alongside his pet. Frust can store the weapon in the Mists until it is needed by the ranger.


Guild Role

As Cold Sun's Dawn's leader, Jalidi Tajamad has big shoes to fill. He works closely with Lorenzo Frost and his guild Dragon's Watch, providing assistance wherever needed. As Cold Sun's Dawn grows bigger, so do the headaches that plague Jalidi when it comes to administration and management. The ranger possesses a communicator device provided for by Taimi thanks to Lorenzo Frost's suggestion. It allows him to communicate with Lorenzo and other members of both guilds from long distance and coordinate travel, plans, and the going-ons in Tyria.

He may be a dungeon-delving spelunker, but it is equally his duty to broker peace between guild members should conflict arise. Compromise is essential and teamwork isn't born out of thin air. Many members have varying outlooks and perspectives on several things, but they're a part of the family because they share a common goal of protecting the world they walk upon. Jalidi's charisma and rhetoric helps him unite his friends under a common banner alongside Dragon's Watch. He is the glue of the guild and believes that people perform their best when they're allowed to do whatever they please but under a unified stance of understanding.

While Jalidi keeps a lax and lenient environment for those in his guild, he also understands how one member's negative actions may tarnish its image. He dislikes having to police folk and would rather not have to keep a watchful eye over his guildmates, but some situations may call for such. He's careful to allow folks their privacy in their personal objectives at all times possible, however. His meticulous crafting of his guild's image stems from his adolescence in Krytan nobility.

Jalidi is a go-to reliable middleman for all things Cold Sun's Dawn and one to discuss plans, tactics, and strategies with. Since the time he first founded the guild, the ranger has grown as man worthy of leadership, where guildmates stand by him, all together.

Leader

Friend

Management

Combat: Ranged


Other Notable Traits

  • Jalidi hopes to settle down some day, but knows that the amount of work to be done requires him to persist as a guild leader.

  • Jalidi is a rather charming individual, wooing over three girlfriends and two boyfriends over the course of his years.

  • His longest relationship was with Frust Mindweaver for about 6 months and 20 days. They broke up because Frust has a fear of commitment.

  • Jalidi fears the dark and dying alone.

  • He sometimes experiences impostor syndrome.

  • His favorite color is green.

  • The Tajamad family has made great taxonomic strides in Elona. Jalidi strives to become just as insightful as his father.

  • He swears he can speak to animals, but he really can't. He just knows how to interpret their body language.

  • He loves to mountain climb.

Frust Mindweaver

Soul Survivor

  • Race: Charr

  • Age: 25 years old

  • Birth Year: 1307 AE

  • Gender: Male

  • Profession: Chronomancer

Background

Frust Mindweaver originally called the Ash Legion his family. More specifically, the Mind Warband, a large family of charr who've stuck together since their days at the fahrar on the outskirts of the Black Citadel. To the Mind Warband, they were tightly knit. But, to the Black Citadel, they were anything but obedient. True to their name, the charr in the warband took joy in tricking others, stealing, and indiscriminate harassment. They used their illusory trickery to get what they want. Undeniably, the Mind Warband was part of the reason why the charr view mesmers as untrustworthy, traitorous, and unreliable.

Often times they would be relegated to menial labor duty, but they would equally enjoy playing jokes on their superiors by bending their perceptions and making them believe they had done the work they didn’t actually do. Illusions, man.

During one of their temporary bans from the Black Citadel, their Legionnaire, Vexis Mindspark, had the devious idea of stealing from merchants and traders on the Lion Road, using Lionguard illusions to prevent their identity from being revealed. Also to play the prank that the very group protecting the merchants would turn against them. Their plans worked for a time, except for a run-in with Lionguard Foryts. The skilled asura sniper was able to perceive through the warband’s dirty tricks near a Haven and incapacitate the group. The group lost two of their own when arrests were made, but it wasn’t the end of the Mind Warband.

The Mind Warband doesn’t leave anyone behind. Soon afterwards the escapees schemed of a jail breakout. Luckily, Deceptus and Diztor hadn’t been scheduled for a proper interrogation and transport to Fort Marriner yet, so the rest of the warband staged his escape. Frust Mindweaver played an integral part with silent, telepathic communication between members to sneak past Lionguards.

Shortly following the breakout of Deceptus and Diztor, the warband encountered a group of krait near the vast waters surrounding their Deep. The krait was led by a powerful witch named Ezsasze the Eternal. The witch and her krait goaded the mesmers with power and unbeknownst to the charr, she was able to shut down their mesmeric magic.

These krait, remnants from the Toxic Alliance during Scarlet Briar’s terror over Tyria, were fascinated that a lesser race was able to obtain expertise in illusory magic. They ruthlessly kidnapped the reunited Mind Warband with cruel efficiency and took them back to their Deep.

A few of the warband couldn’t survive the toxic pollution that plagued the krait’s Deep. Those that did were enslaved in small pens and experimented with. Ezsasze the Eternal was keenly interested in their mesmeric magic, and pit several charr together in gladiatorial fights. While familiar to the furry fighters, it was merely a means to psychologically influence and gather information to further the witch’s own progression and research in predicting and manipulating time to calculate their prophets’ return.

For two years the charr were enslaved and treated horribly, experimented on beyond their imagination—worse than what any asura could dream of ethically performing. By the end of these two years, only three of the warband survived: Frust Mindweaver, Galam Mindbreaker, and Phantar Mindshatter. Their Legionnaire was the first to be forcefully broken and killed.

Ezsasze the Eternal had gathered valuable insight. The krait witch had harnessed mastery and control over mental magic to the point of bending perception of time itself. To others, it seems as if she were manipulating time itself: chronomancy. Thanks to her toxic fragments and her potency in mind magic (strengthened due to the two year experiments on the enslaved charr), she could modify the perception of time in a region so much that these illusions become reality. A fake warping of time itself.

The three surviving members of the Mind Warband were broken and traumatized, but they would not go out without a fight. Their mates hadn’t died without fighting the krait (and many practiced and trained in physical combat when their mesmer magic was nullified), so why should they? They relished in the fact that no one would remember or care for their loss back in the legions, but they wouldn’t perish at the hands of scaly, serpent bastards trying to reclaim Scarlet Briar’s legacy.

All seemed bleak, but when it was discovered that a human ranger and a mysterious largos assassin were raiding the Deep, the surviving charr immediately staged a retaliatory strike. Anything for freedom. The rest is history. Despite their rescue and the downfall of the krait group, the charr survivors Frust Mindweaver and Galam Mindbreaker were traumatized, broken, and scarred. Alone in the world, they decided to partner with Jalidi and travel with him until they rediscover themselves. Jalidi was ecstatic to travel with companions, especially mesmers who were able to alter time itself. The human ranger felt obligated to take in the charr and help them cope via promise of treasure hunting and prestige. The two gladiums found ther family with Jalidi.


Personality

Despite everything that happened to Frust Mindweaver as the sole survivor of the Mind Warband, he is still perhaps one of the most confident, frisky, and spontaneous members of Cold Sun's Dawn. His wise-cracking and jokester attitude always livens up the general atmosphere between guildmates and relieves tension.

Having grown up as part of the trickster, deceptive Mind Warband, Frust retains his sense of taking joy in pulling pranks, harassing others, and just making trouble. Like others from his fahrar, he was lazy and tricked other charr to do their warband's menial tasks for them.

Truth be told, however, Frust's self-assured disposition is a mask to the pain he suffers daily. His colorful hair, his patterned fur, and his vibrant outfit disguise the heavy survivors' guilt and trauma that burdens his lithe frame. He has trouble coping with loss, witnessing his friends and family perishing to the krait during his two-year imprisonment.

Frust is self-conscious about many things. His small teeth are more like a cub than an adult charr. His horns stopped growing early on. His ears are small. He was the lankiest charr in the Warband. He enjoyed knitting but was bullied by others in the fahrar for his "weak" hobby. Wearing the blindfold to gain access to chronomancy magic is just another advantage for him to hide from his body dysmorphia. He can be prone to anger episodes if the charr finds that his coping mechanisms haven't been working on particular nights.

The charr tends to drown himself with socialization at his favorite tavern. Conversation, drinking, and general rowdiness day-in and day-out are some of the best pass times to keep him distracted from the consistent nightmares. He has made several acquaintances from regulars in bars throughout the lands during Cold Sun's Dawn's travels.


Combat Style

Frust Mindweaver's role in the Mind Warband was to establish telepathic communication between members so that everyone could speak to each other with mere thoughts. He honed his mesmeric magic to achieve this. In doing so, the Warband was extremely efficient in their heists and troublemaking escapades; they could talk to each other without ever speaking a word. Thus, relaying information was almost never a risk.

After uncovering the secrets of chronomancy from the krait witch Eszasze the Eternal, he was overwhelmed with possibility. In order to utilize this magic, Frust must wear a blindfold to "blind" himself from the current timeline. Then, in doing so, he is able to perceive multiple future and alternate timelines. He can use this information to relay information and counteract tragic events that have never even happened.

The krait witch's magical research also contained the techniques to the magic of time wells. In combat, Frust maintains a supportive role. Chronomancy can be extremely powerful—the ability to manipulate others' perceptions of time and fate itself is unprecedented. But the mesmer knows not to abuse it, for whatever the future gives, it must also take. He restricts his time warping to short bursts of what he calls "regaining fate," quickening allies' strikes with his wells.

While mainly assisting his friends, Frust does utilize mesmer magic defensively to conjure weapons and make his attackers believe they're getting wounded.

Weapon Skills

Echo of Memory

Frust gains the foresight of the future and blocks any attacks directed toward him or his allies.


Tides of Time

Frust unleashes a wave of temporal energy, to which he directs allies the best course of action for the immediate future.


Illusionary Riposte

Frust can conjure an illusory blade that tricks foes that the charr mesmer is skilled enough to block them.


Illusionary Leap

When the situation calls for misdirection, Frust can swap locations with a leaping illusion.

Abilities

Continuum Split

Frust can swap between versions of himself from alternate timelines, but only in close proximity.


Well of Eternity

Conjuring this time well allows Frust to revert his allies back in time to restore their health.


Well of Action

Conjuring this time well allows Frust to align his allies towards a positive fate, quickening their actions.


Well of Precognition

Conjuring this time well allows Frust to temporarily grant his allies invigorating foresight into the future.


Well of Recall

Conjuring this time well allows Frust to bestow allies with memories from their alternative timeline selves.

Traits

Persistence of Memory

Frust can manifest a network of telepathic communications between allies in close enough range, transferring thoughts and strategies without ever needing to voice a word.


Improved Alacrity

Due to having been exposed to the krait witch Eszasze the Eternal's experiments and chronomantic research years ago, Frust is well adjusted to utilizing temporal mesmer magic.


Delayed Reactions

Although Frust prefers to utilize chronomancy to aid his friends, sometimes situations require him to distort foes' perception of time to delay their reactions.


Arsenal

Whisperblades

Frust can conjure simple-looking swords. They may look threatening, but they're really an illusion. The mesmer utilizes these conjured blades to defend himself from attackers. He can summon them at will.

Wall of the Mists

If Frust can conjure a huge shield, then perhaps enemies may be deterred from targeting him. He can summon the shield to protect him from attacks from the future, turning the tides of time.


Guild Role

Being one of the founding members of Cold Sun's Dawn, Frust Mindweaver is considered a close confidant and ally of its leader Jalidi Tajamad. The charr's chronomancy magic is an extraordinary, war-winning capability during talks of strategy and tactics, despite the technique only able to perceive so far. On good days, Frust helps Jalidi plan entire treasure hunt treks, dungeon spelunking, and civilian rescue missions.

His main role is to keep guild members informed of current plans, keeping paper trails to a minimum with telepathic communication. Because his mesmer magic only reaches a short distance, Frust often times has to play the messenger. His chronomancy magic is essential for the guild's battle strategy, so Frust's involvement is always a core, foundational piece of Cold Sun's Dawn

Management

Reconnaissance

Combat: Support


Other Notable Traits

  • Frust is not actually blind. He just needs to a wear a blindfold to access chronomancy magic.

  • He cares a lot about his self-image and his fashion sense.

  • He has difficulties fighting his instincts of avoiding charr associated with the High Legions for fear of them recognizing him as a gladium.

  • Unlike other mesmers, Frust seldom summons clones of himself.

  • His PTSD causes him to sometimes hear the voices of his old Warband.

  • Frust is a tall and lanky charr.

  • His favorite location of choice is any tavern, inn, or bar.

  • He likes to get drunk.

  • Frust dyes the tips of his hair pink, his favorite color.

  • Him constantly being bullied at the fahrar forcibly transformed his shy personality to something more confident to avoid the other cubs mocking and teasing him.


Gallery

Fjorst Laursson

Mistwarden

  • Race: Norn

  • Age: 24 years old

  • Birth Year: 1308 AE

  • Gender: Male

  • Profession: Herald

Background

Fjorst Laursson was born to a lineage of norn reverent to the Spirit of Raven. The dark skinned norn was determined from an early age that he would be the next Havroun to serve Raven after Havroun Weibe would pass on. Quickly apprenticed to Weibe, Fjorst took well to the shamanistic studies in his youth. But to test his true mettle, Havroun Weibe tasked Fjorst to step into the Mists with absolutely no training, only to be guided by the will of Raven. The Havroun was calm, believing that only an individual guided by Raven's insight was deserving of taking the mantle of Havrounship.

To the surprise of his master, Fjorst was somehow able to step into the proto-reality of the Mists, but was lost for weeks. In the Mists, a realm of those who passed on, a realm of infinite timelines, but also a realm of infinite space, Fjorst spoke with the soul of his father for the time first. Laur Frostforger died before Fjorst was born, his hunting party never returning from a battle with the norn's mortal enemies, the Icebrood. With his father, Fjorst relived the hunt, pursuing the group of Icebrood in Frostgorge Sound.

It was Laur's teachings in the Mists and their natural father-son teamwork that allowed them to succeed against the Icebrood in this alternate history within the Mists. After returning to reality, Havroun Weibe agreed to teach Fjorst. During his apprenticeship, Fjorst learned to appreciate the wisdom of Raven, taking his teachings to heart. He refined his Mistwalking abilities and met several famous and legendary norn within the Mists, learning a thing or two from each of them. This lead to his refinement of becoming a revenant, a Mist-honed warrior.

As Fjorst spent more time within the Mists, his physical vision began to falter and deteriorate. The Mists have a way of altering a person's soul due to prolonged exposure, but Fjorst embraced his duties of shepherding Raven's loyal spirits in death. His hair lost its pigment, turning white, and he slowly became blind. After all, in order to utilize revenant magic within physical Tyria, he needed to not see into it. His blindness removed his need to wear a blindfold.

Reaching adulthood in late 1327 AE, Fjorst kept receiving enigmatic visions of a second, powerful entity in the Mists. A crystal dragon. The visions placed him in an immense jungle, calling for his aid. He decided that this was a vision from the Spirit of Raven requiring his assistance. The apprentice learns of the upcoming Mordrem Campaign to battle the Elder Dragon Mordremoth. He joins the Pact as a Durmand Priory Novice, stating to his master that Raven had led him towards a legendary destiny and a greater purpose as a Warden of the Mists.

Havroun Weibe accepts, similarly recognizing that Fjorst's destiny was one that guided directly by Raven rather than any mortal. Havrounship would not suit him. As a parting gift, Weibe tied a Mist-infused amulet of Raven around Fjorst's neck, always telling him to remember his roots when he retells his legends to the skaalds of Hoelbrak.

Fjorst Laursson is among the reinforcements sent by the Pact to enter the Maguuma Jungle after the decimation of the Pact Air Fleet. The norn shaman has strong feelings that the assault on Mordremoth will lead to the answers of his enigmatic visions... Not of Raven... but of Glint, the Crystal Dragon.


Personality

First and foremost, Fjorst is ingrained in norn culture and reverent of the Spirits of the Wild, particularly Raven. One of the most important lessons he learned from Raven was to trust his wisdom and impart others with it.

That lead to his reverence with the Crystal Dragon, Glint. Glint taught him the reverent powers of the Herald, which he'll use to do whatever it takes to uphold her Legacy. The norn shaman is very knowledgeable with the individuals, groups, and peoples associated with Glint and is eager to learn anything and everything about them. He despised Caithe for having stolen Aurene's egg during the Mordrem Campaign, but was urged by the Pact Commander Lorenzo Frost to forgive her and raise the Dragon Scion alongside the Firstborn sylvari. Despite being blind, he grew to recognize Aurene's Mist essence with the most fervent warmth imaginable to him, loving her immeasurably. He saw himself as a parent and took it upon himself to teach her the wisdom of everything he knew.

Having shepherded the dead to the Mists during his years of apprenticeship under Havroun Weibe, Fjorst possesses a sense of mature gravitas. He listens to the stories of those who have passed and promises to continue to tell their stories to the world of the living. His dealings in the world of the afterlife have given him much historical perspective on several things, to which he'll fight to make things right by them.

During his off time, the extraordinarily tall and skinny norn is generally seen as good-spirited. He coped with the loss of his vision from an early age by retelling the jokes he learned from the spirits of the dead. Plus, he'll also accept any type of drink if it means to hang out with a friend.

Fjorst is quite self-conscious with his blindness. His vision may be permanently attuned to the Mists and the emotional energies that folk leave behind in Tyria, but he tends to worry about what others think of him. On his twenty-second birthday he was gifted an antique, feathered, open-visor helmet of Raven that was supposedly worn by his great-grandmother, a devout shaman during the era of the Norn Exodus. The young mistwarden was quite reluctant with accepting this gift due to his insecurity (he prefers if people didn't know he is blind so easily), but eventually grew to accept it and honor his ancestry.


Combat Style

The Mistwarden possesses fighting technique that is undeniably unique. From his early days of apprenticeship, Fjorst learned to hunt with his deceased father Laur Frostforger in the Mists. During his shamanistic training, he learned to shepherd the spirits of the dead, hearing their stories of battle. Some of these souls were willing to pass on their technique to Fjorst. Others were desperate to ensure their style survived.

Fjorst employs revenant magic to back most of his strikes thanks to Glint's teachings. He also utilizes it to store his weaponry and call upon it on a moment's notice, able to adapt to a situation during battle with the appropriate tool. Because of this, he's capable of utilizing four weapons in his arsenal.

Glint had introduced Fjorst in weaving the energies of her Facets with the Herald profession. Glint's crystalline magic flows through the shaman, backed by his will to complete her Legacy. He utilizes it to bolster his allies in battle with various boons and to protect them from danger.

Besides using a portion of Glint's magic, Fjorst has further refined his technique by learning from the Exalted from his extended stay at Tarir following the Mordrem Campaign. Auric weapons were a staple of the Exalted's arsenal, and so Fjorst began the lengthy process of crafting and imbuing these spiritual weapons. He had to learn to attune to the energies the Exalted weaved with in order to construct and help build the trials needed for Aurene to grow as a young dragon.

Reverent of the Spirit of Raven, the norn revenant has also begun to harbor a willingness to learn of his cunning trickery. He knows of his unfair advantage of how obscure Mist magic can be. He can use that to exploit the weaknesses of the enemy and get the first strike. He had to show Aurene that while people can be benevolent, there are those who are viciously ruthless and she must use their tricks against them.

Weapon Skills

Rift Slash

Using a sword, Fjorst can slash open rifts to the Mists that converge and explode upon foes.


Envoy of Exuberance

Using a shield, Fjorst can send a burst of Glint's energy to protect allies from harm and mend their wounds.


Temporal Rift

Using an axe, Fjorst can slice open an unstable rift that collapses upon itself and pulls in enemies.


Warding Rift

Using a staff, Fjorst can create a rift that blocks attacks and blinds foes.

Abilities

True Nature

Fjorst can unleash the Facet of Nature to cleanse negative afflictions from allies or imbue them with extending fortitude.


Infuse Light

By consuming the Facet of Light, Fjorst can channel Glint's energy to invert any grievous wounds he sustains into healing.


Elemental Blast

When consuming the Facet of Elements, Fjorst conjures a blast of magical dragon breath to pelt an area in fire and frost.


Chaotic Release

When he consumes the Facet of Chaos, Fjorst summons a projection of Glint to assail an area with buffeting winds strong to knock any foe off their feet.

Traits

Empty Vessel

From his shamanistic training shepherding spirits in the Mists, Fjorst has retained the knowledge of several fighting styles and techniques, allowing him to sturdily weave in and out of combat.


Draconic Echo

Invoking Glint as a conduit of her will allows Fjorst to bolster his allies with the effects of the Facets he channels.


Rising Momentum

Fjorst takes the Spirit of Raven's virtues to heart, utilizing cunning momentum to maneuver around the battlefield to align himself wherever he's needed with shadowy dexterity.


Arsenal

Scion's Claw

In 1330 AE, Fjorst received a vision from Glint to travel to Dry Top. There, he met the spirit of a deceased Zephyrite named Nayeli who yearned to become Aurene's champion in life. The Mistwarden reconstituted her soul and helped her remember who she was in life, vowing to carry on her wish and true purpose of aiding the true champion of Aurene: Lorenzo Frost. Nayeli teached Fjorst how to construct the sword she designed in Aurene's image she called Scion's Claw.

Glint's Bastion

During the Mordrem Campaign, Fjorst received enigmatic sights of various, precise locations throughout the Maguuma Jungle. Traveling to each of these, he slowly pieced together a great bastion of crystalline energy. He was only able to fully construct the crystal shield by using the revenant magic taught to him by Glint herself, leading Fjorst to naming the shield Glint's Bastion.

Auric Axe

When Fjorst stayed with the Exalted, he learned much of their culture, architecture, and crafting style. In a way, they had their own unique expression of Glint's Legacy, and so Fjorst wanted to honor that immensely. The Mistwarden had crafted an Auric Axe infused with Exalted magics to better understand how to operate Tarir's inner workings and later prepare the trials for Aurene shortly after her hatching.

Nevermore

Throughout most of his life, Fjorst had spotted tiny glimpses of spectral ravens. This only intensified when his vision became permanently attuned to the Mists. They were in regions of Tyria that held strong emotional ties to nature and wisdom. In 1330 AE, flashes appeared in his mind of a magnificent tribute to the Spirit of Raven, and he was divinely inspired to start crafting the legendary staff he would later call Nevermore years later. The name references his desire to never have Tyria's beauty destroyed "ever more."

Joining Cold Sun's Dawn

In 1328 AE Fjorst Laursson joined the Pact as a Durmand Priory Novice to enter the Maguuma Jungle during the Mordrem Campaign. He had received visions from a mysterious Crystal Dragon and decided to pursue them. Eventually, he is seen with the east Priory camp on the outskirts of Auric Basin where he and the Pact Commander Lorenzo Frost witness a glowing figure introduce himself as Ruka the Wanderer. Ruka's revelation of him tracking Glint's energy prompts Fjorst to track the Commander's movements and learn about the existence of Glint's egg.

Cold Sun's Dawn, aka the trio of Jalidi Tajamad, Frust Mindweaver, and Galam Mindbreaker, had previously disguised themselves as Pact members to avoid suspicion of rogue or Mordrem-turned treasure hunters. They approached Fjorst with the offer to band together to find a way into Tarir. Fjorst can learn more about the Exalted and pursue his vision while Jalidi and co could venture deep beneath for treasure.

While Lorenzo Frost had moved on to the Tangled Depths at this point, the Octovine attacked Tarir. The Pact and Cold Sun's Dawn (including Fjorst) stepped up to assist in recapturing the city. Fjorst completed one of the trials set by the Exalted and gained the right to pilot an Enchanted Armor, an instrumental machine in fighting the Octovine.

After repelling the Octovine, the Exalted revealed grand chests beneath their city, appeasing Jalidi's treasure hunting band while also allowing Fjorst access to learn of the Exalted's culture and their connection to Glint. He is overwhelmed with information and steps into the Mists, telling Cold Sun's Dawn that they will meet him again in the future.

Sure enough, during the climatic battle against the Mouth of Mordremoth (while Lorenzo Frost battled Mordremoth in his mindscape), Fjorst stepped from the Mists to aid Cold Sun's Dawn and the Pact in storming Dragon's Stand. Supposedly, while it's been a short while in Tyria, the norn shaman had spent over a year learning the revenant magic of the Herald directly from Glint herself.

During their victory, Jalidi Tajamad invites Fjorst Laursson to Cold Sun's Dawn, seeing the norn's skill set to be extremely beneficial to the treasure and purpose hunting guild. Fjorst accepts the invitation, seeing it a prophetic omen to get closer to his goals and learn more about Glint's Legacy.


Guild Role

While Lorenzo Frost may be the most influential figure in Cold Sun's Dawn, it's certainly debatable whether he's more versatile and adaptable than Fjorst Laursson. The Mistwarden is perhaps the most relied-upon member of the guild, able to track spirits within the Mists, alive or dead; step to the Mists to scout areas of danger; use the Mists to call upon the aid of bygone legends; protect unattuned allies from the dangers of the Mists; and also be level-headed and calm during critical moments.

Fjorst, like most members of Cold Sun's Dawn, does have his own interests. He's pursuing a greater connection with the Spirit of Raven and the Crystal Dragon along a very spiritual and reverent path, but he's also a mature friend that many can talk to for advice or to even vent. They figure—and they're right—that having shepherded countless souls to their resting place in the afterlife has given him perspective of all things in life. Fjorst is glad to help any friend in need over some warm drinks.

Friend

Reconnaissance

Combat: Support

Combat: Frontline


Other Notable Traits

  • Fjorst doesn't take well to sarcasm.

  • Conversely, it's difficult for him to contain his excitement when he sees an opportunity to learn something new about the Spirit of Raven or Glint's Legacy.

  • Despite having perspective on death, Fjorst had difficulty coping when a close friend died. Immediately following Galam Mindbreaker's sacrifice, he stepped into the Mists to escape the situation.

  • Fjorst stands taller than most norn, but others can easily outclass him in the brawny department.

  • Although one of the younger members of Cold Sun's Dawn, he's probably seen as the "dad friend."

  • Highlander is his favorite drink.

  • Sometimes he struggles with adjusting himself whenever he steps to or from the Mists. Differentiating the souls of the dead and the souls of the living can be jarring even to him.

  • During periods of relaxation, Fjorst still ties a blindfold; it just feels right to him.

  • Fjorst is extremely empathetic, his attunement to the Mist allowing him to easily sense profound emotions that linger in Tyria.


Gallery

Deputy Foryts

Lionguard Sniper

  • Race: Asura

  • Age: 28 years old

  • Birth Year: 1304 AE

  • Gender: Male

  • Profession: Deadeye

Background

While Foryts is not the smartest asura, his cybernetic prowess was indispensable to his first and only krewe following his dropping out from the College of Dynamics. He would join this krewe on the condition that the project would be tested on him, since he wasn't a technical graduate of the College. His joining was assisted by his previous professor and educator who was quite frankly fed up with Foryts's stoicism and lack of enthusiasm. "He needed to show more appreciation to the craft of Dynamics" the professor would say.

Foryts spent a year with the krewe examining applications of cybernetics and eyesight. The asura was willing to surgically remove his eyes and replace them with experimental devices called Enchanted Yield-Efficient Stabilizers, or EYES. These cybernetic replacements were meant to serve as neural implements to the brain, providing a comparative 23.1x improvement in eyesight functionality. Essentially, Foryts had augmented 20/0.025 vision with the ability to zoom and enhance at his will.

In order to record, monitor, and test data, Foryts was told to practice in long-distance rifle shooting. His performance would be linked to the reliability of the EYES devices. To the elation of his krewe, his performance was staggeringly exceptional and the invention gained traction with its progress.

Later, the asura krewe member and later, sniper, made the suggestion to improve and iterate on the EYES device to hold practical use. Their invention could drastically increase defensive strategies for settlements, allowing protectors to utilize these implants to spot intruders from far away on vantage points. His suggestions were dismissed. His krewe mates would rather advertise the invention as something to assist in nanostructure craftsmanship.

The krewe disbanded sometime after their successful project ceased development. Foryts was frustrated that the EYES implant’s design wasn’t intended to be used for long-distance combat. He felt like he could use it to protect people.

Foryts attempted to join the Peacemakers, but because of his College dropout status, he was swiftly rejected. Stubborn, he departed from Rata Sum and headed towards Lion’s Arch, where he would later join as a Lionguard and become one of their most skilled snipers and later Deputy.

Lorenzo Frost

Commander

  • Race: Human

  • Heritage: Krytan

  • Age: 28 years old

  • Birth Year: 1304 AE

  • Gender: Male

  • Profession: Dragonhunter & Firebrand

Background

Lorenzo Frost had an ordinary upbringing in Divinity's Reach amongst the common working folk. He had an older sister, Deborah, that he was close with. Both Deborah and Lorenzo were fighters that stuck up for victims of bullies and petty thieves. At 18 years old, Deborah was scouted to join the Seraph, where she would later become a member of the skilled Falcon Company. Aspiring to be like his older sister, Lorenzo joined the Seraph when he turned 18 to become a combat medic.

Then it was 1325 AE. Lorenzo Frost was sent to provide relief aid to Shaemoor during the centaur invasion. Though a combat medic for 3 years at this point, Lorenzo hadn't encountered much of the world beyond Seraph outposts against bandits and a few centaur in Kryta. His sister was presumed dead from failed assault on the centaur, but no matter how much Lorenzo pushed to personally investigate the matter, he was refused. At Shaemoor, he didn't feel right sitting by while his siblings in arms were getting killed by the four-legged who presumably murdered his sister. Lorenzo stepped up to aid Logan Thackeray defend the settlement from the Modniir High Sage leading the invasion.

His involvement caught the attention of Logan, a renowned member of the guild known as Destiny's Edge. Lorenzo soon afterwards began Guardian training, learning to utilize magic to both heal and protect those close to him. Working with Logan, the two uncover corruption in the Krytan government and also rescue his long-believed dead sister from centaur enslavement.

Later, Lorenzo Frost would join the Vigil and defend Queen Jennah from a Risen, rogue Seraph attempting to rid her of her life. Following that, he follows the journey and destiny of becoming the Commander of the Pact, uniting the Orders and races to defeat the Elder Dragon Zhaitan and cleanse Orr of its undead corruption.

Nos'akaze

Soundless Firstborn

  • Race: Sylvari

  • Age: 30 years old

  • Awakening Year: 1302 AE

  • Gender: Male

  • Profession: Weaver w/ elements of Druid & Mesmer

Background

Nos'akaze is one of the first to awaken from the Pale Tree, a Firstborn of the sylvari peoples. Perhaps it is accurate to say that he is the most mysterious of the Firstborn. Despite the benevolent teachings of the centaur Ventari shaping the world views and morals of sylvari culture, Nos'akaze felt that being forced into accepting his beliefs as their own was off-putting in his personal goal of equal balance and harmony. He believed that individuality was important for balance, and thus the involuntary sharing of thoughts and emotions via the Dream of Dreams felt wrong to him. He wanted independence.

So he developed the technique of severing his connection from the Pale Tree, the mother of all sylvari. To no longer hear her soothing and calming voice in the Dream was to be Soundless. And so Nos'akaze became the first Soundless.

A majority of Nos'akaze's background is shrouded in mystery. Before his severance with the Dream, it is known that he is a very skilled elementalist, able to weave fire, earth, air, and water seamlessly together to suit his purposes. Additionally, he supposedly wears a bone mask to hide his identity from the sylvari that see his face in the Dream, knowing him to be a great, wandering mage.

Although not known to many, Nos'akaze was able to peer into The All, much like Scarlet Briar. Unlike the maniacal sylvari, it only reaffirmed his original goals of balancing The All, realizing that the Elder Dragons' consumption of the world disallowed its peoples' individuality and only perpetuated an oppressive, worldly reset. In order to further his goals, he sought out others in Tyria who shared his pursuits, meeting powerful individuals with similar drives.

He melded their spirits with his own on their death beds. While several spirits' consciousnesses merged with his own is an immense and difficult ordeal to effectively control, nothing will stop his ultimate mission. These spirits grant him magic, power, and simultaneously guide his thought processes. In the pursuit of individuality, he has seemingly lost a portion of his own.

Nos'akaze knows much of Tyria's secrets. Too much, perhaps. He may use them to help, but he may use them to harm. All in the pursuit of harmony.


The Spirits

Nos'akaze has merged with five distinct and powerful spirits throughout his years. They are:

Dirge of Harmony

A Kodan Voice of a fallen Sanctuary ransacked by the Icebrood. She wielded the powerful hammers Entropy and Genesis. She grants Nos'akaze precise physical strength and the ability to summon spiritual apparitions of her hammers.

Tawazun

A hunted Djinn by the Branded, overconfident in his supposed immunity to dragon corruption. He grants Nos'akaze exceptional handling over the ability to weave together elemental magic.

Mapleroot

A druid spirit of a fallen and forgotten tribe assimilated via the vines of the Mordrem, persisting to only torment trespassers. He grants Nos'akaze druidic nature magic.

Patli

A Hylek shaman who made progress in alchemistic pursuits amongst their race at the Zintl Holy Grounds but perished at the hands of the Risen. He grants Nos'akaze knowledge of natural herbs and ingredients to use in potions and poisons.

Cosmogur Steelsage

A Dwarf mesmer transformed by the Rite of the Great Dwarf but secluded himself following the attack on the Destroyers. He grants Nos'akaze mesmer magic.

Thanatologist Frasst

Bloodstone Necromancer

  • Race: Asura

  • Age: 34 years old

  • Birth Year: 1298 AE

  • Gender: Male

  • Profession: Scourge

Background

There are few more goal-driven asura than Thanatologist Frasst. This necromancer has shared many strong words regarding his previous institutions and organizations. He was expelled from the College of Synergetics for delving into bloodstone research. Later, he was expelled from the Durmand Priory for his illegal perusal of archival works on the Mursaat to further his bloodstone research. With the Inquest, however, they had transition his research to aid the Scarab Plague at Rata Primus, something he failed at doing (he also saw little worth in furthering the tyranny of a despot lich king). He quit from the Inquest, but destroyed his research and killed a few enforcers to prevent salvaging anything.

He views all three organizations and institutions as those limiting his genius or using them for the wrong purposes. No one can understand Frasst's obsession and fixation with death and its interactions with the dangerous bloodstone. None better than him.

Death and undeath are integral values of any culture on Tyria. Understanding cultures' views on these two concepts was imperative to Frasst's research. When organization has failed him, he turned to the only person he can trust—himself. No one can restrict him and his research on the fallen Elder Dragon of undeath itself.

Frasst traveled to the Crystal Desert and learned the techniques of its Scourges, a process similar to that of Joko and his lich magic. He claimed that the sand of the desert lead to a breakthrough of bloodstone residual dust relations, and so he built a contraption—a bloodstone battery. Bloodstone has wonky interactions with souls, and the perfectionist asura was able to manipulate the material to construct a device capable of entrapping one within its confines.

With it, Frasst tested the one theory he's had for years: if you could raise a creature as an undead and have it resonate with its soul (retrieved from the Mists), they would be indistinguishable from their former selves. Barring their... undead nature of course.

In 1331 AE, Frasst met with Fjorst Laursson to retrieve Fuars Bloodbreaker's spirit from the Mists and imprison it within the bloodstone battery. Fuars Bloodbreaker was known to be addicted to bloodstone to utilize his magic nullification techniques to aid the Pact and his ventures with the Pact Commander Lorenzo Frost. At Bloodstone Fen where the charr spellbreaker had died to the White Mantle, Frasst reanimated the bloodstone-preserved corpse of Fuars, confirming his theory.

To this day Thanatologist Frasst continues to refine his bloodstone theories with his undead bloodstone thrall, essentially attempting to completely reverse the effects of death and introduce a more practical means of immortality.

Fuars Bloodbreaker

Undead Bloodstone Thrall

  • Race: Charr

  • Age: 26 years old at time of death

  • Birth Year: 1303 AE

  • Resurrection Year: 1331 AE

  • Gender: Male

  • Profession: Spellbreaker

Background

Fuars Bloodbreaker, prior to his death at Bloodstone Fen in 1329 AE, was a skilled charr warrior and commander within the Blood Legion. From an early age, Fuars took the surname Bloodbreaker as he believed himself to be a descendant from the original primus Blood Warband that later became the Blood Legion.

In 1324 AE, Fuars was a soldier of the Steel Warband within the Blood Legion. He grew tired of the cowardly and evasive attitudes of his Legionnaire Urvan Steelbane, killed him in the charr fight pits—The Bane—and became the warband's new Legionnaire. He renamesd it to the Red Warband. Reorganizing the warband, he demanded loyalty from the band's members. It was either unerring loyalty or one chance at desertion before he threatened to decapitate them. Strangely, he didn't force members to adopt a Red-oriented surname (i.e. Redcrusher), taking pride in his warband's diversity. This pushed the envelope on charr society and was often called into question. Charr always had surnames that reflected their warband family.

The next year in 1325 AE Fuars assisted his Tribune Rytlock Brimstone, a member of the famed guild Destiny's Edge, in following a lead about a treasure hidden by Fuars's sire, Argus Foolkiller. Rytlock, Fuars, and the Red Warband eventually recovered the key to the chest in Grendich Ruins and retrieved a Diessa Chalice, an old Ascalonian relic. Fuars Bloodbreaker was promoted to Centurion rank by Tribune Brimstone after the charr warrior and his warband located and killed one of their former warbandmates Howl the Brazen, made Risen.

The Vigil took a keen eye on the skilled warrior, insisting that he join the Order and protect Tyria from the dragon threat. He agreed to join on the condition that his family, the Red Warband, also joined underneath him. Fuars Bloodbreaker and his Red Warband (although Centurions command more than one warband, Fuars is fond of his original family) fended off the undead invasion at Claw Island. They provided immense aid to the Pact in their mission to assault Orr and drove away the undead to defeat the Elder Dragon Zhaitan.

In 1326 AE, however, Pact Marshal Trahearne sent a missive to Fuars to accompany and protect a Priory team venturing to Bloodstone Fen in the Maguuma Jungle. The Marshal had received promising results on bloodstone dust and its relations to Elder Dragon magic from the Priory, and perhaps it was something that could be used against them. It was an arduous journey to the Fen, but Warmaster Bloodbreaker and the team arrived without much issue. During their research, Bloodbreaker contributed in pioneering a technique using bloodstone magic to counter and nullify any other type of magic. He incorporated it into his fighting style, becoming sort of a spellbreaker. Also during this time he developed a bond with a fellow charr, a Priory member named Nepha Wordblade.

When the Pact assaulted Mordremoth in the depths of the Maguuma Jungle, Fuars Bloodbreaker and the Red Warband stepped up. Although most of the warband was lost due to the Pact Air Fleet being destroyed, Fuars eventually survived the final attack against the Mouth of Mordremoth with most of his allies.

Things changed in 1329 AE. He was with Pact Commander Lorenzo Frost on the airship back to Divinity's Reach when the bloodstone explosions occurred over Bloodstone Fen, crashing the traveling ships. He fought alongside Squad Leader Bennett against the White Mantle using the bloodstone for nefarious purposes but was eventually killed when they used the spirit of Nepha Wordblade to lure him to his death.

Fuars Bloodbreaker wandered the Mists for two years in his death. In 1331 AE Thanatologist Frasst contacted him via Fjorst Laursson and persuaded the charr to return to the land of the living with promise of hope and revenge. The charr accepted the offer, becoming the first undead thrall infused with bloodstone; his spirit trapped in a bloodstone battery gadget. Although undead, he exhibits a much higher degree of freedom than typical of reanimated minions. Despite this, his personality was forever changed from daring, resilient, and strong-willed to something akin to subdued, confused, and unknowingly obedient. Returning to Tyria under a pseudo-life has taken a huge toll over the charr, but it's within his blood to remain persistent.

Fosstir

Photosynthetic Inventor

  • Race: Sylvari

  • Age: 2 years old

  • Awakening Year: 1331 AE

  • Gender: Male

  • Profession: Holosmith

Background

Fosstir is a relatively new addition to Tyria. He awakened sometime after Mordremoth's demise by the Pact Commander in 1331 AE. In his Dream, he discovered his Wyld Hunt of harnessing the sun's energy to protect and grow sylvari in new and innovative ways. Eccentric as he is, Fosstir tirelessly worked with asuran holomancy and Elonian engineering. His consultations with the sylvari smith Occam proved fruitful in adapting sylvari and plant photosynthesis processes to capture the sun's energy in phosphorescent plant-crystals.

The ambitious Valiant invented a portable, organic photon forge that could manifest and speed photosynthesis into hardlight for various purposes, a great boon to sylvari. While Fosstir doesn't exactly have much social tact or knowledge beyond sylvari culture, he will stop at nothing to realize his Wyld Hunt to further his race.

It's rumored that he awakened with black bark to better absorb the sun's bright rays. Regardless of whether this is true or not, Fosstir ventured to the Crystal Desert during the time of Balthazar's Forged invasion. He had trouble fending for himself with the new and evil empty husks of the Forged, but if he can reiterate on his sun-absorbing and light-shaping plant-crystals by examining Brand crystals, then he'd deal with these conflicts.

Dewdrop

Zephyrite Racer

  • Race: Human

  • Heritage: Elonian / Canthan

  • Age: 20 years old

  • Birth Year: 1312 AE

  • Gender: Agender

  • Profession: Tempest

Background

Dewdrop, or just Dew, is a Zephyrite of Elonian and Canthan descent. Although born with masculine traits, their parents decided not to assign them a gender, believing to not have their newborn’s beauty limited by the world’s expectations of what they might be. Dew’s parents were reminded of a calm morning in a field of grass after a cold, rainy night upon seeing their child for the first time. Dewdrop is agender.

When the Zephyrites first constructed the Zephyr Sanctum to study the Aspects in peace, Dew’s family and immediate community embarked with their beetles. As roller beetle fanciers, they sought to raise them in an open air environment, hoping to someday reinvigorate their Canthan tradition of having them race in the future. As it turns out, the study and use of the Aspects have allowed the roller beetles to grow large and healthy. They were often bred for trading and cultural tradition. In 1326 AE, the Zephyrites landed in Labyrinthine Cliffs, where the community built the Sanctum Sprint using the Aspects in the spirit of their roller beetle racing tradition, inviting Tyrians from all corners of the world to trade and race.

Although Zephyrite culture views protecting Glint and her Legacy as their most important charge in life, Dew’s interests lies in bonding with and raising roller beetles. They’ve always enjoyed racing, believing themselves to be the best and fastest in the Zephyr Sanctum. Despite being only 14 years old when the Zephyrites first landed in the Cliffs, Dew proved their ability by outclassing most other adventurers participating in Sanctum Sprint, using the Aspect of Sun to its full effect. They were always fond of the Aspect of Sun to enhance their speed, even taking interest in learning how fire magic could intertwine with the Aspects, and thus, their skill. They could never get a grasp on it, though. In 1327 AE, Dew aided with the rebuilding of Lion’s Arch although was stubborn and reluctant to do so, wanting to practice their racing and taunt others to try and beat them to no avail.

That same year, the Zephyr Sanctum was destroyed by the corrupted sylvari Aerin. Dew learned of violence, betrayal, loss, and broken bones that day. Many of Dew’s community was murdered by the soundless or did not survive the crash. It shook the racer to their core: they weren’t competing to be the best nor look for a worthy opponent to best them in Sanctum Sprint. It wasn’t all about them anymore. It was about survival. Surviving the Mordrem assault.

They were scared. Broken. Bleeding. Shattered. They felt useless. Maybe it was Glint’s posthumous punishment for not being as reverent as other Zephyrites. Maybe it was their arrogance. Their drive to look down on others from atop a pedestal. Rumors spread: nasty Inquest killing Zephyrites, the Master of Peace being hunted down by the same saboteur of the Sanctum. Fractured in a cave, Dew held on for rescue. It was all they and their community could do. Wait in prayer. Fend off the Mordrem with the scraps of the Aspects they had left. It wasn’t efficient, but it warded them off for a few hours at time.

Hours transitioned to days, and the hopeful Zephyrites became hopeless. More were lost to the Mordrem. Motes of panic blew in the echoes of the wind. “It’s been over a day since Twilight went to look for help,” one said, uncertainty painting every syllable. “She must be gone…” another concluded. They looked at Dewdrop, 15 years old by six days. She was their mother.

Desperate and still stricken with fractured ribs, Dew stood up and grasped the last remaining fragment of an Aspect crystal the survivors possessed. Fire magic, they thought. The sun is a conduit of flame. The Mordrem are plant-based… and thus, aversive to fire. Their plan was dangerous and life-threatening, but it was this or die to lack of food or the Mordrem. Dew crushed the crystal, causing a burst of flames to envelope them and overload. To many survivors, they witnessed a drastic and failed attempt in horror. To others, they recognized the power of the Aspect channeling through Dew. Realizing Dew’s martyrly and frantic plan, the remaining community mustered their strength and controlled the walking beacon of fire before them as a source of power to snuff assailing Mordrem and survive the onslaught of Dry Top. Dew’s flames extinguished as a squad of Seraph reinforcements pulled through Mordrem vines, headed by none other than the renowned Pact Commander Lorenzo Frost.

Among the Seraph was a resembling man—another survivor rescued by the Krytan soldiers. “My child,” he said, cradling the charred and broken teenager, “you’re safe now.” It was Zenith, their father.

For the next year, Dew fell into a coma. The Zephyrites eventually recovered their bearings and spent the majority of the year grieving for the fallen and reconstructing the Zephyr Sanctum. Dew was cared for and mended throughout the year and finally awoke shortly after the new Zephyr Sanctum fleet took to the skies once more. First, they learned that most of the roller beetles have died, but few had survived. Second, the new Master of Sun approached the young person, having replaced his teacher upon her death in the Silverwastes to the Mordrem. Dew’s frantic plan may have worked, but it was dangerous to themselves and the survivors around them.

For the next two years Dew would learn to grieve for their lost family members and learn as a student under the tutelage of the new Master of Sun. Their handling over the Aspect of Sun, and thus, their grasp on fire magic was fine-tuned but slow and mediocre. Dew cared less on acquiescing to the limitations of utilizing the Sun Crystals and rather desired to rebuild their community’s name in the honor of their fallen, especially their mother, Twilight.

Ever since the reconstruction of the Zephyr Sanctum, racing and its interest was stinted, upsetting the agender Zephyrite. They made it a point to reintroduce it, training and breeding the surviving roller beetles to do so. Despite learning of world-shaking events from hearsay like the death of another Elder Dragon, the re-dormancy of two others, and the death of a human rogue god, they still were determined to recultivate Tyria with their community’s tradition. Eventually, shortly after their sky ships docked once more in Labyrinthine Cliffs in 1331 AE for the Festival of Four Winds, Dewdrop was able to spark enough interest to introduce Roller Beetle Racing throughout central Tyria.

Hrím Bætaheill

Nomadic Apothecary

  • Race: Norn

  • Age: 42 years old

  • Birth Year: 1289 AE

  • Gender: Male

  • Profession: Mirage

Background

(Note: Hrím Bætaheill's background is long and also contains some swear words. Tread carefully!)

In his earlier years Hrím Bætaheill was a warrior of the Spirit of Wolf. Around the year 1310 AE, the young adult banded with fellow warriors to defend his home village in the western Shiverpeaks from a human-centric independent guild loyal to the late Krytan Prince Edair. The hostile human guild, empowered by the recent death of the Krytan King (Queen Jennah’s father), felt it best and opportune to re-adopt Edair’s initial policies of conquest, hoping to claim and seize more land in the name of the Krytan Kingdom. Thanks to Hrím and his band of warriors, they fended off the humans by gorily beheading each of them in combat. It was his first encounter with this smaller race, thinking that most of them must act this aggressive. At this point, Hrím was loyal to his village, utilizing the ferocity of Wolf to stick together and work as a pack. He was family-oriented, protective of the young animals his family had raised. This was his path, or so he thought.

Only one year later, in 1311 AE, Hrím’s village, Sveinnster, was visited by a band of norn hunters headed by Birgir Vernansson. Birgir attempted to rally the villagers to help him and his band stage a retaliation assault against the Icebrood in Frostgorge Sound who killed his brother and his hunting party in 1308 AE (the very same hunting party that had Fjorst Laursson’s father, Laur Frostforger). Hrím was among many in Sveinnster who refused to provide aid. “Stow your weapons, Birgir. That hunt is a path of death fueled only by revenge. Wolf teaches loyalty to family, but also acknowledgment of a prey’s strength and cunning.” He said.

Birgir challenged Hrím to a fight, “On the other hand, little one, Bear forces us to be mighty, strong, and unflinching to our enemy. How could you allow the Sons of Svanir and the Icebrood their free reign to corrupt our most resilient? How could you live your pathetically boring lives if not for the strength of Bear’s hunters?” Successfully goaded, Hrím accepted Birgir’s challenge. If Birgir were to prevail, he would take Sveinnster’s most prominent warriors, including Hrím, to the northern Shiverpeaks with his hunting band to cull the Icebrood. If Hrím were to prevail, Birgir claimed to never touch upon the lackluster stead again and leave them to their petty hunts and farm in “peace.”

Hrím lost. Decisively. Humiliated by his defeat, but still (regrettably) honoring the wit of Birgir, the young warrior of Wolf agreed to round the village’s best fighters. Most weren’t enthused, but felt Birgir’s victory inspiring, his legend growing and ambitious to retake norn lands from the corrupted dragon minions.

Issues between Sveinnster’s Wolf-reverent warriors and Birgir’s band of Bear-reverent hunters caused a split within the group. Ferocity alone can’t triumph against the Icebrood and the merged group’s chemistry just wasn’t enough for Sveinnster’s warriors to place their trust in their expanded Wolf pack. Nevertheless, the brutish and stout fighter roared his advance northward.

Ambushed and trapped by the Sons of Svanir during their travels, Birgir’s group suffered a heavy morale loss as several shared members fell dead against the Dragon-worshipping cult. Persistent and blinded by rage, Birgir forced his band to march forward. Reaching Frostgorge Sound, the diminished group, starved and exhausted, began to have serious second thoughts. This wouldn’t grow their legends, they thought, it would only bring death.

And that it did. Icebrood surrounded the hunters, many of which Birgir recognized: his brother’s hunting party. Using corrupted and empowered versions of Laur Frostforger’s weaponry, the Icebrood were easily able to empower Birgir’s warriors. On the fringe of death at the hands of his corrupted brother freezing him, Birgir was rescued by Hrím. Birgir was stubborn, wanting to die rather than suffer disgrace by retreat. Without much strength left within him, he had no choice but to comply with Hrím’s forcefulness when fleeing the hunt with their tails between their legs.

During their miraculous escape, Hrím and Birgir were joined by three others who survived the harsh assault. Save for Hrím and one other, the group were infected with Icebrood corruption. Upon reaching a safe and secluded alcove underneath mounds of snow, Hrím attempted to remedy the corruption with what knowledge he had. Two of the others had the corruption spread too fast, and Hrím had to kill them to prevent a full and hostile turnover. When it came to Birgir, the stout warrior’s corruption was rapidly scattering to the rest of his body, Jormag’s ice forming at an alarming rate. Although excruciating and ear shattering, Hrím had to amputate Birgir’s right-dominant arm.

This experience would forever scar Birgir. After a failed stake against the Elder Dragon’s minions in a crude attempt to get vengeance, the warrior of Bear’s naïve mistakes would be told as a lesson to young norn by the skaald. His legend wasn’t that of savior and epic battles, but a tale to warn those not to follow his path of doom. It was a miracle Birgir survived, and Hrím’s vague medical training had nearly killed him with a sloppy amputation in the sheer cold that one evening. But Birgir was still norn, and so he would continue to fight.

Birgir Vernansson would come to despise Hrím. After all, the hunter of Wolf allowed him to live rather than to die a seemingly “honorable” death to the Icebrood. Upon Birgir’s recovery, aided by the people of Sveinnster, he immediately challenged Hrím to a battle of dignity. Angered and hampered by the severe lack of experience in his non-dominant left arm, Birgir tired himself out but not without putting up a fight fueled by his individualistic rage.

For the following few years, Birgir lived in obscurity at Sveinnster, forced to adopt a recovering lifestyle that he refused to embrace. At one point, Hrím ventured west of the Shiverpeaks to hunt for supplies and ingredients used in a nerve-numbing salve to aid with Birgir’s adaption. He was joined by the ferocious man, and, during the trip, tried to kill Hrím for forcing him to live an embarrassing peaceful life.

The fighter of Bear would never learn Wolf’s virtues of loyalty and family. The two would often butt heads in disagreement in most areas of life.

In 1313 AE, a hunting party lead by Hrím (including Birgir) to obtain food encountered a strange humanoid plant creature on their way northward. It was the Firstborn sylvari Nos’akaze. Cautious but curious, Hrím decided to trail them, but Birgir thought them an abomination resulting from a terrible curse, and charged at the Firstborn with a ferocious roar. Of course, the powerful Soundless sylvari easily retaliated with his own elemental magic all without speaking a word. Before the sylvari could finish Birgir, Hrím and his hunters brandished their arrows and weapons toward the sylvari, threatening to release their fury if the plant-man wouldn’t relent. Nos’akaze scanned his surroundings and felt it best to leave and return to his original travels. Stubborn, Birgir, against the advice of the rest of the hunting pack, charged once more at the sylvari, wanting to “cut him up and use him as firewood.” Nos’akaze’s swirling winds displaced much of the snow beneath them and blotted out the sky for a brief moment. When everything settled, the sylvari was gone.

Hrím scolded Birgir for attacking and charging head-first without a plan or care. The plant-man hadn’t shown any signs of hostility like the humans in years before and the mysterious person was clearly not hunting for food. In response, Birgir knocked Hrím flat on his ass with a deft punch to the face. “And that’s for cutting off my right arm, you dolyak shit.”

There are more notable events that occurred between Hrím and Birgir between 1313 AE and 1324 AE. These include:

  • Wanting to trade medicinal supplies to further his apothecary training, Hrím traveled to Podaga Steading in Snowden Drifts. He was joined by Birgir, who threatened to chop off the other norn’s legs if “he didn’t escape the foul stench of monotony” in Sveinnster. Nearing the homestead, they discovered that it was under attack by dredge from Molengrad. Itching for a fight, Birgir rushed into the fray, carving through dredge left and right with his single arm along with Custodian Wollam. Although he didn’t charge, Hrím aided the battle as well. In repelling the dredge, Hrím wished to tend to injured villagers the dredge harmed, but Birgir said the villagers who were hurt should die anyway, and that the two should just move on. The warrior of Bear said that only the strongest survive in these lands, and if a puny mole rat had mortally wounded them, they deserved to die anyway for not being tough. Hrím refused, mentioning that a follower of Wolf never abandons their family. In response, Birgir said “perhaps you should understand why only the strongest follow Bear” and attacked the apothecary. Unlike their first fight, this brawl was more evenly matched due to the warrior of Bear’s adaptation to his lack of a right arm. In the end, Birgir prevailed and Hrím’s tolerance of his “rival” lowered.

  • During a time where illness had spread in Sveinnster, Hrím was tasked to develop a remedy. Not wanting to become sick, Birgir tagged along. Upon his training, Hrím learned that certain strong murellows possess potent blood that can be mixed to create a curative (and many times they can counteract their own diseases). Hrím, Birgir, and two other hunters began tracking a murellow matriarch. After a week of ineffective measures, the group came across a norn hunter named Mog and his men carrying the carcass of the quarry Hrím was hunting all this time. Hrím attempted to barter for the corpse, but Mog was adamant: “A group of skittish weasels want to steal my accomplishment? No. My men and I were hired to hunt this disease-ridden creature treading near my client’s stead. Go find another place to wander and look stupid while we claim our coin.” Outraged by Mog’s insults, Birgir swung his maul, initiating an all-out fight between the two groups! Hrím and his hunters coordinated together, but Birgir’s missteps (due to him refusing to work with warriors of Wolf) were the decisive factor in their defeat, Mog standing over the exhausted norn with a condescending smirk plastered on his face. “Pitiful excuses of hunters, the lot of you. Come back and face us when the Spirits decide to give you power.” Still furious, Birgir questioned Hrím’s hesitancy to outright attack him for the corpse of the murellow. The argument escalated into yet another fight between Hrím and Birgir, with the warrior of Bear claiming that he would have been a better leader for the hunt, and that everyone’s time was wasted. Hrím was fairly bruised once more before the other two hunters had forced Birgir to pull his one-armed punches and recede before he’d done worse damage to the apothecary. It would take an additional month before Hrím could salvage medicinal scraps to somewhat remedy the illness spread throughout Sveinnster. It was a mediocre solution in the end.

  • A month after Queen Jennah’s coronation as Queen of Kryta in 1316 AE, she sent a company of Seraph to aid the Durmand Priory establish a base called Scholar’s Cleft and also form a front camp against the eastern centaurs near norn territories in Snowden Drifts called Seraph Outriders. While hunting for rabbit furs one day, Hrím spotted the group being harassed by the Modniir centaurs. Hrím was always told to avoid this these lands as a kid due to the highly aggressive centaur tribe, but he saw humans and centaurs fighting to the death. Birgir was with him and suggested that they step in and dispose of whoever was left standing after the battle. Hrím was more uncertain, believing these humans to be different from the ones that raided his village years ago; they were less bloodthirsty, more disciplined, and even seem to be cooperating with a group of Durmand Priory—which had a norn amongst their ranks. When pointing that out, Birgir shrugged, saying “I could care less about another race’s problems. My ancestors felled charr encroaching on our foothills. These are norn lands, and I’ll embolden my legend to keep it from the weaker races if they dare creep into my territory.” Hrím was tired of hearing Birgir continuously talk about his legend. Out of desire to help the humans fend off the aggressive centaurs, but also out of spite to leave Birgir, Hrím helped the Seraph cleave through the Modniir executioners. Ultimately, Hrím learned of the new human queen and that there are more to humans than he originally believed. Still, he decided to reserve his trust in case the new queen had sent a company of soldiers to keep tabs on norn movement in preparation to assault them later.

  • The elders at Sveinnster are friends with a norn named Durgar, so they often invite many in the village to attend Durgar’s annual, small moot at his homestead near the Isenfall Lake. Hrím came along and joined up with his friend Erli Ravenfeather during one moot. Erli places his trust in Hrím and often calls to him for advice for the Moot Father competition. Although older than Erli, Hrím doesn’t find interest in women, so he feels any advice he gives to his younger friend can’t be all that applicable. Nevertheless, he tried to encourage Erli to step up and talk to that year’s Moot Mother. Midway through the Moot Father competition, Birgir sauntered in the homestead red-faced and completely drunk. “Can anyone point me to a certain beer-bellied patch-beard lily-fucker of a man?” he said, interrupting the competition. When Hrím revealed himself, tired of acting responsible for a reckless idiot, Birgir pinned him down with his one arm and spat on his face. “Ohhh man I love fucking you up! Putting you in your place! Makes me feel better about you cutting my arm off how many whatever years ago!” Normally, the annual moot is meant to be peaceful and calm, but Birgir had decided to throw that out the window while in the process of also revealing his insecurities about his self-image. After fending off Birgir, the elders of Sveinnster dragged the drunk and unconscious norn to the corner of the homestead where he could rest until he wakes. Erli joked that it almost seemed like the two could almost work out for each other. Almost.

Then it was 1320 AE, and despite it being 9 years since their first encounter, Hrím could count the positive interactions he’s had with Birgir on only two hands. The norn was fatigued of feeling constantly belittled by his rival; it hindered his ability to further his interests without feeling demeaned for what they are. Healing the sick is as equal importance as intense personal brawls and not every norn needs to focus on being the best fighter. Hrím decided to venture off on a pilgrimage to visit the sacred Spirits of the Wild shrines in the Wayfarer Foothills in search for advice.

During his visit to the shrine of Wolf, Hrím speaks with Shaman Vigmarr and Shaman Gamli, who tell the apothecary to test his loyalty by honoring the spirit of Wolf in a hunt. Coincidentally, Hrím finds Birgir in a bloody small-scale battle with the Sons of Svanir near a hidden camp within the mountain caves to the south. Both norn band together to dispose of “Svanir’s bootlickers,” triumphing over their bodies in the end. Birgir was lusty for an even fight, and so he challenged Hrím and initiated the first blow, causing the two to fight intensely with Hrím mostly on the defensive, confused why a fight was even needed in the first place.

Their fight was cut short when they heard a cry for help coming from outside the cave. A human man coming from the far southeast of the chilly foothills was flanked by another group of Svanir’s cult, threatening to use him and his two ill children as sacrifice to Jormag. Hrím wanted to help, but Birgir was uncharacteristically speechless and dazed. Knowing that he had to make a decision despite Birgir’s wordless reluctance, Hrím rushed to the defenseless human man’s aid and battled the cult warriors. Hrím suffered from rough wounds no less thanks to Birgir’s dumbfounded inaction, but he used his adrenaline to bear through the pain and rescue the shivering human man.

The adult human man was named Alfonz Caldwell and he was concerned for his sick children, Alison and Alfonz Jr. He fled from Ebonhawke a week and a half prior due to his fears of the human-charr war encroaching ever further towards the stronghold and human-centric vigilante groups attempting to conscript Alfonz, who’s a mere teacher. During his trek, the Elder Dragon Kralkatorrik awoke and created the massive Dragonbrand, tearing apart Tyria and Branding anything and everything in his path. Unfortunately, Alfonz’s young daughter, Alison, was partially affected by the Brand, and her being was slowly and gradually corrupting. Alfonz’s even younger son, Alfonz Jr., had been ill and bedridden for half his life, but Alison was in dire need of help.

Hrím looked at the frail humans before him. There were more to this race than he initially thought; they had families and they were loyal to them. The man before him traveled restless for days and days to find help, and Hrím was the first friendly soul he found. The norn couldn’t stand idle. He had to do something. He had to help the fleeing human family. This was the test that Wolf had laid before him, he thought, to show compassion and heal the sick and weak of a race that had previously tried to raid his village years ago. He called upon Birgir, still motionless. Strangely meek, the larger and stouter norn approached, eyeing the sick children with a sense of fascination and fatherly instinct.

Still bleeding but determined to help Alfonz and his children, Hrím ordered Birgir to take his camp supplies and set up a temporary infirmary further up the foothills while he inspected the corrupting Alison. Birgir complied, never once taking his eyes off Alison, feeling a deep sense of dread and sorrow for the health of this young, sick, human girl he had just met.

Her feeble, weak voice broke the hearts of the three men before them. She was scared. Terrified. She wanted to see her mother, Josephine, because she wasn’t there for much of her life and was afraid to never see her again. Alfonz didn’t have the heart to tell her that her mother died in the war against the charr years ago; he didn’t have the heart to tell her now.

For the next few days, Hrím hunted for food while Birgir acted as the family’s protector. The apothecary scoured the surrounding lands and sought the council of those in Hoelbrak for assistance in curing a young girl from “rapidly form-changing electrically-charged purple crystals.” Either those he sought would refuse to consult or offer inconsequential advice, the end result was not pretty. Alison’s chances of survival were growing slim each passing minute.

Despite Hrím’s desperate attempts, his concoctions could not heal Alison. It reminded him of Jormag’s corruption of creatures in the far northern parts of the Shiverpeaks: the Icebrood. He understood how Birgir felt when his brother’s band had succumbed to the Elder Dragon all those years ago. He understood the pain. He hadn’t known Alfonz nor his family for more than a week, but he felt the same fatherly grief. Alison had to die, or the Brand would fully transform her into a monster, erased of all her identity.

Alfonz couldn’t do it. He couldn’t release his own daughter from her constant suffering. He didn’t want to let go. He didn’t want his son to see his older sister drift away forever. But reality was staring at them and the sun’s light was dwindling.

Birgir cried the most, and for the first time in 9 years Hrím saw how vulnerable he really was. The warrior of Bear declared that he would stick by the human and help his son recover. Hrím followed suit, feeling that this was the purpose in his life that he felt like he needed. The main issue, though, was that neither Alfonz nor his son were able to make the journey back to Sveinnster. So the group ventured south towards the untouched Mineral Springs.

They would later build their own homestead here, and every day would be a journey of its own in hopes of curing Alfonz Jr. from his terrible illness. Days turned into weeks, and weeks into months. The three fell in love with each other, realizing how they were polyamorous. Alfonz felt that the norn protectors reminded him of his late wife, and how he was certain that she wouldn’t want him to be a widower forever. Birgir realized the other intricate facets of Bear’s virtues, and the most important one: Bear teaches a time to be gentle. To be self-reliant, but also rely on others. To be ferocious, but also be endearing. Hrím found his purpose and a new outlook on life, transforming his view of Birgir from entirely negative to one of love and courtship. To appreciate all the Spirits, and even those who don’t necessarily revere them, like Alfonz. Everyone comes from the same walk of life; we all live and struggle.

This love for each other translated into helping out other struggling children. During his travel to Podaga Steading to inquire about hot spring-related remedies, Hrím discovers a young urchin on the path, playing alone. He was an orphan, and the merchants at the Steading did not want to see him, for his “raggedness was weak.” Others didn’t want their legends to be polluted by those who had no chance to seize their destiny. Hrím despised this. He offered a home for the urchin who hadn’t seen the interior of a cabin in years.

Throughout the next couple of years, the three lovers would propose to each other – Hrím kneeled first – and establish the Hopegård Home orphanage for children. In essence, they would “guard the hopes and futures” of these children. The children could be free and be themselves, to give them the opportunity to grasp their own legend. They’re a big, loving family. Hrím would travel the lands as an apothecary to find and discover remedies for his children while also healing the sick he finds on the way. Birgir would act as the orphanage’s builder and protector, keeping his fiancés and children safe from stray creatures or the Sons of Svanir. Alfonz would keep his Ascalonian heritage and teach the children and act as their caretaker. He would often tell them stories of how strong and determined his late daughter was. The lovers’ bond was strengthened and tight.

In 1325 AE, Alfonz had a strange traveling merchant visit the orphanage. Alfonz had nothing to offer to her, but the hooded norn woman claimed to know of his son Alfonz Jr.’s illness. His illness had stagnated due to Hrím’s persistent checkups, but he hadn’t ever fully recovered from his bedridden status. She mentioned an ingredient hidden in the depths of the Crystal Desert—a magical panacea—that could cure any and all conditions. Although suspicious, Alfonz could not question her, as she vanished moments later. He tells Hrím of the odd encounter.

The next morning Hrím ventured south, leaving only a letter to his fiancés of his departure. The norn’s determination to cure his adopted son Alfonz Jr. propelled his immediate action, regardless if the source was credible or not. It was a lead, and it was all he needed.

Throughout his years in the Crystal Desert, Hrím was forced to adapt to the harshly hot sandy environments. He found that the desert and its denizens would constantly trick him with illusions. The heavy coats the Wolf follower has worn was ill-suited for the blaring heat. Many plants were deadly and water was scarce. He was in a completely different part of the world that he seldom, if ever, thought about in his life.

Hrím dealt with magical components for elixirs, salves, and other ingredients for his apothecarian profession, but he never thought to take up the learning of magic. In the Crystal Desert, it was a situation of perceiving beyond the illusion or succumbing to its tricks and dying. The norn spent the first years learning illusion magic – the way of the Mirage.

Mirage magic is fine-tuned to the sands around the user, and so Hrím learned what it meant to bend perception around him. In the Crystal Desert, each grain of sand possessed a mote of magical power, waiting to be utilized. The norn came into contact with the territories of the Crystal Desert, including Elona, Kourna, Istan, Vabbi, and more. Initially regarded as a descendant of a giant, the norn was met with mixed response in these human-dominated areas.

Nevertheless, Hrím continues to experiment with its native life in hopes of discovering the definitive cure for his son’s illness. As a nomad, he travels across the continent, sometimes aiding those who require medical attention and sometimes practicing his newfound magical ability. He periodically sends mail to his fiancés and children back at the orphanage, ensuring to return once every 6 months with new medicinal techniques (some of which have led to cures of some orphans) and to visit his loving Alfonz and Birgir.

Ever since Balthazar invaded Elona with his Forged army in 1330 AE, however, things have been quite difficult for Hrím Bætaheill. Nevertheless, he continues in his mission, hoping that one day, for sure, that magical panacea will appear, and he will find it. His family is counting on him, and as a follower of Wolf, he cannot betray them by failing.

Willi Snuffspirit

Mistwalking Ransacker

  • Race: Asura

  • Age: 25 years old

  • Birth Year: 1307 AE

  • Gender: Male

  • Profession: Renegade

Background

(Note: Willi Snuffspirit shares his background with his twin brother Whaw Snuffshot. As such, their background sections are identical.)

Think of Willi as the antithesis of the typical asura. He and his twin brother, Whaw, were born in Soren Draa, just shy of Rata Sum. He and his brother were the latest progeny in a lineage of asura renowned to be particularly attuned to the Mists – and whose inventions and projects have greatly enlightened asuran society on the inner workings of this proto-reality. In fact, the lineage lays claim to Dessa before she went missing post Thaumanova Reactor incident.

Aside from the fact that he’s physically an asura, Willi shares no other similarities to the race. If possible, the asura would be happy to rid him in a heartbeat. He’s a vulgar asshole. He’s considered to be on the extreme low-end of typical asura intelligence. He’s a convicted criminal (charged with aggravated assault, assault and battery, vandalism, trespass, breaking and entering, destruction of laboratory property, burglary, larceny, conspiracy, loitering, disorderly conduct, escaping Peacemaker custody, documentation evasion, eavesdropping, forgery, arson, obstruction of justice, dismantling of Peacemaker golems, etc.). He’ll beat up anyone to get what he wants. His family denies their relationship to their sons. He’s indiscriminatingly destroyed golems of both Peacemaker and Inquest origin. He’s endangered countless lives from his anger-induced episodes. He and his brother fight each other on the daily, but still somehow maintain a bond forged from the fires of their blood. He and his brother trashed their parents’ lab in the Hinterlabs on multiple occasions. They’ve broken out of the Peacemaker jail cells in Rata Sum. He’s chewed out most of his brother’s left ear.

His parents wanted a girl who would grow to become the inheritor of their lab and pilot a krewe to build upon their research and expand their knowledge of the Eternal Alchemy. And, eventually, help pioneer an understanding sufficient enough for its inevitable mastery. Willi was given a feminine name. His twin brother was born with feminine physical attributes and was assigned female at birth. But he knew his brother for the real spirit inside of him. He could see it.

Most importantly, Willi could see the spirit constantly plaguing himself. It was a creature with a hunched back and a furred form. It threatened Willi each day, claiming that each waking moment was one such that the asura was losing his own spirit. Willi hated its vagueness and its consistent presence shaped him to become this figure in mind. He wanted answers yet none would dare bat an eye towards the multi-scarred asura. Fighting was his answer. He would beat the answers out of those who wouldn’t tell him. He would demand acceptance.

He wanted to know why he and his brother’s spirits were swapped.

Only the Mists knew that answer. And every year that Willi and his brother had survived in the woods of Metrica Province was another year that he would obtain a stronger grasp over the reality that existed beyond Tyria. He wanted to pull the spirit out of him and force it to answer him. Why has she plagued his whole life? What does she want of him? Why wasn’t he given a choice?

At 16 years old, in 1323 AE, Willi ventured beyond the asura-dominated sphere of influence and came across a group of tall, upright, pink-skinned creatures. Willi felt an irrational hatred towards these “mice,” he called them. Noisy, full of themselves, and troublesome. These mice were situated in their rather simple and vulnerable camps, easy to destroy. One group of mice was armored in leathers and hoods, and they were seeking to assault another group of mice, the second group being one outfitted in silks and furs, guarded by yellow-jacketed soldiers. Willi and his brother Whaw were naïve to the outside world, and so thus, driven by impulse, they collaborated on killing both groups.

They waited for the opportunity to arise during the battle after the bandits ambushed the Lionguards. Although the Lionguards prevailed, they were too injured to push back against the bloodthirsty delinquent asura. The two seriously maimed and stole their goods, reveling in their seamless plan, mostly concocted by Whaw.

Both Willi and his brother Whaw took to a life of banditry, getting by on necessities by plundering humans good and bad. They didn’t care who these mice were, they had what they needed to survive. These pink-fleshy humans couldn’t detain them with technology like the asura.

Then the Triforge caught them. They believed the asura rascals to be associated with the Sinister Triad. Willi and Whaw couldn’t believe themselves to see asura Peacemakers working with talking plants and mice. They were angered, yet they couldn’t break out of custody. They were locked and chained, shouting nothing but insults in attempts to goad them. Usually the brothers were more coordinated, but this time they were thwarted.

Willi’s temper kept leaning on aggression, the spirit within tormenting him to head east to lands of rupture and flame. The two were in the midst of being transported to the Divinity’s Reach prisons when an elaborate plot unfurled before them. One of the human Seraph had been swapped for a mysterious agent during the night, and this agent had knocked the other two guards unconscious to remove the shackles of Willi and Whaw.

Whaw was regretfully thankful, holding back his restraint, but Willi impulsively attempted at the agent’s life with his vicious claws and teeth. The dexterous human was able to pin down both asura with ease, knocking Willi out cold in the process. He threatened Whaw to follow his lead for his brother’s safety, forcing the normally cunning asura to acquiesce. They came around a secluded wooded alcove away from the roads.

He was an Order of Whispers agent tasked with tracking the movement of two infamous delinquent asura over the past six months. He was somehow aware of the Mist entities that scrambled over the asura brothers and offered a way to pursue a more solid lead on their goals. In exchange, the cunning Whaw would join the Order and keep all related affairs away from his brute-minded sibling. Despite their history together, Whaw still considered his brother the only thing important to him and spat on the agent, vile of how he portrayed him. He was a human after all, and mice can’t be trusted.

The agent, known by only the moniker he gave them—Jackal—reminded Whaw that whatever fire he could muster (most of the supplies he used were confiscated by the Triforge upon their arrest) would be fruitless on him; he wore fire-retardant leather underneath his Seraph disguise as a safe precaution. Whaw, sly as his plans usually were, didn’t need fire. The small headband-donning scoundrel attempted a gut punch. It worked, for the most part, blood drawn from the agent’s mouth. Whaw demanded that armor for himself if he were to join. He could care less about the Order if he had the means to which to burn the world around him and set his brother aflame while keeping himself relatively unharmed (though he did like the searing pain). Jackal noted this masochistic tendency and agreed.

With Whaw now an Order of Whispers agent, he was tipped off about strange creatures called “charr” in the region of Ascalon. He was told of a group of charr, called the Snuff warband, was stationed near Flame Legion territories. This warband had Flame Legion spies conspiring against the High Legions. It is within the Order’s best interests to maintain their covert assault against the Flame Legion, and so Whaw and Willi had to infiltrate the Snuff warband and take out the spies, replacing them in the process.

Willi resonated with the charr. It was him. They were like him. Every moment in Ascalon lessened his spiritual ache, but it still persisted. The brothers were among their spiritual folk.

In early 1325 AE, Willi and Whaw finally came across the Snuff warband in Fireheart Rise. It was an Ash legion warband being unwittingly lead straight into the heart of the Flame Legion. After an argument on how to proceed, Willi dove straight into the group and challenged them, revealing everything that he knew. He singled out the two he thought were Flame Legion and challenged them to a fight-to-the-death. He was shot immediately.

This perilous situation awakened something within him. The spirit he housed called upon him to snuff out the Flame Legion spies—the ones he miraculously and luckily singled out correctly. In his near-death state, Willi unleashed his revenant Renegade powers to overwhelm the spies with the help of Whaw.

The two asura would find the warband to be their family now. They threatened the two surviving members Verina Snuffclaw and Jahra Snuffshadow their acceptance as charr despite their physical race. Both charr felt something unusual within the asura, almost as if Kalla Scorchrazor’s warband herself had bestowed her rebellious spirit within these two. Of course, the High Legions would not have the asura, so while Whaw Snuffshot may call the shots, Verina Snuffclaw would act as the figurehead Legionnaire. The asura and their aggressive ruthlessness were nearly unmatched for even most Blood Legion soldiers. They were always questioned, and every time they were met with the blood in their bodies handed to them, alongside fractured bones.

The Snuff warband that year would aid Lorenzo Frost in taking down the Flame Legion Imperator. As long as they fought Flame Legion, Willi felt his calling answered, amongst his rightful people. Where battle was regular and discipline was kept to combat rather than technocratic bureaucracy.

Whaw Snuffshot

Pyromaniac

  • Race: Asura

  • Age: 25 years old

  • Birth Year: 1307 AE

  • Gender: Male

  • Profession: Berserker

Background

(Note: Whaw Snuffshot shares his background with his twin brother Willi Snuffspirit. As such, their background sections are identical.)

Think of Willi as the antithesis of the typical asura. He and his twin brother, Whaw, were born in Soren Draa, just shy of Rata Sum. He and his brother were the latest progeny in a lineage of asura renowned to be particularly attuned to the Mists – and whose inventions and projects have greatly enlightened asuran society on the inner workings of this proto-reality. In fact, the lineage lays claim to Dessa before she went missing post Thaumanova Reactor incident.

Aside from the fact that he’s physically an asura, Willi shares no other similarities to the race. If possible, the asura would be happy to rid him in a heartbeat. He’s a vulgar asshole. He’s considered to be on the extreme low-end of typical asura intelligence. He’s a convicted criminal (charged with aggravated assault, assault and battery, vandalism, trespass, breaking and entering, destruction of laboratory property, burglary, larceny, conspiracy, loitering, disorderly conduct, escaping Peacemaker custody, documentation evasion, eavesdropping, forgery, arson, obstruction of justice, dismantling of Peacemaker golems, etc.). He’ll beat up anyone to get what he wants. His family denies their relationship to their sons. He’s indiscriminatingly destroyed golems of both Peacemaker and Inquest origin. He’s endangered countless lives from his anger-induced episodes. He and his brother fight each other on the daily, but still somehow maintain a bond forged from the fires of their blood. He and his brother trashed their parents’ lab in the Hinterlabs on multiple occasions. They’ve broken out of the Peacemaker jail cells in Rata Sum. He’s chewed out most of his brother’s left ear.

His parents wanted a girl who would grow to become the inheritor of their lab and pilot a krewe to build upon their research and expand their knowledge of the Eternal Alchemy. And, eventually, help pioneer an understanding sufficient enough for its inevitable mastery. Willi was given a feminine name. His twin brother was born with feminine physical attributes and was assigned female at birth. But he knew his brother for the real spirit inside of him. He could see it.

Most importantly, Willi could see the spirit constantly plaguing himself. It was a creature with a hunched back and a furred form. It threatened Willi each day, claiming that each waking moment was one such that the asura was losing his own spirit. Willi hated its vagueness and its consistent presence shaped him to become this figure in mind. He wanted answers yet none would dare bat an eye towards the multi-scarred asura. Fighting was his answer. He would beat the answers out of those who wouldn’t tell him. He would demand acceptance.

He wanted to know why he and his brother’s spirits were swapped.

Only the Mists knew that answer. And every year that Willi and his brother had survived in the woods of Metrica Province was another year that he would obtain a stronger grasp over the reality that existed beyond Tyria. He wanted to pull the spirit out of him and force it to answer him. Why has she plagued his whole life? What does she want of him? Why wasn’t he given a choice?

At 16 years old, in 1323 AE, Willi ventured beyond the asura-dominated sphere of influence and came across a group of tall, upright, pink-skinned creatures. Willi felt an irrational hatred towards these “mice,” he called them. Noisy, full of themselves, and troublesome. These mice were situated in their rather simple and vulnerable camps, easy to destroy. One group of mice was armored in leathers and hoods, and they were seeking to assault another group of mice, the second group being one outfitted in silks and furs, guarded by yellow-jacketed soldiers. Willi and his brother Whaw were naïve to the outside world, and so thus, driven by impulse, they collaborated on killing both groups.

They waited for the opportunity to arise during the battle after the bandits ambushed the Lionguards. Although the Lionguards prevailed, they were too injured to push back against the bloodthirsty delinquent asura. The two seriously maimed and stole their goods, reveling in their seamless plan, mostly concocted by Whaw.

Both Willi and his brother Whaw took to a life of banditry, getting by on necessities by plundering humans good and bad. They didn’t care who these mice were, they had what they needed to survive. These pink-fleshy humans couldn’t detain them with technology like the asura.

Then the Triforge caught them. They believed the asura rascals to be associated with the Sinister Triad. Willi and Whaw couldn’t believe themselves to see asura Peacemakers working with talking plants and mice. They were angered, yet they couldn’t break out of custody. They were locked and chained, shouting nothing but insults in attempts to goad them. Usually the brothers were more coordinated, but this time they were thwarted.

Willi’s temper kept leaning on aggression, the spirit within tormenting him to head east to lands of rupture and flame. The two were in the midst of being transported to the Divinity’s Reach prisons when an elaborate plot unfurled before them. One of the human Seraph had been swapped for a mysterious agent during the night, and this agent had knocked the other two guards unconscious to remove the shackles of Willi and Whaw.

Whaw was regretfully thankful, holding back his restraint, but Willi impulsively attempted at the agent’s life with his vicious claws and teeth. The dexterous human was able to pin down both asura with ease, knocking Willi out cold in the process. He threatened Whaw to follow his lead for his brother’s safety, forcing the normally cunning asura to acquiesce. They came around a secluded wooded alcove away from the roads.

He was an Order of Whispers agent tasked with tracking the movement of two infamous delinquent asura over the past six months. He was somehow aware of the Mist entities that scrambled over the asura brothers and offered a way to pursue a more solid lead on their goals. In exchange, the cunning Whaw would join the Order and keep all related affairs away from his brute-minded sibling. Despite their history together, Whaw still considered his brother the only thing important to him and spat on the agent, vile of how he portrayed him. He was a human after all, and mice can’t be trusted.

The agent, known by only the moniker he gave them—Jackal—reminded Whaw that whatever fire he could muster (most of the supplies he used were confiscated by the Triforge upon their arrest) would be fruitless on him; he wore fire-retardant leather underneath his Seraph disguise as a safe precaution. Whaw, sly as his plans usually were, didn’t need fire. The small headband-donning scoundrel attempted a gut punch. It worked, for the most part, blood drawn from the agent’s mouth. Whaw demanded that armor for himself if he were to join. He could care less about the Order if he had the means to which to burn the world around him and set his brother aflame while keeping himself relatively unharmed (though he did like the searing pain). Jackal noted this masochistic tendency and agreed.

With Whaw now an Order of Whispers agent, he was tipped off about strange creatures called “charr” in the region of Ascalon. He was told of a group of charr, called the Snuff warband, was stationed near Flame Legion territories. This warband had Flame Legion spies conspiring against the High Legions. It is within the Order’s best interests to maintain their covert assault against the Flame Legion, and so Whaw and Willi had to infiltrate the Snuff warband and take out the spies, replacing them in the process.

Willi resonated with the charr. It was him. They were like him. Every moment in Ascalon lessened his spiritual ache, but it still persisted. The brothers were among their spiritual folk.

In early 1325 AE, Willi and Whaw finally came across the Snuff warband in Fireheart Rise. It was an Ash legion warband being unwittingly lead straight into the heart of the Flame Legion. After an argument on how to proceed, Willi dove straight into the group and challenged them, revealing everything that he knew. He singled out the two he thought were Flame Legion and challenged them to a fight-to-the-death. He was shot immediately.

This perilous situation awakened something within him. The spirit he housed called upon him to snuff out the Flame Legion spies—the ones he miraculously and luckily singled out correctly. In his near-death state, Willi unleashed his revenant Renegade powers to overwhelm the spies with the help of Whaw.

The two asura would find the warband to be their family now. They threatened the two surviving members Verina Snuffclaw and Jahra Snuffshadow their acceptance as charr despite their physical race. Both charr felt something unusual within the asura, almost as if Kalla Scorchrazor’s warband herself had bestowed her rebellious spirit within these two. Of course, the High Legions would not have the asura, so while Whaw Snuffshot may call the shots, Verina Snuffclaw would act as the figurehead Legionnaire. The asura and their aggressive ruthlessness were nearly unmatched for even most Blood Legion soldiers. They were always questioned, and every time they were met with the blood in their bodies handed to them, alongside fractured bones.

The Snuff warband that year would aid Lorenzo Frost in taking down the Flame Legion Imperator. As long as they fought Flame Legion, Willi felt his calling answered, amongst his rightful people. Where battle was regular and discipline was kept to combat rather than technocratic bureaucracy.

Sarkhat Althuluj

Soul Trapper

  • Race: Largos

  • Age: ???

  • Birth Year: ???

  • Gender: Male

  • Profession: Soulbeast

Background

Under construction.

Zastruga

Entity of the Equinox

  • Race: Mist Entity

  • Age: ???

  • Birth Year: ???

  • Gender: ???

  • Profession: Reaper

Background

Zastruga is a mysterious entity. Perhaps, however, it might be more accurate to say that it is a Misterious entity. It takes on the appearance of a masculine charr with peculiar white/black vestments and a white/black greatsword of circular, round design. Most of the time, the entity's physical appearance seems to be "overlaid" with a curtain of astral energy.

If its words are true, it is the manifestation of one of the shattered shards of a Mists "device" known as the Equinox. Nothing is known of this Equinox, but is believed that it may even be a regulatory force behind the mechanisms that keep the Mists intact and stable with its infinite timelines. With it supposedly shattered, multiple shards have landed all throughout the Mists, some finding their way into Tyria.

Zastruga's shard lay dormant for years until it came into contact with a traveling charr. It resonated with the charr, taking a physical form identical to it and gaining sentience. This process also replicated the charr's greatsword, albeit the blade took a form more reminiscent of the shard's true appearance itself. Awakened, Zastruga was overwhelmed with the desire to reform itself with the other Equinox shards to reform back to the "device" in the Mists.

Completely oblivious to the world of Tyria, Zastruga followed the charr that it resonated with. It copied his fighting style and duplicated his mannerisms, observing the charr's usage of such.

Zastruga's shard supposedly inherited the cold, dark, death-like energy that represents a facet of the Astral Force the Equinox generates. It uses this death energy to enhance its survivability against predators and other opposing parties hoping to dispose or abuse it. Including the charr himself when he rebelled against it.

Zen'mafa

Lightspear Druid

  • Race: Troll

  • Heritage: Lightspear Tribe

  • Age: 23 years old

  • Birth Year: 1309 AE

  • Gender: Male

  • Profession: Druid

Background

(Note: Zen'mafa originally comes from the Warcraft universe as a Darkspear Troll, but for the purposes of this fictional character as part of Cold Sun's Dawn, his origin story has been repurposed to fit Guild Wars 2's lore.)

When you think of a troll, you don’t think of the slender, tall, magnificently-tusked blue-furred form that is Zen’mafa. Indeed, Zen’mafa descends from a different species of troll that fled from across the Janthir Bay to settle on the delta within the Woodland Cascades, several leagues north of Divinity’s Reach. These blue-furred trolls call themselves the Lightspear Tribe, liberated from their Mursaat-obsessed, slave-holding siblings on the other side of the pond. The Lightspears call the beautiful Leb’Aman their home, where the village is teeming with decorated wooden walls, stone-carved totems, and elegant geometric bridges connecting parts of their home over water.

The tribe’s chieftain, Ela’jin, proudly calls Zen’mafa her first son. When the young troll was born, she discovered that his spirit was blessed by the loa of life Zaleg’ba. The loas are the Lightspear’s version of the norn’s Spirits of the Wild, where they are plentiful and affect all aspects of the shamanistic lifestyle the trolls possess. The village’s elders and witch doctors insisted that her child, whom she named Mafa (for “soothing”), would have to work to preserve the natural balance of life. This meant that he had to eventually take great risks and be at the forefront of the change necessary to shepherd this balance.

Ela’jin was initially uncomfortable with having her firstborn son take on a role greater than the tribe she leads, but soon realized that the loa of life was more important than the Lightspear as a whole. She accepted her son’s inevitable fate and supported him in his rigorous training in ritualistic magic. Zen’mafa traveled with the tribe’s Headhunters and Shadowhunters during their hunts to mend their injuries and to protect nature from the various abominations that plague it.

Lightspear Trolls are given names based on their deeds and accomplishments. Many add syllables to their names, and many are born with just two or three letters to themselves. The young troll, Mafa, performed a ceremony in dedication to the loa of the trolls by using his body as a conduit and vessel for their expression, cleansing the waters of corruption with grace. After his first ceremony and on his thirteenth birthday, “Zen” was the prefix blessed unto his name. It affirmed his fate as the tribe’s druid protector.

Zen’mafa uses his position to explore the wildlands around his home and utilize his unusual druidic magic to protect the natural flora and fauna that inhabit his tribe’s region. It is his fate after all, and he’ll travel to any place on Tyria if the earth calls for him.

Eirwen Hopegårdsson

Aspiring Minstrel

  • Race: Human

  • Heritage: Ascalonian

  • Age: 18 years old

  • Birth Year: 1314 AE

  • Gender: Male

  • Profession: Daredevil

Background

Under construction.

Blenky Hopecraft

Aspiring Tinsmith

  • Race: Charr

  • Age: 18 years old

  • Birth Year: 1314 AE

  • Gender: Male

  • Profession: Scrapper

Background

Under construction.

Drivis

Entity of the Equinox

  • Race: Mist Entity

  • Age: ???

  • Birth Year: ???

  • Gender: ???

  • Profession: Druid

Background

Under construction.

Tushar Stamukha Jr.

Professor of Flames

  • Race: Human

  • Heritage: Elonian

  • Age: 37 years old

  • Birth Year: 1295 AE

  • Gender: Male

  • Profession: Firebrand

Background

Under construction.