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			<title>Guild Wars 2 - Races -  Human</title>
			<link>http://www.thegamingstandard.com/forums/entry.php?35-Guild-Wars-2-Races-Human</link>
			<pubDate>Sat, 24 Mar 2012 22:39:06 GMT</pubDate>
			<description>---Quote (Originally by Killer Squirrel)--- 
*Human* 
 
 
 
              Image: http://www.guildwars2.com/global/includes/images/hero-human.jpg  
...</description>
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					<img src="images/BP-Black/misc/quote_icon.png" alt="Quote" /> Originally Posted by <strong>Killer Squirrel</strong>
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				<div class="message"><div style="text-align: center;"><b><font size="7">Human</font></b><br />
</div><br />
<br />
              <div style="text-align: center;"><img src="http://www.guildwars2.com/global/includes/images/hero-human.jpg" border="0" alt="" /><br />
<br />
<b>&quot;...we fight for our homes, our Gods, and our Queen. Nothing can break our spirit.&quot;</b><br />
</div><br />
<br />
  The humans of Tyria are an embattled race. Over the past three  hundred years, they have lost much of their territory. Old enemies and  new races threaten traditional human lands on all sides. Yet the human  race survives, defending their remaining lands and maintaining the human  spirit as they have for centuries. Their greatest city, Divinity's  Reach, shines as a beacon of hope for the people of Kryta and  beyond--even those dwelling deep within charr territory. The human  legends are indelibly imprinted on the souls of all the races of Tyria,  be they friend or foe.<br />
  This is their story.<br />
  <b>History</b><br />
<br />
  The humans of Tyria originally came to this part of the world from  the south. They soon spread throughout the kingdoms of Orr, Kryta, and  Ascalon, displacing other peoples, including the centaurs and charr, in  the process. Internal squabbles and wars weakened the human nations, so  that they were in no shape to defend themselves when the charr invaded  Ascalon.<br />
  Ascalon fell before the charr magic of the Searing. Rather than  surrender to the charr, King Adelbern invoked the Foefire, a powerful  curse that transformed his people into ever-vigilant ghosts. Orr  vanished beneath the sea, only to rise years later as a kingdom of the  undead ruled by the Elder Dragon Zhaitan. Lion's Arch was inundated and  then reborn as a city of many races. Kryta plunged into civil war, and  only survived due to the actions of its valiant heroes.<br />
  Yet through it all, humanity persevered, protecting the best  qualities of its people and history. Although surrounded by challenges  and confronted by threats within and without, the race survives and  thrives in a world that becomes more deadly by the day.<br />
  <b>Divinity's Reach</b><br />
<br />
  Humanity's greatest city is Divinity's Reach, founded in the wake of  the flooding of Lion's Arch. Built upon ancient Krytan tombs and  situated on a bluff, the city provides a strong bastion against a  dangerous world. Survivors of the other human nations and refugees from  distant lands have poured into Divinity's Reach, swearing fealty to the  crown and creating a proud, beautiful city.<br />
  The city is laid out like a great wheel with six spokes. These spokes  are elevated high roads which reach from the outer walls to the Central  Plaza at the city's hub. It is here that a great orrery spins beneath a  massive dome of copper and glass, here that the ministers squabble, and  here that Queen Jennah rules with a confident hand.<br />
  <b>Threats Without and Within</b><br />
<br />
  From Divinity's Reach, the long reach of human power stretches out  across the surrounding hills and farms, offering protection to the  farmers and townsfolk of Kryta. These people are under constant siege  from centaurs that have come down from the mountains. The powerful  Modniir centaurs have established dominance over the weaker Tamini and  Harathi breeds and now urge them to attack human enclaves across Kryta.  These raids are major incursions that sometimes reach the gates of  Divinity's Reach itself.<br />
  Not all enemies are inhuman. Bandit gangs have sprung up in areas  beyond the reach of the law, and now large, organized groups of them  prey on the local citizenry. The Seraph are entrusted with protecting  the people, but they are stretched thin by the sheer number of their  opponents.<br />
  As if matters were not dire enough, dissension flourishes within the  walls of Kryta itself. Queen Jennah is beloved by her people, but the  nobility often chafes at her egalitarian rule and the truce that she has  forged with the legions of the charr. The Chamber of Ministers is a  hotbed of intrigue and plotting, much of it centering on Legate Minister  Caudecus the Wise, who many see as a rival of the Queen herself.<br />
  <b>The Heritage of the Humans</b><br />
<br />
  With the defeat of Abaddon, the human gods withdrew from Tyria. They  did not abandon their worshippers, but rather pulled back from directly  interfering in their daily lives. Much like parents teaching a child to  walk, they let humanity stumble forward and learn to pick itself up when  it fell.<br />
  The humans of Divinity's Reach realize this and know that the gods  expect them to stand on their own. The names of the Six Gods (now called  the Six Human Gods by other races) are on their worshippers' lips, and  there are still shrines and priests of the faith. Humans do not feel  abandoned by their gods; they feel tested by them. As a people they  refuse to fall.<br />
  Humanity's long history makes other races think of them as hidebound,  old-fashioned, and conservative, but they are not afraid of new things.  With the rise of other major races, they have sought to adapt and  compete with them. They are interested in asura gate technology and  charr weaponry. Humans are a people of tinkerers and craftsmen;  inventors such as Uzolan the Artist help refine and expand upon their  technical knowledge.<br />
  Humanity's greatest heritage is heroism. Even the youngest sylvari  knows about the great figures of Tyrian legend. It is in their footsteps  that the other races must follow.<br />
  <b>Blog</b><br />
<br />
 Read the ArenaNet Blog for more information about humans!<br />
  <ul><li><a href="http://www.arena.net/blog/designing-humans" target="_blank">Character Art – Designing Humans</a></li>
<li><a href="http://www.arena.net/blog/against-the-wall-humanity-in-guild-wars-2" target="_blank">Humanity in Guild Wars 2</a></li>
<li><a href="http://www.arena.net/blog/activities-games-within-the-game" target="_blank">Games within the Game</a></li>
<li><a href="http://www.arena.net/blog/talking-heads-vo-and-dialogue-in-gw2" target="_blank">VO and Dialogue in GW2</a></li>
<li><a href="http://www.arena.net/blog/content-designer-matthew-medina-discusses-the-alphabet-of-guild-wars" target="_blank">The Alphabets of Guild Wars</a></li>
<li><a href="http://www.arena.net/blog/the-fashion-of-guild-wars-2-an-interview-with-kristen-perry" target="_blank">The Fashion of Guild Wars 2</a></li>
</ul>  <br />
<b>Kryta, the Last Human Homeland</b><br />
<br />
                 <b>Screenshots</b><br />
<br />
                                            <a href="http://www.guildwars2.com/global/includes/images/screenshots/human/human-01.jpg" target="_blank"><img src="http://www.guildwars2.com/global/includes/images/screenshots/human/thumbs/human-01.jpg" border="0" alt="" /></a> <a href="http://www.guildwars2.com/global/includes/images/screenshots/human/human-02.jpg" target="_blank"><img src="http://www.guildwars2.com/global/includes/images/screenshots/human/thumbs/human-02.jpg" border="0" alt="" /></a> <a href="http://www.guildwars2.com/global/includes/images/screenshots/human/human-03.jpg" target="_blank"><img src="http://www.guildwars2.com/global/includes/images/screenshots/human/thumbs/human-03.jpg" border="0" alt="" /></a><br />
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			<dc:creator>Killer Squirrel</dc:creator>
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			<title>Guild Wars 2 - Races -  Asura</title>
			<link>http://www.thegamingstandard.com/forums/entry.php?34-Guild-Wars-2-Races-Asura</link>
			<pubDate>Sat, 24 Mar 2012 22:37:18 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by Killer Squirrel)--- 
Asura 
 
Image: http://www.guildwars2.com/global/includes/images/hero-asura.jpg  
 
 
 
*"Brain, not...]]></description>
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					<img src="images/BP-Black/misc/quote_icon.png" alt="Quote" /> Originally Posted by <strong>Killer Squirrel</strong>
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				<div class="message"><div style="text-align: center;"><font color="#0000ff"><span style="font-family: impact"><font size="7">Asura</font></span></font><br />
<br />
<img src="http://www.guildwars2.com/global/includes/images/hero-asura.jpg" border="0" alt="" /><br />
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<br />
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<b>&quot;Brain, not brawn, will change the world.&quot;</b><br />
</div><br />
 <br />
  The diminutive asura are the smartest people in Tyria. Just ask them;  they will tell you. Once, they were the undisputed masters of a  powerful underground civilization, but were driven to the surface by the  Great Destroyer, the herald of the Elder Dragon Primordus.<br />
  Since their arrival on the surface, however, this long-eared race has  prospered. Initially squatting among the ruins along the Tarnished  Coast, their mastery of arcane forces has allowed them to regroup,  rebuild, and tame this new, savage world. Now their mystic technology is  found across the continent, and other races view the asura with a  respect they feel they deserve. Yet even as they succeed, their  accomplishments are threatened by internal conflicts, personal pride,  and individual greed.<br />
  <b>History</b><br />
<br />
 The asura were originally a subterranean race, adapted for their  cavernous homes deep beneath the surface. They had evolved excellent  senses—their long ears and wide, luminous eyes missed nothing—and sharp  teeth for an omnivorous diet. They were uniformly brilliant as a people,  analyzing, solving, and utilizing the intricate nature of magic itself.  Using this power, they spread throughout the Depths of Tyria, linking  distant locations with their asura gates and building great underground  citadels on places of incredible arcane power.<br />
  To their horrified surprise, one of those spots proved to be the home  of an Elder Dragon champion. The Great Destroyer, a legendary figure  among the dwarves, stirred. Using the very portals the asura had built  over its lair, it spread its minions throughout the underground,  destroying the bulk of asuran civilization and forcing the survivors  into the dangerous and unknown surface world.<br />
  The asura were nothing if not resourceful. Armed with what knowledge  they had salvaged, and blessed with a surplus of inventive geniuses,  they soon dominated the region of the Tarnished Coast. Their golems  pushed back the jungles. Their levitation spells set their towns above  the dangerous surroundings. And their reconfigured gates allowed them to  cross a new world filled with dangerous and alien races. Ingenuity and  organization gave them the advantage necessary to prevail.<br />
  Asuran society is organized around <i>krewes</i>—loose-knit  research organizations, usually commanded by one particularly brilliant  member. Highly motivated and competitive, these krewes codify and  advance the magical brilliance of the people as they seek to recover  lost knowledge, create new fields of study, and unlock the answers in  the universal philosophy they call the Eternal Alchemy.<br />
  A race of magical innovators and mystical inventors, the asura have  done nothing but prosper in the centuries since they arrived on the  surface. Useful races have been turned into allies while less useful  ones have been controlled and contained. New horizons have been opened,  and old knowledge has been recovered. <br />
  <b>Rata Sum</b><br />
<br />
 The greatest physical example of asuran magical mastery is their  mighty city, Rata Sum. Starting with no more than a set of scattered  ruins belonging to a failed race, the asura erected a testament to their  power. Now dominating the surrounding area, Rata Sum is a huge floating  cube riddled with interior passages, its upper reaches divided into  smaller cubes. The highest locations are the labs and meeting rooms of  the Arcane Council, the rulers of the asura race. The depths of this  great cube are still being excavated by unsleeping golem servitors. <br />
  Asura think of themselves as individuals, each protecting his or her  creations jealously, but there are several organizations that bind the  race together. The most important of these is the Arcane Council, which  is, in theory, a collection of wise asura who enforce the laws of the  people. In reality, this group consists of those who are not wise enough  to get out of the task, as most asura would rather be pursuing their  own creative agendas as opposed to dealing with internal squabbling and  bureaucratic rivalries.<br />
  Rata Sum is also the home of the colleges of the asura people: the  Colleges of Statics, Dynamics, and Synergetics. Each has a major complex  where promising students, apprentices, and journeymen without their own  labs can work, advance their knowledge, and attract better-established  mentors. Each of the colleges has its own approach to the Eternal  Alchemy. Those of Statics tend to think of the world in lines of force  and support—as a fixed state—and seek to learn from the lost lessons of  the past. Those of Dynamics perceive the world in an active,  ever-changing state, and feel that any experiment you can walk away from  is a success. Lastly, those of Synergetics think in terms of the  connections between things, in the space between beats. They are the  most mystic and theoretical of their people.<br />
  Rata Sum is the central hub, but the asura have spread their  laboratories and research facilities throughout the Tarnished Coast. The  personalized nature of creation and the drive to prove themselves the  best at their craft often send asuran masters and their krewes into the  hinterlands, away from prying eyes and potential competitors. Often,  this means that labs are built in particularly remote or dangerous  areas. Should a lab be destroyed or its workers slain, new discoveries  may be completely lost. Asura curse such events, but neighboring races  do not think this is a particularly bad thing. <br />
  <b>Knowledge is Power</b><br />
<br />
  The asura, as a people, thrive on competition. Each asura approaches  their research with a surety born of immense intelligence and  confidence. They are a race of mad scientists, each seeking to prove  their own exceptional nature.<br />
  This competitiveness (and assumed superiority) extends to other races  as well. Some are viewed as potential resources, like the alchemically  advanced hylek or the dredge with their sonic technologies. Others are  potential employees, like the humans or sylvari. And some are treated as  pests to be eliminated, such as the rodent-like skritt, who the asura  know all too well from their time underground.<br />
  The greatest danger to the asura is, to no one's surprise, other  asura. Putting aside the sometimes dramatic, even explosive, nature of  their experiments, a group of asura have banded together to form their  own meta-krewe. Known as the Inquest, these asura combine their  resources into a larger organization and share their knowledge among  their own members—never with those outside the Inquest. They are more  involved in the activities of individual members, and they are less  hampered by morality than the other asura, going so far as to use and  abuse the spirits of sentient beings in their relentless research. As a  result, they are both highly effective and extremely dangerous. Their  goal is nothing less than the domination of all Tyria, including the  Elder Dragons, and they will not let anyone or anything stand in their  way. <br />
  <b>Perilous Pride</b><br />
<br />
  Since surfacing in Tyria, the story of the asura has been one of  success and triumph over long odds, continual perils, and the stupidity  of the world at large. Out of the ashes left by the Great Destroyer's  assaults, the asura have forged a better future for themselves. Yet,  within their very success lies the potential seed of their destruction.  The asura are a proud—some might say haughty—people, great in knowledge  if not always in wisdom. And a great pride often leads to a great fall. <br />
  <b>Blog</b><br />
<br />
    Check out the ArenaNet Blog for more information about the asura!<br />
    <ul><li><a href="http://www.arena.net/blog/angel-mccoy-on-writing-asura" target="_blank">Writing Asura Dialogue</a></li>
<li><a href="http://www.arena.net/blog/ambition-on-a-grand-scale-matt-barrett-talks-asura-environment-art" target="_blank">Asura Environment Art</a></li>
<li><a href="http://www.arena.net/blog/matt-barrett-on-asura-design" target="_blank">Asura Character Design</a></li>
</ul>    <br />
   <b>Rata Sum, Capital of the Asura</b><br />
<br />
          <b>Screenshots</b><br />
<br />
                                            <a href="http://www.guildwars2.com/global/includes/images/screenshots/asura/asura-01.jpg" target="_blank"><img src="http://www.guildwars2.com/global/includes/images/screenshots/asura/thumbs/asura-01.jpg" border="0" alt="" /></a> <a href="http://www.guildwars2.com/global/includes/images/screenshots/asura/asura-02.jpg" target="_blank"><img src="http://www.guildwars2.com/global/includes/images/screenshots/asura/thumbs/asura-02.jpg" border="0" alt="" /></a> <a href="http://www.guildwars2.com/global/includes/images/screenshots/asura/asura-03b.jpg" target="_blank"><img src="http://www.guildwars2.com/global/includes/images/screenshots/asura/thumbs/asura-03b.jpg" border="0" alt="" /></a><br />
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			<title>Guild Wars 2 - Races -  Charr</title>
			<link>http://www.thegamingstandard.com/forums/entry.php?33-Guild-Wars-2-Races-Charr</link>
			<pubDate>Sat, 24 Mar 2012 22:33:34 GMT</pubDate>
			<description>---Quote (Originally by Killer Squirrel)--- 
 
 
*Charr* 
 
 
 
 
               Image:...</description>
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					<img src="images/BP-Black/misc/quote_icon.png" alt="Quote" /> Originally Posted by <strong>Killer Squirrel</strong>
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				<div class="message"><div style="text-align: center;"><br />
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<br />
<b><font color="#ffa500"><span style="font-family: century gothic"><font size="7">Charr</font></span></font></b><br />
</div><br />
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               <div style="text-align: center;"><img src="http://www.guildwars2.com/global/includes/images/hero-charr.jpg" border="0" alt="" /><br />
<br />
<b>&quot;With the roar of engines and the thunder of guns, we rip each day from life's teeth.&quot;</b><br />
</div><br />
<br />
<br />
  The feline charr of Tyria are a victorious race challenged by their  own success. They have survived defeat, oppression, and civil war. They  have returned, reconquered, and rebuilt their original homes. Their  mighty fortress, the Black Citadel, dominates the surrounding ruins of  the human city of Rin, and their non-magical technology is the mightiest  in the land. Yet despite their success, they are challenged by  divisions among their people, the power of the Elder Dragons, and the  ghosts of their own victories.<br />
  This, then, is their story.<br />
  <b>History</b><br />
<br />
  The charr made the open lands east of the Shiverpeaks their home for  many long years before the arrival of the humans. After they were driven  from Ascalon, they engaged for centuries in a war with the humans, only  to have their efforts stymied by the power of the human gods and  technology. However, they rallied and eventually invaded the human  nations. Distant Kryta resisted their incursions, but both Orr and  Ascalon ultimately chose self-destruction over defeat by the charr.<br />
<br />
<br />
  The charr paid for their success dearly; the old High Legions (Ash,  Blood, and Iron) were put under the yoke of the Flame Legion, who  researched forbidden magics and worshipped dark, false gods. The Flame  Legion also subordinated the charr females, who had previously been  equals to the males. As the war lengthened, each success was attributed  to the inherent rightness of the Flame Legion's crusade, while each  failure was used as an excuse for others to sacrifice for the good of  the Flame Legion shamans.<br />
<br />
<br />
  In the end, the charr did take Ascalon, but its maddened human king  chose to invoke his own dark magic, the Foefire, which stripped the  souls of his people from their bodies and left them to eternally guard  their land as ghosts. The Flame Legion won the battle, but their victory  condemned the charr to an eternal insurrection.<br />
<br />
<br />
  The charr females defied the rule of the Flame Legion, gathering with  them rebellious factions from the other charr legions. The Iron, Blood,  and Ash Legions joined the uprising after the insurgents' leader, Kalla  Scorchrazor, won the support of the Iron Legion Imperator. Together,  they cast down the Flame Legion shamans and regained control of the fate  of the charr race. The Iron Legion, for its part, took control of  Ascalon.<br />
  Since that time, the charr have had to fight on multiple fronts. An  eternal and undead foe struggles to regain Ascalon. The Flame Legion is  bowed, but not broken; it plots to retake control. The humans continue  to fight in the distant fortress of Ebonhawke. And recently, the Elder  Dragon Kralkatorrik scarred Ascalon with the great Dragonbrand. Yet  despite the challenges, the charr remain a potent force east of the  Shiverpeaks and masters of Ascalon. <br />
  <b>The Black Citadel</b><br />
<br />
  Upon the overthrow of the Flame Legion, the Iron Legion was granted  control of the conquered kingdom of Ascalon by the other victorious  legions. They built their main fortress-city, the Black Citadel, on the  human ruins of Rin. The wreckage of that destroyed city can still be  seen among the foundations of the citadel. While the Iron Legion is  officially in charge, Blood and Ash Legions both have a major presence  in the city.<br />
  As the Iron Legion is the most technologically skilled of the charr  legions, its city is a vast foundry and center of industry. The Black  Citadel is dominated by the huge Imperator's Core, a great spherical  structure that houses the headquarters of the three legions, the offices  of the tribunes, and the war council, where the legions meet to plan  strategy. The Iron Legion Imperator, Smodur the Unflinching, oversees  all of this and coordinates the charr in Ascalon with a veteran's eye.<br />
  <b>A Target-Rich Environment</b><br />
<br />
  The charr face many challenges. Although they control Ascalon, that  control is neither as sure nor as strong as they would like. The  Foefire, summoned by the last human King of Ascalon, infested the former  human territories with ghosts who still see the charr as invaders to be  driven from the land.<br />
  The Flame Legion has survived, but they have withdrawn to their  northern bases. From there, they continue their assault on the legions,  seeking to undermine the leadership and to regain control of the charr.<br />
  Yet the greatest and most immediate danger has been brought by the  Elder Dragon Kralkatorrik. Once freed from its deep tomb, the dragon  flew south, its mere presence scouring and transforming the land beneath  it. That blasted landscape bisects Eastern Ascalon and serves as a  battleground for the dragon minions' continual war with the charr.  Kralkatorrik's passing has had another effect: ogres have come out the  Blazeridge Mountains to the east and seek to settle their herds in these  new lands.<br />
  Humans also survive, making their stand in Ebonhawke, where Krytan  support and asura gates have kept the city from falling to a  centuries-long siege. Now confronted by the power of an Elder Dragon,  the three legions have chosen to negotiate with humans rather than  battle them. The negotiations have resulted in a tentative truce, and  humans are now permitted in the Black Citadel itself. Still, it will  take generations before the long wars are forgotten.<br />
  <b>The Triumph of the Charr</b><br />
<br />
  Despite all the challenges facing the charr, they have prospered in  Ascalon. The great shards of the Searing are now surrounded by grass and  young trees; the rolling hills of the former kingdom, once blasted to  twisted wreckage by war, are now covered with grass and used to raise  herds of meat animals to feed the legions. The ironclad encampments of  the legions dot the landscape.<br />
  Due to their long history of conflicts, the charr are the most  militarily and technologically advanced race in Tyria. Their rifles and  pistols are among the most finely made, and their forging technology is  superior to that of even the ancient and legendary dwarves. Individual  artisans may produce better weapons, but on a mass production scale, no  other group holds a candle to the mighty charr arsenals. However, not  all of their advancements involve weapons--they also make some of the  finest clockwork and spring-driven devices in Tyria.<br />
  With the rigid foundation of their warbands and the ruthless  efficiency of their leadership, the charr face their opponents as they  have always faced them: united in purpose. They have triumphed over  internal dissension and external threat, have retaken their ancestral  lands, and now face the world as one of the strongest and most energized  races in Tyria.<br />
  <b>Blog</b><br />
<br />
 Read the ArenaNet Blog for more information about the charr!<br />
 <ul><li><a href="http://www.arena.net/blog/creating-the-charr-starter-area" target="_blank">Creating the Charr Starter Area</a></li>
<li><a href="http://www.arena.net/blog/scott-mcgough-on-writing-the-charr" target="_blank">Writing the Charr Dialogue</a></li>
<li><a href="http://www.arena.net/blog/the-artistic-origin-of-the-charr" target="_blank">The Artistic Origin of the Charr</a></li>
</ul> <b>Screenshots</b><br />
<br />
                                            <a href="http://www.guildwars2.com/global/includes/images/screenshots/charr/charr-02.jpg" target="_blank"><img src="http://www.guildwars2.com/global/includes/images/screenshots/charr/thumbs/charr-01.jpg" border="0" alt="" />  <img src="http://www.guildwars2.com/global/includes/images/screenshots/charr/thumbs/charr-02.jpg" border="0" alt="" /></a>  <a href="http://www.guildwars2.com/global/includes/images/screenshots/charr/charr-03.jpg" target="_blank"><img src="http://www.guildwars2.com/global/includes/images/screenshots/charr/thumbs/charr-03.jpg" border="0" alt="" /></a><br />
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			<dc:creator>Killer Squirrel</dc:creator>
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			<title>Guild Wars 2 - Races -  Norn</title>
			<link>http://www.thegamingstandard.com/forums/entry.php?32-Guild-Wars-2-Races-Norn</link>
			<pubDate>Sat, 24 Mar 2012 22:32:43 GMT</pubDate>
			<description>---Quote (Originally by Killer Squirrel)--- 
*Norn* 
 
 
 
 
 
               Image: http://www.guildwars2.com/global/includes/images/hero-norn.jpg</description>
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					<img src="images/BP-Black/misc/quote_icon.png" alt="Quote" /> Originally Posted by <strong>Killer Squirrel</strong>
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				<div class="message"><div style="text-align: center;"><b><font color="#ff0000"><font size="7">Norn</font></font></b><br />
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               <div style="text-align: center;"><img src="http://www.guildwars2.com/global/includes/images/hero-norn.jpg" border="0" alt="" /><br />
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<b>&quot;If you are bold enough, your legend will live forever.&quot;</b><br />
</div><br />
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<br />
  The norn are a race of valiant, shape-changing barbarians.  Boisterous, strong-willed, and passionate, the norn are an independent  people that swear fealty to no single being. They thrive in their  mountain stronghold by the sharpness of their senses, the quickness of  their wits, and the strength of their massive forearms. They are guided  in this world by their Spirits of the Wild, who embody the virtues of  the mightiest beasts. As a people, they are quick to anger, even quicker  to smile, and treat each new day as a personal challenge. They drink  and feast and hunt with equal gusto, and fear few things. They are  steadfast allies and implacable foes.<br />
    <b>History</b><br />
<br />
 The norn hail from the frozen mountains of the Far Shiverpeaks,  leagues to the north of the human kingdoms. Their history is one of  heroes, spirits, and impossible deeds. A norn warrior remains immortal  only as long as she is remembered by descendents and only as long as her  songs are sung by skaalds around the lodge fires. So it has been for  times uncounted.<br />
  This changed with the arrival of Jormag, the Elder Ice Dragon.  Stirring from its frozen sleep, the dragon erupted into the living  world. The norn first fought it in the manner that they had always  fought--as valiant heroes seeking to defeat the beast in single combat.  Hundreds were slain, and the norn themselves forced from their  homelands.<br />
   The Spirits of the Wild aided the norn in their flight. Some died  protecting them; some remained behind to fight Jormag and were lost.  Others, the greatest of their spirits--Wolf, Bear, Raven, and Snow  Leopard--guided the norn to safety in lands once belonging to the  dwarves.<br />
  <b>Hoelbrak</b><br />
<br />
  The norn are not a people of cities--they prefer simple steadings  carved out of the wilderness, where survival depends upon one's own  power and ability. Yet Hoelbrak acts as a focal point of norn  civilization, for it is here that the Spirits of the Wild led the great  hero Aesgir and the fleeing norn to safety. In the years since its  founding, norn from all over the Shiverpeaks have come here to trade, to  meet, to brag, and to drink, but only a few have made it their  year-round home. <br />
  Knut Whitebear, Aesgir's grandson, now oversees Hoelbrak, but any  attempt to call him their ruler would be met with derision. Knut's title  is Master of the Lodge. He keeps Hoelbrak safe, as his father and  grandfather did before him. He tests the young and celebrates their  achievements with great moots.  The Wolfborn, led by his two sons, keep  the peace among these brawling, argumentative people.<br />
  Five great structures dominate Hoelbrak. The Great Lodge is Knut's  domain, and in its high galleries and balconies one can find the  greatest heroes of this people. Each of the other four lodges is  dedicated to one of the four Spirits of the Wild--Wolf, Bear, Raven, and  Snow Leopard. Here work the shamans that keep alive the faith and the  skaalds that tell the old tales of those who have gone before. Here is  where the wisdom of the norn survives.<br />
  <b>The Spirits of the Wild</b><br />
<br />
  The norn have no gods in the human sense of the word. Instead, they  venerate the Spirits of the Wild: totemic powers, the great spirits of  the wild creatures. Each totem has virtues and lessons to teach the  norn: Bear has her strength; Wolf teaches unity in numbers; Raven is  wisdom; Snow Leopard speaks of cunning and stealth. There are other  spirits, too, some unworthy of veneration, some dead, some merely  missing. <br />
  The norn have the ability to shape-change into forms beloved by the  Spirits. While transformed, they become closer to those spirits and to  understanding the power of the wild. Norn enjoy the bounty of the land,  but they do not despoil it, for the wisdom of the Spirits brings them an  understanding that tempers their direct, quick-tempered natures.<br />
  <b>New Challenges, Ancient Enemies</b><br />
<br />
  The norn have spread through the Shiverpeaks, and their distinctive  homes can be found near the best hunting grounds and the clearest  streams. They are not alone in these new lands, however, and must fight  for their homes--which is just as the norn want it.<br />
  Long ago, the dwarves ruled these deep valleys and cavern-riddled  mountains. These diminutive warriors descended into the depths,  transformed by ancient magic to fight the minions of a different Elder  Dragon. Now their ruined homes have been usurped by their former slaves  and servants, the dredge, who claim all the lands below the surface as  their own and vie with the norn for the lands above.<br />
  The mountaintops are home to another fallen race, the jotun. These  giants were once wise and powerful, and their fall has been long and  hard. Now little more than savages surviving in the wreckage of their  ancestors' citadels, they challenge the norn for domination.<br />
  Yet the greatest danger to the norn has followed them from the north.  Jormag's champions and minions are abroad in the land, corrupting the  pure snows and powerful creatures with its icy breath. Worst of all,  there are those among the norn themselves who recognize Jormag's power.  They revere Dragon as if it were another Spirit and seek to learn from  it and master its abilities. Only too late do they discover their error:  Dragon teaches only corruption and death. <br />
  <b>The Power of the Norn</b><br />
<br />
  Jormag drove them from their original homeland, but the norn are no  refugees, battered and seeking aid. Rather, they see the Elder Dragon as  merely another challenge to be bested. If not today, then soon. Until  that day comes, until the hero who will shatter the tooth of Jormag  arises and shows the norn the way back to their northern homes, the norn  will live each day as if it were their last. The living world is a  wondrous place for them, filled with challenges, struggles, and the  potential for great stories.<br />
  <b>Blog</b><br />
<br />
 Read the ArenaNet Blog for more information about Norn!<br />
 <ul><li><a href="http://www.arena.net/blog/legend-and-legacy-of-the-norn" target="_blank">Legend and Legacy of the Norn</a></li>
<li><a href="http://www.arena.net/blog/the-wisdom-and-power-of-the-kodan" target="_blank">The Wisdom and Power of the Kodan</a></li>
</ul>               <b>Screenshots</b><br />
<br />
                                            <a href="http://www.guildwars2.com/global/includes/images/screenshots/norn/norn-01.jpg" target="_blank"><img src="http://www.guildwars2.com/global/includes/images/screenshots/norn/thumbs/norn-01.jpg" border="0" alt="" /></a> <a href="http://www.guildwars2.com/global/includes/images/screenshots/norn/norn-02.jpg" target="_blank"><img src="http://www.guildwars2.com/global/includes/images/screenshots/norn/thumbs/norn-02.jpg" border="0" alt="" /></a> <a href="http://www.guildwars2.com/global/includes/images/screenshots/norn/norn-03.jpg" target="_blank"><img src="http://www.guildwars2.com/global/includes/images/screenshots/norn/thumbs/norn-03.jpg" border="0" alt="" /></a><br />
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			<dc:creator>Killer Squirrel</dc:creator>
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			<title>Guild Wars 2 - Races -  Sylvari</title>
			<link>http://www.thegamingstandard.com/forums/entry.php?31-Guild-Wars-2-Races-Sylvari</link>
			<pubDate>Sat, 24 Mar 2012 22:30:20 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by Killer Squirrel)--- 
Sylvari 
 
Image: http://www.guildwars2.com/global/includes/images/hero-sylvari.jpg  
 
 
 
*"Evil...]]></description>
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					<img src="images/BP-Black/misc/quote_icon.png" alt="Quote" /> Originally Posted by <strong>Killer Squirrel</strong>
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				<div class="message"><div style="text-align: center;"><font color="#008000"><font size="7">Sylvari</font></font><br />
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<img src="http://www.guildwars2.com/global/includes/images/hero-sylvari.jpg" border="0" alt="" /><br />
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<b>&quot;Evil threatens Tyria, but our Dream will guide us through darkness to dawn.&quot;</b><br />
</div><br />
<br />
 <br />
  The sylvari are an enigma. Humanoid in form, plantlike in nature,  they are recent arrivals in Tyria and have roamed the world for  only twenty-five years. They are all born of a single parent&#8212;the mighty  Pale Tree that dominates the Tarnished Coast. They are  bound together with a common origin and a shared dream. No one knows why  they have suddenly appeared in Tyria, least of all the  sylvari themselves, and they seek to discover their purpose in the  world. Of all the races, they have the greatest appreciation  of the danger posed by the Elder Dragons; the sylvari battle the undead  minions of Zhaitan on a regular basis.<br />
  This, then, is their story.<br />
  <b>History</b><br />
<br />
  <i>&quot;There was a time that I cursed this world for taking away everything that I had. But living here, I have  come to understand that these memories, even those that are painful, are seeds of our identity. They shape our  growth.&quot;</i> &#8212;Ronan, Human, formerly of the Shining Blade.<br />
  The story of the sylvari begins with a human and a centaur. The human was Ronan, a warrior with the Shining Blade.  Separated from his patrol, he discovered a cavern filled with strange seeds and guarded by powerful plant creatures.  He took one of those seeds and brought it home to his family, only to discover that his entire village had been slaughtered  by the White Mantle and their powerful would-be gods, the Mursaat. Grieving, he planted the seed on their graves and swore  to never take up the sword again.<br />
  Ronan was joined by Ventari, an aged centaur who also tired of continual conflict. Together they formed a small community,  a refuge for those seeking peace in a violent world. The tree that grew of the strange seed came up tall and proud, and  beneath its boughs, man and centaur lived at peace. Ronan passed on in time, and aged Ventari passed as well. But before  leaving this life, the centaur carved his lessons on a marble tablet and set it among the roots of the Pale Tree. Then  he too passed on, the eldest and wisest of the centaurs.<br />
  The tree grew and spread her shade over the surrounding area, and in time, she bore fruit. At the heart of this fruit were  the first sylvari. And while they were still cradled by the Pale Tree, she sang to them and told them what she knew of the  world.  The Pale Tree spun a dream that would be shared by all the sylvari: a dream of human lives and the centaur's  wisdom. When these initial sylvari emerged as the firstborn, they knew something of their world and yearned to learn more.<br />
  The sylvari appear human at first glance, but that comparison breaks down almost immediately. Their flesh is made of  vines and leaves, their hair of foliage and petals, and their bones of stronger wood. Golden sap moves through their  veins, and pollen shakes from their flesh. They are &quot;born&quot; (they would say &quot;awakened&quot;) as adults, with some knowledge  of the world around them. Sylvari are instilled with an inherent sense of nobility, curiosity, and a need to explore.<br />
  And as each sylvari explores and learns of the world, that knowledge comes back to the Pale Tree, who sings it  to a new generation.<br />
  <b>The Grove</b><br />
<br />
  The Pale Tree now dominates the Tarnished Coast, her towering top higher than many mountains. In the  shelter of her lush foliage, the sylvari have made their homes. The Grove, created by the Pale Tree, is a  multilevel, verdant, organic city. The roots and branches of the tree form broad terraces where other  plants have grown and been spun into homes and buildings. Some of the sylvari have lived their entire  lives beneath the tree, but most choose to wander, to adventure, and to let the Dream take them where it may.<br />
   The sylvari are divided into houses or cycles, and feel that an individual's personality is determined  by time of day when they awaken. The sylvari born in the Cycle of Dawn tend to be loquacious and diplomatic.  Those of the Cycle of Day are often problem-solvers, meeting challenges head-on. The sylvari of the Cycle of  Dusk tend to be intelligent and reflective. And those of the Cycle of Night are quiet, secretive, and keep  their own counsel.<br />
  The firstborn are the closest thing the sylvari have to rulers, yet the respect they command comes solely  from their wisdom and time spent in the world. Each cycle is advised by one of the firstborn who serves as a  luminary, as a guide and tutor, to the newly awakened. Yet the ultimate ruler of the people is their parent,  the Pale Tree herself. Her song is found in all sylvari, and those who seek understanding travel to the  heart of the tree to commune with her and seek her wisdom.<br />
  <b>A Shadow in the Dream</b><br />
<br />
  The sylvari are a young race, yet they face challenges from within and without. Not all other races  have welcomed them, and their early experiences with the nearby asura have shown them that not all other  peoples share their virtuous outlook. But their greatest dangers come from within, both in the form of  those sylvari who have rejected the Dream and in the form of a warning in the Dream itself. <br />
  Each unborn sylvari hears the song of the Pale Tree and learns of the world, including what other sylvari  have learned. Yet many dream of an enigmatic danger that threatens the awakened world. For most, it is but a  fleeting glimpse. Only a rare few, the great heroes of their race, see the shadows of dragons and know it as  a danger that threatens the world. As a result, of all the races, the sylvari see the challenge of the Elder  Dragons most directly. The shores of their lands touch the Sea of Sorrows, and the undead minions of Zhaitan  wash ashore and seek to despoil everything they find. While the other races may be corrupted by the Elder  Dragons, turned into undead minions or crystalline creatures of the Brand, the sylvari are never turned.  Those born of the Pale Tree simply die before the corruption takes hold. Many sylvari believe that this  is because they were born to battle the dragons, blessed with a certain protection against their most  horrible powers. Some non-sylvari scholars state instead that the sylvari's strange biology foils the  corruption of the dragons. A few clever souls state that sylvari just taste bad to dragons. No one  knows for certain which is the truth.<br />
  Yet the minions of the Elder Dragon are only one threat among many. There are sylvari who have rejected the teachings  of Ventari's tablet and claim that the centaur's influence has perverted the Dream. They seek the shadow within the  Dream, turn away from what they call &quot;false morality,&quot; and explore the darker side of their personalities. Cold,  cruel, and without mercy, these sylvari see themselves as the &quot;true sylvari,&quot; the rightful children of the tree,  and consider it to be their great purpose to bring others of their race into that darkness. They are known as the  Nightmare Court, and with each act of cruelty and evil, they add their nightmares to the tree and hope, one day,  to change the balance and turn their parent to their side. The leader of the Nightmare Court is one of the  firstborn: the Duchess Faolain, once the cherished companion of Caithe.<br />
  <b>A Brave New World</b><br />
<br />
  The sylvari are fewer in number than the other great races, but more enter the world each day as they awaken. They  are new to Tyria, yet because of the Dream, they know what that world is about. Still, they are curious, seeking to  understand things about which they have only dreamed. They find the world alive with potential and fascinating.<br />
  And though no sylvari has yet died of old age, they have learned about death. They find that fascinating as well.<br />
  <br />
 Check out the ArenaNet Blog for more information about the sylvari!<br />
  <ul><li><a href="http://www.arena.net/blog/video-growing-the-sylvari" target="_blank">Video: Growing the Sylvari</a></li>
<li><a href="http://www.arena.net/blog/the-sylvari-soul" target="_blank">Writing the Sylvari</a></li>
<li><a href="http://www.arena.net/blog/kristen-perry-on-designing-and-redesigning-the-sylvari" target="_blank">Designing the Sylvari</a></li>
</ul>       <b>Screenshots</b><br />
<br />
                                                             <a href="http://www.guildwars2.com/global/includes/images/screenshots/sylvari/sylvari-04.jpg" target="_blank"><img src="http://www.guildwars2.com/global/includes/images/screenshots/sylvari/thumbs/sylvari-04.jpg" border="0" alt="" /></a>  <a href="http://www.guildwars2.com/global/includes/images/screenshots/sylvari/sylvari-05.jpg" target="_blank"><img src="http://www.guildwars2.com/global/includes/images/screenshots/sylvari/thumbs/sylvari-05.jpg" border="0" alt="" /></a>  <a href="http://www.guildwars2.com/global/includes/images/screenshots/sylvari/sylvari-06.jpg" target="_blank"><img src="http://www.guildwars2.com/global/includes/images/screenshots/sylvari/thumbs/sylvari-06.jpg" border="0" alt="" /></a><br />
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			<dc:creator>Killer Squirrel</dc:creator>
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			<title>Starting to make headway!</title>
			<link>http://www.thegamingstandard.com/forums/entry.php?13-Starting-to-make-headway!</link>
			<pubDate>Tue, 25 Oct 2011 03:03:21 GMT</pubDate>
			<description>What is really exciting for me is watching this place starting to take shape. When I talked about this to the wife (Sia) I told her it was like the...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore"><font size="2"><span style="font-family: tahoma">What is really exciting for me is watching this place starting to take shape. When I talked about this to the wife (Sia) I told her it was like the wedding. You plan and work at it for so long and you have so many great people you count on work with. You never feel like it will ever work there are just to many factors and so much to do. Then little by little things get done and it starts to take shape. That is what it seems to feel like here. <br />
<br />
The site is really starting to come along. The forums are starting to  get active and they are starting to look good. It's a really good  feeling as you can imagine. Ashlann has been putting some major hours  into the graphic work already and their is more to come. I hope to have  some more up soon so we have a really cool looking site.<br />
<br />
I have had so much help and advice from so many people and we are all working together to make a great place we can all have fun. It's starting to come together and it really feels good. I feel like we are starting to come out into our own. We have been recruiting some excellent players and people. With the expansion to BF3 I really have high hopes for the expansion of SoX. RogueSlayer has jumped on board to help us with a server that is GREATLY appreciated. RS is an old friend of ours from another gaming community. He brings to the table a community knowledge, leadership, and foresight that can really help to bring SoX to the next level. <br />
<br />
I have always felt that that more people we bring in, the more friends we make, the more fun we have. I am always looking for quality people to join SoX and encourage everyone else to do the same. You don't have to be an admin, or leader, or even officer to recruit. Everyone can recruit all you have to do is make sure they post in the <a href="http://www.thegamingstandard.com/forums/forumdisplay.php?4-Recruitment-Office" target="_blank">Recruitment Office</a>. Someone will come around and take care of the application. <br />
<br />
The blogs and articles are set up and we are working to get people into doing those. Anyone can write a blog, I have to say being the second one I have ever written is not that bad, its kind of cool. I really encourage everyone to take a look into it. Tell us what you're doing, it doesn't have to be about video games although that is always encouraged. We will be starting to expand to do articles where we have members and registered users submit articles on things going on in the gaming world. If you are interested in helping out with that send me a PM. I am really hoping that will take off the more articles we have out there the more exciting the site will be I think!<br />
<br />
The facebook group is starting to take off and with Khrys pushing that forward I think its going to be pretty cool. If you havent joined the SoX Facebook group, and I know many of you haven't and you def should! Check it out the <a href="http://www.facebook.com/groups/275969032414028/" target="_blank">SoX Facebook</a> group today. It's really a great way to keep up with that is going on outside the forums. <br />
<br />
We are always looking for people to participate more and volunteer to do things to help us grow. If you have any ideas what you think could help feel free to send me a PM and let me know. If you think you want to help with something, graphics, articles, blogs, expansion, recruitment, anything. Let us know! We have a great team of admins here, Ashin, Ashlann and I have worked together for years and we are very approachable. When I asked the two of them to help me and they said yes I was ecstatic. The three of us worked together at two other gaming communities and we have three totally different ways of viewing things which is just perfect in my point of view. The knowledge and leadership they bring to SoX is outstanding. <br />
<br />
I could really sit here all night and thank everyone who has done such an awesome job helping or contributing in anyway. Believe me you don't go unnoticed and thank you for what you do. No one is more important than anyone else here. Members are just as important as Admins, because in my eyes without members we don't need admins. We are here for the members and here to have fun so thank you for being here and putting your time in here. Everyone keep up the awesome job and lets make SoX into a dream community! <br />
<br />
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			<dc:creator>Killer Squirrel</dc:creator>
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