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Killer Squirrel

Guild Wars 2 - Races - Human

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"...we fight for our homes, our Gods, and our Queen. Nothing can break our spirit."

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.
This is their story.

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.
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.
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.
Divinity's Reach

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.
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.
Threats Without and Within

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.
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.
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.
The Heritage of the Humans

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.
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.
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.
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.

Read the ArenaNet Blog for more information about humans!

Kryta, the Last Human Homeland


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