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Guild Wars 2: The Calm and the Storm - Living World Season 5 idea


Lonami.2987

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The world is finally safe from the dragons. Three of them are no more, two went back to their slumber, and the sixth has never been heard of. The races of Tyria can finally prosper in peace.

A soothing calm falls upon the world. The calm before the storm.


Living World Season 5: The Calm and the Storm

Map of the new season's zones.

Larger resolution.


Episode 1: The Face in the Locket

The Krytan royal locket. An ancient artifact holding the secrets of Kryta's royal bloodline. Kept safe inside the Wizard's Tower, but for how long? A crew of undead pirates, now free from Zhaitan's control, longs for the good old times, and in their folly, they might unleash a crisis in the heart of humanity itself.

  • Meet the woman behind the greatest heist of the century: Lady Glaive, an ancient corsair warlord, once risen by Zhaitan long after her demise, now unchained and eager to recover her rightful place.
  • Unveil the identity of the Mysterious informant known as E, and discover the fate of the Scepter of Orr, among many other ancient relics, now fallen in the wrongest hands imaginable.
  • Explore the new zone of Bay of Merchants, west of Bloodtide Coast. Revisit Claw Island, trade with the elusive tengu, and join the largos on their hunt for an ancient leviathan.
  • Enter the Wizard's Tower, the new PvE game mode. Navigate the maze of vaults and libraries, and face an endless stream of random encounters, growing in difficulty with every wave. The longer you survive, the better the rewards. The tower will be supported in the future through updates including new rooms and encounters.
  • Witness the fate of the fallen Spirits of the Wild in the Lost Spirits Fractal. Play as one of Jormag's champions, and slaughter the norn who oppose the Spirit of Dragon. Face the Spirit of Owl, and bring forth her demise.

Episode 2: Mother of Thorns

The fires of Maguuma lie still, long after Mordremoth's demise, but the embers of destruction bide their time, hiding among the shadows, yearning to rekindle the fire and engulf the Dream of Dreams. There was one destined for greatness, born to rise and become the Harbinger of Nightmare. And at long last, he has been found.

  • The Pale Tree withers, and with it, the future of the sylvari race. Her wounds do not heal, and her spirit falters further with every passing day. The menders are desperate, and light wanes, while shadows bloom. Deep into the jungle, a voice whispers, and wants her sister back.
  • The Nightmare Court has returned, led by the new Grand Duchess Chrysanthea. Their dark hunt bodes ill, glooming over sylvari and modrem alike. The servants of Mordremoth wander the jungle, free from the dragon's bidding. They look for a new purpose, yet all they find is hate.
  • Journey into the new zone of Magus Falls, east of Tangled Depths, and find the truth behind the origins of the Pale Tree and the sylvari race. Find the one they call Malyck, and face the revelations that will change our judgement over the Elder Dragons, forevermore.
  • Delve into the raid of Ley Line Labyrinth, an ancient Rata Novan facility deep underground, where a queen of the chak has taken residence. Accompany Taimi and the New Novus Krewe, and find the key to cleanse the mordrem corruption affecting both Zojja and the Pale Tree.

Episode 3: Dawn of the Golden Sun

The power vacuum left after Joko's downfall continues to wreak havoc across the peoples of the United Kingdom of Elona. The dust long settled, many start to question the actions of the first Commander of the Pact. Was the confrontation against Balthazar necessary? The death of the war god only brought forth further death and destruction. Kralkatorrik was spared, only to be confronted once again shortly thereafter. The actions of the commander only delayed the inevitable, ravaging Elona in the process. Were Joko's accusations right all along?

  • Dark forces conspire to throw Elona into disarray, only to seize power thereafter. The spirit of peace and cooperation starts to fade once the crystal dragon is no more, and the shadow of civil war looms on the horizon. The Order of Shadows, brought to the side of light, returns to darkness once more. As the scheming begins anew, the survivors of the true Order of Whispers step into the light, and the endgame of their sister order is finally unveiled.
  • Meet the Wailing Crescent, a new organization led by High Priestess Amala. Formed by apostates of the Mordant Cescent, the horrors they committed while under Joko's enslavement have inspired them to look for redemption together. Their strength and leadership would be a very valuable asset for the future of Elona, yet the recklessness of their quest might lead them to their demise far before they can be reasoned with.
  • Sail into the Marga Coast, a new zone west of Kourna. Untouched by war, refugees from all over Elona have taken shelter among its golden fields. The branded roam the northern border, but the Wailing Crescent keeps them at bay. Wurmmarshal Osa Ekolo breeds a new generation of junundu wurms to the east, training them to serve in the fields. Kasmeer and Marjory lead the Krytan support operation, distributing supplies among those in need. Return to Sun's Refuge, and join Koss before the final confrontation.
  • Learn how to ride one of the mighty Junundu Wurm Mounts from Elona. These half-wurm half-centipede creatures can move safely across quicksand, sulfur, and even water, crawling across the seafloor to hunt their prey.
  • Sail through the Crystal Sea Fractal and relieve the fall of the margonites, the foremost servants of Abaddon. Be careful though, for a wise man would beware the danger of secrets kept, last he falls prey to them.

Episode 4: Twilight of the Fallen Gods

The Order of Whispers was founded to defend Elona from Palawa Joko, yet eventually, the order grew and shifted its attention to other bigger threats, far beyond Elona. This distraction proved fatal, for when the lich returned, they were unable to defend their own homeland from his invasion. This critical defeat splintered the order in half, leading to the foundation of the Order of Shadows. Determined to focus on Joko alone, they were quick to bolster their ranks. The truth behind their ascension, however, lied in none other than one of the darkest chapters of the Ossan bloodline.

  • Face the reborn Priesthood of Abaddon, the true masters pulling the strings behind the Order of Shadows. Surrounded by Joko and with the Six Gods long gone, many among the Order of Whispers sought salvation through a pact with one of their ancient enemies. The lesser evil did not take long to grow, and soon the Order of Shadows would annihilate the Order of Whispers, beginning their silent rule of terror over Elona.
  • Abaddon might be long dead, but some of his demonic servants still survive to this day, hiding among the ancient ruins of the Sulfurous Wastes. Now the barrier between Tyria and the Mists has been weakened by Kralkatorrik's assault, and the margonites grow in power, seeking to reclaim their lost domain. True to their master's teachings, they have manipulated the course of Elonian history since Joko's ascension, and now that's he's gone, loosening their grip isn't part of the plan.
  • Unveil the secrets of the Domain of Sahlahja, a new zone south of the Desolation. This ancient Elonian province was lost to the sands of the desert long ago, its ancient kings enslaved under Joko's will. Buried under the sulfur lies the first temple of Abaddon, where Lord Jadoth originally devoted himself to the God of Secrets. Deep inside its halls, far beyond the light of the sun, lies one of the god's most precious artifacts: The original Shadowstone.
  • Enter the raid: The Eternal Forge, a forged citadel deep into the Fissure of Woe. Balthazar may be no more, but his loyal followers will not abandon duty. Logan Thackeray and Rytlock Brimstone lead an expedition to the heart of the forge, where they plan to achieve the unimaginable: Reforge Magdaer, the sword of the Sorcerer King himself.

Episode 5: The First Dwarf

Two centuries ago, the dwarven race sacrificed itself to stand between Tyria and the Elder Dragons. Turned to stone by the magic of the Great Dwarf, they waged an endless war against the destroyers. Eventually, their numbers started to dwindle, for even the sturdiest stone could only hold on for so long. The fallen could never be replaced, but maybe, one day, they could be reforged.

  • An ancient prophecy foretold the role of the Stonehealer family in the ages to come. On the brink of extinction, their hands would give birth to a new race, and the dwarven spirit would endure once again. Now the last member of their lineage, the one known as Ogden Stonehealer marches north, guarded by the Order of the Crystal Bloom. With him, the broken dwarf named Rhoban, first of many to bathe in dragonflame, and first of many to emerge, reborn, as one of the Barathrum: The crystal dwarves.
  • The magics of the forge are known to the forces of evil, who covet its power. Among them one has stepped forward, determined to please her new master. A norn woman, who against all odds, has gained the favor of Jormag himself. As the light evolves, so does the darkness.
  • Explore the far reaches of Anvil Rock, a new zone north of Snowden Drifts. Legend says the Great Dwarf himself forged the dwarven race at this ancient site, atop the anvil-shaped mountain. Dredge, centaurs, and icebrood plague the zone, yet none dare approach the mountain. An ancient presence haunts it, waiting for the return of its rightful masters.
  • Face the trials inside the Hall of Heroes, the new PvP game mode. Join a team of five, and fight you way to the top. Six levels in total, step forward with every victory, and step backwards with every defeat. Reach the final level, and hold your ground against the incoming teams. The longer you maintain the throne, the better the rewards. Up to thirty-two teams can compete simultaneously.
  • Journey into the ancient past, to the City of Hope Fractal, in what is known today as Arah. It was here, ten thousand years ago, where the ancient races of Tyria met together, joining forces to achieve the impossible: Convert Glaust, dragon champion of Kralkatorrik, into their cause.

Episode 6: Bloodstorm

Humans and charr have waged war against each other for centuries, but everything changed with the rising of the Elder Dragons. Former enemies were forced to unite against the larger threat to survive, leading both races to sign the Ebonhawke Treaty, beginning a new era of peace and cooperation. But old hatreds don't die so easily, and with the dragons on withdrawal, the flames of war loom over Ascalon once again.

  • Many among the charr never liked the treaty. Among them stands Imperator Bangar Ruinbringer, leader of the Blood Legion, who was coerced into the negotiations by his Ash and Iron allies. The charr were facing multiple conflicts at once, and the other legions demanded a respite. Nowadays, many of those conflicts have been solved, and the war machine of the Blood Legion hungers.
  • The last of these conflicts is the never-ending war against the Ascalonian ghosts, an army of human spirits cursed by their own king to roam Iron Legion territory forever. The best necromancers of Tyria have prepared an intricate spell to break the curse and free the spirits, but sinister forces seek to meddle and turn the ritual against the liberators.
  • Ride into the Frontland Meadows, a new zone east of the Iron Marches. A natural frontier between Ascalon and the Plains of Golghein, Iron Legion jurisdiction rules the west, while Blood Legion violence rules the east. The ruins of Surmia mark the border between the two charr nations, the ghosts of dead humans keeping both sides at bay.
  • Tame one of the mighty Rhinoceros Mounts from the Blood Legion, and charge across the battlefield with your friends by your side. The rhinoceros is the first mount to allow passengers, letting your whole party accompany you into battle.
  • Raid into the Tombs of Drascir, and face the ancient ghosts of humanity. It is here, in the first capital of Ascalon, where Sohothin and Magdaer are destined to intertwine, break the curse of the Foefire, and free the spirits of Ascalon forever.

Epilogue

The ghosts of Ascalon remain free from their curse, but their spirits still plague the land. No longer enslaved to the will of their king, they're now free to do as they please. Many cower in horror, unable to cope with their fate. These ones were easily dispatched, and with the curse broken, they would no longer return. The rest, however, remain determined to take revenge on the charr. No longer a mindless army, they turned the war upside down, driving the Iron Legion to its limit.

Further east, the armies of the Blood Legion march to war. While the Iron Legion lies in shambles, their gaze has turned south, to the lands of the Ash Legion. Imperator Bangar Ruinbringer has claimed the title of Khan-Ur, and plans to subdue all legions under a single banner once again. Multiple warbands have switched sides during the crisis, and tensions are at an all-time high. Lord Jadoth, First Follower of Abaddon, continues his quest to shatter the bloodstones. His current whereabouts are unknown, but suspected to intertwine with the fate of the charr.

Both Rytlock Brimstone and Logan Thackeray were last seen fleeing from the site of the ritual. Rytlock is now considered a fugitive, blamed for the disaster by the Iron Legion, and accused of defection and sorcery by the Blood Legion. Logan's disappearance has left the Pact headless in the middle of the charr crisis, right when the neutral stance of the organization is being questioned. The first Commander of the Pact has relinquished the title, and is rumored to be rallying volunteers in support of the Ash Legion, mustering an army near the mountains of Dzalana, north of Elona.

Further west, many voices question the decision of the Pale Tree to reintegrate members of the Mordrem Guard into sylvari society, the wounds of the Pact campaign against Mordremoth still far from healed. Right next door, the Arcane Council has approved mass-production of war supplies for the warring charr factions, their greed overcoming the most basic of common senses. North, the norn frown upon the return of the dwarves, now reeking of dragon magic.

Years of peace and cooperation among the races of Tyria have been laid to waste, and the High Legions themselves teeter on the brink of destruction.

If Ruinbringer is not stopped soon, the flames of war will spread and engulf the world.


The story continues in the third expansion of the game: Guild Wars 2: Brothers in Blood. Journey into the Plains of Golghein, and repel the Blood Legion invasion into Ash Legion territory. Explore the ancient ruins of forgotten and jotun civilizations, find the truth behind the bloodstones, and stem the tide before the magics of the world spiral out of control.

The final confrontation awaits.


That's all of it, thanks for reading!

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Some bonus stuff:


Some additional notes on the development process of my Living World Season 5 idea:

  • The goal is to focus on standalone episodes instead of an overarching narrative. There are lot of unsolved mysteries in the game, and this is a good opportunity to finally bring proper closure to them, right before we move on to new storylines far from Central Tyria.
  • In earlier drafts, Aurene had a minor subplot where she went around cleansing the Brand to win mortals over to her side. I'd rather move away from branded and crystals altogether, so I got rid of that. The finale was originally at Dalada Uplands, and it dealt with the Blood Legion turning everyone against Aurene. As the Foefire plot grew, I relocated the zone south and made the ghosts of Ascalon the catalyst for the third expansion instead.
  • The margonites were a late addition. I wanted to revisit Elona for a last time before moving on, but I couldn't get a decent excuse for visiting the Domain of Sahlahja. Initially, this one was the fifth episode, dwarves being the fourth, and it was named Pretender Wars. No point at a war for Joko's throne when Elona is moving away from the old government anyway. I didn't know what to do with the conspiracies around the Order of Shadows, and I figured out their proximity to the Mouth of Torment could have a double purpose. Margonites returning is also a good opportunity to bring back the Apostate and solve other GW1 plots including other demons too.
  • Lord Jadoth is supposed to work as a minor recurring villain, not some big bad evil, that role is reserved for Bangar Ruinbringer. I want to deal with the bloodstones in the future, and the return of the margonites gave me the perfect driving force behind it. The shadowstone could be its own big thing too, so why not. I wouldn't rule out Ruinbringer and Jadoth working together at some point, as I've long planed to have one of the missing bloodstones be inside Blood Legion territory, maybe under the Blood Citadel itself. Lady Glaive could be working for the margonites as well, knowingly or not.
  • The ritual to break the curse of the Foefire was sabotaged, but the public opinion is unaware. Those implicated have gone into hiding until they can prove their innocence. The Blood Legion is somehow involved, but that's all we know.
  • The new masteries would enable mounted combat for raptors, springers, skimmers, and jackals. Junundu wurms and rhinoceros would have combat capabilities from the very beginning.

Some notes on my third expansion idea, which might help understand some of the decisions behind my take on season five:

  • The third expansion is all about retaking Ash Legion territory, by forging alliances with other races and factions. Bangar Ruinbringer wouldn't be properly dealt with until Living World Season 6, meaning the expansion itself wouldn't have a finale including the death of a major villain. Instead, the finale would be a big classic battle between two armies, and the first big victory of many to come. That doesn't mean the enemy faction won't have leaders of its own, some of which could even join our side later on.
  • The new region is based on multiple Asian themes, from India to Mongolia, with touches of lost world and prehistoric fantasy. The Blood Legion would bring us back to the times of GW1, when charr were a barbaric warmongering race. They would favor beastmasters over engineers, riding oliphants, rhinoceros, and panthers into battle, boosting them with shamanic bloodlust magic. The region was inhabited by the forgotten and the jotun in ancient times, and exploring their ruins would be an important part of the story. A tribe of tengu lives in the jungles near the spring of the Elon River, and one of the largos houses has a permanent hunting lodge in the area. Multiple races of ogres roam the plains, giants inhabit the mountains, and mantid hives dot the landscape. The Ash Citadel is located under the mountains of Dzalana, inside a labyrinthine cave system. The female champion of Jormag can be found in the region, spreading her master's corruption among the ogres and giants.
  • One of the main features of the third expansion is new playable races, three in total: Tengu, Largos, and Barathrum (crystal dwarves). As of now, GW2 gives you no reasons to have multiple characters of the same profession, heavily downplaying the addition of new races. This feature would be reinforced through racial masteries, which would unlock account-wide bonuses, together with race-exclusive upgrades for open world PvE. Things like norn spirit forms and asura golem suits would be integrated into the game through these new masteries. Additionally, the new warband system would let you attach two of your own characters to another main character, enabling character swap without needing to go to the character selection screen, making the use of race-exclusive features easier.
  • One of the big features to be introduced either during LW5 or X3 is a reimagined quest system, combining the best of story instances and map meta events. These quest chains branch into different paths depending on your decisions, your performance, and secondary objectives. They reset daily upon completion, letting you replay them to see all the different endings. Elite quests are be longer and require a party of five to be completed, some spanning over multiple zones across the world, resetting weekly instead. Being strictly open-world, other players are able to join you and share progress easily. Dynamic events, renown hearts, and story instances wouldn't disappear, but quests would effectively become the main driving force for the story.

I would like to develop the third expansions idea properly in the future, including new elite specializations (here are some early ideas), new weapon types (few examples here), and some sort of player housing system, following the ideas of Sun's Refuge.

The fourth expansion would be Cantha, I guess (here's an outdated prototype). Going north after Jormag is also an option, but I think that would work better as the fifth expansion. Of course, this are all just fan ideas, none of the above is official in any way whatsoever.


Now that's really it, hope you had a good time reading through everything!

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Would be nice, but sounds like too much too expect from GW2 tbh. It involves too many plotlines and characters that were vaguely mentioned/suggested as early as Core/LWS2 but then just dropped and forgotten and it would seem like too many things out of nowhere, especially for players who completely forgot many, if not most, of the earlier minor plotlines that were dropped (Malyck, E, Order of Shadows vs Whispers, etc.). It would also seem kind of out of place, since many of these issues would have already been dealt with in the story at or shortly after their time of mention and bringing them back after so long would require some kind of feasible explanation as to why they were randomly forgotten about (other than writing at the time).

My guess is that LWS5 will be an entirely new plotline with an entirely new antagonist(s) after that open ended finale of LWS4. A Charr civil war plotline seems like it would fit this, as would an elder dragon replacement storyline. Expac (if we get another one) will probably deal with another elder dragon, likely Jormag/Primordus or DsD.

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Certainly fun to read and i liked the more episodic format. I also like how the tying together of old threads to make something. Im sure there are plotholes, but i cant be bothered to find or pick at it given the effort you put in.

Well beyond the imagination of gw2 these days, but an enjoyable idea nonetheless

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I wish the OP would post their ideas in the community creations section as fan fiction: it's interesting (sometimes fun) to read in that context. As something that would actually be implemented? For starters, LS5 is going to launch this year. Even if ANet wanted to use the OP's ideas, it would be almost too late for them to show up as LS6, let alone LS5.

There are lot of unsolved mysteries in the game, and this is a good opportunity to finally bring proper closure to them, right before we move on to new storylines far from Central Tyria.I actually prefer the game to have lots of unsolved mysteries. My own head-canon (and the OP's) is going to be better than nearly anything that ANet (or any other studio) can manage within the context of an MMO. Any story that we can participate in as players is going to be limited. Any story that we are shown or told could be better conveyed in a book. At this stage of the game, there's really no way ANet can match my theory about the Wizard's Tower or the various Sylvari factions.

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Oh man. This stuff is like 2-3 expansions worth of content. I would love to see all of it. Realistally, we could get about 2-3 plots per expansion. i really like the way you put things but I have to admit - If all of this happened in 1 LW season and an expansion, the story of Tyria would be nearly finished.I mean, we could go to Cantha, Unending Ocean and the rest of the world, but this is just huge.

I love the language you used here, it really feels like an expansion trailer. We didn't get a single thing like this from the Devs which makes me apprectiate this thread even more! Reading it I genuinely have images inside my head as to how it could all look. This is all a great fantasy that reminds me of LotR, without silly and unnessecary additions. Just a proper, rich fantasy world that is just waiting to be revealed.

I know games, GW2 in particular, have a hard time of giving us that cinematic feeling, but I see the plot of Ruinbringer in Brothers of Blood similar visually similar to movie Macbeth (2015). One of my favorite moments in PoF was when we were headed to the Mists. This gives me the closest feeling.And yeah, maybe Abaddon's plot ended with Original Guild Wars, but I am all for reexploring the whole concept of Margonites and Lord Jadoth. There are so many things that are just legends. They all have potential. We could argue that some things should stay a mystery and a legend. But hell, we are playing a game and we want to see all of it.

ANet's artistic approach enables them to create great stories without pumped up shining graphics. I noticed that lately GW2 cosmetics were becoming more shiny and flashy. Dragonfall map is very, veery bright and my eyes get exhausted quickly there. Blood Legion Homelands would be a perfect opportunity to bring back some of the dark climate. Less magical surroundigs. I bet BL Homelands are very communist. I would like to see them since I don't enjoy the post-apocalyptic theme of Iron Legion. I like the Ascalon but the machinery just isn't my taste.

LWS5 is meant to deliver the content worth of expansion. I am curious if they decide on new Elite Specializations, new weapons or maybe they can come up with something completely new and unexpected. My point mentioning it is that I think any future profession additions should be incorporated into the Storyline of GW2. This world is so rich and all of these classes do exist in it. It would be nice to know how our character learned new skills. I'm all for the class-specific quest lines in order to get the new additions. WvW Core Swap could be an experiment for the future Dual Class system that GW1 had. And since this is very unlikely we are ever going to get a new class I think this could be a perfect solution. Well, the balance, I am sure they'll figure it out.

Thanks for this post. I love drawing and painting and this gives me a lot of inspiration. As I said - so many images and ideas popped up in my head. Great work and keep it up!

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Very nice ideas, and very well written.

While I disagree with a few suggestions (IMO, too many resources dedicated to raids and fractals, and I would like to see at most one new mount, an agile feline-like one), the entire thing is very creative and very polished. I'm really fond of a more episodic season dealing with smaller issues as a "calm before the storm", after all the end of the world scenarios we have just been through.

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@"Randulf.7614" said:Certainly fun to read and i liked the more episodic format. I also like how the tying together of old threads to make something. Im sure there are plotholes, but i cant be bothered to find or pick at it given the effort you put in.

Well beyond the imagination of gw2 these days, but an enjoyable idea nonetheless

Glad you liked it =)!

I think the game makes a huge mistake by using sequential storytelling instead of an episodic format. You can still have an overarching plot, but with an episodic format you can be subtler about it, instead of throwing it to your face again and again, like the sequential format does, with its "villain of the week" formulas that keep rising the stakes further and further until no one cares anymore.

I've been advocating for good old classic adventuring for some time now. You know, less epic stuff, that can still be engaging and exciting on its own way. Imagine Living World episodes where we deal with plots like:

  • We're invited to a countryside resort. While we enjoy the party among the nobles, someone important is found murdered. We gotta find who the culprit is before the celebration is over and everyone returns home, while defending ourselves against the accusations and machinations of the conspiring nobles, as more and more victims are found.
  • Some terrible monster has been hunting norn hunters and villagers on some faraway mountain valley. Our mission is to track and hunt the beast, whatever or whoever it is...
  • There's an important artifact inside a high security bank vault. This is a secret mission, so we can't tell the bank's guardians. We gotta dress up as thieves, infiltrate the bank, and steal the artifact. Explanations to the authorities can come later.
  • The priory has lost contact with a team of explorers delving into some mysterious ancient ruins. We must form a rescue party and get them back home safely. The depth of the caves they got into is unknown, as is what they could have found at the very end of the bottomless abyss.

You get the idea, standalone adventures, which could be connected to a bigger plot, or just be standalone altogether. You're still going to acquire new abilities and meet new friends who you might team up with later again, so they're never really standalone.

@Sarrs.4831 said:Also it may just be me but we have 7 or 8 mounts already. I think I'd prefer to see the existing mounts expanded further rather than see multiple new mastery lines for them.

Well, I can't include all of my ideas in these posts for obvious reasons, and sometimes I just omit them on purpose if I think they could be controversial (I don't want readers to obssess with minor points and ignore the big picture). Here's my take on mounts, whichy would require a mastery system redesign to split core from expansions properly:


Core mounts

These mounts keep getting updates as the game goes on. They have a set of core skills, and then each expansion provides an alternate version, with its own skin and bonus abilities. These are the raptor, the springer, the skimmer, the jackal, and the sabertooth (PvE version of the warclaw). Here's a detailed example:

  • Jackal (default): Blink forward on dodge, evade while dodging.
  • Jackal (Core mastery): Provide barrier to nearby allies on engage, Sand Portals, other mounts evade while dodging.
  • Jackal (Crystal Desert mastery): Sand Jackal skin, Djinn's Protection (shield against environmental hazards, like the brandstorm).
  • Jackal (Plains of Golghein mastery): Margonite skin, you can now strafe while dodging, moving sideways.

And here's another:

  • Sabertooth (default): Stability while dodging, amphibian movement (surface and underwater).
  • Sabertooth (Core mastery): Bleed enemies on engage, cling to walls (similar to the skyscale), other mounts gain stability while dodging.
  • Sabertooth (Plains of Golghein mastery): Sniff hidden treasure and other secrets.

So if you don't own Path of Fire, you can still unlock the jackal during Brothers in Blood, but you'll miss out on the original skin and the Djinn's Protection ability. Brothers in Blood would provide the following new skins:

  • Raptor: Mordrem Guard skin.
  • Springer: Barathrum skin.
  • Skimmer: Mantid skin.
  • Jackal: Margonite skin.
  • Sabertooth: Sabertooth skin.

Specialist mounts

These mounts are introduced once, and they never get any extra features. These are the griffon, the roller beetle, the junundu wurm, and the rhinoceros. More could be added in the future, but since Brothers in Blood is introducing racial masteries, new specialist mounts might switch to a slower release cadence, or just stop releasing altogether. I think 5 core + 5 specialist cover everything pretty well.

I don't think we need underwater mounts, unless ArenaNet plans to release an underwater expansion of sorts, something I think is unlikely in the first place. The skimmer (surface), the sabertooth (diving), and the junundu wurm (seafloor) would cover water movement quite nicely.


World versus World mounts

These would be variations of PvE mounts, unlocked separately, using different skills. The only thing they would really have in common are the skins, which you would be able to use freely in both modes. These are the warclaw (sabertooth), warmaw (junundu), and warhoof (rhinoceros). The warmaw can act as a catapult of sorts, consuming supply, and the warhoof can deliver raw supply from camps to towers and keeps, among other abilities.

More could be added in the future, but they're always going to be based on a PvE mount. You don't need to own specific expansions or LW releases to unlock them, they're free for everyone who isn't a F2P player.


I have a similar idea for gliders, where each expansion would have its own type of glider, with bonus abilities if you own all of them. We already have gliders with different animations, so it's pretty much zero work there. The general idea is to support both gliding and mounts across expansions, instead of making them exclusive for a single expansion. Buying all expansions would give you bonus skins and abilities, but wouldn't be strictly necessary to enjoy the mechanics.

@DonArkanio.6419 said:Oh man. This stuff is like 2-3 expansions worth of content. I would love to see all of it. Realistally, we could get about 2-3 plots per expansion. i really like the way you put things but I have to admit - If all of this happened in 1 LW season and an expansion, the story of Tyria would be nearly finished.I mean, we could go to Cantha, Unending Ocean and the rest of the world, but this is just huge.

I love the language you used here, it really feels like an expansion trailer. We didn't get a single thing like this from the Devs which makes me apprectiate this thread even more! Reading it I genuinely have images inside my head as to how it could all look. This is all a great fantasy that reminds me of LotR, without silly and unnessecary additions. Just a proper, rich fantasy world that is just waiting to be revealed.

I know games, GW2 in particular, have a hard time of giving us that cinematic feeling, but I see the plot of Ruinbringer in Brothers of Blood similar visually similar to movie Macbeth (2015). One of my favorite moments in PoF was when we were headed to the Mists. This gives me the closest feeling.And yeah, maybe Abaddon's plot ended with Original Guild Wars, but I am all for reexploring the whole concept of Margonites and Lord Jadoth. There are so many things that are just legends. They all have potential. We could argue that some things should stay a mystery and a legend. But hell, we are playing a game and we want to see all of it.

ANet's artistic approach enables them to create great stories without pumped up shining graphics. I noticed that lately GW2 cosmetics were becoming more shiny and flashy. Dragonfall map is very, veery bright and my eyes get exhausted quickly there. Blood Legion Homelands would be a perfect opportunity to bring back some of the dark climate. Less magical surroundigs. I bet BL Homelands are very communist. I would like to see them since I don't enjoy the post-apocalyptic theme of Iron Legion. I like the Ascalon but the machinery just isn't my taste.

LWS5 is meant to deliver the content worth of expansion. I am curious if they decide on new Elite Specializations, new weapons or maybe they can come up with something completely new and unexpected. My point mentioning it is that I think any future profession additions should be incorporated into the Storyline of GW2. This world is so rich and all of these classes do exist in it. It would be nice to know how our character learned new skills. I'm all for the class-specific quest lines in order to get the new additions. WvW Core Swap could be an experiment for the future Dual Class system that GW1 had. And since this is very unlikely we are ever going to get a new class I think this could be a perfect solution. Well, the balance, I am sure they'll figure it out.

Thanks for this post. I love drawing and painting and this gives me a lot of inspiration. As I said - so many images and ideas popped up in my head. Great work and keep it up!

That's the idea, if we don't solve these things NOW, they will never get solved. Some of them, like Malyck and Zojja have been dragged for long enough already. The Elder Dragon plot is over for now, and we're living in a peacetime period. It is now or never.

The margonites left plenty unanswered questions behind anyway, so they're worth re-exploring. The role of a minor faction fallen from grace suits them perfectly, and it combines well with the desperation that might slowly creep into humanity as a whole, now that we know the Six Gods are definitely gone. The whole world looks like it's going to go down in flames now that the Elder Dragon problem was solved, and the humans are alone, with no gods to hear their prayers. And these... margonites, whose god was imprisoned because he tried to give the power of magic to humanity, are now back. What if they were right all along? What if they're the only way humanity could survive?

I know lot of GW1 veterans want the gritty barbaric charr back, and the Blood Legion is a great opportunity for that. Good old evil charr army who wants to slaughter everything on their path, this time followed by a legion of terrible war beasts.

Thank you for reading, and feel free to do any artwork based on my ideas if you want =).

@"Erasculio.2914" said:Very nice ideas, and very well written.

While I disagree with a few suggestions (IMO, too many resources dedicated to raids and fractals, and I would like to see at most one new mount, an agile feline-like one), the entire thing is very creative and very polished. I'm really fond of a more episodic season dealing with smaller issues as a "calm before the storm", after all the end of the world scenarios we have just been through.

Episodes alternating between raid and fractal releases have been common so far, and I don't think that's going to change. I do think raids need a story mode of sorts, or even better, difficulty levels. I'm kinda angry that most fractals have covered random silly events no one cares about, instead of delving into important historical moments.

Also, check my idea for a sabertooth mount in this very post =).

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@"Lonami.2987" said:The world is finally safe from the dragons. Three of them are no more, two went back to their slumber, and the sixth has never been heard of. The races of Tyria can finally prosper in peace.

A soothing calm falls upon the world. The calm before the storm.


Living World Season 5: The Calm and the Storm

Map of the new season's zones.

Larger resolution.


Episode 1: The Face in the Locket

The Krytan royal locket. An ancient artifact holding the secrets of Kryta's royal bloodline. Kept safe inside the Wizard's Tower, but for how long? A crew of undead pirates, now free from Zhaitan's control, longs for the good old times, and in their folly, they might unleash a crisis in the heart of humanity itself.

  • Meet the woman behind the greatest heist of the century: Lady Glaive, an ancient corsair warlord, once risen by Zhaitan long after her demise, now unchained and eager to recover her rightful place.
  • Unveil the identity of the Mysterious informant known as E, and discover the fate of the Scepter of Orr, among many other ancient relics, now fallen in the wrongest hands imaginable.
  • Explore the new zone of Bay of Merchants, west of Bloodtide Coast. Revisit Claw Island, trade with the elusive tengu, and join the largos on their hunt for an ancient leviathan.
  • Enter the Wizard's Tower, the new PvE game mode. Navigate the maze of vaults and libraries, and face an endless stream of random encounters, growing in difficulty with every wave. The longer you survive, the better the rewards. The tower will be supported in the future through updates including new rooms and encounters.
  • Witness the fate of the fallen Spirits of the Wild in the Lost Spirits Fractal. Play as one of Jormag's champions, and slaughter the norn who oppose the Spirit of Dragon. Face the Spirit of Owl, and bring forth her demise.

Episode 2: Mother of Thorns

The fires of Maguuma lie still, long after Mordremoth's demise, but the embers of destruction bide their time, hiding among the shadows, yearning to rekindle the fire and engulf the Dream of Dreams. There was one destined for greatness, born to rise and become the Harbinger of Nightmare. And at long last, he has been found.

  • The Pale Tree withers, and with it, the future of the sylvari race. Her wounds do not heal, and her spirit falters further with every passing day. The menders are desperate, and light wanes, while shadows bloom. Deep into the jungle, a voice whispers, and wants her sister back.
  • The Nightmare Court has returned, led by the new Grand Duchess Chrysanthea. Their dark hunt bodes ill, glooming over sylvari and modrem alike. The servants of Mordremoth wander the jungle, free from the dragon's bidding. They look for a new purpose, yet all they find is hate.
  • Journey into the new zone of Magus Falls, east of Tangled Depths, and find the truth behind the origins of the Pale Tree and the sylvari race. Find the one they call Malyck, and face the revelations that will change our judgement over the Elder Dragons, forevermore.
  • Delve into the raid of Ley Line Labyrinth, an ancient Rata Novan facility deep underground, where a queen of the chak has taken residence. Accompany Taimi and the New Novus Krewe, and find the key to cleanse the mordrem corruption affecting both Zojja and the Pale Tree.

Episode 3: Dawn of the Golden Sun

The power vacuum left after Joko's downfall continues to wreak havoc across the peoples of the United Kingdom of Elona. The dust long settled, many start to question the actions of the first Commander of the Pact. Was the confrontation against Balthazar necessary? The death of the war god only brought forth further death and destruction. Kralkatorrik was spared, only to be confronted once again shortly thereafter. The actions of the commander only delayed the inevitable, ravaging Elona in the process. Were Joko's accusations right all along?

  • Dark forces conspire to throw Elona into disarray, only to seize power thereafter. The spirit of peace and cooperation starts to fade once the crystal dragon is no more, and the shadow of civil war looms on the horizon. The Order of Shadows, brought to the side of light, returns to darkness once more. As the scheming begins anew, the survivors of the true Order of Whispers step into the light, and the endgame of their sister order is finally unveiled.
  • Meet the Wailing Crescent, a new organization led by High Priestess Amala. Formed by apostates of the Mordant Cescent, the horrors they committed while under Joko's enslavement have inspired them to look for redemption together. Their strength and leadership would be a very valuable asset for the future of Elona, yet the recklessness of their quest might lead them to their demise far before they can be reasoned with.
  • Sail into the Marga Coast, a new zone west of Kourna. Untouched by war, refugees from all over Elona have taken shelter among its golden fields. The branded roam the northern border, but the Wailing Crescent keeps them at bay. Wurmmarshal Osa Ekolo breeds a new generation of junundu wurms to the east, training them to serve in the fields. Kasmeer and Marjory lead the Krytan support operation, distributing supplies among those in need. Return to Sun's Refuge, and join Koss before the final confrontation.
  • Learn how to ride one of the mighty Junundu Wurm Mounts from Elona. These half-wurm half-centipede creatures can move safely across quicksand, sulfur, and even water, crawling across the seafloor to hunt their prey.
  • Sail through the Crystal Sea Fractal and relieve the fall of the margonites, the foremost servants of Abaddon. Be careful though, for a wise man would beware the danger of secrets kept, last he falls prey to them.

Episode 4: Twilight of the Fallen Gods

The Order of Whispers was founded to defend Elona from Palawa Joko, yet eventually, the order grew and shifted its attention to other bigger threats, far beyond Elona. This distraction proved fatal, for when the lich returned, they were unable to defend their own homeland from his invasion. This critical defeat splintered the order in half, leading to the foundation of the Order of Shadows. Determined to focus on Joko alone, they were quick to bolster their ranks. The truth behind their ascension, however, lied in none other than one of the darkest chapters of the Ossan bloodline.

  • Face the reborn Priesthood of Abaddon, the true masters pulling the strings behind the Order of Shadows. Surrounded by Joko and with the Six Gods long gone, many among the Order of Whispers sought salvation through a pact with one of their ancient enemies. The lesser evil did not take long to grow, and soon the Order of Shadows would annihilate the Order of Whispers, beginning their silent rule of terror over Elona.
  • Abaddon might be long dead, but some of his demonic servants still survive to this day, hiding among the ancient ruins of the Sulfurous Wastes. Now the barrier between Tyria and the Mists has been weakened by Kralkatorrik's assault, and the margonites grow in power, seeking to reclaim their lost domain. True to their master's teachings, they have manipulated the course of Elonian history since Joko's ascension, and now that's he's gone, loosening their grip isn't part of the plan.
  • Unveil the secrets of the Domain of Sahlahja, a new zone south of the Desolation. This ancient Elonian province was lost to the sands of the desert long ago, its ancient kings enslaved under Joko's will. Buried under the sulfur lies the first temple of Abaddon, where Lord Jadoth originally devoted himself to the God of Secrets. Deep inside its halls, far beyond the light of the sun, lies one of the god's most precious artifacts: The original Shadowstone.
  • Enter the raid: The Eternal Forge, a forged citadel deep into the Fissure of Woe. Balthazar may be no more, but his loyal followers will not abandon duty. Logan Thackeray and Rytlock Brimstone lead an expedition to the heart of the forge, where they plan to achieve the unimaginable: Reforge Magdaer, the sword of the Sorcerer King himself.

Episode 5: The First Dwarf

Two centuries ago, the dwarven race sacrificed itself to stand between Tyria and the Elder Dragons. Turned to stone by the magic of the Great Dwarf, they waged an endless war against the destroyers. Eventually, their numbers started to dwindle, for even the sturdiest stone could only hold on for so long. The fallen could never be replaced, but maybe, one day, they could be reforged.

  • An ancient prophecy foretold the role of the Stonehealer family in the ages to come. On the brink of extinction, their hands would give birth to a new race, and the dwarven spirit would endure once again. Now the last member of their lineage, the one known as Ogden Stonehealer marches north, guarded by the Order of the Crystal Bloom. With him, the broken dwarf named Rhoban, first of many to bathe in dragonflame, and first of many to emerge, reborn, as one of the Barathrum: The crystal dwarves.
  • The magics of the forge are known to the forces of evil, who covet its power. Among them one has stepped forward, determined to please her new master. A norn woman, who against all odds, has gained the favor of Jormag himself. As the light evolves, so does the darkness.
  • Explore the far reaches of Anvil Rock, a new zone north of Snowden Drifts. Legend says the Great Dwarf himself forged the dwarven race at this ancient site, atop the anvil-shaped mountain. Dredge, centaurs, and icebrood plague the zone, yet none dare approach the mountain. An ancient presence haunts it, waiting for the return of its rightful masters.
  • Face the trials inside the Hall of Heroes, the new PvP game mode. Join a team of five, and fight you way to the top. Six levels in total, step forward with every victory, and step backwards with every defeat. Reach the final level, and hold your ground against the incoming teams. The longer you maintain the throne, the better the rewards. Up to thirty-two teams can compete simultaneously.
  • Journey into the ancient past, to the City of Hope Fractal, in what is known today as Arah. It was here, ten thousand years ago, where the ancient races of Tyria met together, joining forces to achieve the impossible: Convert Glaust, dragon champion of Kralkatorrik, into their cause.

Episode 6: Bloodstorm

Humans and charr have waged war against each other for centuries, but everything changed with the rising of the Elder Dragons. Former enemies were forced to unite against the larger threat to survive, leading both races to sign the Ebonhawke Treaty, beginning a new era of peace and cooperation. But old hatreds don't die so easily, and with the dragons on withdrawal, the flames of war loom over Ascalon once again.

  • Many among the charr never liked the treaty. Among them stands Imperator Bangar Ruinbringer, leader of the Blood Legion, who was coerced into the negotiations by his Ash and Iron allies. The charr were facing multiple conflicts at once, and the other legions demanded a respite. Nowadays, many of those conflicts have been solved, and the war machine of the Blood Legion hungers.
  • The last of these conflicts is the never-ending war against the Ascalonian ghosts, an army of human spirits cursed by their own king to roam Iron Legion territory forever. The best necromancers of Tyria have prepared an intricate spell to break the curse and free the spirits, but sinister forces seek to meddle and turn the ritual against the liberators.
  • Ride into the Frontland Meadows, a new zone east of the Iron Marches. A natural frontier between Ascalon and the Plains of Golghein, Iron Legion jurisdiction rules the west, while Blood Legion violence rules the east. The ruins of Surmia mark the border between the two charr nations, the ghosts of dead humans keeping both sides at bay.
  • Tame one of the mighty Rhinoceros Mounts from the Blood Legion, and charge across the battlefield with your friends by your side. The rhinoceros is the first mount to allow passengers, letting your whole party accompany you into battle.
  • Raid into the Tombs of Drascir, and face the ancient ghosts of humanity. It is here, in the first capital of Ascalon, where Sohothin and Magdaer are destined to intertwine, break the curse of the Foefire, and free the spirits of Ascalon forever.

Epilogue

The ghosts of Ascalon remain free from their curse, but their spirits still plague the land. No longer enslaved to the will of their king, they're now free to do as they please. Many cower in horror, unable to cope with their fate. These ones were easily dispatched, and with the curse broken, they would no longer return. The rest, however, remain determined to take revenge on the charr. No longer a mindless army, they turned the war upside down, driving the Iron Legion to its limit.

Further east, the armies of the Blood Legion march to war. While the Iron Legion lies in shambles, their gaze has turned south, to the lands of the Ash Legion. Imperator Bangar Ruinbringer has claimed the title of Khan-Ur, and plans to subdue all legions under a single banner once again. Multiple warbands have switched sides during the crisis, and tensions are at an all-time high. Lord Jadoth, First Follower of Abaddon, continues his quest to shatter the bloodstones. His current whereabouts are unknown, but suspected to intertwine with the fate of the charr.

Both Rytlock Brimstone and Logan Thackeray were last seen fleeing from the site of the ritual. Rytlock is now considered a fugitive, blamed for the disaster by the Iron Legion, and accused of defection and sorcery by the Blood Legion. Logan's disappearance has left the Pact headless in the middle of the charr crisis, right when the neutral stance of the organization is being questioned. The first Commander of the Pact has relinquished the title, and is rumored to be rallying volunteers in support of the Ash Legion, mustering an army near the mountains of Dzalana, north of Elona.

Further west, many voices question the decision of the Pale Tree to reintegrate members of the Mordrem Guard into sylvari society, the wounds of the Pact campaign against Mordremoth still far from healed. Right next door, the Arcane Council has approved mass-production of war supplies for the warring charr factions, their greed overcoming the most basic of common senses. North, the norn frown upon the return of the dwarves, now reeking of dragon magic.

Years of peace and cooperation among the races of Tyria have been laid to waste, and the High Legions themselves teeter on the brink of destruction.

If Ruinbringer is not stopped soon, the flames of war will spread and engulf the world.


The story continues in the third expansion of the game: Guild Wars 2: Brothers in Blood. Journey into the Plains of Golghein, and repel the Blood Legion invasion into Ash Legion territory. Explore the ancient ruins of forgotten and jotun civilizations, find the truth behind the bloodstones, and stem the tide before the magics of the world spiral out of control.

The final confrontation awaits.


That's all of it, thanks for reading!

Many charr npcs in fought with my male human ascalonain character and would side with him over fight against the man who helped them.

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