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Sajuuk Khar.1509

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  1. This. Braham never controlled Primordus, despite what some people keep trying to push for some reason. All he did was nudge Primordus towards Jormag more directly, and almost lost control of himself in the process.
  2. Amnoon may be in Tyria in terms of its location on the continent but in terms of people, architecture, and culture, its 100% Elonian. Tyrian rule ended at Ebonhawke. The desert has been cut off for ages. When we went to the desert in PoF there was nothing of Tyrian culture, or people, there. Even up to the Tomb of the Primeval Kings it was all Elonian. And the Sunspears were the clear leaders of the Elonian Republic, with Zaim being the one who organized the groups getting togeather in the first place. As a representative of elona he is representative of ALL of the Elonian republic, which includes the Sunspears, Olmakhan, Free Awakened, etc. etc.
  3. To be clear, this wasn't "revealed" in PoF to be what the gods are doing. PoF had one book, from a guy who claimed to have had a vision from Kormir, but provides no real proof that he did, saying this was the case. However, Kormir herself never mentions the Gods doing such a thing, and when the actual, literal, apocalypse began to happen with the Void crisis, the Gods were nowhere to be found. The PoF lore books also make several false statements like Vlast fighting the branded in the desert for "generations" when they had only been around for like 10 years, and that the Order of Shadows was murdering Order of Whispers agents which is never brought up or hinted at anywhere else. There is really nothing to indicate the gods are doing diddly squat to find a new world for humans to live on. There is nothing indicating that the gods entering Tyria should've been impossible until the death of Soo-Won. Kryptis such as Kanaxai and the Oni, and even Eparch himself, were able to get past Isgarren and his World Spire's barrier multiple times throughout history. The Gods are several magnitudes more powerful, and would've had no issue to do so. The barrier was supposed to stop large scale invasions like what we saw in SoTO, not stop all travel from mist beings.
  4. That's just as bad, and in many ways even worse. Mindless monsters, while boring, at least make sense since ruthless animals are a thing. But giving them intelligence, and then making them unapologetically evil doesn't work in the slightest. True, pure, evil for the sake of evil would just destroy itself long before it got anywhere, there would be too much backstabbing, and self sabotage, for that to work. It would never be able to last, much less as far as Eparch did, and as long as Eparch did. That's only interesting if you don't care about looking at how anything works, and just want a saturday morning cartoon villian screaming "'ILL GET YOU NEXT TIME GADGET!" which isn't particularly good writing. Even Tolkien didn't believe that Melkor or Sauron were being of pure evil since that wouldn't work.
  5. Besides, you know, all the houses you can find. The coliseum where they held events/fights, fortresses, churches, etc. etc. Hell, there is even a spot called "The Burrows" where you can find lots of small Kryptis homes built into a few large mountains/hills.
  6. There was never a cut Kodan arc from IBS. The Kodan are in IBS, and get story development in Bjora Marches. The Kodan corpses being burned out on sea is referenced in Bjora as the traditional way the Kodan burn bodies. However, becuase of Jormag, they had to stop doing that and switch to the rituals they do in Bjora, which have their own events. The only racial storyline that got cut from IBS was the Centaur plotline.
  7. THIS. Trying to make things seem "alien" just leads to the "fantasy monolith" or "planet of the hats" trope issue where you have to ask yourself questions like "if all Klingons are warriors who shun science, who developed their warp drive? who is making their ships? who is farming thier food?" etc. etc. Same issue with dwarves(generic dwarves in fantasy, not just GW2 dwarves) where they are portrayed as all being miners, smiths, and warriors, leading to the same question of food, clothing production, education, etc. etc. Any society that isn't a hivemind is going to be like humans. You're going to have a wide range of ideals, opinions, and professions. They're going to have farmers, construction workers, tailors, artists, teachers, and every other job humans have because any society HAS TO HAVE THESE THINGS to function. They might have a societal skew towards idolizing warriors(like the Charr), but, like the Charr, they're going to be very similar to human society otherwise. If Kryptis were truly alien, and truly unlike humans, they wouldn't, and couldn't, have any society, or organization. They would just be a leaderless mass of entities that would pose little if any real threat to Tyria because no one would be leading them to attack Tyria in any meaningful way. Hell, Star Trek was getting dunked on, even by fans of the franchise, for this kind of 'Planet of the Hats" style writing back in the late 80s, because even back then people understood it was the most lazy, nonsensical, kind of writing. And Deep Space 9 is applauded for making many otherwise generic alien races like the Cardassians, Ferengi, and Bajorans, actually deep. And you know how they did it? By making them more human, and giving them all the same kind of various opinions and jobs humans have.
  8. They mention in the xpack that all of the Titan spawn are just sheddings from Greer and Decmia. None of them are proper Titans themselves. As Wizards, I don't see why Isgarren and Mabon wouldn't have just killed these Titans instead of trapping them in Bava Nisos for 250+ years. Like, we've already seen what Waiting Sorrow could do against a Titan. Isgarren and Mabon could've easily kill them and been done with it.
  9. They're also intelligent enough to speak, and understand, Tyrian language, and some of them seem to wear crafted metal armors, and weapons. So they seem to have some understanding of smithing/metal shaping. Speak for yourself. Monsters that are just mindless monsters are the most boring thing in a setting.
  10. Well, I think the larger issue is that its still new, like, "first week and we still haven't figure out all the rules" new. Every nation IRL is always going through SOMETHING. That doesn't really prohibit them from interacting with the U.N. in most cases.
  11. Except its explicitly mentioned in the instance that Rytlock was successful at banishing many of the ghosts into the Mists. Which is why the charr agreed to go to the conference in the first place. It didn't get rid of ALL of them, but it did get rid of many of them. The ancient documents rytlock found only said the ritual had to be done in "a place of power" not the place the ritual was originally cast. The Cellears were a place of power, and the ritual did work there, proving it doesn't NEED to be at ground zero. Anet did mention in the past they had a Centaur Peace plot planned for IBS, and after that got cut along with the original back half of IBS, they almost did it in a DRM, but cut that because they felt like it was too big a story to tell in a DRM. I suspect Anet still want's to do that, and so they didn't just invite the Centaurs to the Tyrian Alliance right away so they could use a future story to bring them in like we're doing with the Lowland Kodan here. Centaurs wouldn't be the focus of the xpack, and not enemies, but would play a role in it as making allies against some other issue.
  12. Its closer to the U.N. if anything.
  13. I'm honestly not sure where you got this idea but its completely, and utterly, incorrect. All that is said in LWS2 is that the ritual needs to be done in a place of power. Rytlok did it in the old duke's cellars, which are far outside what was Ascalon city, and the ritual was working. At no point do they say Ascalon City is involved.
  14. Except the ghosts cover almost all of Ascalon, and there's parts of Ascalon, such as those in the Blazeridge Mountains, that we've never seen. Like Drascir, the original capital of Ascalon, it off the map, and could have ghosts also. You could easily do an expansion focused on the Charr, dealing with Bangar, the remnants of the Renegades/Separatists/Dominion, and getting rid of the ghosts, with the final map being around Drascir, and using the ritual to clean up the ghosts there.
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