Personal story - in a nutshell

Jan 27

Written by:
1/27/2013 9:05 PM 

 


When my first toon hit 80 I was struck with an epiphany: her personal story had been left behind, somewhere in the 60-something region. I discussed this with my guildies and I realized it was a very common phenomenon. After playing the game a while longer -with a couple of alt chars- I came to the following conclusion: one's first character is "the explorer", one's second is "the historian" and all the others to follow are and will be "the sprinters". The thing is, however, that most people wrongly think that after having raised a "historian" they can safely run through the 40+ steps-missions of their next characters' personal storylines. Obviously they are ignorant of the fact that the way one experiences one's personal story depends on many parameters - first and most fundamental of which is the race we select for our character.

This here article is little more than a re-structured presentation of the information contained in the respective page in the official GW2 wiki. Very few additions have been made on my part, always cautious not to reveal more than the original text already gives away, as evident by the dominant "spoiler" warning on its page! The reason I chose to present said information differently is to allow for someone of a specific race to easily and more legibly follow the road his personal story goes down on. I hope I have made it fairly obvious already that the first turning point (out of two) in our personal story is the selection of our character's race.

Dedicated then, with honest Sylvari love, to all the friends of this amazing game - particularly so to the "sprinters" and the "explorers" among them!

Source: GW2 official wiki

[paragraphs in italics are taken 'as is' from the "source"]


Introduction

While the story is personalized for the greatest part and takes into consideration many decisions made during the character creation and the game's course itself, the core story is the same for all players: so dangerous and influential are the Elder Dragons that no one's life is unaffected by them. All characters begin as a member of their selected race, experiencing a specific storyline that winds through a racial homeland. As players progress, the different threads begin to intertwine and overlap, culminating in a final conflict against Zhaitan, one of the Elder Dragons. Along the way, characters will encounter the now-scattered members of Destiny's Edge, and have the chance to align with one of three major orders that seek to deal with the Dragons in their own way.

Tip: Any time we want we can have a full picture of our Personal Story up to that point with that given character, in two ways: either by clicking on the current step in our personal story (top right on our game window, where the cursor changes to a magnifying glass) or by pressing [H] and browsing in the "Personal Story" tab (marked by an asterisk).


 

Background information

Destiny's Edge

The guild Destiny's Edge, once renowned for their efforts preventing the dragons from destroying the world, has fallen apart. Each of the members are from one of the player races and they can no longer see through their differences or pasts to work together. The members can be befriended and the group united again to set the stage for the overarching story. The beginning of this story is part of your personal story as well as some mail sent to you by your racial equivalent of Destiny's Edge. However most of the story is experienced through the story mode of the 8 dungeons in Tyria. The dungeon story is parallel to your personal story and they do not affect each other. 


The Orders

There are three different orders, each has their own philosophy and approach to learning about and ultimately removing the threat of the dragons. One of these orders can be joined and it will affect how the story of the dragons is experienced. For example, given the same storyline situation, if the Vigil were dealing with the situation they would take the fighting approach, if the Durmand Priory were dealing with the situation they would attempt to use knowledge to find a solution, and if the Order of Whispers were dealing with the situation they would rely on subversion and infiltration to overcome the situation.

        

The Lesser Races

There are many races of creatures in the world of Tyria - few of some intellect (such as the Quaggan or the Tengu) and many others of none (like the barracuda or the various "critters"). The five playable races (asura, charr, human, norn & sylvari) have varying feelings towards each of these: they get along nicely with some of them while they are hostile or, in the best of cases, indifferent to others. During the course of our story, as a prerequisite of our training in the methods of the Order we enlisted in, we will be directed to study and assist one of these lesser races. Our options will be three and shall depend on the our character's race again.


Biography

At character creation the player can choose different biographical information which will change aspects of what occurs during the story. This might include the social status of the character, their attitude to other races, how friendly the character perceived to be, among many other things. Each race has different choices for their biographical information. The profession chosen will also have a minor effect.

During gameplay there will be a variety of different decisions the player can make when they resolve different situations which is influenced by the personality system. Do you go in with guns blazing or try for the diplomatic solution? Do you punch the NPC who has been annoying you? Do you turn on the charm to get your way? How these situations resolve themselves will result in cosmetic changes for the character but nothing which will affect the power of the character.



Training (tutorial)

Before entering the world proper, all characters must complete a short tutorial respective to whichever race was selected. These tutorials then connect into the personal storyline that players may follow at their own leisure.

See the following tutorials for more information on the racial storylines.

·         Asura characters begin with the tutorial Explosive Intellect.

·         Charr characters begin with the tutorial Fury of the Dead.

·         Human characters begin with the tutorial Defending Shaemoor.

·         Norn characters begin with the tutorial The Great Hunt.

·         Sylvari characters begin with the tutorial Fighting the Nightmare.


 

Sections & Chapters

Each character's personal story can be divided into three sections ("arcs") and eight chapters ("parts"). Each chapter takes place across 10 levels, approximately, while each part comprises of three chapters - with the exception of the final "arc" which only has two.

The plot in the first part ("Race arc") is defined by our character's race, in conjunction with the answers we gave to the 'biography' questions during the creation process. The other two "arcs" are mainly affected by choices we make during the game's course. In particular, the second section ("Order arc") revolves around the axis of the Order we opted to follow at the end of the first section. In the final section ("Pact arc") all the different storylines converge, of every race and Order, to follow a common path that leads to the story's finale. However this does not mean that there are no variations in the plot here as well, depending on a number of choices we make in the course of the game.

Note: Choosing which Order to enlist in is the second and final pivotal point in any character's evolution - the first one being the selection of their race. After joining one of the three Orders there's no turning back or the ability to switch to another. The selection we make, as well as determining the content of our personal story's second "arc", also causes the following to happen:

- the Order's banner appears in our character selection screen, to serve as an indication of the "order unlocked" achievement

- we gain access to the Order's headquarters, an instanced area only accessible to members of said Order

- we gain access to the Order's armor and weapon merchants; for a preview of the outfit offered by each said NPC, per race and gender, visit the amazing site of gw2armor.

·     Race Arc

Part I — Levels 1-10

Part II — Levels 11-20

Part III — Levels 21-30

·     Order Arc

Part IV — Levels 31-40

Part V — Levels 41-47

Part VI — Levels 48-61

·     Pact Arc

Part VII — Levels 62-71

Part VIII — Levels 72-80

 



The story's summary

Our character begins as a little known member of their race, trying to prove that he/she is made for greater things than the trivial tasks they're assigned to perform. During the first "arc" of our story (levels 1-30) then, we manage to establish ourselves as a local hero for our race. Our abilities and accomplishments attract the attention of our race's 'iconic' - a former member of Destiny's Edge, who introduces us to the 3 Orders and encourages us to enlist in one of these.

In the second section ("arc") we act exclusively inside the frame set by our Order and essentially serves as a initiation and familiarization to its ideals and methods of action. We are also given exclusive access to its headquarters and a personal hearing with its leader, while we are appointed to a new mentor who observes our actions and potential, and grades it. At the same time we are directed to assist one of the "lesser races" of Tyria as a means of increasing our Order's influence and gain new allies.

In the third and final section (“Pact Arc”) we join forces with the other two Orders, forming the "Pact" under the leadership of Trahearne. After a minor detour from our primary goal, which serves as a means of shielding ourselves against a potential 'psychic' attack from Zhaitan, through dealing and defeating our innermost and deepest fear, we rally to the Pact's new headquarters - Fort Trinity. From here we begin our counter-attack on Zhaitan's forces, by methodically weakening him first before we launch our final attack on his lair.


Section 1: Race Arc

Part I — Levels 1-10

The character is introduced to their race's mentor (one of the members of Destiny's Edge), as well as their race's renegade faction. The specifics of the story depends on what race they chose, as well as one of their biography choices.

Part II — Levels 11-20

The character is confronted by something from their past, be it an embarrassing mishap, an old invention, or a missing family member.

Part III — Levels 21-30

The character is introduced by their mentor to the three orders and made aware of the true threat of the Elder Dragons. At the end of this chapter, the character is persuaded to permanently join an order to aid in the fight against the dragons.


Section 2: Order Arc

Part IV — Levels 31-40

The character witnesses a meeting between the members of Destiny's Edge. They then meet with their new order, are assigned a new mentor, and are sent on their first mission, where they prove themselves worthy of becoming a full member.

Part V — Levels 41-47

The character's order assigns them the task of assisting one of the tribal races of Tyria. The character will assist in one of the following:

Part VI — Levels 48-61

The character's order sends them on a mission that leads them to discover that Lion's Arch is Zhaitan's next target. The character and the mentor leave for Claw Island to defend it, but the fortress is lost. From there, the order sends the character and Trahearne to gain an ally for retaking the island fortress. Each order has the choice between two potential allies:

  • Vigil characters chose either Fibharr or the Gear warband members, Snarl and Galina.
  • Order of Whispers characters must decide whether to use a weapon made from Gorr's research or to enlist the help of Benn Tennstrikes and his mercenaries.
  • Priory characters can make use of stolen dredge weaponry or get help from Carys and Tegwen.

After bolstering the pact, Trahearne suggests visiting the Pale Tree to get her advice. She offers a vision of the future, taking the character and Trahearne to Orr. After returning from the vision, the pale tree gives the sword Caladbolg to Trahearne.

This sequence ends with defense of the character's order's headquarters, the creation of the unified Pact with Trahearne as its military commander, and the retaking of Claw Island.


Section 3: Pact Arc

Part VII — Levels 62-71

The storyline follows the founding of the Pact after reclaiming Claw Island. The first quest a player experiences during this story arc is Forging the Pact, after which it diverges into three paths, depending on the strongest fear of the character (chosen during A Light in the Darkness).

Fears you can chose:

  • Fear of letting an innocent die: Trahearne will send the player on a mission with the Asura Tonn to bomb Orrian towers in Sparkfly Fen, then an Orrian ship in Mount Maelstrom. Tonn will die in the latter, and the player will have to break the news to his widow, Ceera
  • Fear of being dishonored by one's comrades: Trahearne will send the player to oversee a Vigil artillery strike on undead. However, due to illusions having been cast on the player, it becomes a friendly fire incident, causing the player to fall into disrepute with Pact forces. The player must investigate the incident and find the true cause to clear their name.
  • Fear of forcing someone to suffer: Trahearne will send the player on a couple missions with the Norn Apatia. There is an artifact which allow the Krait to live without fear for the Orrians. Apatia gets captured during one of the missions and you later can only kill her zombified self.

Part VIII — Levels 72-80

The Pact invades the Ruins of Orr in force while the character systematically searches for means of weakening Zhaitan's forces - either through obtaining ancient artifacts, or by destroying powerful servants, such as the Eye of Zhaitan. The player begins this storyline with the mission Temple of the Forgotten God.



ASURAN Storyline

(Race Arc)

Part I — Levels 1-10 : Graduation Day

Asura characters present their krewe's invention (either the Very Old Energy Detector, the Massively Impressive Golem, or the Interspatial Locator) to the Snaff Prize judges, prevent sabotage by the Inquest with the help of Zojja, and prove their worthiness of the title of Snaff Savant.

Part II — Levels 11-20 : Legacy Code

The character is confronted by something from their past, be it an embarrassing mishap, an old invention, or a missing family member.

Asura characters learn that someone is interested in their first creation (either the VAL-A Golem, the Transatmospheric Converter, or the Infinity Ball), and prevent it from being put to misuse.

Part III — Levels 21-30 : Something Lost, Something Gained

The character is introduced by their mentor to the three orders and made aware of the true threat of the Elder Dragons. At the end of this chapter, the character is persuaded to permanently join an order to aid in the fight against the dragons.

Asura characters work with the orders to rescue a researcher who has discovered that the dragons consume magic, whose research is being covered up by the Arcane Eye.

Order Arc

Parts IV-VILevels 31-61 : The Orders of Tyria / A Friend In Deed / This Far, No Further

The plot in this 2nd section is common for all characters, of all races. It only depends on the Order they selected to join and in essence serves as a trial and bonding process with its members - see section "Order arc" above.

Pact Arc

Parts VII-VIIILevels 62-80 : The Cost Of Victory / Savior Of Tyria

The plot in this 3rd section is common for all characters, of all races. All the stories converge on the common route which strictly leads to the final confrontation with Zhaitan - see section "Pact arc".



CHARR Storyline

(Race Arc)

Part I — Levels 1-10 : For The Legion!

Charr characters report back to their legion (either Blood, Ash, or Iron), rebuild their warband, and put an end to Flame Legion plots, aided by Rytlock Brimstone.

Part II — Levels 11-20 : Bloodying The Past

The character is confronted by something from their past, be it an embarrassing mishap, an old invention, or a missing family member.

Charr characters are reunited with their father (either a loyal soldier, an honorless gladium, or a sorcerous shaman), and attempt to make their peace with him.

Part III — Levels 21-30 : From Howl To Silence

The character is introduced by their mentor to the three orders and made aware of the true threat of the Elder Dragons. At the end of this chapter, the character is persuaded to permanently join an order to aid in the fight against the dragons.

Charr characters work with the orders to find and destroy a dragon crystal that raises the dead and consumes the land.

Order Arc

Parts IV-VI — Levels 31-61 : The Orders of Tyria / A Friend In Deed / This Far, No Further

The plot in this 2nd section is common for all characters, of all races. It only depends on the Order they selected to join and in essence serves as a trial and bonding process with its members - see section "Order arc" above.

Pact Arc

Parts VII-VIII — Levels 62-80 : The Cost Of Victory / Savior Of Tyria

The plot in this 3rd section is common for all characters, of all races. All the stories converge on the common route which strictly leads to the final confrontation with Zhaitan - see section "Pact arc".



HUMAN Storyline

(Race Arc)

Part I — Levels 1-10 : Crime And Punishment

Human characters reunite with their friends in Divinity's Reach (either Andrew and Petra, Faren, or Quinn), and assist Logan Thackeray in apprehending criminals and uncovering corruption in the Krytan government.

Part II — Levels 11-20 : Family Reunion

The character is confronted by something from their past, be it an embarrassing mishap, an old invention, or a missing family member.

Human characters are reminded of a regret from their past (either their unknown parents, their dead sister, or a missed chance to perform in their circus) and are given the opportunity to rectify that mistake.

Part III — Levels 21-30 : Storming The Castle

The character is introduced by their mentor to the three orders and made aware of the true threat of the Elder Dragons. At the end of this chapter, the character is persuaded to permanently join an order to aid in the fight against the dragons.

Human characters start with The Orders of Tyria. The three orders suggest different methods to deal with the increasingly problematic Risen. With the aid of the orders, the character discovers the identity of the seraph who is behind all of this.

Order Arc

Parts IV-VI — Levels 31-61 : The Orders of Tyria / A Friend In Deed / This Far, No Further

The plot in this 2nd section is common for all characters, of all races. It only depends on the Order they selected to join and in essence serves as a trial and bonding process with its members - see section "Order arc" above.

Pact Arc

Parts VII-VIII — Levels 62-80 : The Cost Of Victory / Savior Of Tyria

The plot in this 3rd section is common for all characters, of all races. All the stories converge on the common route which strictly leads to the final confrontation with Zhaitan - see section "Pact arc".



NORN Storyline

(Race Arc)

Part I — Levels 1-10 : Rising To The Challenge

Norn characters begin forging their legend (either by defeating a jotun leader, rescuing the Spirit of Minotaur, or protecting the Mists), seeking Eir Stegalkin's help to thwart the Sons of Svanir.

Part II — Levels 11-20 : Things Best Left Behind

The character is confronted by something from their past, be it an embarrassing mishap, an old invention, or a missing family member.

Norn characters are confronted with a mistake they made at the last alemoot (either blacking out, being defeated by a rival, or losing an heirloom) and must set things right.

Part III — Levels 21-30 : Brawn Over Brains

The character is introduced by their mentor to the three orders and made aware of the true threat of the Elder Dragons. At the end of this chapter, the character is persuaded to permanently join an order to aid in the fight against the dragons.

Norn characters discover that the dredge are targetting Durmand Priory and scriptures of powerful technology hidden in their archives.

Order Arc

Parts IV-VI — Levels 31-61 : The Orders of Tyria / A Friend In Deed / This Far, No Further

The plot in this 2nd section is common for all characters, of all races. It only depends on the Order they selected to join and in essence serves as a trial and bonding process with its members - see section "Order arc" above.

Pact Arc

Parts VII-VIII — Levels 62-80 : The Cost Of Victory / Savior Of Tyria

The plot in this 3rd section is common for all characters, of all races. All the stories converge on the common route which strictly leads to the final confrontation with Zhaitan - see section "Pact arc".



SYLVARI Storyline

(Race Arc)

Part I — Levels 1-10 : Waking From The Nightmare

Sylvari characters seek out the vision they saw in their Dream (either a white stag, a green huntsman, or the Shield of the Moon), assisted by Caithe, and combat the Nightmare Court along the way.

Part II — Levels 11-20 : A Season Of Growth

The character is confronted by something from their past, be it an embarrassing mishap, an old invention, or a missing family member.

Sylvari characters are given the chance to live up to one of Ventari's teachings, either "Act with wisdom, but act", "All things have a right to grow", or "Where life goes, so too should you".

Part III — Levels 21-30 : Branching Out

The character is introduced by their mentor to the three orders and made aware of the true threat of the Elder Dragons. At the end of this chapter, the character is persuaded to permanently join an order to aid in the fight against the dragons.

Sylvari characters work with the orders to recover the legendary blade Caladbolg from the squire Waine and then confront Mazdak the Accursed, the lich responsible for the death of the firstborn Riannoc.

Order Arc

Parts IV-VI — Levels 31-61 : The Orders of Tyria / A Friend In Deed / This Far, No Further

The plot in this 2nd section is common for all characters, of all races. It only depends on the Order they selected to join and in essence serves as a trial and bonding process with its members - see section "Order arc" above.

Pact Arc

Parts VII-VIII — Levels 62-80 : The Cost Of Victory / Savior Of Tyria

The plot in this 3rd section is common for all characters, of all races. All the stories converge on the common route which strictly leads to the final confrontation with Zhaitan - see section "Pact arc".

3 comment(s) so far...


Gravatar

Re: Personal story - in a nutshell

Added the chapter titles for every storyline, for all races ^^

By thevalliant on   1/28/2013 9:14 PM
Gravatar

Re: Personal story - in a nutshell

So the main point of this post is to show that the personal story is exactly how we all saw it. Make one of each race and only do the personal story of one to 80 and the rest to level 30. Even each order mission set is previewed before you choose your faction. You experience all the "uniqueness" of the personal story before your character is halfway leveled. Everything after that is boring and not worth doing. I've played two different raced characters personal stories to level 80 and I can't scrounge up a single ounce of motivation to try it again. The second character immediately lost its fun once i started the order quests. Just more of the same. GW2 is my favorite mmorpg and I play it daily, but articles that claim one thing and then later prove themselves wrong are worthless. Don't fight for a new perspective of individuality and then label 1/2 of your story as "the plot is the same for all characters".

By Judgemint on   1/29/2013 12:56 AM
Gravatar

Re: Personal story - in a nutshell

@Judgemint: no, you completely missed the point of the article. As is clearly stated in the introduction (as well as in a few other parts of the main article itself) the purpose is to present the way each RACE experiences the game's main story. This is why the focus is on the first 30 levels of each character's progression. The next part of the story (levels 31-61) "is common for all characters, of all races". Again, key word is "races", but you missed that again. The plot is not identical, most of the sub-missions are entirely different, depending "on the Order they selected to join". Which, as I already pointed out elsewhere, is the second turning point in one's evolution - albeit not as life-altering as the race one. Anyway, I'm glad you read through it at least.

By thevalliant on   1/29/2013 9:06 AM

Your name:
Gravatar Preview
Your email:
(Optional) Email used only to show Gravatar.
Your website:
Title:
Comment:
Security Code
CAPTCHA image
Enter the code shown above in the box below
Add Comment   Cancel 

Our Blogs



















Popular Articles

Guild Wars 2 does it differentlyInterview with Dragon SeasonLunch with Colin Johanson

Poll

Regarding the various currencies in the game, which of the following statements do you feel stronger about:





Submit Survey  View Results

Our Friends

        

       
                 
        
       

Follow Us



Who's Online

Membership Membership:
Latest New User Latest: MurCausey
Past 24 Hours Past 24 Hours: 31
Prev. 24 Hours Prev. 24 Hours: 31
User Count Overall: 4343

People Online People Online:
Visitors Visitors: 112
Members Members: 0
Total Total: 112