Characters: Guild Wars

These are some of the major characters in the Guild Wars universe. Since it's filled with Loads and Loads of Characters, please handle this topic with care and avoid flooding it with minor characters. Also, seeing as there are Loads and Loads of Characters, this is a massive work in progress. Character descriptions are taken from the Guild Wars Manuscripts via the Guild Wars Wiki.

Here There Be Spoilers

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    Heroes 
Koss

Koss can find a way to get along with just about anyone. He gets along with heroes, doing whatever it takes to help the Sunspears protect Elona. He’s courageous enough to say what others are afraid to say, and he'll do what others are afraid to do. He also gets along with the less respectable representatives of Elonian society. For the good of the Order, he's used a combination of aggressive charisma, physical intimidation, and sympathetic morality to build up a network of informants. Of course, some of those contacts aren't entirely trustworthy, which means his information has a price.

Because of a few questionable deals with informers, Koss doesn't entirely get along with his commanding officers. He's managed to talk his way out of being discharged outright, but his extralegal activities have taken a toll on his career. He's skillful enough in combat that he should be an officer by now, but an officer with contacts in the underworld is a risk the Sunspears can't afford to take. Despite that, he knows their investigations need information, so as a loyal Elonian, he'll keep doing what it takes to save his country... no matter how much of a personal sacrifice that might be.

Dunkoro

"You can't just run off without a plan. Let me help you. I've been with the Sunspears for years. I plan our strategies. Kormir executes them. Let me do the same for you."

A lifetime of experience has made Dunkoro the man he is today: an elder strategist who knows his way around Elona. He's a veteran of battles against corsairs, Centaurs, heket, desert raiders, and stranger enemies. Although he's faced countless dangers alone, he prefers to spend his time advising other soldiers, offering direction and insight to any soldier who will listen. Unfortunately, not everyone listens to his advice. Most recruits respect him professionally, but personally, he remains distant from everyone below him in rank. When life and death are on the line, he doesn't seem to care about other people's fears and concerns, only results: you win, or you die. With this determined and unemotional approach to warfare, Dunkoro's insights have meant the difference between victory and defeat throughout his career. For any hero who prefers rational strategy over chaos, Dunkoro is the man with a plan.
  • Cool Old Guy: Old, but competent and respected.
  • Facial Markings: His face is marked with an intricate gold pattern.
  • Healing Hands: He's primarily a Healing Monk.
  • Informed Ability: We don't see his backstory planning abilities very often. Partly this is thanks to the story, which often has the characters reacting to events and having to make fast decisions.
  • The Medic: His primary role in combat is to heal you and your companions.
  • My Greatest Failure: When the Tomb of the Primeval Kings was first discovered, Dunkoro sent his son and many other Sunspears to help with the exploration without any real plan. They were never heard from again. Since then, Dunkoro has made extra certain to always think things through. However, he meets his son again at the Gate of Pain mission.
  • Old Soldier: A respected veteran and officer of the Sunspears.
  • Outliving One's Offspring: As mentioned, his son died in the exploration of the Tomb of the Primeval Kings.
  • The Strategist: He is highly valued by the Sunspears for his strategic planning ability.

Melonni

"Melandru blesses my steps, but my heart belongs to Kourna. I am a dervish of the Sunspears, and I know this land better than anyone. Those who threaten my country, like Varesh Ossa and her minions, shall regret doing so."

Melonni's an idealistic crusader from a small town in Kourna. She sees herself as a woman who fights for what she believes in... even when no one else around her agrees. When she was younger, no cause was too daunting, no sacrifice too great for the sake of her people. For better or for worse, the villagers of her homeland will never forget her. Now that she's older, she's learning to pick her fights a bit more carefully, largely through trial and error. Deep in her heart, she knows that her decisions will be proven right in the end. By the time she's ready to return home, she's hopeful that she'll be welcomed as a hero.

Acolyte Jin

"Actions, not words, define a Zaishen"

When Jin was a young girl growing up on the coast of Cantha, her family was slain by monstrous creatures in the dead of night. From that moment on, she trained as an archer, determined that the forces of darkness would never take her by surprise again. For hours, she silently practiced with her bow, taking some small measure of comfort in the sound of a bowstring releasing or the menace of an arrow in flight. Even before she joined the Zaishen Order, she was a determined and deadly adversary, and their instruction has made her even more dangerous.

Traveling with others makes her feel a little safer, but she considers the concept of "safety in numbers" a delusion. In the end, she knows it's her own skill that means the difference between life and death. She does not care about rank or status in the Zaishen Order. Each day she systematically eliminates another monster threatening Elona, she finds it a little easier to survive one more night of troubled sleep.

Acolyte Sosuke

"Well, good day! My name is Sousuke. You're lucky you've come upon me in a good mood. I've fried people for looking at me like that. Ha, ha. Just kidding! I'm usually very careful with my elemental magic. I wouldn't hurt a fly. Well, perhaps, if it was Kournan."

Acolyte Sosuke's relentless curiosity, amused outlook on life and quirky sense of humor are rare in a Zaishen. He's fond of offering advice, commentary, and wisecracks on every situation. But he can back up every word with a flamboyant, explosive fighting style.

Tahlkora

"Uhm, hello. What's that? Yes, I'm from Vabbi. No, I'm no one important; just a simple priestess of Lyssa. I know how to heal wounds and protect you from danger. But I don't plan to stay in the temple. I'm going to be an adventurer! You'll see"

Some adventurers are a little too eager to be heroes. Many have tried to guess which village or city Tahlkora ran away from, but Vabbi's a pretty big place. No doubt her home is far away from the horrors of war and the nightmarish abominations that stalk scorched wastelands. She certainly seems well-educated in the myths and lore of the land, but her practical education needs a bit more work. As a young woman dreaming of heroic triumphs, Tahlkora has diligently studied tales of romance and high adventure. She's as fluent with the folk tales of Istani commoners as she is with the thrilling narratives of great literature. Now that she's seen what adventuring is like in the real world, however, the difference between dreams and reality is rapidly becoming more apparent.

Olias

"The hand of Grenth is a patient one, for he knows all will eventually come before him. Those people will be judged, but not now. And not by you. At this moment, Grenth has his eyes upon you."

Olias used to take his marching orders from the White Mantle, but he now walks his own path. An encounter at the Temple of Ages convinced Olias that he had been chosen for a special mission: he now serves as Grenth's personal "hand of judgment," enacting what he sees as the will of his god. He lives by a simple code. Those who perish and return to life are expected by Grenth to live their lives well. If they do not, Olias ensures they are returned to the cold embrace of the Lord of Death.

Mysterious events in Elona now compel him to act on Grenth's behalf. With strange disturbances in the land, Olias feels that the gods are threatened and the dead themselves are uneasy in their eternal sleep. He has sworn an oath to Grenth that he will find the source of the strange malady and correct it. And if it involves sending new minions to Grenth, so much the better! Death and killing delight him. He is willing to discuss other matters, but strangely enough, most discussions seem to lead back to death and killing.

Zenmai

"Listen to my daggers sing. The song is one of balance: pain and mercy, death and life. Dancing to the music of death is the purpose of the assassin. And it is the only joy I have to remind me of my homeland."

Zenmai learned the ways of silent assassination as a member of the Am Fah gang in Cantha. She broke with her criminal gang when that organization embraced the Canthan Plague as a "gift of the gods." Now she is mo zing - a traveling blade, a masterless assassin, selling her services to the highest bidder. She feels guilty for the disease that overtook her former brothers and sisters, but the one constant in her life has been change. In the growing darkness, she has the feeling that an old, familiar force is back, working from behind the scenes. She wants to confront whoever or whatever is ultimately responsible for the plague that stalked her land.

Zhed Shadowhoof

"Humans. They always think the world turns on their shoulders. The Centaur people know secrets that you cannot fathom. Our warriors blaze through battle like fire on a dry plain. Your kind can enslave us, but never shall you break our spirits. We fear nothing beneath the open sky."

Like many races in the world, the leonine centaurs of Elona are struggling to survive. They've overcome incredible hardships, including the need to survive without help from more populous races—including, it would seem, humanity. Zhed is a centaur who's keenly aware of this last fact. He's seen his people suffer and die while the masses of humanity continue to spread across the savannah. In fact, he claims to have seen atrocities the Kournans would not dare admit. Some centaurs insist that humans are responsible for the death of their race, and Zhed certainly agrees. At best, he sees the "two-legs" as a means to an end. In the worst of times, he sees them as rivals... or prey. His dealings with humans have not been good, but if he must work with adventurers to reach his goals — and adventurers need to work with him — he'll need to set aside his animosity. How long he can be trusted is another matter entirely.

Margrid the Sly

"The sealing incantations of Ahdashim only allow those of royal blood to enter freely. All others must face the sacred trials. Luckily, you brought someone along with the necessary knowledge, skill, and valor to gain entry...namely, me."

A native of Freeman's Cove, Margrid was born a sailor. She took her first steps on the rolling deck of a sailing ship, and she proudly claims to have sea water in her veins. She's not just a corsair—she's the descendant of generations of corsairs, a woman who knows no other way of life. Life on land seems strange, predictable, and dull by comparison. People on land have vastly different ideas about morality and business, but for her, the Code of the Corsair is as immutable as the laws of nature. Land-dwellers sometimes regard her as a little shady, overly cynical, and blatantly self-interested, but those qualities are essential to anyone who survives in a world troubled by pirates and thieves. She's learned to roll with the punches, coping with everything life throws at her. Anyone who travels with Margrid should be ready for an exciting, dangerous journey. If Margrid has anything to say about it, the venture will be eminently profitable as well.

Master of Whispers
"No need to introduce yourself. I know exactly who you are and what you're capable of. Half the people you've met in Istan work for me, whether they realize it or not. My name? That is unimportant. All you need know is that I am an ally, and that I know as much about our enemies as I do about you."

Dare not speak the name of the Master of Whispers – not unless you have a good reason for doing so. This cryptic figure is so mysterious that he's hidden his real name; instead, he's always addressed by his title. The Master of Whispers has unquestioned command of an efficient organization, although many debate what form his authority actually takes. One rumor holds that he's the province's spymaster, keeping a job where he serves as a central collector of information from spies across the nation (and perhaps beyond). Others believe he deals with supernatural threats, training his agents as ghost seekers and demon hunters. Whatever the truth may be, he often finds reason for traveling with adventurers exploring Elona (and perhaps beyond). His reasons for doing so are strictly on a need-to-know basis. You're just not ready to learn that yet.

Goren

"They attacked the temple of Lyssa? That's like eating a kitten... it's just plain wrong! No one should ever do that! Ever!"

Goren is big. Goren is strong. Goren is really, really good at sprinting into battle. Unfortunately, Goren isn't exactly the sharpest blade in the armory. He understands everyday conversation, and he can carry out simple commands – particularly sentences with the words "hit" and "smash" in them – but the finer philosophical passages of the Flameseeker Prophecies will remain eternally outside his comprehension. Eager for work, Goren has found employment working as the bodyguard of Prince Bokka the Magnificent. Money and influence don't mean much to him, though. Loyalty does.

Norgu

"Hail and well met, my poorly accessorized friends! Of course, I always have a moment for a fan. I'm sure you loved my work in Rurik, Prince of Tyria! No? Then you saw me portray Havelgaar, Terror of the Tides! What? Haven't you seen any of my plays? Ye gods, that's the saddest thing I've ever heard!"

Norgu is a classically trained actor, a visionary unappreciated in his own time, and a large, dramatic, boisterous glad-hander. As the leader of the Lyssan Fools acting troupe, he is currently on an extended tour of the estates of Vabbian nobles. Everywhere he travels, he leaves a memorable impression. Few will forget his insightfully accurate and delightfully humorous parody of General Bayel in Gandara, a performance that should keep him on an extended tour for quite some time. Norgu claims to have traveled throughout Tyria and Cantha, returning with stories of a standing-room-only performance in the court of Emperor Kisu and a standing ovation at the Henge of Denravi. Moving quickly from one region to the next, he uses his sunny disposition and personal charisma to get last-minute invites to parties, audiences with the rich and powerful, and of course, free food. Norgu never met a buffet he didn't like.

General Morgahn
"The princes were blinded to Varesh's threat by their greed and opulence. I was blinded by loyalty and honor. Lyssa has taught me to look past the illusions in which I encased myself. For the first time in my life I can see clear as day."

Three generals report directly to Warmarshal Varesh Ossa. General Morgahn has known her the longest, having served under her father for decades. When Varesh was born, Morgahn spent years assisting with her training and the shaping of her character. As a loyal patriot, he considers duty and honor to be the highest virtues a soldier can have. Although Varesh is curious about lofty philosophical concepts like Ascension, Morgahn keeps to a simple faith. He's a devout follower of the goddess Lyssa, holding great respect for artists and crafters. Like any good soldier, he chants his prayers to Balthazar when charging into battle, but in the dark of night, it's his faith in Lyssa that sustains him.

Razah

I have been alone for what seems like ages. I am Razah, created from the Mists. I have no memories of my creation, though; the past is shrouded in fog. Abaddon bound me to this plane. His minions blessed me with knowledge to fulfill a great purpose. However, I can sense that Abaddon is no more. Now I am without purpose, my existence without meaning. So tell me... are you here to give me my purpose?

The protomatter that makes up the Mists strains toward creation, often spawning demonic creations in nightmarish forms. Not all creatures from the Mists are demonic, however. When the Mists come into contact with a suitable human template, for example, it can copy that form, creating a sentient entity with humanoid appearance and an almost human mind.

Razah is one such creation. It has sprung into being a fully-formed adult. It has the knowledge and capabilities of a human, but lacks common sense. As a result, it asks odd questions about human emotions, contemplates human motivations, and attempts to duplicate human mannerisms. Razah is a contradiction: more than human in some ways, and less than human in others. It needs an identity, a personality, and a purpose. Hopefully, Razah will find its purpose by working with a hero. Otherwise, it could degenerate into an abomination as monstrous and inhuman as its demonic brethren.

Ogden Stonehealer
"The Destroyers are dangerously close to the surface, and we Dwarves are too few to keep them contained for long. We must rally together an army of allies to repel the threat and pound these beasts into submission. That warlike Norn who restrained herself from fighting us could prove a useful ally for recruiting an army."

Ogden's talent as a healer surfaced early in life, marking him as a chosen of the Great Dwarf from a very young age. As a child, he had the uncommon ability to cheer his fellow Dwarves with simple things: a helping hand to those in need, a kind word to ease suffering. He was a boon to his family and a blessing to his friends. Yet as he grew older, the very gift that set him apart became a burden to the young Dwarf. Empathy can be terrible, and it is a cruel thing on the battlefield. Ogden has retreated into himself, hiding within a shell of determination as strong as mountain rock.

Ogden is loyal to his Deldrimor king and is a true believer in the Great Dwarf. He knows the ancient prophecies of the Great Destroyer, having studied them from childhood, and there are few Dwarves alive who understand their implications quite as well. He realizes the enemy has come at last—fighting in the depths of the earth, boiling up in great numbers, freed by the recent earthquakes. His goal is to fight them, and he will—with any resources available ... until the last Dwarf falls on the battlefield.
  • Bald of Awesome: He's at least partially bald on top of his head.
  • Culture Clash: He's very exasperated with the Norn's tendency to do things on their own, especially since it makes gathering an army of them against the Destroyers nigh-impossible. As he puts it himself: "I will never understand Norn."
  • Deldrimor Calls For Aid: His mission is to gather as many powerful allies to fight the destroyers as possible.
  • Healing Hands: He's a very talented healer.
  • Herald: Kicks off the plot of Eye of the North
  • I Choose to Stay: As a member of your party, rather than partaking in the dwarven Eleventh Hour Super Power. He eventually does it in-between Eye of the North and Guild Wars 2, appearing in the latter as a stone dwarf.
  • Living Statue: When he appears much later in Guild Wars 2, having undergone the Rite of the Great Dwarf — notably, however, he does not display bloodlust as the rest of his people did, and still studies as a scholar with the Durmand Priory.
  • Luke Nounverber: As is the case with most dwarven names.
  • The Medic: A family trade, if his surname is any indication.
  • Our Dwarves Are All the Same: Not quite in Ogden's case. He's no warrior, but a level-headed healer and respected scholar.
  • Proud Warrior Race Guy: Like all dwarves. Despite the fact that he, himself is not exactly a warrior.

Vekk

"I will never understand why you bookahs insist on pounding your heads against the towering wall of my intellect."

Vekk is an eager young Asura. He and his people have been driven to the surface recently, and he is curious and interested about this new development. Of late, Vekk has been working with another underground race, the Dwarves, on maintaining a set of magical gateways through the Depths.

Although he may not seem daring or even outgoing, his clever mind and agile fingers can create amazing magical items and explosive assistance when his companions are in need. If you can overlook his grouchy and slightly condescending nature... he's actually a very good friend.

As with all Asura, Vekk believes in the Eternal Alchemy, the world's universal flow of energy and purpose. He is considered one of the finest minds among his people, and is always looking to perfect his craft. Of course, it’s not easy being perfect when you're surrounded by idiots...

Gwen
(Towards Pyre Fierceshot) "One good act does not redeem your people, murderer. I want you to know: I do not like you. I do not forgive you. But most of all, I do not FEAR you. I hate you. There's a difference."

Born in Ascalon, Gwen has witnessed horrible things in her young life, seeing both her country and family destroyed by the Charr. After the Searing, she was captured and enslaved by the Charr, but escaped and fled north, where she found other human exiles.

Since then, Gwen has become an adventurer. She makes her home in the Eye of the North, the headquarters of the Ebon Vanguard, where she serves Captain Langmar. She is one of the fiercest defenders of Ascalon, determined to exact vengeance against those who destroyed her home. Gwen has survived on the edges of Charr territory for years, watching them tear apart her childhood dreams and her beautiful homeland. Now she has nothing but memories—and anger— to sustain her. She is not the girl she once was...

Jora
"Today is a fine day to live... but an even better one to send heroes to their graves. I am not afraid of either."

Jora is a younger Norn, beset by tragedy. Like most of her generation, she has been seeking to establish her name and reputation. Only the hunters of the greatest prey are considered worthy among her people, and as such, she and her brother Svanir trekked through the icy uplands and valleys seeking the most challenging prey.

On one of their hunts, Jora and her brother encountered a great, dark power, and were transformed by it. She lost her Nornish ability to shapeshift into bear form, while her brother suffered a darker fate. Now without a family or homestead, she hunts across the Norn lands of the Far Shiverpeaks seeking redemption of her name and forgiveness by the Bear Spirit. To achieve her goals, she will undergo any ritual, achieve any quest, and seek any treasure needed. She will even accept the help of humans.

Pyre Fierceshot

"Do not pray for mercy. Your gods are not listening, and I have none."

Pyre Fierceshot is an outcast, persecuted by the Charr Shamans for daring to speak out against their ways. After his warband killed a Shaman and destroyed a temple, Pyre and his companions fled the ruling shaman caste. Pyre hates them with a fury that only one raised to worship false gods can understand; he has been betrayed, tricked, and deceived, and he has sworn never to fall under the spell of the Shamans again.

Pyre celebrated the demise of the Titans, those whom the Shamans called gods, and now watches with rising anger as the priests continue to deceive his people. At every step, the Shamans seek to tighten their grasp, bringing the Charr once again under their false rule—enslaving them to powers who do not deserve respect, much less worship. The cycle of dominance and slavery must be broken—and the Charr must be freed...

Livia
"I may work for the Shining Blade, but I'm not like Evennia. I'm not pure and I'm not kind. I used to be shining... but I got tarnished."

While the war between the White Mantle and the Shining Blade tears apart her Krytan homeland, Livia risks everything to keep her people safe. She joined the Shining Blade to protect them; she killed to defend them. Now freed from the control of the deadly Mursaat, Kryta struggles to survive, its leaders destroyed and its population beset by civil disorder.

Tasked by her superiors with finding a way to end the civil war, Livia has traveled into the Depths. She seeks a weapon of power—anything that will keep Kryta safe. And she is willing to give her life for it... as well as the lives of those around her.

Xandra

"I still can't return home, so I might as well see what trouble I can get into. Care to come?"

Xandra is the daughter of Juno, leader of the Turtle Clan, from the lands of the Luxon people. Trouble in her homeland forced Xandra to leave the area at her mother's behest, traveling to the far lands of Ascalon on what was called an ambassadorial tenure—but which Canthans know to be exile.

Xandra thinks well of her mother despite the unexpected travel, realizing that an intricate web of politics is what keeps her so far from home. Juno, suspected of killing the previous captain of the Turtle Clan, has sent her daughter into exile to keep her safe—or, some say, to prevent a repeat of the same scenario. Either way, Xandra is determined to make the best of the situation, and to honor her clan with brave actions in these strange, wild lands.

Kahmu

"I am on the path to enlightenment. You are on the path to pain!"

Kahmu is an Elonian Dervish, a native of Vabbi, who seeks wisdom through combat. Over the years, he has drifted farther and farther north, matching his skills against all manner of challenges, considering no fight too small—or too large.

Once Kahmu arrived in Norn territory, he challenged—and bested—some of the Norn's greatest warriors, and his name became legend around the campfires. Some claim he is a spirit, others that he has been blessed by the spirits of his homeland, and still others that he is a Norn born in the wrong body. Kahmu only laughs to hear these whispers. When the hunting here grows stale, he will simply move on.

Anton

"Each blade I carry as a reminder of what you took away from me. My family. My village. My honor. I want them back!"

Anton has come far since his days as a prisoner in Surmia awaiting execution. While others curse the Charr, Anton privately blesses their invasion—without it, he would never have escaped Surmia and fled north. He survived for many years by raiding the Charr, eventually leading to his capture. Freed by Captain Langmar, he joined the Ebon Vanguard and now serves them as a scout, utilizing his Assassin skills—for once—for the betterment of more people than just himself.

Although he does not consider himself a brave individual, Anton does feel a certain amount of loyalty to the Ebon Vanguard, and has no plans to betray them. Should Captain Langmar die, of course, that situation could change quickly—and the last they will see of Anton is a sheathed blade vanishing into the darkness.

Hayda

"I finally have a chance at glory! Everyone will remember me if I am not only a great warrior, but a great arbiter of peace! Livia should be green with jealousy! We shouldn't tarry a moment longer."

Hayda is a young, vain, and impulsive Paragon who travels simply for the fun of it. Supremely confident in her abilities, she believes her position as a Paragon sets her apart from others. There is no situation so perilous where her innate charm, skill, and natural abilities will not carry the day.

Hayda joined the Shining Blade after the Mursaat were revealed as the "unseen gods" of the White Mantle, and she now dreams of becoming a legendary hero. She bridles against restrictions, particularly those set by Livia or Bartholos. Following their orders was necessary to gain permission to travel with them to the Tarnished Coast—and there's so much to be learned here. She will not let this opportunity pass no matter what her orders.

M.O.X.

"*I AM NOW AU-THOR-IZED TO USE PHYS-I-CAL FORCE*"

Meet M.O.X. the golem, the brainchild of a maverick Asuran inventor named Zinn. As an Asura with an entrepreneurial spirit, Zinn manufactured many golems for all sorts of clients, with little regard for their intended use—until one day when three of his golem creations turned on him. While being forced to augment these sinister creations against his will, Zinn also managed to develop his assistant M.O.X. to aid in his escape from their underground prison. M.O.X. now wanders the land in search of heroes that can help put an end to the three renegade creations and free his creator Zinn.

Keiran Thackeray
"Hello, friend. What can I do for you? I feel like I owe you one... or about twenty at this point!"

Lieutenant Keiran Thackeray is an officer of the Ebon Vanguard and leader of the Ebon Falcons. He made his first appearance during the Wintersday 1078 AE celebrations, when he was left in charge of the Eye of the North, and went to great lengths (or more accurately, enlisted the help of hapless players to go to great lengths for him) to cheer up a lonely Gwen.

In the time since then, a romance has developed between the two of them, though Gwen's refusal to celebrate her own birthday led to a falling-out between the pair. He was then dispatched, along with Captain Langmar and the rest of his unit, to Kryta to help the Shining Blade in their civil war in exchange for Krytan aid against the Charr, and was listed as missing in action after the Battle for Lion's Arch.

Traveling through Kryta, the bedraggeled Thackeray discovered a White Mantle plot to massacre the people of Beetletun and discredit the Shining Blade. He returned to the town and, with the help of the assassin Mika, used his newfound leadership skills to rally townspeople to fight the Mantle, and together they successfully repelled the attack. Eventually, Thackeray made his way to the Shiverpeaks, and at Anvil Rock he was reunited with Gwen. After returning to the Eye of the North to recover, he married Gwen in Olafstead.
  • Ascended Extra: Originally introduced as the unlucky guy stuck actually working during Wintersday, and ends up marrying Gwen and becoming a full-fledged Hero helping to command the Vanguard.
  • Babies Ever After / They Do: With Gwen.
  • Badass Normal
  • Chronic Hero Syndrome
  • Deadpan Snarker: During his scavenger hunt quest, certain (incorrect) items being brought to him bring this aspect of him to the forefront.
    • "You think gin is romantic? You must be from Lion’s Arch. Pass!"
    • "Moss? Not even lettuce, but moss? It's like you're not even trying. Seriously, what did you think I would do with this? NOTHING is what I'm going to do with this"
    • "A keg. Seriously? That's a bit much, don't you think? What do you expect me to do? Roll it up the mountain sneakily and hope Gwen doesn't notice? No. I think not."
    • "I've heard these are poisonous. What are you trying to say here? PASS!"
  • Dogged Nice Guy: To Gwen.
  • Fetch Quest: So very many, all in hope of wooing Gwen.
  • Lovable Rogue
  • Shout-Out: Some of his battle quotes resembled Kamina's

    Henchmen 

Mhenlo
"I have done so much in my life cycle yet I have not reached enlightenment. Perhaps the gods have higher things in store for me."

Born in Serenity Temple to a priest of Dwayna and priestess of Balthazar, Mhenlo has been steeped in the teachings of healing and smiting magic. A devoted servant of both Dwayna and Balthazar, he has studied hard his entire life, and has been rewarded by both the gods of his provenance. But paying allegiance to two gods has not been without its consequences; having no clear path to follow, Mhenlo has a tendency to overanalyze situations and possible consequences, not sure whether to take the path of aggressive strength or that of defensive grace.

Mhenlo spent much of his life inside Serenity Temple, paying homage to the old gods and studying the Path, which will lead him to enlightenment. He also spent a long stretch of his youth studying under Master Togo of Shing Jea Monastery, where he was exposed to even more religious and philosophical teachings that made it no easier for the young monk to find a focus in life. But the teachings of Togo and the Ritualist’s wisdom made a deep impact on Mhenlo. When Master Togo sends a request for Mhenlo’s aid, the monk wastes no time gathering his friends and setting out for Cantha.

Devona
"I've traveled far and wide. I've seen wonders and horrors. But in all that time I've found there are very few problems that can't be fixed by a good hammer to the face."

Devona is quite serious and direct in her dealings with others. She aspires to be a great Warrior, just like her father. At times this aspiration turns into a tremendous internal pressure to succeed. Devona's father was one of the leaders of Ascalon's Chosen, a prestigious and well-respected guild. He died defending the city walls against a raid by an Orrian guild during the last Guild War. Devona was only a little girl at the time, but since that day, she has dedicated her life to mastering the martial arts of sword and hammer.

Devona is the level-headed leader of the party. She always assesses a situation before rushing in, which sometimes puts her at odds with the brash Cynn. Despite her restraint and control, Devona has a temper, and it can get the best of her. She would sacrifice her own life to save the life of a friend, and she frequently puts herself in harm's way to protect those who travel with her. Devona has a deep sense of loyalty and duty. To her, there would be no greater honor than to follow in the footsteps of her father and give her life defending that which is most dear to her.

Cynn
"These Elonian Elementalists drive me crazy with their babble of peace. I learned better in Surmia, when the Charr came. Magic isn't something you hide and save like a secret. It's something to share... one fireball at a time."

A former child prodigy, Cynn always had people catering to her every whim. Her family was among the nobility in the city of Surmia—until the Charr invasion and the Searing. When Ascalon was destroyed, Cynn got caught outside the Wall (Surmia was one of the first places to fall during the initial assault). A magical projectile fell directly upon her palatial home, killing her parents and trapping her under a broken table for several days. A Charr warband discovered her while looting the city. They dug her out, thinking to make a meal of her, but Cynn had other ideas. She single-handedly wiped out the entire warband, turning them and the remains of her home into little more than a smoldering pile of ash.

Cynn is a bit of a princess but with a decidedly dark streak. She's often cynical and flippant when dealing with authorities or situations that seem hopeless. She's highly intelligent, and magic comes easy to her. Because of her experiences during the Searing, Cynn has developed a rather cavalier attitude toward her own death. Consequently, she tends to bite off more than she can chew, and often gets herself and her friends into trouble.

Aidan
"I carry nothing that I cannot live without, leave behind nothing that can be tracked, take nothing that I do not need, and make no promises I cannot keep. If you have seen me it is because I want you to, if you have not, then I have already seen you."

The son of a huntsman, Aidan grew up with a quiver of arrows on his back. His mother died giving birth to him while his family was on a wagon train from Kryta to Ascalon. As soon as the boy was old enough to hold a bow in one hand, Aidan’s father packed up just the good steel heads of their tools and the two men headed off into the wild. They found a spot in the middle of a forest clearing, refitted their tools with hand-carved handles, and built their own home from scratch.

Aidan is a survivor. Nothing is out of the question if it means he and his companions will live for another day. He thinks fast and acts even faster. His inner calm—a sort of simple confidence—has a way of infecting everyone around him. Being the oldest member of the party, he has the wisdom of years his younger counterparts lack, though he never feels the need to lord it over them. He does feel a certain amount of responsibility to keep the group informed and out of trouble if at all possible. From time to time, he takes on the role of group patriarch, but only if there is a meltdown and he sees the need for his cooler head to prevail.
  • Badass
  • Forest Ranger
  • The Heart
  • Multi Shot
  • Roaring Rampage of Revenge: He mentions that he went on one in his youth, to avenge his father's death. He's settled down considerably since then.
  • Ship Tease: With Zho in Eye of the North. Unlike previous campaigns, where henchmen stood around outposts in a big line, the Eye of the North henchmen are arranged as though they were actually doing stuff around town. Several are often grouped together, for example, Mhenlo dancing for all of the female henchmen (with Cynn looking rather unhappy about the situation off to the side). Usually, Aidan and Zho are paired off together, leading some to speculate about their relationship.
  • Team Dad

Eve
"Don't look at me like that. I know what you're thinking, but you don't know me. Nobody knows me. Whatever you've heard, it's probably not true. I don't get any pleasure out of causing trouble. Well, maybe I do."

Eve hasn’t a clue where she was born—she was found as a young child stealing food from a sleeping vagrant in the back alleys of Ascalon City. Fortunately for Eve, she was not found by a city guard but by a kindly matron, who brought her to the Holy Dwayna Academy for Wayward & Incorrigible Girls (Ascalon City branch). Wherever Eve had come from, she had already learned to read at an advanced level before she ended up at the school students called the “Wayward Academy,” and voraciously devoured every text in the library. It wasn’t long before Eve’s curiosity (and her ability to both manipulate and avoid Matron Irma) led her to a secret library in the bowels of the Academy. There, forbidden texts opened up an entirely new world to young Eve. By the time she was 15, she had raised her first bone minion.

Eve had never gotten along with the other girls—she much preferred the company of her tomes and scrolls. When, one day, a few of her fellow students pulled an especially vicious and humiliating prank on her, Eve literally pounced upon the leader of her tormentors, bit the girl’s ear off, and swallowed it whole. That was the end of Eve’s studies at the Holy Dwayna Academy for Wayward & Incorrigible Girls, and not even Matron Irma mourned her departure.

Eve met Mhenlo, Cynn, Devona, and Aidan during the Charr invasion. She was in the graveyard, experimenting with new methods of undead resurrection, when the Charr flooded into the cemetery on the heels of Mhenlo and the others. More out of curiosity than any noble intentions, Eve ordered the Charr to stop. When the beastly creatures turned on her instead, thinking her easy prey, she simply raised her hands and called forth a small army of the dead to meet them. The Charr never stood a chance. Eve was amused when Devona asked the Necromancer to join them, but has since become a good friend of Devona, Aidan, and Mhenlo. She is often in conflict with Cynn, but the two respect each other’s power enough to get along when the going gets rough.

Of all Mhenlo’s friends, Eve is probably the most independent, and it would not take much for the Necromancer to leave them behind and strike out on her own. But she is smart enough to know that loyal allies—even the living—are valuable to one with her powers. She has joined the expedition to Cantha to learn new ways to manipulate the powers of necromancy, and, she freely admits, to see what kinds of horrors might be created from Cantha’s unique species. Eve’s one constant companion is a human skull she found in the hidden library. She insists that the skull—which she calls “Adam”—speaks to her and dispenses wise advice at critical junctures. No one else has ever heard the skull say a word.

Little Thom
"Word of advice, when I get started you had best stay out of my way, for when I am in the midst of combat I often cleave so mightily that I'll slice through friend only to encounter foe! Or is it the other way around? I forget."

A soldier in the service of Duke Barradin. Before the Searing he teaches warriors how to master the use of axe. After the Searing, he follows Duke Barradin north beyond the wall, where his company establishes a base in Piken Square. After this he deserts the army and heads west, much to the ire of his fellow soldiers. When Rurik leads the Ascalonian refugees over the Shiverpeaks into Kryta, he shows up in Yak's Bend as a hireable henchman, following the player from that point onwards.
  • An Axe to Grind: He's an axe warrior, and even helps teach other warriors how to use them.
  • Badass Mustache: If anything, it's a pretty well-groomed mustache.
  • Badass Normal: As a henchman, he's just a regular warrior. It's only in the Norn Fighting Tournament he becomes a Magic Knight.
  • Boisterous Bruiser: He has a jolly time cleaving his foes and boasts eagerly of his skill and strength.
  • Helmets Are Hardly Heroic: Wears at least some armor on his upper body, but is never seen wearing a helmet.
  • Ironic Nickname: As with Little John of the Robin Hood stories, there's nothing little about him.
  • Luckily My Shield Will Protect Me: Carries a shield along with his axe.
  • Magic Knight: While he's normally just a Warrior, he uses a Hamstorm (Warrior/Elementalist) build in the Norn Fighting Tournament.
  • Playing with Fire: In the Norn Fighting Tournament, he brings fire magic to the table.
  • Screw This, I'm Outta Here!: Suddenly deserted Barradin's company, leaving them behind in Piken Square. Fellow soldier Farrah Cappo took it very personally.
  • Shield Bash: One of his abilities is to use his shield to knock down melee attackers.
  • Slap-Slap-Kiss: Seems to have this dynamic with Farrah Cappo, as seen when they're reunited at the end of Prophecies.
    "That Cappo woman is a pain in my backside. I don't know if I should kill her or marry her."
  • Stout Strength: He's got girth to match his strength.

Talon Silverwing

"Humans believe they are the only intelligent race. They are wrong. I wish I could teach them to open their eyes, but as the saying goes, "There are those who can awaken, and those who are doomed to sleep."

Talon Silverwing is an Angchu Tengu from the Aerie. During the Tengu Wars he was defeated by General Zhan and has since sworn to protect and serve him. He is the initial trainer for warriors (either as a primary or secondary profession) at the Shing Jea Monastery.

Zho

"I may lack an eye, but my aim is true and my bow is stout. I know forests and plains like the back of my hand. Just let me know if there's anything I can do to help repair the damage the plague has done here. What did you need?"

Zho is available as a henchman in the Factions campaign from Zen Daijun onwards, and in all outposts in the Eye of the North expansion. Zho's eye was pecked out by the Black Moa in the Echovald Forest, when she was trying to save Nehdukah.

Lo Sha

"I'm the greatest mentalist the world has ever known! Come here. Let me read your palm and I'll tell you the future. Let's see, you're traveling through great dangers into unknown realms. So easy!"

"Look at these pants! I mean LOOK AT THESE PANTS. All this time, still sparkly as ever. Just fabulous!"

Lo Sha is one of the most brilliant teachers at Shing Jea Monastery, but like many true geniuses, he is somewhat addled when it comes to small details. And like many Mesmers, he is justifiably vain and proud. Headmaster Kaa likes to say that if Lo Sha would focus on his skills as much as he focuses on his fellow Mesmer instructor, Mei Ling, he could be one of the greatest Mesmers in Canthan history. So far, Lo Sha’s obsession with Mei Ling has kept him just shy of true greatness, but even so, few can equal his talent with illusion, inspiration, and domination magic.

Lo Sha joins Mhenlo’s group at Master Togo’s insistence—Togo is one of the few beings Lo Sha truly respects, and the Mesmer would follow the master of Shing Jea Monastery into the underworld if asked. He prefers, however, to remain at the monastery whenever possible, studying new and spectacular ways to manipulate the perceptions of others—especially Mei Ling’s.

Danika zu Heltzer

"I am no longer content to remain in the protective confines of my society. My people think to keep evil at bay by reading signs and portents, performing rituals, and blindly following the words of the Redemptors...but we are no safer from evil than our neighbors, and we are doing nothing to help. I simply can't sit still any longer."

Danika zu Heltzer dwells with the rest of her family in the fortress-like Cathedral zu Heltzer, a monument to Saint Viktor (one of the two champions who slew Shiro Tagachi on the day of the Jade Wind). Like her father Count Petrov zu Heltzer, leader of the great Kurzick House that bears their last name, Danika is proud to name the venerable Viktor as an ancestor. Unlike her father, Danika is much more open-minded toward non-Kurzicks and the other Kurzick Houses. This is probably attributable to her avid reading habits. To overcome the extreme boredom of what she considers her “imprisonment” in the cathedral, she has voraciously devoured the contents of countless tomes in the zu Heltzer family library, especially those that speak of other lands and other peoples.

Danika has never been more frustrated with the Kurzicks’ isolationist policies, which she believes can only lead to the further decline of her people, and indeed her world. She is eager to venture into the world outside Echovald Forest, and find new allies for all the Kurzicks. Like Argo, her sense of justice is strong, and she would be among the first of the Kurzicks to set aside factional differences should a greater threat arise. She has even had some contact, against her father’s strict orders, with House Vasburg, the longtime rivals of House zu Heltzer.

Argo

"I am Champion of the Turtle. I will win this day, do not doubt it. We of the Turtle take the time to study our opponents. Because I have studied my enemies carefully, they cannot stand against me. And neither can you, outsider."

The Turtle Champion is respected and honored throughout the Luxon territories for his courage, his profound sense of justice, and his awe-inspiring power on the battlefield. He was the first Luxon Champion to earn his title in mortal combat that ended without the death of either combatant. Argo’s opponent, Tullus, had fought bravely, and continued to keep his guard defiantly up even after the bloody loss of a foot and many other injuries. Rather than strike Tullus down as the crowd demanded, Argo simply declared himself the victor and handed Tullus his sword. The gesture allowed his foe to leave the arena alive and with honor intact, but was a clear indication of Argo’s victory—to hand over his weapon showed that the future champion had nothing to fear. Justice was served, the bloodlust of the crowd was relatively satisfied, and this noble act earned Argo the admiration of all the clans. Even the Kurzicks honor Argo’s bravery and skill, as a foe against whom they themselves can hope to prove worthy.

Even more than the Luxons’ traditional enemies, Argo carries generations of hatred in his heart for the Canthan Empire, which he, and many Luxons, believe has kept his people cornered in the most desolated section of the continent, the Jade Sea. Yet as much as he despises the Canthan Empire, the continent is still his home. And when threats arise that no one faction can face alone, Argo might be convinced to join forces with the Kurzicks—and perhaps even with the Canthan oppressors—to fight for the survival of all.

Aeson

One of your fellow students on the Shing Jea island, and is Luxon by birth. Despite being blind, he is a skilled Ritualist. Along with Lukas, he joins during your foray into the Kurzick or Luxon land, and follows you to the final battle.

Lukas Vasburg

Another one of your fellow students on the Shing Jea island, and is Kurzick by birth. He came to the island to study, and like Aeson, joins your party during your foray into the Kurzick or Luxon territories, and follows you to the final battle.

Seaguard Eli

A member of the Crab clan, who competes with others for the Spear of Archemorus. You first fight him as a boss, but after you succeed, becomes a hireable henchman.

Daeman

Another member of the Crab clan, competing against you for the Spear of Archemorus. You first fight him as a boss, but after you succeed, becomes a hireable henchman. Despite that he is actuallythe younger brother, Seaguard Eli sees Daeman as the champion along with the rest of his clan.
  • Artificial Brilliance: Back when people still ran Unwaking waters, it was common courtesy to bring Daeman into the Unwaking Waters mission simply because he's very good at interrupting things.
  • Trick Arrow

    NPC Allies 

Prince Rurik
"I understand the dangers, but Balthazar be damned if I allow those soldiers to remain slaves to the Charr."

Firstborn son of King Adelbern and heir to the throne of Ascalon, Prince Rurik is a brave, bold man who often takes action on the spur of the moment. He leads by example, never cowering or shirking a challenge. Some say he has no fear. Others claim his brash bravery is merely reckless. Regardless, the prince is liked by almost everyone in Ascalon, and he spends much of his time among the citizens, preferring the company of commoners to that of Ascalon’s rich upper crust.

As a boy, Prince Rurik trained at the Ascalon Academy and did a stint as an officer in the army. Today, he maintains a fighting force of his own, known as the Ascalon Vanguard. These soldiers are completely independent of the king’s financing and influence. Rurik's father, King Adelbern, takes a certain amount of offense to this, though he keeps it to himself and his closest advisors. Though the prince is loyal to his father, he doesn’t always agree with the man’s methods or ideology.

King Adelbern
"As long as I have breath in my body, Ascalon will prevail!"

Descended from the great King Doric, King Adelbern is well-liked by the citizens of Ascalon. His easy demeanor and battlefield heroics secured his spot as one of the most popular kings in the history of the walled nation.

In his younger days, Adelbern was the champion of his guild, Ascalon’s Chosen. Tales of his feats during the Guild Wars are told and retold today—the enemies he fought growing larger and fiercer as the stories are passed from one mouth to the next.

He’s older now, and though he’s a well-liked king, his insistence that the army can hold back the beasts from the north has started the people whispering to each other in the streets. Not everyone agrees with the king on this matter. Making matters worse, Prince Rurik, the king’s eldest son and heir to the throne, is among those who criticize Adelbern’s policies. And though he is close to his son, the king and the prince often do not see eye to eye.
  • Ancestral Weapon/Cool Sword/Flaming Sword: Magdaer, a legendary Fiery Dragon Sword and twin sword of Sohothin, which is wielded by his son.
  • Asskicking Equals Authority: Became king of Ascalon through his heroic deeds in the last Guild War.
  • Authority Equals Asskicking: During the Last Day Dawns quest, he stands right alongside you and lays a beating on some Charr and Titans.
  • Badass: He's Ascalon's legendary champion for a good reason.
    • Badass Beard: He has a full white beard that covers his chin, as seen on the right.
    • Badass Cape: Wears a brown cape featuring the symbol of his old guild, Ascalon's Chosen.
    • Badass Grandpa: He's old and white-haired, but still a very capable fighter.
    • Badass Normal: For the most part he's just a regular, but legendary, human warrior. However, the Charr refer to him as the Sorcerer King, which might have to do with the Foefire.
  • Bling of War: Like his son, he wears golden plate armor.
  • Blood Knight: Insists on attacking the Char against all odds, refuses to deal with Krytans, and in the sequel we learn that when the Charr were about to take Ascalon, he used a Fantastic Nuke that not only wiped out all the char and humans, but also bound the spirit of every human to the land to keep fighting the char as ghosts forever.
  • Cool Crown: Wears the royal crown of Ascalon, which is later revealed in Guild Wars 2 to be magical and gifted by the gods.
  • Cool Old Guy
  • Despair Event Horizon: Gradually goes through one and culminates when he unleashes the Foefire.
  • Escort Mission: The Last Day Dawns.
  • Fallen Hero: In Guild Wars 2.
  • General Ripper: He is very dedicated on defeating the Charr to the point of using a Fantastic Nuke that will permanently turn all humans within the radius into ghosts and stabbed his own advisor for preventing him from using the said nuke.
  • The Good King: He was a popular and deeply beloved king prior to the Searing. After that, everything went downhill.
  • I Have No Son: After Rurik criticizes him one too many times, he goes the extra mile of not just banishing his own son, but also disowning him: "You would dare call your king a fool? I will hear no more. I banish you from Ascalon! You are no longer my prince, and you are no longer my son!"
    • He appears to have eventually regretted it. In Guild Wars 2, his ghost is overjoyed at the prospect of Rurik returning when he senses Sohothin's presence. Unfortunately for him, Rurik is long dead, and Sohothin is wielded by the Charr Rytlock.
  • In Its Hour of Need: Adelbern steadfastly refuses to abandon Ascalon. Or at least, what's left of it.
  • Jerkass Has a Point: His misgivings about the Krytans are generally seen as a Racist Grandpa trait, held over from the Guild Wars. As it turns out, he may have been Right for the Wrong Reasons.
  • Luckily My Shield Will Protect Me: Carries a shield to go with his sword.
  • Master Swordsman
  • Our Ghosts Are Different: As a result of the Foefire, he and most of the remaining population of Ascalon were turned into ghosts, forever fighting back against the Charr.
  • Royal Blood: He may not have been the intended heir, but he's still descended from King Doric, legitimizing his rule.
  • Royals Who Actually Do Something
  • Sanity Slippage: Culminating in him unleashing the Foefire.

Duke Barradin
"It saddens me greatly to see people use my name and lineage to stir up trouble. Adelbern is a great king, and I see already in his son Rurik the markings of greatness. Disloyalty to Adelbern is nothing less than betrayal of Ascalon, but you were asking in a strictly theoretical sense, weren't you?"

Brother of the previous king of Ascalon, Barradin was next in line after most of the royal family had been assassinated during the Guild Wars. However, his place in the royal succession was taken by Adelbern, who was crowned king for his heroic deeds. Despite this, Barradin supported the coronation, and his daughter Lady Althea was arranged to marry Prince Rurik. From his estate in the Green Hills County, he helps keep the king's peace, and trains young warriors in mastering the use of hammers.

After the Searing destroys Ascalon, his daughter Althea is captured by the Charr. He later leads a company of soldiers through the Wall, entrenching himself in the ruins of Piken Square. From there, he launches attacks against the Charr in an effort to save his daughter. While he eventually learns she has been burned as a sacrifice, Barradin continues fighting back against the Charr invaders from his base north of the Wall.
  • Badass: He has a reputation as a great warrior and leads a company of soldiers through Charr lines beyond the Wall.
  • Cool Helmet: He wears a custom version of the Templar helm.
  • Drop the Hammer: Carries a hammer as his weapon, and will teach player characters how to use them properly.
  • Due to the Dead: Tasks the player with retrieving his daughter's ashes, so that he can lay her properly to rest.
  • He Knows About Timed Hits: When he teaches players how to use a hammer properly, he tells you to watch out for an Ettin's Rage skill, and gives you the Hammer Bash skill to interrupt it.
  • Living Statue: When his ghost is defeated by the Charr player in Guild Wars 2, he'll possess a giant statue of himself to fight a second round.
  • Offscreen Moment of Awesome: He and his soldiers breached the Charr lines to establish a base in the ruins of Piken Square.
  • Our Ghosts Are Different: He is killed and turned into a ghost by the Foefire, showing up in Guild Wars 2 as the first major enemy in the Charr starting experience.
  • Outliving One's Offspring: His daughter is captured by the Charr after the Searing and burned alive as a sacrifice.
  • Papa Wolf: Part of the reason for his breach beyond the wall after the Searing is to save his daughter. Unfortunately, he learns he's too late.
  • Reasonable Authority Figure
  • Royal Blood: Barradin is part of the royal line and would have been king if not for Adelbern being crowned. As such several nobles intend to use his title and lineage to depose Adelbern and crown Barradin as king, despite Barradin himself being loyal to Adelbern.
  • The Strategist: He makes several plans of attack beyond the Wall, which the player helps him execute.
  • Undying Loyalty: Despite having lost his place in the royal succession, and several nobles intending to crown him in place of Adelbern, he is very loyal to the king.

King Jalis Ironhammer of Deldrimor
"It is not the size of the army that matters, but the strength in their hearts."

Patient, thoughtful, and wise—all are attributes commonly ascribed to King Jalis Ironhammer, except by the rebellious Stone Summit Dwarves, of course. When Ascalonian refugees sought passage through the Shiverpeaks, King Jalis recognized the advantages of helping potential allies during their time of despair. This wise decision was more than repaid when the adventurers he had aided returned and helped defeat the leaders of the Stone Summit Dwarves, restoring order to the Shiverpeaks.

Once the immediate threat of civil war was gone, King Jalis turned to rebuilding Deldrimor society. But the discovery of the Tome of Rubicon has pointed the Dwarves toward a new destiny—one that will test the mettle of this great king as he attempts to lead his people through the greatest trial the Dwarves have ever faced.
  • Authority Equals Asskicking: Being king doesn't stop him from fighting side-by-side with his subjects and allies.
  • Badass: Jalis can more than handle himself in combat.
  • Bald of Awesome: Aside from the hair on the lower back of his head, he's mostly bald on top.
  • Blood Knight: After being turned to stone by the Rite of the Great Dwarf, he and his army end up consumed with an eternal lust for battle.
  • Cool Crown: It's a metallic circlet with three upward prongs, but it does its job at telling you who's king.
  • Cool Old Guy: Old, but competent and well-respected.
  • Drop the Hammer: As the name goes, he wields a two-handed hammer.
  • Eleventh Hour Super Power: During the Eye of the North Jalis uses the Hammer of the Great Dwarf to imbue himself and his army with the power of the Great Dwarf.
  • The Good King: Did you miss the part about him being a patient, thoughtful and wise king?
  • Living Statue: What he and all who undergo the Great Dwarf ritual are transformed into.
  • Our Dwarves Are All the Same: Fairly typical as far as wise dwarven kings go.
  • Reasonable Authority Figure: When Rurik and the refugees from Ascalon make their way through the mountains, he helps them out, making sure they make it through the mountains safely.
  • Royals Who Actually Do Something: He takes an active part in fighting back against the Stone Summit, as well as personally leading his armies against the Destroyers.

Brechnar Ironhammer
"Any enemy of the Stone Summit is a friend of Deldrimor. Open the gate!"

Brechnar Ironhammer is the brother of King Jalis Ironhammer of the Deldrimor Dwarves.
  • Badass: Brechnar holds own in combat just as well.
  • Cool Old Guy: He's roughly as old as his brother, but will not back down from a suicidal mission to the Ring of Fire.
  • Drop the Hammer: Like his brother, he also wields a two-handed hammer.
  • Due to the Dead: Vizier Khilbron retrieves his corpse and handles his funeral rites.
  • Heroic Sacrifice: During the Ring of Fire Mission he sacrifices himself by luring the Mursaat attacking you at the beginning away.
  • Honor Before Reason: Acknowledges that any trip to the Ring of Fire Island Chain is likely one-way. Doesn't stop him from coming with you.
  • Our Dwarves Are All the Same: A fairly typical Dwarf.
  • Reasonable Authority Figure: Like his brother, Brechnar trusts the Ascalonian refugees and helps them through the mountains into Kryta.
  • Warrior Prince: As brother to the current king, Brechnar is both royalty and a capable warrior.

Evennia
"Marching Shining Blade troops into these villages would be a grave mistake. The Mantle would simply point to our presence as proof of the villagers' treason and burn their homes to the ground once we left!"

The chief advisor and aide to Princess Salma, Evennia is one of the most influential women in Kryta. The former leader of the Shining Blade, Evennia stepped down from her post after the destruction of the White Mantle high council to focus on politics. The widely beloved Evennia has been crucial in gathering public support for Princess Salma and has acted as an ambassador for the royal government in exile.

Saidra

"Let's go. Even the Mantle are smart enough to find their way across that river."

Saidra is one of the leaders of the Shining Blade. She is first seen in mission cutscenes before appearing as an ally in several missions.

Vizier Khilbron
This is just as it was written in the Flameseeker Prophecies. An opening will be given to the disciples of the Unseen. The peaks and valleys of the Shiverpeaks will be painted in blood. At this time, the Ascendants will rise, and the way to the Door will be clear. The time of our judgment is near. We must prepare. Today's was a great victory, but now your true challenge begins. You must go to the Ring of Fire island chain. In the caldera of the largest volcano you will find the power you need."

Vizier Khilbron is the last known survivor of Orr following The Cataclysm, and the ex-advisor to King Reza of Orr. He is responsible for the Cataclysm after reading a dark incantation from the Lost Scrolls, defeating the Charr army at the gates of Arah, but, in turn, destroying the entire kingdom.

Evennia of the Shining Blade makes a deal with him that, in return for the Scepter of Orr (which they had acquired earlier in Riverside Province), he will lend his aid to the conflict between them and the White Mantle. He makes various appearances throughout the storyline, aiding players by giving them advice, casting enchantments on the party, and various other things.
  • Beard of Evil: Gee, what a nice goatee there, Mr. Vizier, makes you look anything but suspicious, right?
  • The Chessmaster: Uses everyone from the Player Characters to the Shining Blade in order to open the Door of Komalie and release the titans.
  • Devil in Plain Sight: He is actually The Lich (See Villains folder), but he acts as an ally to the players until it's revealed. However, not only does he generally look suspicious, the circumstances behind his survival of the sinking of Orr are very dubious.
  • Evil Chancellor: He was vizier to the king of Orr, of course his intentions with the Lost Scrolls were anything but noble.
  • Fantastic Nuke: The Cataclysm, a spell he used to destroy Orr.
  • High Collar of Doom: He wears a rather... pointy high collar, which doesn't exactly make him loost trustworthy.
  • Mage Tower: He had his own personal tower in Orr, which you can stumble upon in Guild Wars 2.
  • Magic Staff: The Scepter of Orr, after you give it to him.
  • Mystical High Collar: The high collar he wears also reinforces his status as a highly ranked sorcerer.
  • The Necromancer: He's a very skilled necromancer.
  • Nice Hat: No doubt worn as part of his status as vizier.
  • No One Should Survive That: And yet somehow, he did. It's never really addressed when we meet him in-game. There's a reason for that. Part of it is, he caused the Cataclysm.
  • Sole Survivor: While there were some Orrians abroad, he was the only person actually in Orr to survive The Cataclysm.

Turai Ossa
"For many centuries have I lingered here in this desert, waiting for the Prophecy to come to pass. The Chosen ones will come and help me gain access to the Mists and pass into the Hall of Heroes. It has all been foreseen."

Turai and his followers then began a great pilgrimage, marching north into the Crystal Desert, where the gods once walked among men. His loyal entourage erected temples, raising pillars toward the heavens... but Ascension eluded him. Instead of everlasting life, he found the torment of eternal living death. In ghostly form, he still walks the earth. Many of his followers died as well, and their ghosts have remained in the Crystal Desert.

Some Elonians remember Turai for his heroism; others remember him as a madman whose false pride led him on a doomed pilgrimage. Since that bygone age, no one ruler has reigned over all Elona—the three provinces have remained separate, but equal. Yet to this day, Turai Ossa’s descendents still rule over Kourna. Warmarshal Varesh Ossa represents the latest generation; and she shares her ancestor’s fascination with the role of the gods in the lives of mere men and women.

As for Turai, he maintains his vigil over Elona, guiding others who follow the path of heroes. Scholars of lore know of him as the savior of Kourna, the man who single-handedly defeated the Scourge of Vabbi—but for many, he is simply the Ghostly Hero, a champion who stalks the troubled wastelands north of Elona, eternally ready to stand beside its heroes.
  • A Day in the Limelight: One of the Bonus Mission Pack er... missions has you playing as Turai at the Battle of Jahai, where he defeated Palawa Joko.
  • Asskicking Equals Authority: Made King of Elona by virtue of defeating Palawa Joko and saving Elona.
  • Authority Equals Asskicking: While the last leader of resistance against Palawa Joko, it was ultimately his ability to go toe-to-toe with an immortal and powerful lich that won the day.
  • The Atoner: In death, he seeks to make up for his foolish attempt to try and ascend, by helping guide the true Chosen through the rituals.
  • Badass: Went toe-to-toe with the powerful and immortal Palawa Joko, and won.
    • Badass Beard: His full beard just adds to the badassery.
    • Badass Normal: Just a strong and very skilled warrior, he managed to fight a powerful lich alone on equal footing.
    • Four-Star Badass: As Warmarshal of Kourna.
  • Bow and Sword, in Accord: As the Ghostly Hero he switches between using his sword and a longbow.
  • Cool Sword: His weapon is a large sword, mostly unique to him. Players can obtain it as part of the Bonus Mission Pack where you play as him.
  • Doomed Expedition: After defeating Palawa Joko, Turai led his people, Crossing the Desert to try and ascend to become closer to the gods. It did not end well.
  • Fallen Hero: Doesn't turn evil or anything, but leading his people on an ill-advised expansion of territory to the north has condemned him to wait in the Crystal Desert until he can help a worthy hero ascend.
  • Frontline General: He was at the very front of the resistance against Palawa Joko.
  • Genius Bruiser: Huge and strong enough to knock down his enemies by stomping, but he also extensively studied ancient texts and mysteries.
  • The Good King: He ruled Elona wisely after defeating Palawa Joko, and he was beloved by the people. However, he then decided out of a false sense of Pride to try and ascend in the Crystal Desert, dooming him and all who followed him there.
  • Large and In Charge: He's roughly about as big as a Norn, despite being human. As a result, he towers over everybody else.
  • Luckily My Shield Will Protect Me: Wields a large shield featuring a lion in his left hand.
  • Master Swordsman: He's a legendary swordsman, having cut his way through Joko's rearguard and ultimately defeated Joko himself.
  • Our Ghosts Are Different: Of the Unfinished Business and Ghostly Advisor kind.
  • Rebel Leader: Led La Résistance against Palawa Joko back in the day when the latter almost conquered Elona.
  • Shield Bash: After impaling Joko on his sword, he bashed him in the face with his shield, knocking him off the bridge they were fighting on.
  • So What Do We Do Now?: Palawa Joko is vanquished, Elona is once again free. ...Let's head north to the Crystal Desert and ascend to become closer to the Gods. What Could Possibly Go Wrong?
  • Straight for the Commander: During the Battle of Jahai, while his army was distracting Joko's forces, Turai Ossa led a squad of soldiers through the hills to face Joko himself.
  • The Strategist: He kept up the resistance against Joko through the use of guerilla tactics combined with well-executed battle plans. His victory at the Battle of Jahai is a shining example, where he took advantage of the paths through the hills to launch an attack on Joko himself.
  • Tragic Hero: His pride and belief in his being the chosen Ascended ultimately doomed him and all members of the expedition to the Crystal Desert.

Glint

An ancient dragon prophet who resides within the Crystal Desert. A former champion of the elder dragon Kralkatorrik who had the power to enter the minds of her master's enemies. She betrayed Kralkatorrik after developing a feeling of sympathy towards the people of Tyria using her powers to become an oracle for them once she was free. She is one of the two who died prior to Guild Wars 2 when Destiny's Edge battled Kralkatorrik, the other one being Snaff.
  • Heel-Face Turn: Long ago she freed herself from Kralkatorrik's service to help the of Tyria.
  • Killed Off for Real: She is killed prior to Guild Wars 2 by her former master Kralkatorrik.
  • Our Dragons Are Different: Crystals grow out of her skin, being a former champion of the Elder Dragon Kralkatorrik. She also serves as a prophet and an ally to the people of Tyria.
  • Prophecies Are Always Right: The titular Flameseeker Prophecies of the first Guild Wars pretty much turn out true, though it's evident she withheld certain details from the prophecies.

Princess Salma
"I shall return to Kryta, and lead it into a new age of peace and prosperity. I was frightened at first, but with your help I now realize this is both my birthright and my duty. For that I am in your debt."

The Pretender, known as “Princess” Salma among traitors and heathens, persists in her illegitimate claim to the throne of Kryta. The daughter of a disgraced priestess, Salma now leads nothing more than a pack of outlaws and rebels lurking in the woods.

The White Mantle and True Government of Kryta advise all citizens that Salma and her cohorts are heavily armed and should be considered dangerous. Speaking with or aiding her in any way is an act of High Sedition.
—White Mantle Propaganda

Princess Salma is the rightful heir to the Krytan throne. The daughter of King Jadon and Priestess Berea of the Temple of Ages, Salma has both royal blood and the blessing of the gods. Salma set aside her holy duties as a priestess and answered the call of destiny, hoping to restore justice and peace to her people. Salma has rallied the Shining Blade in a secret camp in the wilderness, and has reached out beyond Krytan borders for help. The fate of Kryta now rests in her steady young hands.
—Shining Blade Propaganda

Kilroy Stonekin
"Kiiiiillroooooy Stoooonekiiiiin!"

When foreigners think of Dwarves, most picture a stereotypical image of a drunken brawler, rushing headlong into battle, screaming a strange battle cry and fighting to the death over age-old grudges, uncollected debts, or ancestral vendettas. Kilroy Stonekin is that Dwarf. A veteran of glorious battles against the Stone Summit and campaigns deep within Sorrow's Furnace, Kilroy has traveled north looking for new adventures and new battles.

Master Togo
"This is your first day, is it not? I remember my first day at the monastery.... I was as intimidated as I could be! The master of the monastery then, Master Khan, was a very fierce man. He would beat students with a reed cane if they did poorly at their studies. Of course, many things have changed since then."

Son of the previous Canthan emperor and his beloved concubine, Yuki, Togo grew up in the palace and helped raise his young half-brother, Kisu. Though Kisu was next in line for the imperial throne, he and Togo were always close, and the elder half-brother helped oversee the future emperor's education alongside the palace tutors. When Kisu left his studies behind to take on the imperial role, Togo left for Shing Jea Monastery, eventually rising to a leadership position. In the time since, each has grown accustomed to running his own "empire"—Kisu the literal Empire of the Dragon, and Togo the most respected and holy academic institution in the land. There is no ill will between them, despite the petty efforts of some underlings to drive wedges between the half-brothers. Still, for the safety of each, their blood relationship is not widely publicized.

Togo went on to become an accomplished Ritualist and was key to several Canthan military victories before he was named the new Master of Shing Jea Monastery upon the death of Master Botah. To the casual observer, Togo would appear to have been shunned by the palace, possessing no power. A closer look reveals that he is the emperor's "behind-the-scenes" man; Kisu rarely makes a move of any importance without consulting his half-brother first.
  • A Day in the Limelight: In one mission of the Bonus Mission Pack, you play as Togo during a negotiation to bring an end to the Tengu wars. You must help him save the Tengu diplomats from a betrayal by the Canthan War Minister.
  • Badass Grandpa
  • Bald of Awesome
  • Cain and Abel: Completely Averted. Togo is Kisu's most trusted advisor and is completely loyal to his brother. He even gives his life to save Kisu from Shiro.
  • Cool Old Guy
  • Heroic Bastard: Though he is older than his half-brother Kisu, Togo was not eligible for the throne because his mother was only a concubine while Kisu's mother was Emperor Kintah's actual wife.
  • Heroic Sacrifice: Throws himself in the path of Shiro's blades to save Emperor Kisu. Unfortunately, since Togo also has Royal Blood, the ritual Shiro was trying to cast succeeds. At least he saved his brother, so it's not a completely Senseless Sacrifice.
    • Though it might be less of a Senseless Sacrifice than one might think, since as he was only half-royal, it's very possible that Shiro was actually weaker after killing Togo than he would have been if he killed Kisu.
  • The Obi-Wan
  • Old Master
  • Reasonable Authority Figure
  • Royal Blood: Since Togo is also part of the imperial bloodline, his sacrifice to save Kisu still brings back Shiro Tagachi.
  • Spirit Advisor: Can be found in Tahnnakai Temple after his death, replacing Kaolai as the enshrined ritualist hero.

Emperor Kisu

"The Canthan Empire has seen dark times before, but I fear Shiro brings a darkness no light can penetrate."

Emperor Kisu grew up admiring his elder half-brother Togo in Kaineng City. Both were sons of the last emperor, Kintah, but Kisu was the legitimate son of Kintah and his wife, while Togo—though 15 years Kisu’s senior—was born to the emperor’s favored concubine Yuki. The two were always close, but when Kisu left to take on the duties of empire, Togo followed a different path. Kisu became the sovereign ruler of several hundred thousand souls on the southern continent, while Togo studied the ways of magic and ritual. The emperor is respected and beloved by the Canthan people, even though few have ever actually seen him in person outside of the urban areas of Kaineng City.

When not holding court, Emperor Kisu often dwells in his own palatial, private section of the city, Raisu Palace, which is forbidden to all but the emperor and those he chooses to allow inside. And every year during the Harvest Festival, he travels (with a well-armed entourage) to the temple where Shiro Tagachi slew Kisu’s ancestor 200 years earlier, in defiance of fear or fate.

Count Petrov zu Heltzer

"We Kurzicks are a devout people, living strictly by the tenets of the gods. It is our spiritual leaders, the Redemptors, who commune with the gods through portents and signs, and pass down to us the will of the gods. This is why we enjoy the favor of the gods over all others. We are proud of what we have accomplished, but unlike our enemies, the Luxons, we do not allow our pride to blind us to the will of the gods. I do hope you have not thrown your lot in with those barbarians."

Count Petrov zu Heltzer is the current leader of Kurzick Great House of House zu Heltzer. His daughter is Danika.
  • Blue Blood: Kurzick society places a high value on familial connections. House zu Heltzer is the de facto ruling faction of the Kurzicks.
  • Cultured Warrior: The Kurzicks' hat, essentially.
  • Enemy Mine: Eventually allies the Kurzicks with the hated Luxons to fight Shiro.
  • Gratuitous German / As Long as It Sounds Foreign: The Kurzicks' language and aspects of their culture are have a Germanic influence.
  • Impractically Fancy Outfit
  • Moral Myopia: Refuses to work with the horrible, barbarous Luxons to counter the growing threat of Shiro, at least until the situation becomes more dire. Also refuses to allow a group of Dredge (mole-people) to attempt to live peacefully in Kurzick territory. Kurzick attitudes towards the perhaps-formerly human Wardens are also less than courteous.

Elder Rhea

"Hear me, Luxons. The imperial dragon of the north has sent its champions in search of the Spear of Archemorus. They shall have it only if they are worthy."

Elder Rhea resides in Cavalon, the capital of the Luxon Armada. She is the elder of the Turtle Clan, along with Captain Juno as the clan leader, and Argo as the champion.
  • Cool Old Lady
  • Enemy Mine: Eventually allies the Luxons with the hated Kurzicks to fight Shiro.
  • Gratuitous Greek / As Long as It Sounds Foreign: Aspects of the Luxons' culture has a Greek influence to it.
  • Lady of Adventure: When she was younger.
  • Moral Myopia: Like all Luxons, refuses to ally with the pompous, preening Kurzicks to counter the growing threat of Shiro. At least until the situation becomes more dire. The Luxons also have a rather harsh stance on children born with handicaps, if Aeson's tale is considered.
  • Pirate: The Luxons were a seafaring people that have a long and proud tradition of piracy. The fact that their sea was turned to solid Jade just means that they've had to be a little more creative in their techniques.
  • Proud Warrior Race Guy: The Luxons' hat.

Spearmarshal Kormir
"In the darkness of combat, with the demons of war surrounding you, remember our creed... 'A Sunspear never fights alone.'"

As the spearmarshal of the Sunspears, Kormir is legendary, and her place as the head of the Order is assured. Despite her personal victories, she is deeply concerned with training new recruits. Kormir has trained more Sunspears than any historian can recall. She’s experienced, educated, fearless, and highly skilled. A calm, capable, and inspiring soldier, she does more than maintain the foundation of the Order—she strives to become the embodiment of a great Paragon. She’s proud of her achievements, and each victory moves her one step closer to securing her legacy. Many believe the organization would fail without her. This sentiment is not lost on Kormir. Each time she receives such extraordinary praise, she’s compelled to work even harder training the next generation of Elonian heroes.

Mirza Veldrunner

"We Centaurs are proud and foolish. We were too busy fighting each other to realize we'd been targeted for slavery until it was too late. Our numbers are few now, but our hearts are strong. We gather around the Ancestor Tree and prepare to strike back at Varesh. We will free our brethren!"

Mirza Veldrunner is the leader of the centaur Veldrunner pride. He seeks to purge his lands of the corrupt influence of Nightfall.
  • Divided We Fall: The main reason the centaurs were so easily defeated in the first place. Mirza's learned his lesson and is more than willing to work with the Sunspears to overthrow Varesh.
  • Moral Myopia: One of the quests he gives has him rather flippantly asking you to kill Gray Giants, which he himself says are becoming an endangered species, for their tusks. He even chuckles at the prospect of the gold he'll get from making various things out of their tusks.
  • Our Centaurs Are Different
  • Stand Your Ground: A couple quests he gives you after you've rescued the centaurs (including him) from the Kodonur Crossroads mission. The first is against Kournan soldiers. After a short quest chain, you'll fight an even larger group of Margonites.

Kehanni Nutu

"You would prefer to fight monsters? You'll find Vabbi to be a more civilized land, but no less dangerous."

Kehanni Nutu is a priestess of Lyssa, the twin goddess of beauty and illusion. She possesses the ability to see into the future, and introduces the players to Vabbi, as well as the Festival of Lyss.
  • Everyone Went to School Together: She went to school with Talhkora. There's even a special version of her normal introduction dialogue if Talhkora is in your party when you go to see her.
  • Non-Idle Rich: She, like most of Vabbi was generally content to go about her days in luxury, but when someone from the Order of Whispers has a talk with her and she discovers the evils of Varesh, she can no longer sit idly by.
  • Sacrificial Lamb
  • Seers: She has the ability to see into the future.
  • Socialite As a temple priestess, she often is present at all sorts of functions throughout Vabbi. This makes her Genre Savvy enough about protocols to give you some good advice for approaching the Princes.
  • Spoiled Sweet
  • You Are Too Late: Neither the party or General Morghan's contingent arrives in time to save Kehanni from the Margonite's massacre at the Temple of Lyss.

Prince Ahmtur the Mighty

"If people wish to know me better, they must know the values instilled in me. I was raised in the desert, away from the eyes of civilization. The strength of action and persistence of family are two I hold dear."

The prince of the Citadel of Dzagon is in a frustrating situation. Prince Ahmtur is a man of action, an aggressive, take-charge leader...who has been forced into a defensive position. He became prince by securing trade routes from raiding inhuman tribes, cleverly planning raids and attacks. Defending those routes is another matter entirely. His troops must hold back raiders while the rest of the merchant princes benefit from his work. So far, he’s managed to hold the raiders at bay, but he longs to see direct action again. He’d rather go on the offensive than limit his life to garrison and patrol duty. He’s going a little stir crazy, but as long as the inhuman tribes are a credible threat, he cannot walk away.

Prince Mehtu the Wise

"My library is a wonder of the world, young one. Ancient scrolls, text from Tyria, ancient Orr, Istan and Kourna, and all the strange places throughout the world can be found within its walls. I even have stone tablets that were found on an island far off the coast... an island that mysteriously disappeared thereafter. Ha! I see I have your attention. Yes, my library is magnificent. I encourage you to come and see for yourself."

The prince of the Great Library at Chokhin has attained his position by applying his keen mind to careful research. Extremely logical, Mehtu is meticulous with details, but he often misses the "human element" when making his plans. Some see him as cold and calculating, but he isn't without humanity. Mehtu is wise enough to understand happiness, for example, and his love for his daughter means more to him than anything else in the world. He's a proud father, although sometimes he doesn't fully understand his emotional and irrational child. Unfortunately, he is also learning to understand fear. The deeper he delves into the mysteries of Vabbi, the more disturbing his revelations become. Perhaps the answers to his dilemmas lie in a comforting, unemotional routine of meticulous research.

Prince Bokka the Magnificent

"Makuun is the highlight of Vabbi, is it not? Those wealthy enough to pay for the privilege may spend their whole lives here enjoying theater, food, and all the pleasures of life without a care in the world."

The prince of the Pleasure City of Makuun has priorities, and his success depends on keeping them straight. As a wealthy businessman with abundant resources, Prince Bokka wants to experience the finer things in life. He just happens to define "the finest" as "the most expensive." Exotic cuisine has expanded his waistline, even though buying it never seems to fully deplete his treasury. He has spared no expense cultivating his tastes in art, particularly when he sponsors some of the finest, most expensive theatrical productions in Elona.

Some jealous rivals consider his tastes to be garish, describing his artistic sensibilities as pretentious and overblown, but he knows art almost as well as he knows money — and he knows a lot about money. He is pragmatic in acquiring wealth, doing whatever he must to accumulate more of it for great displays of culture and taste. Sometimes his pragmatism manifests in a need to take the path of least resistance — he hires other people to handle difficult tasks, dirty work, and heavy lifting — but that's easy to justify. After all, true art does not exist without suffering and sacrifice.

Palawa Joko
"It took the armies of the Ossa clan to defeat me before. You think your motley band are their equal?"

The undead lord of the Desolation, Palawa once controlled the valleys leading north out of Elona from his strategically positioned Bone Palace. Commanding hordes of undead followers raised from ancient tombs, he invaded Vabbi, intent on conquering it and using its riches to make him even more powerful. After he was defeated by the great Kournan hero, Turai Ossa, his body is said to have been imprisoned beneath a huge stone plinth. Many villainous individuals have attempted to commune with the spirit of the Scourge of Vabbi. As long as his history lives on, people will remember his name... and as the saying goes, history is still being written.
  • And I Must Scream: Initially. Then he was broken out.
  • The Bad Guy Wins: Basically takes over Elona sixty years after the end of Nightfall. Nice Job Not Putting Him Back In His Prison, Player, not to mention helping Mad King Thorn antagonize him, getting him angry enough to even desire to invade Elona.
  • Enemy Mine: He's the Big Bad from the days of Turai Ossa and a nigh-unkillable monstrosity. His greatest opponent's descendant is causing enough problems for him that he'll work with you in an Enemy Mine situation to save the world. And he doesn't even double-cross you. At least not during the events of Nightfall...
  • Evil Sorcerer
  • Fluffy Tamer: He knows how to tame Junundu Wurms that can carry you through the sulphurous wastes of The Desolation.
  • Impaled with Extreme Prejudice: Turai Ossa impaled him on his sword before throwing him off the bridge they were fighting on.
  • Jerkass
  • The Necromancer: One of the most powerful necromancers of all time, controlling huge armies of undead creatures.
  • Our Liches Are Different: He can't be killed by any ordinary means, which is why Turai Ossa had him sealed up instead.
  • Red Baron: Known as the Scourge of Vabbi.
  • Sink-or-Swim Mentor: During the Gate of Desolation Mission, with regards to taming Junundu Wurms."Venture close to the wurm spoor and you will awaken Aijundu. But be sure you are prepared to challenge the queen of the wurms. Once you have awoken her, she will not rest until she is tamed... or you are kicking and screaming inside her gullet."
  • Surrounded by Idiots: "You miserable hunks of desiccated flesh! I leave you alone for a few hundred years and you let everything go to hell! Now that I'm back, things are going to be different."

Olaf Olafson

An archetypical Norn, Olaf is a warrior, a sojourner, and a hunter who prays to the spirits of nature and has been given the gift of transformation by the Bear Spirit. Like most Norn, he values freedom and individuality, and continually seeks to challenge himself. For Olaf, there is no greater point in life than to hunt and master the creatures of the wilderness. Olaf has seen many winters and hunted many beasts. As the seventh Olaf in his family line, he bears the name with great pride—pride that is diminished by the fact that he has only a daughter of his own. He is the last Olaf Olafson, seventh of that name in a direct line, and unless his deeds are legend, the name may be forgotten forever.

Gadd

"The inscribed power emanating from this room is...immense. We must mind our steps. Well, you should, as you will be walking in front of me. After you."

Gadd is a cantankerous, demanding old Asura, who prefers to hire "disposable humans" to help him in the lab with his experiments. Though he won’t admit it, this is partly due to necessity, as many of his own race won't work for him. Many unfortunate "accidents" have befallen Gadd's past assistants, and though one is likely to learn much in his employ, most Asura prefer to live a long life.

Gadd has recently employed a group of humans willing (or stupid enough) to assist him. They claim to be members of a rebel group fighting to restore peace and order to their homelands, which Gadd couldn't care less about. He gives them the "privilege" of testing his inventions, and if they survive, he'll let them purchase a few. Gadd is respected by other Asura but is given a wide berth even by his associates. You never can tell when he's going to wake up on the wrong side of the bed...and use you in his next experiment.
  • Bad Boss: He doesn't care one bit about the lives of his human employees, eagerly sending them to their deaths because it's cheaper than doing it ethically.
  • Grumpy Old Man
  • Hoist by His Own Petard: Meets his untimely death at the end of G.O.L.E.M. when applying Tim Taylor Technology principles to the Golems' power source. Also somewhat of a Stupid Sacrifice, as the party pretty much had everything under control by that point.
  • Insufferable Genius: As are all Asura, but he is the most insufferable of them.
  • Jerkass
  • Luke, I Am Your Father: Played with. While all of the Asura know that Gadd is Vekk's father, the player is kept in the dark about this until The Reveal upon Gadd's death.
  • Mad Scientist: Considered a positive trait in Asura society. He's still a major Jerkass, though. So he's still not all that popular.

Oola

"HAH! I came down here to get AWAY from "All the Asura." Now scram."

Oola is a brilliant Asura who specializes in creating constructs—humanoid magical creations, of which golems are one. She is aware of her own abilities and, like many Asura, gets frustrated when others disturb her research. To that end Oola has squirreled herself away where she can work in peace. She has few assistants and welcomes no visitors, treating them all as inferiors and interlopers. Her security measures are said to be among the finest, and her fierce ability to keep her haven safe has gained the respect of many of her peers (and more than a few attempted infiltrations—all of which ended poorly).

Captain Langmar

"The fight isn't over, my friends. Not until Ascalon is reclaimed."

A career in the Ascalon military provided Captain Langmar a crash course in fighting the Charr and dealing with the loss of home, comrades, and loved ones. An expert at shutting down her emotions, Langmar never hesitates in making tough decisions or sacrifices if it means dealing a blow to the enemies of Ascalon—the Charr. King Adelbern recognized Langmar's stoicism and ability to lead in the face of death and despair. He gave her the command of the Ascalonian Vanguard and ordered her north, behind enemy lines, on a mission of desperation. If she is not found at the Eye of the North, it is only because she is out slaughtering Charr, fulfilling her mission no matter the cost.
  • Action Girl: She's a capable frontline fighter in her own right.
  • The Captain: Leads the Ebon Vanguard against the Charr.
  • Early-Bird Cameo: Her younger self was later added to Pre-Searing Ascalon as Lieutenant Langmar, offering quests to help level a Pre-Searing character to 20.
  • Eyepatch of Power: One of her most distinct features is the eyepatch over her right eye. She seems to have lost it some time after the Searing, as her younger self in Pre-Searing Ascalon has both eyes.
  • Helmets Are Hardly Heroic: She wears at least some armor, but never wears a helmet.
  • Insistent Terminology: Mimicking the Spartans in 300, the Ebon Vanguard that travels to aid the Shining Blade during The War in Kryta are merely there for training purposes. They are on leave from the Ascalonian Army, not there in any official capacity.
  • Luckily My Shield Will Protect Me: Carries a shield to go with her sword.
  • Vasquez Always Dies: Makes a Heroic Sacrifice during the War in Kryta Arc. Compare her to Gwen, in terms of who looks more prepared to fight a war.

Vael

"You name it, I've done it. I've been from here to the Jade Sea and back again. I've traveled the jungles of Maguuma and survived the sulfurous wastes of the Desolation. I know the Merchant Princes of Vabbi personally and Emperor Kisu of Cantha calls me friend. I've been a beggar, a scholar, a cook, a merchant, and a guard just to name a few. I am the eyes, the ears, and the shadow of Tyria."

Vael is a mysterious mercenary who seems to know a lot about your character and who randomly appears as an ally.

Miku Yuudachi
"Oh? Are my blades what have caught your interest?"

A Canthan assassin who helped Thackeray fight his way through the White Mantle. She's the surviving daughter of the Yuudachi family, making her Ashu's older sister and Reiko's niece.
  • Break the Cutie: First, her family is massacred by the Afflicted. She ends up in Kryta, only to have her friends there executed by the White Mantle. And when she finally gets back home, she's branded a murderer by her own aunt and brother, the latter of whom calls her a monster.
  • Dark and Troubled Past
  • Stepford Smiler

     The Gods 

Dwayna

Dwayna is the goddess of life and air. She is the patron goddess of Wind Prayers Dervishes, Air Elementalists, Healing Prayers Monks, and Leadership and Motivation Paragons. Dwayna was the first of the true gods to appear to the human race and present her blessings. She is greatly revered and celebrated during the Wintersday Festivities.

Balthazar

Balthazar is the god of war and fire. He is the patron god of Warriors, Fire Elementalists, Protection and Smiting Monks, and Command Paragons. He is associated with honor and valor, and with griffons, wolves, and hounds. He is greatly revered and celebrated in the Zaishen Order in The Battle Isles region.
  • BFS: He is often depicted with a greatsword in his hands.
  • The Blacksmith: As the god of fire, Balthazar is also the patron god of blacksmiths.
  • Cain and Abel: With his half-brother, Menzies.
  • Playing with Fire
  • Warrior Heaven / Hell Is War: Is the Fissue of Woe, his domain, eternal paradise or eternal punishment? Depends on how much you like fighting for all eternity to repel the armies of Menzies.
  • War God: Well, duh.
  • You Mean X Mas: For 2010, Balthazar has joined forces with Grenth in the annual Wintersday battle with Dwayna (and now Melandru).

Grenth

Grenth is the god of death and ice. He is the patron god of Assassins, Water Elementalists, Necromancers, and Ritualists. He is greatly revered and celebrated during the Wintersday Festivals. Grenth allows the existence of the undead and resurrection, where as Dhuum, his predecessor, did not.

Lyssa

Lyssa is the twin goddess of beauty and illusion. She is the patron goddess of assassins and mesmers. She is also associated with energy, chaos and the attributes of Energy Storage and Mysticism. She is greatly revered and celebrated in the Elonian region of Vabbi.

Melandru

Melandru is the goddess of earth and nature. She is the patron goddess of Earth Prayers Dervishes, Earth Elementalists and Rangers. She is greatly revered and celebrated by the druids in the Maguuma Jungle, and is honored by the Zaishen Menagerie.

Kormir

"Ahai, my friends. Life brings us many twists. My new station has not blinded me. My eyes have adjusted to the darkness between the stars. I sense celestial movement beyond comprehension.... Without you, none of this would be possible. You will forever be my chosen ones. If you have need of me, come to the Chantry of Secrets and kneel before my statue. I will always listen."

The Goddess of Truth, also known as Kormir, the former Spearmarshal of the Order of the Sunspears, is the Goddess of Truth and Knowledge.

To put an end to Nightfall, Kormir aided in the death of Abaddon in the Realm of Torment. However, Abaddon's death made his powers go rampant and threatened to destroy the area. To prevent this, Kormir jumped into the center of the power and absorbed it, becoming the new God of Knowledge in the process.
  • Ascended to a Higher Plane of Existence: Was once the human Kormir, who took the place of the deposed God of Secrets, Abaddon.
  • Blind Seer: Clearly meant to resemble traditional depictions of Justice.
  • The Soulsaver: Not necessarily part of her mandate, but a side-effect of her goal to reform the Realm of Torment into a more suitable realm.

     Villains 

Dagnar Stoneplate
"Your punishment for trespassing is death."

Dagnar Stonepate is the cousin of Jalis Ironhammer and the founder and original leader of the xenophobic Stone Summit Dwarves. With the Stone Summit, he has begun a civil war in the Shiverpeak Mountains with the Deldrimor Dwarves, enslaved many other races including Dolyaks, Snow beasts, and humans, and aspires to rule all of Tyria.
  • An Axe to Grind: Wields an axe the one time he's seen on foot, using it to kill Prince Rurik.
  • An Ice Person: Uses frost magic when riding on his drake.
  • Beard of Evil: He's a dwarf, of course he has to have a beard.
  • Cool Sword: He's revealed in Guild Wars 2 to have owned (but never seen used) the Sanguinary Blade, a greatsword made of frozen blood. Jormag's blood that is.
  • The Evil Prince: He's trying to take his cousin's throne for himself.
  • Evil Weapon: The Durmand Priory learns he owned the Sanguinary Blade, which is a sword made of the Elder Dragon Jormag's frozen blood. As a result, it corrupts the wielder and those it cuts. Might be the main reason he never actually wielded it.
  • Fantastic Racism: The Stone Summit are xenophobic and don't allow any outsiders in the mountains, either killing or enslaving them.
  • Grave Robbing: His tomb in Guild Wars 2 is robbed not only by the Dredge (Who seek to destroy anything to do with Dwarves), but also the Sons of Svanir, seeking the Sanguinary Blade.
  • It's Personal: You likely would have fought him to help out your Deldrimor allies, but the fact that he killed Rurik made it pretty much inevitable.
  • Magic Knight: Wears plate armor and wields an axe the one time he's on foot, but mostly assaults his foes with frost magic.
  • Mounted Combat: Rides an ice drake into battle.
  • Negated Moment of Awesome: When you finally get to confront him and exact revenge for Rurik's death, the results of the battle don't really have time to sink in, because killing him and his cronies is only the first part of the mission. There is no time to mourn/celebrate/acknowledge anything before the Mursaat and their White Mantle minions, including Confessor Dorian, show up and have you fight an even tougher, more epic battle. As a result, Rurik is a Forgotten Fallen Friend during this battle.
  • Our Dwarves Are All the Same: Pretty standard for the evil variant of Dwarves.
  • Tin Tyrant: Along with a horned helmet, he wears plate armor on his chest and legs.
  • Warrior Prince: Being cousin to the king, Dagnar is a prince himself, a title he's referred by in the sequel.

Confessor Dorian

The leader of the White Mantle. Seemingly a wise and benevolent man who knights the player characters as thanks for their aid, it turns out that he and the White Mantle in turn are serving the nefarious race of spellcasters known as the Mursaat.
  • Bait the Dog: He seems a benevolent religious leader when you first him, as he stands by your side against the undead and knights you. Then you learn what the White Mantle's goals truly are...
  • Beard of Evil
  • Corrupt Church: Saul D'Alessio started the White Mantle with good intentions, but since he was taken away and the Mursaat took a more direct role, it has turned into an oppressive theocracy.
  • Good Powers, Bad People: Goes hand in hand with Light Is Not Good, being primarily a healer with very bad intentions.
  • Hat of Authority: Wears a priestly hat, fitting for his status.
  • Healing Hands: Uses healing spells to aid his followers.
  • High Priest: The closest thing to a leader among the White Mantle.
  • Knighting: He knights the players as part of the White Mantle, as thanks for their aid.
  • Knight Templar
  • Light Is Not Good: White robes? Check. Divine abilities? Check. Nefarious intentions? Check.
  • Magic Staff: Wields a glowy blue staff as his weapon.
  • The Medic: He's a healer first and foremost.
  • Sinister Minister
  • Staff of Authority: His staff is both a weapon and a mark of authority.
  • Villain Forgot to Level Grind: When you first encounter Dorian (as an ally, mind), he's at level 20. At this time, it's likely that you're at a lower level, so he's actually quite effective. However, when you finally fight him late in the game, he's still at level 20... at a point where every generic enemy is at 24 and every boss is at 28. Whoops.
  • Villain with Good Publicity: As the closest thing to a leader among the White Mantle, Dorian is well regarded among the populace and treated with respected.

Markis

"I don't trust them, Evennia. They're Mantle plain and simple."

Markis is a member of the Shining Blade who first meets the players at the end of The Wilds mission.
  • Bald of Evil: After he's revealed as a traitor he gets his own bald-headed model.
  • Commander Contrarian: He's first to protest to Evennia about allowing the Player Characters to live at the end of The Wilds mission. Of course, The Complainer Is Always Wrong. He has his reasons: He's trying to set the Player Characters up as a Red Herring Mole to Evennia.
  • Multi Shot: He's a Ranger, with the ability to shoot arrows at several targets.
  • The Mole: Markis is actually a member of the White Mantle who has infiltrated the Shining Blade's Inner Council. He betrays the location of the Henge of Denravi and the meeting place with Vizier Khilbron, leading to the capture of most, if not all of the Shining Blade's Inner Council.
  • Traitor Shot: One where he's not even onscreen. At the end of the Riverside Province mission, Saidra asks the Player Characters where Markis is. He apparently told her that he would meet up with them outside the temple. There was no such plan. Not that it really has time to make an impact. Vizier Khilbron reveals the truth during the next mission.

The Lich/Razakel
"Thanks to you, I command an army powerful enough to conquer all of Tyria. And now I intend to use it."

"I'd like to thank you for bringing me this far. I admit I was skeptical you would be so willingly led to your own deaths, but your generosity is your downfall. Your presence here is an affront to my lord, Abaddon! Just as simply as I used that foolish Vizier to wipe Orr from this world, I will use this vessel to eliminate you!"

The Lich Lord (though known as the "Undead Lich" in-game, and known as "Lich" in one cinematic) is a powerful Undead lord who seeks the Scepter of Orr to gain the control of the Titan army and take over Tyria. He manipulates the players during the Prophecies campaign by transforming to his original form, Vizier Khilbron.
  • Big Bad: Of the Prophecies Campaign.
  • Boss Arena Idiocy: He fights the Player Characters in the one place in the world that emits an aura that removes his Immortality.
    • He also may teleport right into the lava and light himself on fire.
  • Demonic Possession: The soul controlling him is the Torment Creature Razakel with the original body being reduced to a Soul Jar that once destroyed strips him of his inability to die.
  • Devil in Plain Sight: As Vizier Khilbron.
  • Dual Boss: In Nightfall, is fought alongside Shiro Tagachi.
  • Evil Sorcerer
  • Good Wings, Evil Wings: Bat Wings, of course.
  • The Legions of Hell: The Titans, which he release from the Door of Komalie and bind to his will.
  • Magic Staff: The Scepter of Orr.
  • Necromancer: Raises the slain people of Orr from the sunken depths and sends them to invade Kryta.
  • Our Liches Are Different: Duh. A Torment Creature is his Soul Jar, but his Lich body can't be killed unless he is standing atop the Bloodstone in Hell's Precipice. Destroying his Soul Jar removes his Lich Body's inability to die which is quite unlike how the whole point of a Soul Jar is that it can grow a new body once the old one is dead not so that it can reanimate the old body every time it dies.
  • Recurring Boss: Reappears once. The Gate of Madness Mission in Nightfall. As a Dual Boss with Shiro Tagachi, the Big Bad of Factions.
  • Religion of Evil: Secondary Quests in the Nightfall campaign reveal that Vizier Khilbron was seduced by a Cult of Abaddon leading up to the events of The Cataclysm and his transformation into Razakel's vessel(the use of the word "this" when saying "this vessel" after mentioning how he used the Vizier makes it clear that the Lich was infact another vessel).
  • Spell My Name with a "The": Officially called "Undead Lich".
  • Take Over the World
  • Winged Humanoid: He has wings for some reason.
  • Wings Do Nothing: As far as we see, he never actually uses them.

Shiro Tagachi
"I shall reserve for you a special torture, one for the weak and the honorless."

No one but Shiro Tagachi knows what made this sacred imperial bodyguard—the emperor's most trusted servant—turn on his master on the Day of the Jade Wind. Did Shiro plan to sever the unbroken imperial bloodline and crown himself emperor? Was it revenge he sought, for some perceived wrong the emperor had done to Shiro or the Tagachi family? Could Shiro have been seeking some form of power that historians can no longer comprehend?

Whatever his motive, Shiro's act has been literally carved in stone. On the last day of the Harvest Festival, the emperor's favored bodyguard arrived at the Harvest Temple and was waiting when the emperor reached the pinnacle of the temple's tower. Shiro cut down the emperor of Cantha where he knelt on the holy floor, staining it forever with the monarch's blood. Shiro himself was slain only moments later, but his revenge on those who killed him was the most significant event in Canthan history since Kaineng founded the empire. In Shiro's final moments, he drew on all of his ill-gotten power to drain the emperor's very soul away. Seething with magic but mortally wounded, the treacherous bodyguard screamed, and his voice washed over an area hundreds of miles across. Shiro's death wail became the Jade Wind, a cataclysmic wave of energy that turned trees, animals, people, and open water into stone and crystal.

In the wake of Shiro's fall, the empire carried on. But Shiro's legacy on the continent is undeniable and permanent. Today, many signs point to Shiro's return after two centuries in the border realms of the afterlife. A spectral force driven by rage, a thirst for power, and a special kind of madness, he corrupts everything in his wake. The Canthan people know nothing of this, and suspect that the hideous results of "the Affliction" are some kind of monstrous plague. But even those who know that Shiro stalks the shadows have no idea of the power seething within him— or what he might do with it.
  • Badass: He's a legendary fighter, slaughtering several soldiers on his own after he killed the emperor.
  • Back from the Dead: He returns to life at the end of Factions, only to be killed again and sentenced to the Realm of Torment, where he's killed again, sending his soul back to the judgment of Grenth and his followers — in other words another sentence to the Realm of Torment (how many times this cycle of dying and being sentenced to the Realm of Torment is going to happen is unknown).
  • Big Bad: Of the Factions campaign.
  • Bodyguard Betrayal: He was the bodyguard that betrayed his emperor and stabbed him in the back.
  • Cool Sword: Wields a pair of curved single-edge swords.
  • Driven to Villainy: He was corrupted by a servant of Abaddon disguised as a fortune teller.
  • Dual Boss: Is fought alongside the Lich in Nightfall.
  • Dual Wielding: Wields both of his swords at the same with great skill.
  • Evil Sorcerer: Though he is primarily a melee fighter (Assassin, to be specific), he does wield several powerful magical abilities and is referred to as a sorcerer in many sources.
  • Fallen Hero: He was the Emperor's bodyguard 200 years ago.
  • Good Scars, Evil Scars: His faced is heavily marked with scars of an almost ritualistic design. They don't exactly make him look anymore trustworthy.
  • Hate Plague: Shiro's main weapon during the Factions campaign. He also couples it with a Type Two-B Your Soul Is Mine to bind the souls of the dead into his Afflicted and Shiro'ken.
  • Locking MacGyver in the Store Cupboard: Villainous example. Let's make the powerful and patient Omnicidal Maniac collect the souls of the dead which will mean that he will have plenty of time to wander around the world. Supervise him? No, I don't think that'll be necessary.
  • Magic Knight: As an Assassin, he's mainly a melee fighter, but he also wields powerful magical abilities.
  • Master Swordsman: He's one of the most renowned swordsmen in the game.
  • Near Villain Victory: He completes his plan to return to life only to lose because he's no longer an immortal Grim Reaper.
  • One-Man Army: He takes on a large number of imperial troops on his own after his betrayal. It's only after he's managed to be disarmed that he gets killed.
  • Shinigami / Psychopomp: His punishment for his crimes in life was to escort the souls of the dead to the Underworld as an Envoy.
  • Taken For Jade: He's transformed into a Jade statue by the other Envoys upon his defeat. It's not an And I Must Scream situation though, as you encounter his soul again in the Realm of Torment.
  • Unwitting Pawn: The Fortune Teller that drove him to madness and evil was a minion (and Avatar) of Abaddon. Shiro's Jade Wind, as well as the destruction of Orr were both part of Abaddon's greater design to weaken his prison in the Realm of Torment.

Warmarshal Varesh Ossa
"Running will not save you, fools. Abaddon is strong! Nightfall is coming!"

Centuries ago, Turai Ossa saved the nation of Elona by defeating the undead lord Palawa Joko. In gratitude, the populace praised him as the warmarshal of Kourna... and the nation accepted him as their king. Since that time, all of Kourna’s warmarshals have been direct descendants of Turai. Varesh Ossa is the latest inheritor of that legacy—and like her ancestor, she has a vision for the future of the nation.

Varesh Ossa is a brilliant commander, a loyal Kournan who instills loyalty and dedication in her troops. Like her ancestor Turai, she has also shown an interest in more spiritual concerns. Elonians see much of Turai’s greatness in Varesh. By using political acumen, her charismatic presence, and the influence of her family legacy, Varesh has rallied the Kournan army, inspiring them as Turai Ossa did long ago. Some loyal Elonians hope that she can unify the nation again, restoring it to the greatness of its past. Others fervently hope that she does not share his madness. History will see how well Varesh succeeds on her own spiritual quest.
  • Body Horror: Watch her appearance change in the cutscenes as the game goes on. When we first meet her, she is a strikingly beautiful Kournan woman. This makes her gradual transition into a Margonite even more disturbing, particularly at her last appearance in the Ruins of Morah mission where she has fully transformed into a hideous Eldritch Abomination Margonite leader.
  • Deal with the Devil: While Abaddon isn't exactly the devil, their arrangement certainly fits.
  • Dark Messiah: She views herself as the harbinger of a new glorious age under Abaddon.
  • Evil Is Hammy: Very much.
  • Evil Sorcerer: Dervishes are hybrid fighter/casters, though Varesh's magic is divine in nature. Abaddon is the god linked with arcane magic though, so the sorcery thing still applies.
  • First Episode Spoiler: Varesh is the villain. In case you couldn't already tell. Pretty sure the trailers spoiled this too.
    • In game, this is revealed in the cutscene after the second mission (Out of 24 total missions).
    • Heck, she's Obviously Evil if you look at the manual.
  • Glorious Leader: She uses nationalistic rhetoric to inspire great loyalty in the people during her formative years of power. She also relies heavily upon her family legacy.
  • The Heavy: Abaddon is definitely the Big Bad of the campaign, but Varesh is the one driving the plot. Until she's slain in the Ruins of Morah mission, anyway.
  • I Lied: She kills the priests of Lyssa even after promising Morghan that she would leave them unharmed.
  • In the Hood: Once transformed into a Margonite, she covers her hood with a hood.
  • Magic Knight: As a Dervish she can fight as well in melee as she can sling spells at her foes.
  • My Death Is Just the Beginning: When you slay her, Abaddon's prison is breached and the vortex to the Realm of Torment opens.
  • One-Winged Angel: She completes her transformation into a Margonite during the Ruins of Morah mission.
  • Purple Is Powerful: Kourna's glorious leader, dressed in royal purple.
  • Religion of Evil: Spreads her worship of Abaddon among her followers.
  • Sinister Scythe: Her Weapon of Choice, comes with the territory of being a dervish. In her case, the 'sinister' part is played straight.
  • You Are Too Late: Gets a couple of these: The first is Kehanni's death. The Player Character and General Morghan are unable to reach her in time. For the second, see My Death Is Just the Beginning.

General Kahyet

"You cannot stop it! You will all perish! Nightfall comes!"

In recent years, Varesh has spent more time with Kahyet than her other generals. For decades, General Kahyet has served faithfully as the Dervish mentor of Varesh. At seventy years old, she has endless stories of the history of early Elona. Although she is still an effective commander, her health is failing. Many Kournans take comfort in knowing that Kahyet’s insights and wisdom might live on in their warmarshal.

Kahyet has served as a teacher and guardian to Varesh Ossa for years, assisting her in her studies of the principles of Ascension, Dervish philosophy, the Elonian gods, the history of Turai Ossa, and more esoteric lore. When she learned that Varesh was following the same spiritual path as her ancestor, Kahyet guided her on the path, inspiring her with secrets that only a few truly understand. Kahyet’s time may be running out, but she knows that an era of greatness is at hand.

General Bayel

"You are the last of your breed, traitors! I will bathe in the blood of you and your comrades!"

General Bayel rose through the ranks of Kourna’s army through dedication, hard work, and ruthless use of force. As an Ascalonian, he worked twice as hard to prove himself as many Kournan recruits, demonstrating his resolve and discipline again and again. If he knows the outcome of a battle comes down to his life or someone else’s, he sees nothing wrong with making sure it’s the other soldier who loses. His zeal extends to battles against countless opponents. When the Centaurs became rebellious, he volunteered to lead the “pacification campaign” against them. When the corsairs showed a blatant disregard for Elonian law, he took pleasure in leading raids against them, taking revenge on behalf of his adopted nation. Overwhelming force has solved many of his greatest problems.

As a result, Bayel is admired in the courts of Warmarshal Varesh, feared by those who serve him, and hated by those who oppose him. His enemies claim that he cares little for “collateral damage,” that he considers the deaths of civilians a small price to pay for the security of the state. As a ruthlessly efficient war machine, General Bayel will stop at nothing to destroy his enemies once he sets his sights on an objective. Victory demands nothing less than complete dedication.

The Hunger

"I answer to my lord Abaddon. I answer to Warmarshal Varesh. I do not answer to you. Are we clear?"

The Hunger is a servant of Abaddon and refuses to take orders from anyone but Abaddon and Varesh Ossa.

The Drought

The Drought is another servant of Abaddon and is fought in the waterworks, attempting to cause a drought.
  • Boss Arena Idiocy: Yes, wait for the heroes to fight you in an area where you can be weakened.
  • Optional Boss: Well, you can only fight him if you recruited the Master of Whispers. It's implied that he's killed by the Order of Whispers if you didn't join him.

The Blasphemy

The Blasphemy is another servant of Abaddon and is fought on the Grand Court of Sebelkeh, trying to capture the Shrine of Lyssa for himself.—-
  • Flunky Boss: The Blasphemy mostly attacks with his minions. He himself is actually easy...and you have to kill him numerous times, the battle only ends when you capture the entire base.

Abaddon

Abaddon, God of Secrets and Water, was once known as one of the six Gods of Tyria. He was the god who is said to have distributed the gift of magic; however, he gave it out too freely and wars between the races soon began. Because of the wars the other five gods limited the use of magic through the creation of the bloodstones, but Abaddon disagreed. Angered, Abaddon used his Margonite army to start a war against the other five gods and attacked the place known as Gates of Heaven. Although he was able to overpower two gods on his own, he was defeated at the place now known as the Mouth of Torment and was imprisoned in the Realm of Torment, chained and weakened. It was because of this war that the gods left Tyria.
  • Big Bad: In Nightfall.
  • Bigger Bad: To both The Lich and Shiro. It turns out he was responsible for Shiro's fall and Vizier Khilbron's fall, which led to Khilbron being possessed by Razakel.
  • The Corrupter
  • Easter Egg: Type /dance while standing near him. He'll dance with you for a few seconds before wiping the whole party and saying "You got served!"
  • Evil Plan: Directed the actions of the villains of all three campaigns in order to weaken his prison in the Realm of Torment.
  • Fallen Angel: Fallen god, actually.
  • Fighting a Shadow: The Fortune Teller is his Avatar.
  • Giant Hands of Doom: He's not fought in his full form, in fact he's only a disembodied head and a pair of giant hands when you fight him.
  • Someone Has to Do It: When a god is killed, a new one must take its place. Kormir ascends to godhood by absorbing all of the released knowledge and power upon Abaddon's defeat.
  • These Are Things Man Was Not Meant to Know: It's his role to know these things.
  • The Voiceless: Only his Avatar speaks.

The Great Destroyer

The Tome of Rubicon tells of a titanic struggle between the Great Dwarf and the Great Destroyer, hinting at an apocalyptic time when this battle will once again be rejoined. The Dwarves believe that time is nigh. Hordes of creatures with hearts of flame and skin as black and as hard as obsidian have welled up from the Depths, pulling the Dwarves into a vicious war that threatens their very existence. While the face of the Great Destroyer has never been gazed upon by any mortal creature, the Dwarves do not doubt that these swarms of Destroyers are merely the spawn of the Great Destroyer, which will soon rise.

Dhuum

"WITH EVERY DEATH, DHUUM GROWS STRONGER!"

Dhuum is the cruel and unjust god who once ruled the Underworld as the god of death. During his reign, his tower and throne were situated in the region now known as the Chaos Planes. Dhuum tolerated neither resurrections nor the existence of the undead, and he hunted down all those who cheated death, having promised "death undeniable." Eventually, Grenth overthrew Dhuum and took the mantle as the new god of death. Grenth, however, could not slay Dhuum, and so imprisoned him instead within the Hall of Judgment, behind enchanted doors and layers of divine magic.

Though asleep, Dhuum's dark power increases every time a creature in the Underworld dies, strengthening him so he may eventually free himself.

He does, however, serve a vital role-namely, as Arena Net's Ban Hammer.

Menzies

"Menzies the Mad", also known as the Lord of Destruction, is the evil half-brother of Balthazar. Though never seen, he commands the Shadow Army and other shadow related creatures such as the Darknesses. He seeks to usurp Balthazar in order to gain Balthazar's powers and take control of the Fissure of Woe.

Reiko Murakami
"My vision is of a perfect Cantha, and if you stand in defiance of us and what we fight for, then you label yourself an enemy of Cantha."

Head of the Ministry of Purity, and Ashu's aunt. While the people see her as a herald of peace and courage, she's actually little more than a power-hungry tyrant who intends to make Cantha 'perfect' by any means necessary.

The Fortune Teller

"Beware the harvest ceremony!"

A mysterious Fortune Teller you see throughout the flashbacks of "Factions". You see her fortelling greatness in Shiro's future, causing him to come back to her for advice. Eventually, she warns him that the Emperor he's sworn to protect intends to kill him at the Harvest Ceremony, and Shiro strikes her down in rage. In Nightfall, you can find out that she was actually an Avatar of Abaddon who was sent specifically to manipulate Shiro and turn him evil.

    Others 

Saul D'Allesio

Beaten, outnumbered, leaderless, and facing almost certain death, the people of Kryta looked to Saul to lead them out of their darkest hour. Saul D’Alessio was transformed from a messenger into the general of a great army. With their new faith and their new leader, Kryta and the White Mantle managed to push out the Charr, forcing them back over the mountains.

Though his efforts were successful, Saul eventually lost his life fighting the war that freed the humans of Kryta. In the last offensive of the war against the Charr, Saul led his troops deep into Charr territory. His network of spies, though normally quite effective, failed him on this day. The Charr were waiting in ambush, and the beastly creatures slaughtered Saul’s unit to the man.

Consequently, Saul became a martyr for the White Mantle. His teachings live on in the temples, and his name adorns a seacoast on the southern edge of Kryta, a memorial to a man who brought peace and prosperity to the people of this tropical region.
  • The Alcoholic: Noted to have been quite the drunk in his lawless days.
  • Badass Cape: Wore a long red and white cape adorned with the symbol of the White Mantle.
  • Badass Preacher: Shows himself to be a very capable Smiting Monk in the war against the Charr.
  • The Exile: He was exiled from Kryta after having been caught by the Lionguard. They led him into the Maguuma Jungle and left him there, until he stumbled upon the Mursaat.
  • Four-Star Badass: Personally led the White Mantle and Kryta's remnant armies into battle against the invading charr.
  • Frontline General: Was at the very front of the war against the Charr, which would've actually cost him his life at the end if not for the Mursaat. Too bad for him they then took him away to an unknown fate.
  • The Gambling Addict: One of his many problems that led to his eventual exile.
  • Heel-Faith Turn: After stumbling upon and being saved by the Mursaat, Saul turned from a lawless rogue into the head of a religious movement. A shame his new gods turned out to be not as benevolent as he thought.
  • The Highwayman: He robbed merchants on the road to pay off his debts.
  • Holy Hand Grenade: He became a Smiting Monk after taking up the Mursaat as his new gods.
  • Inspirational Martyr: The White Mantle props him up as a martyr after his seeming death and disappearance.
  • Posthumous Character: Supposedly died in the defence of Kryta against the Charr, but the reality is a little different: The Mursaat themselves took him away, though his actual fate beyond that remains unknown.
  • Reformed Criminal: He used to rob people merchants on the road to pay off his debts, but returns to Kryta as a hero in their hour of need.
  • You Have Out Lived Your Usefulness: After forming the White Mantle and uniting Kryta under him, the Mursaat took him away to an unknown fate while the White Mantle propped him up as a martyr.

Mad King Thorn
"What's the difference between someone who doesn't laugh at my jokes and a corpse?
I don't know either!
One way or another, my jokes always slay the audience!"

In life, Mad King Thorn was an insane and cruel king of Kryta, who was eventually killed in a peasant uprising. Now, he flies in from the Underworld (and boy are his arms tired) every Halloween to play with the citizens of Lion's Arch (and Kamadan). Those who play along are suitably rewarded. Those who don't, die.