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Henchmen are NPC adventurers that the Guild Wars players can recruit in outposts to fill in the blanks in their party. Some of them are prominent NPC allies in the campaigns' storylines.
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Prophecies Henchmen

    Mhenlo 
https://static.tvtropes.org/pmwiki/pub/images/a27d4d072bf33d535ce24f85a4f29ca5.jpg

Race: Human

Profession: Monk

"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 is a monk who 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 
https://static.tvtropes.org/pmwiki/pub/images/b64e4cc70ce3b2712684f452776eac0b.jpg

Race: Human

Profession: Warrior

"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 
https://static.tvtropes.org/pmwiki/pub/images/1b400cd3a6ec71d9c9f0a4cfa14d031b.jpg

Race: Human

Profession: Elementalist

"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 
https://static.tvtropes.org/pmwiki/pub/images/84eeeaed8281fa93ff2652f8e1091571.jpg

Race: Human

Profession: Ranger

"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.


  • 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 
https://static.tvtropes.org/pmwiki/pub/images/296d5cd45a0bf300df4a6d8fb21276ac.jpg

Race: Human

Profession: Necromancer

"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 found 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 
https://static.tvtropes.org/pmwiki/pub/images/1f3c881d397a1326edef55346f71c252.jpg

Race: Human

Profession: Warrior

"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.


  • 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.

Factions Henchmen

    Talon Silverwing 
https://static.tvtropes.org/pmwiki/pub/images/talonsilverwing.jpg

Race: Tengu

Profession: Warrior

"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 
https://static.tvtropes.org/pmwiki/pub/images/zho.jpg

Race: Human

Profession: Ranger

"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 

Race: Human

Profession: Mesmer

"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!"

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 
https://static.tvtropes.org/pmwiki/pub/images/danika.jpg

Race: Human

Profession: Monk

"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 

Race: Human

Profession: Elementalist

"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 

Race: Human

Profession: Ritualist

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 

Race: Human

Profession: Warrior

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 

Race: Human

Profession: Warrior

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 

Race: Human

Profession: Ranger

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

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