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Heroes are NPC adventurers that the Guild Wars players can add to their party. They were introduced with Nightfall, and Eye of the North added more to the roster. The fact that heroes can be added in any outpost/city and that the player can change their power builds and upgrade their armors set them apart from the Henchmen. All of them are obtained through storyline quests, and some quests require the presence of a specific hero.

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Nightfall Heroes

    Koss 
https://static.tvtropes.org/pmwiki/pub/images/98c257eda5c9149051d25b08bac8d4c5.jpg

Race: Human

Primary Profession: Warrior

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 
https://static.tvtropes.org/pmwiki/pub/images/dunkoro23.jpg

Race: Human

Primary Profession: Monk

"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.
  • Magic Staff: Starts out equipped with a two-handed staff, but can also equip a one-handed Magic Wand.
  • 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 Smart Guy
  • The Strategist: He is highly valued by the Sunspears for his strategic planning ability.

    Melonni 
https://static.tvtropes.org/pmwiki/pub/images/melonni21.jpg

Race: Human

Primary Profession: Dervish

"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.


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    Acolyte Jin 

Race: Human

Primary Profession: Ranger

"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 

Race: Human

Primary Profession: Elementalist

"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 
https://static.tvtropes.org/pmwiki/pub/images/tahlkora24.jpg

Race: Human

Primary Profession: Monk

"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.


  • Barrier Warrior: She mainly serves as a Protection Monk, helping to ward your party members against any damage.
  • City Mouse
  • Healing Hands: As a Monk, she's capable of healing your party.
  • I Want My Beloved to Be Happy: Acknowledges that Koss and Melonni belong together and makes it clear to Koss that she won't get in the way of it.
  • Jumped at the Call
  • Magic Wand: Starts out equipped with a one-handed wand, but can also equip a two-handed Magic Staff.
  • The Medic: While she starts out specializing in Protection Prayers, she can also be outfitted to focus on Healing Prayers instead.
  • Rebellious Princess: Actually the daughter of Prince Mehtu The Wise.
  • Royals Who Actually Do Something: She takes part to battles alongside the Order of the Sunspears (including the players) against Varesh Ossa to free Elona from the threat of Abaddon.

    Olias 
https://static.tvtropes.org/pmwiki/pub/images/olias0.jpg

Race: Human

Primary Profession: Necromancer

"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 

Race: Human

Primary Profession: Assassin

"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.


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    Zhed Shadowhoof 
https://static.tvtropes.org/pmwiki/pub/images/zhed_shadowhoof1.jpg

Race: Centaur

Primary Profession: Elementalist

"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 
https://static.tvtropes.org/pmwiki/pub/images/margrid_the_sly14.jpg

Race: Human

Primary Profession: Ranger

"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 
https://static.tvtropes.org/pmwiki/pub/images/66ea7d53c2f390f035b343052a9bc31c.jpg

Race: Human

Primary Profession: Necromancer

"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 
https://static.tvtropes.org/pmwiki/pub/images/goren21.jpg

Race: Human

Primary Profession: Warrior

"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 
https://static.tvtropes.org/pmwiki/pub/images/norgu19.jpg

Race: Human

Primary Profession: Mesmer

"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 
https://static.tvtropes.org/pmwiki/pub/images/391cf9946e8e64ae1bc3e27c9b0980d0.jpg

Race: Human

Primary Profession: Paragon

"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 
https://static.tvtropes.org/pmwiki/pub/images/razah17.jpg

Race: Creation of the Mists in human form

Primary Profession: Ritualist (can change to any primary profession)

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.


Eye of the North Heroes

    Gwen 
https://static.tvtropes.org/pmwiki/pub/images/916abfa6359846ecd86085e9c320e936.jpg

Race: Human

Primary Profession: Mesmer

(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...

Gwen first appeared as a child in Prophecies, and became one of the heroes the players can use in Eye of the North.


    Ogden Stonehealer 
https://static.tvtropes.org/pmwiki/pub/images/854aa4077e17fffb55e0489785058b64.jpg

Race: Dwarf

Primary Profession: Monk

"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.
  • The Lancer: Ogden plays this role in the story of Eye of the North, while Player Character has the role of The Hero.
  • 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.
  • Magic Staff: Starts out with a two-handed staff, but can also equip a one-handed Magic Wand.
  • 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 
https://static.tvtropes.org/pmwiki/pub/images/vekk19.jpg

Race: Asura

Primary Profession: Elementalist

"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...


    Jora 
https://static.tvtropes.org/pmwiki/pub/images/75260d6d9c478fb533bd9c2539accacf.jpg

Race: Norn

Primary Profession: Warrior

"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 
https://static.tvtropes.org/pmwiki/pub/images/pyre_fierceshot7.jpg

Race: Charr

Primary Profession: Ranger

"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 
https://static.tvtropes.org/pmwiki/pub/images/8936c5fc25396402fcb3541aa50faed1.jpg

Race: Human

Primary Profession: Necromancer

"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 
https://static.tvtropes.org/pmwiki/pub/images/xandra13.jpg

Race: Human

Primary Profession: Ritualist

"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 
https://static.tvtropes.org/pmwiki/pub/images/kahmu22.jpg

Race: Human

Primary Profession: Dervish

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

Kahmu is 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 
https://static.tvtropes.org/pmwiki/pub/images/anton17.jpg

Race:

Primary Profession: Assassin

"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 
https://static.tvtropes.org/pmwiki/pub/images/hayda17.jpg

Race: Human

Primary Profession: Paragon

"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. 
https://static.tvtropes.org/pmwiki/pub/images/mox20.jpg

Race: Asura golem

Primary Profession: Dervish

"*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.


  • The Big Guy: Not only is he big, he is also a level 20 hero who's a strong and helpful addition to the party of any player character between level 10 and 20.
  • Competitive Balance:
    • He is banned from Player Versus Player formats: He uses a different model for Dervish Avatar forms, which would be too difficult to know as easily as human characters' forms.
    • Unlike other golems, he is susceptible to all Standard Status Effects, such as bleeding and poisoning.
  • Golem
  • No Indoor Voice
  • Optional Party Member
  • Robot Buddy
  • Shout-Out: Loads and Loads, as is standard for Guild Wars. What stands out in particular is his creator, Zinn and "brother" for lack of a better word, G.O.X.
  • Stat Stick: Being a dervish, M.O.X. can equip scythes, but he doesn't actually use them. M.O.X.'s attack animation has him merely punching and smashing the enemy with his huge robot arms, with whatever weapon you gave him nowhere to be seen. The weapon he has equipped still affects his damage output however, and he still benefits from whatever stats bonuses the weapon has.

    Keiran Thackeray 
https://static.tvtropes.org/pmwiki/pub/images/c0026e2b708fea73d3469ed1bc641cb6.jpg

Race: Human

Primary Profession: Paragon

"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 Miku, 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.


  • Archer Archetype: As an NPC, before his class change.
  • 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
  • Javelin Thrower: After his class change, and when he joins the party as a Hero.
  • Shout-Out: Some of his battle quotes resembled Kamina's

    Miku 
https://static.tvtropes.org/pmwiki/pub/images/miku_9.jpg

Race: Human

Primary Profession: Assassin

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

Miku Yuudachi is a Canthan assassin. When she was 14, she and her family were in Tahnnakai Temple when Shiro Tagachi attacked the temple, during which most of her family was killed. Believing that she was the only survivor, she fled Cantha and the plague. A year later, she was adopted by a family in Kryta and found a new home. Years later, during the Krytan civil war, Danthor the Adamant branded her foster family as traitors and had them all killed. During her time in Kryta, it was said by her aunt, Minister Reiko, that she died during the attack, though rumors persisted of her survival due to no body being found.

While seeking out Danthor to exact revenge, she crossed paths with Keiran Thackeray who aided her. After their time together, she returned to Cantha and quickly discovered that her brother, Ashu, had actually survived the Afflicted assault and has been portrayed by Reiko as the sole survivor of their family. When Miku tried to reacquaint herself with her brother, Reiko publicly accused her of being a threat to Ashu and forced her into hiding, causing Miku to investigate what happened over the past seven years.


  • 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
  • 11th-Hour Ranger: She joins you as a Guest-Star Party Member a few times, one of which is during what is chronologically the final battle of the game, and joins the party as a Hero afterwards.
  • Knife Nut
  • Stepford Smiler

    Zei Ri 
https://static.tvtropes.org/pmwiki/pub/images/zei_ri.jpg

Race: Human

Primary Profession: Ritualist

"The collective wisdom of our ancestors and the strength they fathered and inspired will come to our aid. For at this moment, we are the reason they have existed."

Initiate Zei Ri is a member of the Ministry of Purity. He is one of the main members focused solely on eliminating all remaining Afflicted in Cantha. His father was killed during Shiro Tagachi's return, and it was never known if he was turned into an Afflicted. After the elimination of Afflicted, Zei Ri visited Tahnnakai Temple to pay respects and took a brief respite, later returning to duty when Reiko gave a speech in Kaineng City. Following this, he joined the task of hunting down the Am Fah and Jade Brotherhood. Over time, he shows a continual loss of faith in the Ministry of Purity as they become more ruthless, eventually leading to him leaving the Ministry.


  • Bragging Rights Reward: To get Zei Ri in your party, you have to clear the entire Winds of Change campaign, and then clear it again in Hard Mode. He's a Ritualist, and he's not any better or worse at being one than Razah or Xandra.
  • 11th-Hour Ranger: Like Miku above, he's a Guest-Star Party Member a few times, and joins you as a Hero after what is chronologically the final battle of the first Guild Wars game's storyline.
  • Heel–Face Turn: After the Ministry of Purity went off the deep end, he left them to join you instead.
  • Heel Realization: He joined the Ministry of Purity to cleanse Cantha of the Afflicted, but as they started becoming more and more Knight Templar-ish, he eventually decided to jump ship.
  • Helmets Are Hardly Heroic: Wears a helmet as a member of the Ministry of Purity, but ditches it after his Heel–Face Turn.
  • Magic Staff: Starts out with a two-handed staff, but can also equip a one-handed Magic Wand.
  • The Medic: As an NPC, he's primarily a Healing Prayers monk, but after he joins the party as a Hero, he strangely has Ritualist as his primary profession.
  • Optional Party Member
  • Spell My Name with an "S": Sometimes referred to as "Initiate Zei Ri", sometimes just as "Zei Ri".

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