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 skills and upgrade their equipment set them apart from the Henchmen. Most of them are obtained through storyline quests, and some quests or missions require the presence of a specific hero.
Nightfall Heroes
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.
- Afro Asskicker: Quite the impressive afro. Quite the asskicker too.
- Boisterous Bruiser: He has a great time fighting and is more than happy to boast of his deed.
- Cool Sword: Koss is usually depicted with a sword, but, like all Warriors, he can wield an axe or a hammer if the player so chooses.
- Defector from Decadence: Comes from a wealthy Kournan family.
- Everyone Can See It: With Melonni. Later upgraded to Official Couple.
- Good Is Dumb: He may not be as blatant as Goren, but whenever he has an idea, it's a good bet to assume it's not going to work.
- Good Scars, Evil Scars: Has an anti-hero scar over his right eye.
- Helmets Are Hardly Heroic: How else would he show off that glorious afro?
- The Lancer: Koss plays this role in the story of Nightfall, while the Player Character has the role of The Hero.
- Luckily, My Shield Will Protect Me
- Rugged Scar: The scar over his right eye marks him as a badass right away.
- Scary Black Man: He certainly looks intimidating and will use it to his advantage.
- Slap-Slap-Kiss: With Melonni.
Race: Human
Primary Profession: Monk
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.
Race: Human
Primary Profession: Dervish
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.
- Action Girl
- Cassandra Truth: Melonni's warnings about Varesh and her demons went unheeded in Kourna, which is why she went to Istan to work with the Sunspears.
- Everyone Can See It: With Koss. Later upgraded to Official Couple.
- Magic Knight: Being a Dervish, she wields a deadly scythe in melee while channeling her magic.
- Sinister Scythe: While not sinister at all, as a Dervish she wields a scythe.
- Slap-Slap-Kiss: With Koss.
- Warrior Monk: Dervishes are Elonian warrior priests.
Race: Human
Primary Profession: Ranger
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.
- Doomed Hometown: Her village was slaughtered by monstrous creatures.
- The Stoic
Race: Human
Primary Profession: Elementalist
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.
- Magic Wand: Starts out equipped with a one-handed wand, but can also equip a two-handed Magic Staff.
- Playing with Fire: His basic build is fire magic.
- Sarcastic Devotee
Race: Human
Primary Profession: Monk
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.
Race: Human
Primary Profession: Necromancer
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.
- Magic Staff: Starts out with a two-handed staff, but can also equip a one-handed Magic Wand.
- Necromancer: His basic specialization is about raising flesh constructs from corpses.
- Optional Party Member: If you have both Prophecies and Nightfall.
Race: Human
Primary Profession: Assassin
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.
- Even Evil Has Standards: While not truly evil herself, she left the Am Fah only after they started embracing The Canthan Plague as a cult.
- Optional Party Member: If you have both Factions and Nightfall.
Race: Centaur
Primary Profession: Elementalist
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.
- "Blackmail" Is Such an Ugly Word: Joins the party forcibly by threatening to reveal the hidden Sunspear Base unless you help free his pride from Kournan enslavement.
- Fantastic Racism: Centaurs are frequent victims of this, due to the assumption by humans that centaurs are Always Chaotic Evil and Zhed assumes the heroes are going to treat him like this. To be fair, the Centaurs give back just as much as they take, two-legs.
- Jerkass Has a Point: It seems that his inclination to seal Palawa Joko back away was probably the correct one.
- Magic Staff: Starts out with a two-handed staff, but can also equip a one-handed Magic Wand.
- Mystical High Collar: He's an Elementalist, and his Primeval armor comes with high purple and gold collar.
- Our Centaurs Are Different
Race: Human
Primary Profession: Ranger
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.
- The Caper / Great Escape: The mission where she joins the party (Pogahn Passage) combines the two.
- Deadpan Snarker
- Loveable Rogue
- Only in It for the Money: Or so she claims.
- Pirate Girl
Race: Human
Primary Profession: Necromancer
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.
- Big Good: He is the leader of the Order of Whispers, a secret cult that fights to prevent the return of Abaddon.
- Cool Old Guy
- Demon Slaying
- The Chessmaster
- Dark Is Not Evil
- Magic Staff: Starts out with a two-handed staff, but can also equip a one-handed Magic Wand.
- Necromancer
- No Name Given: At first. After the Dzagonur Bastion mission, he casually tells Norgu, who had been complaining about this fact, what his real name is. Of course, not that it really matters anyway. It's Jurah, if you're curious.
- The Spymaster
Race: Human
Primary Profession: Warrior
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.
- Badass Normal
- The Big Guy
- The Ditz
- Dumbass Has a Point: He lays into Prince Bokka the Magnificent, chiding him for his selfishness, cowardice and arrogance when the Prince uses Flame Djinn to protect himself instead of using them to protect his own people, all while bullying his underlings.
- Dumb Muscle
- Good Is Dumb: Definitely good. Definitely dumb as a sack of hammers.
- Helmets Are Hardly Heroic
- Optional Party Member : The player must first choose between him and Norgu, but they can just skip both. The one(s) they did not pick is made available at the end of the campaign.
- Shout-Out: Many of his battle quotes reference other famous Ditzes, including The Tick and Zaphod Beeblebrox
Race: Human
Primary Profession: Mesmer
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.
- Bad "Bad Acting": His Show Within a Show performances after the end of Nightfall.
- Big Eater: And has a belly to match his appetite.
- Genre Savvy: But just as often Wrong Genre Savvy
- It's All About Me: Considers himself the hero.
- It's for a Book: Play, actually.
- Large Ham: Being an actor, he tends to ham it up.
- Magic Wand: Starts out with a one-handed wand, but can also equip a two-handed Magic Staff.
- Mind Manipulation: While he may not be much of an actor, he is a fairly competent Mesmer
- Optional Party Member: The player must first choose between him and Goren, but they can just skip both. The one(s) they did not pick is made available at the end of the Nightfall campaign.
Race: Human
Primary Profession: Paragon
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.
- A Pupil of Mine Until He Turned to Evil: Varesh. Morghan served her father for many years and was a friend and mentor to Varesh.
- Bling of War: He's a highly decorated general, wearing ornate armor to match.
- Cool Old Guy
- Cultured Warrior: He reveres Lyssa first and foremost, having a high respect for the finer arts.
- Defector from Decadence
- Facial Markings: As seen on the right, he's marked his cheeks and forehead.
- Heel–Face Turn: Turns against Varesh and joins your party after the attack on the Temple of Lyssa.
- Heel Realization: Kehanni's death and the attack on the Temple of Lyssa is what made him realize how far Varesh is gone.
- Helmets Are Hardly Heroic: Despite his armor, he leaves his head bare.
- Javelin Thrower: Attacks from a distance by throwing his spear at enemies.
- Luckily, My Shield Will Protect Me: Carries a shield as extra protection.
- My God, What Have I Done?: His failure to prevent Kehanni's death by blindly trusting Varesh to keep her promise.
Race: Creation of the Mists in human form
Primary Profession: Ritualist (can change to any primary profession)
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.
- Blank Slate: Heck, his name is derived from the phrase Tabula Rasa.
- Blindfolded Vision: Like most Ritualists; though Razah is unique in that he can change his base class.
- Constantly Curious
- Jack of All Trades: As stated above, Razah starts as a Ritualist, but is capable of changing his base class, something no other Hero (or Player Character, for that matter) can do. This allows him to fill virtually any role in your party.
- Magic Staff: His default weapon is a two-handed staff, but since he can change his base class, he can also wield any other type of weapon as well, and he can do it effectively too.
- Meaningful Name: See Blank Slate, above.
- Our Demons Are Different: They are in the Guild Wars universe anyway, Razah isn't truly demonic, though he comes from the same source.
Eye of the North Heroes
Race: Human
Primary Profession: Mesmer
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 who can accompany the player in Eye of the North.
- Alternate Character Interpretation: In-universe. The Charr, who call her Gwen the Goremonger, revile her as a psychotic mass murderer obsessed with revenge.
- Ascended Extra: From a little girl the players help through some quests in pre-Searing Ascalon in Prophecies to one of the main characters in Eye of the North.
- Babies Ever After: With Keiran Thackeray. Their descendant, Logan, is one of the main characters for Guild Wars 2.
- Beware the Cute Ones
- Break the Cutie: Very much so.
- Broken Bird
- Brick Joke: Remember that sweet little girl that followed you around in pre-Searing Ascalon? She's back with a vengeance.
- Chew Bubblegum: One of her battle quotes makes reference to this.
- Continuity Nod: One of Gwen's comment back in pre-Searing is how she said that Mesmer armor is pretty. That's her base class.
- If you have a Prophecies character who is carrying a Tapestry Shred, torn off Gwen's cape in the past, she goes with them to find her flute in a nod to how they originally met.
- Day in the Limelight: The Bonus Mission Pack contains the story of how she escaped Charr captivity.
- Defrosting Ice Queen
- Fun with Acronyms: Guild Wars Eye of the North. Set off a chain of Wild Mass Guessing with the hint of her return, which lead to...
- Late-Arrival Spoiler: The fact that she's a hero for the Eye of the North campaign.
- Little Miss Badass: Complete with her being the former Tag Along Kid.
- Magic Wand: Starts out with a one-handed wand, but can also equip a two-handed Magic Staff.
- Mind Manipulation: She grew up to be a very powerful Mesmer.
- Playing Possum: One of her skills in her bonus mission.
- She Is All Grown Up: She's a little girl we first meet in the prologue of Prophecies. By the time of Eye of the North, she's a beautiful young woman.
- Tsundere: Until her love interest defrosts her.
Race: Dwarf
Primary Profession: Monk
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.
- 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.
Race: Asura
Primary Profession: Elementalist
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...
- Blow You Away / Shock and Awe: Has a preference for Air Magic.
- Deadpan Snarker: Has a few moments.
- Inadequate Inheritor: According to his father, Gadd.
- Insufferable Genius
- Magic Staff: Starts out with a two-handed staff, but can also equip a one-handed Magic Wand.
- The Smart Guy
- Surrounded by Idiots: His opinion of the various non-Asuran allies he finds himself working with.
Race: Norn
Primary Profession: Warrior
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.
- Action Girl
- The Atoner
- Badass Normal: She may be a Norn, but she can't take a bear form, making her this.
- The Big Guy
- Chainmail Bikini: Though to be fair, she's got more armor across her chest than most male Norn.
- Cool Sword: Jora is usually depicted with a sword, but, like all Warriors, she can wield an axe or a hammer if the player so chooses.
- Gentle Giant
- Helmets Are Hardly Heroic: Of course, her head is not the only part of her that's unarmored.
- I Work Alone: Standard attitude for Norn, much to Ogden's chagrin. Eventually, you convince her to accept your help.
- Luckily, My Shield Will Protect Me: She starts off with a sword and a shield. The player can equip her with other weapons as see fit.
- Proud Warrior Race Girl: As a Norn, she is a proud warrior by default.
- Shapeshifter Mode Lock: Cannot shapeshift into Bear Form. Even after you complete the task that should set this right. An example of Gameplay and Story Segregation, most likely.
- Statuesque Stunner
- This Is Something She's Got To Do Herself: She must fight the Nornbear alone because It's Personal. The Nornbear is, or more accurately was her brother, Svanir.
Race: Charr
Primary Profession: Ranger
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...
- Cat Folk: Charrs are feline in appearance.
- Cats Are Mean
- Combat Pragmatist
- Jerkass
- My Species Doth Protest Too Much: Not all Charr are zealous vicious, monsters that slaughter any and all humans they meet on principle. Some of them reject the notion of religion. Some of them find humans useful.
- Nay-Theist: "There are no gods for the Charr! Let THAT be the message!"
- Not in This for Your Revolution: Actually, he is. But he's only getting it started, he's not sticking around to see it completed."I will not lead you, but I charge all of you to spread the lesson of this day:""Revolutions eat their heroes. I may return, but for the moment, I am content to fight at your side."
- Proud Warrior Race Guy
- Rebellious Spirit
- Roaring Rampage of Revenge
- Token Evil Teammate: The Charrs are vicious enemies of the humans since the early days of Guild Wars, and Pyre is one of them but renounced their bloodthirsty ways.
- You Have Outlived Your Usefulness:Pyre Fierceshot: "I know the valley he speaks of. Have you heard enough?"<Party leader>: "More than enough."Torg Bloodspine: "Then release me. I'll head north, away from here. I want no part of your petty vengeance."Pyre Fierceshot: "You forget."Pyre Fierceshot kills Torg Bloodspine with a single arrow through the throat.Pyre Fierceshot: "YOU are part of my petty vengeance."
Race: Human
Primary Profession: Necromancer
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.
- La Résistance: Part of it.
- Magic Wand: Starts out with a one-handed wand, but can also equip a two-handed Magic Staff.
- Ms. Fanservice: As if her outfit didn't make it obvious enough. Her first appearance even includes a case of Male Gaze. She even lampshades it: "Every man I meet wants to protect me. I can't figure out what from."
- Navel-Deep Neckline: Her jacket has sleeves that extend all the way down to her wrists and is seamless with her bracelets and gloves, but it is barely held across her chest by a few laces and does not even attempt to cover her midriff.
- Older Than They Look: Apparently still alive as of the Rising of Orr, two hundred years later, yet she looks as young as ever.
- Rebel Leader: Briefly, during parts of The War in Kryta.
- Well-Intentioned Extremist: Kryta's freedom from the White Mantle is all that matters. How it is accomplished is utterly irrelevant. Though, she does genuinely care for the people of Kryta. She just seems to be a Horrible Judge of Character who might need reminding that Evil Is Not a Toy.
- Wizards Live Longer: She's managed to extend her lifespan by unknown means, to the point of being present at the time Zhaitan raised Orr from the depths.
Race: Human
Primary Profession: Ritualist
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.
- Ambadassador: We don't see much of her diplomatic ability, but the fact that she's participating in the Norn Fighting Tournament tells you just how capable of a warrior she is. Of course, she's not really sent to Ascalon for her diplomatic ability. Or for anything she's done for that matter. Xandra's mother, Captain Juno of the Turtle Clan is suspected of having killed her own father in order to become Captain.
- Big, Screwed-Up Family / Decadent Court: The real reasons for her appointment to the office of ambassador.
- Blindfolded Vision
- Defeat Equals Friendship
- Magic Wand: Starts out with a one-handed wand, but can also equip a two-handed Magic Staff.
- Optional Party Member
Race: Human
Primary Profession: Dervish
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.
- Never Heard That One Before: Sick of all the grim reaper jokes.
- Worthy Opponent: What he's searching for. Defeat him in the Norn Fighting Tournament and well, Defeat Equals Friendship.
Race:
Primary Profession: Assassin
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.
- And This Is for...: See his quote above.
- The Atoner
- Dual Wielding: Wields twin daggers.
- Katanas Are Just Better: He carries three on his back, but amusingly doesn't use them.
- The Mole: Helped the Charr invaders in exchange for the lives of his friends and family but was caught and imprisoned by the Ascalonian authorities.
- Optional Party Member
- Roaring Rampage of Revenge: Seeks revenge against the Charr for what they did to his friends and family.
- You Said You Would Let Them Go: When the prison walls were breached, he returned home to find "Bodies stacked as high as huts". When rescued from Charr captivity by the Player Character, along with the rest of the Ebon Vanguard, cue Roaring Rampage of Revenge against the Charr who made all the promises.
Race: Human
Primary Profession: Paragon
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.
- Casual Danger Dialogue: Uh, Hayda? How about actually helping kill these Frogmen that are in the process of beating down on us instead of just whining about how nobody takes you seriously?
- Glory Seeker
- Horrible Judge of Character: Really, Hayda? You spoke with Ambassador Kharnige and thought "This fellow seems incredibly trustworthy. I shall believe everything he says intrinsically."
- It's All About Me
- Javelin Thrower
- Luckily, My Shield Will Protect Me
- Optional Party Member
- Stupidity Is the Only Option: If you want to unlock Hayda as a hero, you have to walk into the very Obvious Trap with her.
- Wide-Eyed Idealist
Other
Race: Asura-made golem
Primary Profession: Dervish
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 levelling player character starting at level 10.
- 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 Status Effects, such as bleeding and poisoning.
- Optional Party Member: He's not needed for the completion of any quest/campaign.
- 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.
Beyond Heroes
Race: Human
Primary Profession: Paragon
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.
- 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.
- 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!"
- Fetch Quest: So very many, all in hope of wooing Gwen.
- 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
Race: Human
Primary Profession: Assassin
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.
- Stepford Smiler
Race: Human
Primary Profession: Ritualist
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.
- Spell My Name With An S: Sometimes referred to as "Initiate Zei Ri", sometimes just as "Zei Ri".