• The Human Race

    The Human Race


    The humans of Tyria are an embattled race. Over the past three hundred years, they have lost much of their territory. Old enemies and new races threaten traditional human lands on all sides. Yet the human race survives, defending their remaining lands and maintaining the human spirit as they have for centuries. Their greatest city, Divinity's Reach, shines as a beacon of hope for the people of Kryta and beyond--even those dwelling deep within charr territory. The human legends are indelibly imprinted on the souls of all the races of Tyria, be they friend or foe.

    This is their story.

    History
    The humans of Tyria originally came to this part of the world from the south. They soon spread throughout the kingdoms of Orr, Kryta, and Ascalon, displacing other peoples, including the centaurs and charr, in the process. Internal squabbles and wars weakened the human nations, so that they were in no shape to defend themselves when the charr invaded Ascalon.

    Ascalon fell before the charr magic of the Searing. Rather than surrender to the charr, King Adelbern invoked the Foefire, a powerful curse that transformed his people into ever-vigilant ghosts. Orr vanished beneath the sea, only to rise years later as a kingdom of the undead ruled by the Elder Dragon Zhaitan. Lion's Arch was inundated and then reborn as a city of many races. Kryta plunged into civil war, and only survived due to the actions of its valiant heroes.

    Yet through it all, humanity persevered, protecting the best qualities of its people and history. Although surrounded by challenges and confronted by threats within and without, the race survives and thrives in a world that becomes more deadly by the day.

    Divinity's Reach
    Humanity's greatest city is Divinity's Reach, founded in the wake of the flooding of Lion's Arch. Built upon ancient Krytan tombs and situated on a bluff, the city provides a strong bastion against a dangerous world. Survivors of the other human nations and refugees from distant lands have poured into Divinity's Reach, swearing fealty to the crown and creating a proud, beautiful city.

    The city is laid out like a great wheel with six spokes. These spokes are elevated high roads which reach from the outer walls to the Central Plaza at the city's hub. It is here that a great orrery spins beneath a massive dome of copper and glass, here that the ministers squabble, and here that Queen Jennah rules with a confident hand.

    Threats Without and Within
    From Divinity's Reach, the long reach of human power stretches out across the surrounding hills and farms, offering protection to the farmers and townsfolk of Kryta. These people are under constant siege from centaurs that have come down from the mountains. The powerful Modniir centaurs have established dominance over the weaker Tamini and Harathi breeds and now urge them to attack human enclaves across Kryta. These raids are major incursions that sometimes reach the gates of Divinity's Reach itself.

    Not all enemies are inhuman. Bandit gangs have sprung up in areas beyond the reach of the law, and now large, organized groups of them prey on the local citizenry. The Seraph are entrusted with protecting the people, but they are stretched thin by the sheer number of their opponents.

    As if matters were not dire enough, dissension flourishes within the walls of Kryta itself. Queen Jennah is beloved by her people, but the nobility often chafes at her egalitarian rule and the truce that she has forged with the legions of the charr. The Chamber of Ministers is a hotbed of intrigue and plotting, much of it centering on Legate Minister Caudecus the Wise, who many see as a rival of the Queen herself.

    The Heritage of the Humans
    With the defeat of Abaddon, the human gods withdrew from Tyria. They did not abandon their worshippers, but rather pulled back from directly interfering in their daily lives. Much like parents teaching a child to walk, they let humanity stumble forward and learn to pick itself up when it fell.

    The humans of Divinity's Reach realize this and know that the gods expect them to stand on their own. The names of the Six Gods (now called the Six Human Gods by other races) are on their worshippers' lips, and there are still shrines and priests of the faith. Humans do not feel abandoned by their gods; they feel tested by them. As a people they refuse to fall.

    Humanity's long history makes other races think of them as hidebound, old-fashioned, and conservative, but they are not afraid of new things. With the rise of other major races, they have sought to adapt and compete with them. They are interested in asura gate technology and charr weaponry. Humans are a people of tinkerers and craftsmen; inventors such as Uzolan the Artist help refine and expand upon their technical knowledge.

    Humanity's greatest heritage is heroism. Even the youngest sylvari knows about the great figures of Tyrian legend. It is in their footsteps that the other races must follow.

    Source: GuildWars2.com

    Military Orders
    The relationship between the three martial arms of the human nation of Kryta is a delicate one. The Seraph are the army, the police force, and the protectors of the populace. The Ministry Guard serve the ministers, government officials, and nobility of Divinity’s Reach. The Shining Blade are the queen’s personal bodyguard and, as the well-informed may tell you, her spies.


    The Seraph

    The most numerous of the Krytan military organizations is the Seraph. They stretch their influence across the nation, with outposts in every major town, and patrols that struggle to keep roads free of bandit attacks and centaur raids. Yet they are also the most beleaguered, struggling to maintain supplies and munitions for their soldiers. The highest rank in the Seraph is captain. At any given time, the queen has from five to ten captains in the Seraph; each operates independently, but in coordination, under her command.

    Each Seraph captain is granted authority over a certain territory of Kryta — be it the embattled foothills of High Timber Claim or the lowlands of Nebo Terrace. The troops under their command report upwards to them, and they receive their orders directly from the queen. In recent days, Queen Jennah has been absorbed in her duties to Ebonhawke and the treaty being negotiated with the charr. Most of the command of the Seraph in Kryta has fallen on her closest captain, Logan Thackeray, whose immediate authority covers the city and environs of Divinity’s Reach. Now considered the first among equals, he organizes the body of Seraph response to overall threats against the nation.



    The Ministry Guard

    The second largest martial unit is the Ministry Guard. Typically seen only in Divinity’s Reach, it is their task to keep the peace in the ministry and provide personal security for the Krytan ministers and their aides. This usually also translates into being protectors of the nobility of Kryta, most of whom are heavily involved in the ministry.

    Although their jurisdiction is more limited than the Seraph’s, it is also more empowered; the Ministry Guard have the right to overrule Seraph authority where ministers are concerned, in order to keep governmental secrets secure.

    The Ministry Guard is headed by the Commander of Divinity’s Reach, who reports to the legate minister, the ministry’s highest office and speaker to the queen.


    The Shining Blade

    The Shining Blade are the queen’s own guard. Derived from the original Shining Blade, freedom fighters during the War in Kryta, the modern Shining Blade watch over the Royal Family itself.

    Although they are the smallest and least-known of the Krytan military units, the Shining Blade are superlatively trained as an elite force. Unknown to most of the populace, many of the Shining Blade also perform more covert duties. From spying on political enemies to carrying secret messages throughout the nation, the Shining Blade carries out hidden missions at the request of the Krytan Throne. Their leader is the Master Examplar of the Shining Blade, a position appointed by the queen. The Master Exemplar reports only to the queen, and may supercede the authority of either of the other two branches of military with the queen’s permission.

    When Queen Jennah’s father died and she was invested to the Krytan throne, she appointed Countess Anise to the rank of Master Exemplar. Anise is a cunning political mind in her own right and has served in the Shining Blade for many years. Anise defended Jennah as her personal guard while Jennah was a young princess. The two are very close companions. Although Anise is not thought of as a powerful combatant, her cunning and ability to predict the actions of others has long served to keep the queen safe. Now Anise protects Krytan interests with an equally sharp edge.

    Source: Arena.net

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    Useful Links
    Information
    Guild Wars 2 Official Website - Human Race
    Guild Wars (1) Wiki - Human Race

    Official Newsposts & Interviews
    07/02/2011 - ArenaNet: Oh, the Humanity! Human Week Begins
    08/02/2011 - ArenaNet: Against the Wall: Humanity in Guild Wars 2
    09/02/2011 - ArenaNet: Character Art in Guild Wars 2 – Designing Humans
    11/02/2011 - GamesOnNet: GW2 Developers on Humanity
    12/02/2011 - ArenaNet: The Line of Duty – The Three Military Orders of Kryta

    Older Newsposts & Interviews
    17/05/2010 - ArenaNet: The Fashion of Guild Wars 2: An Interview with Kristen Perry
    26/06/2010 - ArenaNet: Content Designer Matthew Medina Discusses the Alphabets of Guild Wars
    01/07/2010 - ArenaNet: Activities – Games Within the Game
    05/08/2010 - ArenaNet: Talking Heads: VO and Dialogue in GW2

    GW2Fans Discussion Threads
    Human Concept Art
    Human Race Skills

    *We'll add more to this page in due time, if you find any information or links you want to add to this thread, please post them below.

    This article was originally published in forum thread: The Human Race started by Laida View original post