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Old 28-03-2009, 03:08   #1
mooed
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Post Guild Wars Architectural Guide: Prophecies

This guide was made to analyze and interpret the many examples of architecture in the Guild Wars: Prophecies world, attempting to give them a builder and a purpose. Though, it must be clarified that we will probably never know for certain the ownership and intended function of every structure in Guild Wars. And, indeed, that very mysterious quality is just one of the chief reasons why Guild Wars is such an amazing game. This guide will eventually grow into a collection of various ideas by contributors (you), not just myself, each building and point open to active, friendly debate.

This guide is subject to being updated often and by no means should my opinions or the opinions of others be interpreted as “fact.” Most of the time, we can only speculate.

All discussions should relate to architecture found in Prophecies Tyria (Pre/Post Searing Ascalon, Shiverpeaks, Kryta, Maguuma, Crystal Desert, and Ring of Fire Islands). The discussions should also hold back and not go into areas beyond what the main guide has included thus far. This enables a more straightforward and orderly approach to discussion, allowing for time to discuss each area until we move on to the next, instead of jumping around randomly from area to area. If you should wish to comment on a previously discussed area, go ahead, but clarify in detail what, in particular, example(s) of architecture it is you wish to discuss. Including a picture would also help.

If you especially have anything you would like to add to this guide, or debate, especially if you have concrete evidence to back up your opinions, please share! I would only ask that you keep this post concerned with the overall architecture found in Tyria. If you wish to go into more detail about examples of architecture in each area, go ahead. I, the creator of the guide, may scan quickly through certain areas, but feel free to point something in particular out that you see and wish to discuss more on. So, if you want to discuss specific features of the Catacombs (say, the room of the bottomless pit), go right on ahead.

If, on the other hand, you want to talk about civilizations or any other subject outside of the realm of architecture, search for, or start a different post. Also, please do not discuss architecture in areas of Tyria or the rest of the Guild Wars world which the guide has not covered already.

Source identification (for your use and mine): Guild Wars Manuscripts (GWM), In-Game Dialogue (IGD), In-Game Observable (IGO) (note that IGO does not always have to be noted, but is the obvious, default source of architectural information), and Dictionary Definition (DEF).

So, let’s begin.

Ascalon (Pre-Searing)

Date Range: Beginning in 100 BE (settlements officially become “Ascalon”) and comes to an end in 1070 AE (GWM).

Cultural Inhabitants: Primarily Ascalonians and Charr

Characteristics: Ascalonians were viewed as “grim” by their neighbors. They were also unfailingly vigilant, though they suffer from a seemingly never-ending war with the Charr. (GWM)

(Speculation from this point on)

Interpretation: Ascalon is a sad story. Here you have a capable people who are under the dark cloud of war. One may wonder what Ascalon would look like without the threat of war. No doubt they’d be capable of building some pretty incredible cities. Ascalon architecture is, perhaps, the easiest to interpret compared to other samples of architecture across Tyria. As it is, most of their resources in Ascalon are devoted to defense. The whole countryside is covered in ruins of past structures, probably abandoned and then scrapped in favor of reinforcing the Great Northern Wall (as of 898 AE), leaving a lack of development in the region (which is probably why Ascalon City is so small). It could also be that invasions by rival guilds from Kryta and Orr caused the destruction, and/or the wandering groups of bandits.

Ascalon City has many near-identical buildings within it. Some have towers, others do not. The in-game description reads, “The largest city in the kingdom, Ascalon City is known for its beautiful architecture, numerous libraries, and bountiful shops. Because it is where many noble families make their home, it tends to receive the largest number of visitors and has become the cultural center of Ascalon.” So, these buildings, though they look very similar to each other, serve as different purposes. We might have inns, libraries, homes, shops, restaurants, and any other town functions. We can’t distinguish between them, however.

Outside of Ascalon City, primarily in the Northlands in Pre-Searing, are these massive ruins. Fortunately, as they are ruins, we are able to peek into the internal structure, and we can see that these buildings contained multiple floors (up to four, it looks like). These buildings could perform any number of functions, though they look more like cathedrals than anything else, except for the fact they have multiple stories, whereas cathedrals are typically made up of a central, open sanctuary. The number of these ruins would also appear to discredit the idea of them each being a cathedral, though with the five gods, each might have had a cathedral built completely devoted to him/her. Perhaps some of these structures therefore are cathedrals (we’ll see one confirmed to be a cathedral in Post Searing during the Fort Ranik mission).

Ascalonians were, as was stated before, “grim.” Some of the walls bear elongated faces with open mouths, perhaps an example of this grimness working its way into the architectural realm.

From all this war, many have died, hence the absurdly large catacomb system underground. Parts of the Catacombs, or the entire structure itself, might also have been at one time an above-ground settlement before became buried and was then converted into a necropolis.

The Great Northern Wall is the paramount example of Ascalon architecture, and as true a candidate as any for a Wonder of the World. I’m not positive, but I’d say that the Great Northern Wall is about 8 stories high at the very least. Thankfully, the wall is only around 3.74 miles long. To put that in perspective, the Great Wall of China is between 2~3 stories and runs for over 4,160 miles.

Most of the typical Ascalonian residences have stone walls, thatched roofs, and glass windows. The previous picture shows what appears to be a duplex, a single building divided into two houses for each family. Other homes appear meant for a single family. Some of the smaller buildings (which appear to be made up of a single, small room, probably used as storage sheds) are raised on stone blocks, perhaps to protect again flooding. These towers may also be found in villages and towns. As they also have a lack of windows, they might be storage towers, holding harvested crops.

Moving along, we have other buildings which stand out, such as Duke Barradin’s estate and the black building at the entrance of the catacombs.

These buildings, and even Ashford Abbey appear to have many similarities with each other. They each have a large, central, arched front entrance and a mirrored left and right side. Barradin’s Estate and the black building in the entrance to the Catacombs both have a window on each side of the entrance. All three buildings also have a shape above their entrances. Barradin’s Estate has a circular stained glass window, the black building has a four-pointed star, and Ashford Abbey has an arched stained glass window. We can’t say which building was built before the others, but it is obvious that they share a common design.

Examples of entertainment architecture is fairly limited, but one stop for Mesmers is the Actors Stage just outside Ascalon City. Again, the arch is used repeatedly. Ascalonians love their arches. This is the typical Greek/Roman setup, were you have just over a semicircle in seating area. However, there appears to be a flaw in the design. There are, of course, the best seats in the house aiming toward the stage, but they are few. The majority are aiming at the center of the theater, clear in front of the stage itself. Unless that compass-looking area is the stage, then the design is severely flawed and the audience is going to be complaining about neck issues. It would help if, instead, the stage were to be lowered and made to include the circular compass floor.

Other notable structures to be found throughout Ascalon:

The Ascalon Academy is one of the taller buildings in Ascalon. (Close-up, Far Side) It's made up of two bell towers bridged by a skywalk and a large building in-between. The Ascalon Academy is where young, brave recruits in Ascalon City and the surrounding area go to show their prowess and become the soldiers defending the Kingdom of Ascalon. Not just anyone is admitted. It is possible this building includes a barracks, sleeping quarters, training rooms, private rooms/residences for trainers, a dining hall, general room to rest and socialize, and perhaps a library where those magically-inclined may be permitted to study in silence. But regardless of what it contains, overall, it is a grand, stately building, an icon of Ascalon's world-renowned education.

Fort Ranik, on the other hand, is a testament to Ascalon's defense orientation. It's main building is almost identical to the main part of the Ascalon Academy and would no doubt feature some or most of the same rooms. There are some details of the fort that are difficult to explain, including this tall tower, which has no windows and, thus, no point through which rangers or magicians could shoot safely from. The entire north face is the same way. Most forts would feature the use of battlements and narrow slits for windows. Apparently, Ascalonians never made extensive use of battlements, which might be one of the reasons why they never won the war with the Charr.

Weaving its way through parts of the Ascalonian country is what is probably a Roman-like aqueduct system. It may appear odd that a country with water so readily available in lakes and rivers would need an aqueduct. But to what cities, baths, and pools these aqueducts fed presents a mystery. One would think the lakes would offer more than enough water for the Ascalonian people. Why they would need to bring in water from the highlands or mountains is curious. However, it could be that Ascalon does not in fact have as lush of a climate as we might be led to believe. Perhaps the rainfall isn't as frequent, and thus, these aqueducts are the main life-givers to the Ascalon area. That could explain why, after the Searing, the land didn't begin to grow lush again, but remained arid. With the aqueducts knocked over and the water flow severed, the rivers and lakes drained and the land was starved. This might also explain Horn Hill and the horn Stormcaller in Post-Searing. If Ascalon did have a water problem, it would make sense to try to satisfy the problem with magic. Note of course that the aqueducts could be doing anything, or even not serving as aqueducts at all. More will be covered on the aqueducts in Post-Searing.

The second to last structure I want to touch on is the Wizard Tower in Wizard’s Folly. It’s overall appearance is somewhat reflective of the Ascalon Academy. Principally, there is an almost identical peak structure to these buildings, made up of two connected, small, capped towers at the top of two stone towers that make up the majority of the overall building. There is also a shared “arrow upwards” characteristic, presented by the rooftop in the middle of each tower of the two towers of the Ascalon Academy and the base of the Wizard Tower in Wizard’s Folly. There’s no visible entrance to the Wizard Tower, except, perhaps, the indented areas on the north and south faces of the building. Chains anchor this building to the ground, but why it should need chains is not apparent. It does not appear to be capable of floating away, but perhaps it was at one time, before its base and the surrounding water was frozen. At the start of Elementalist Aziure’s quest for Elementalist primaries and secondaries, she mentions researching water magic. The presence of water-based elementals (Ice Elementals) and the overall presence of snow, ice, and water might suggest that this tower is in some way “tuned” to Water Magic, though that is only speculation. There does appear to be many arched windows in the exterior of the Wizard Tower, but they might only be designs. What material the green-ish section is made out of is unknown, and it doesn’t appear to be reflected in any other Ascalonian architecture.

This stands out like a sore thumb. It’s obviously not Ascalonian. It’s an object from Factions. Though it couldn’t be ruled out that Canthans inspired the construction of this wind mill, it seems a bit far-fetched, and even so, the typical Ascalon building materials should have been implemented, not whatever went in to building what we see. None of the textures match. And as a point: Ascalon runs on water power, which is clearly evident by the two water mills in Lakeside County and Green Hills County. They simply have no need for harnessing wind power, at least in this general area of the kingdom of Ascalon. Wind mills and water mills serve the same purposes. Both can be used to grind, though if there's a river of moving water available, a water mill works just fine, and if not, wind mills are more often used. It could be that that wind mill is helping to pump the water along which we see moving around the nearby estate.

Conclusion: Ascalon is a religious, defense-oriented country. Most of their stone resource is spent in the Great Northern Wall and fortresses like Fort Ranik, leaving little materials for any other stunning constructions. Ultimately, after the failure of the Wall in the Searing, Ascalonians will leave little architectural legacy behind. Only when someone is able to gaze upon the ruins and listen to the mournful echoes of the past will they be able to speculate about what Ascalon truly could have been.



Ascalon (Post-Searing)

Date Range: Following the devastating blow of the Searing in 1070 AE; principally begins in 1072 AE, present day.

Cultural Inhabitants: Remnants of Ascalonians and Charr

Characteristics: “...the current landscape of Ascalon holds only the ghost of its former glory. Skeletons of grand cathedrals and remnants of whole cities lie broken.... The protective Great Northern Wall is perhaps the most intact structure in the entire kingdom, but the destruction that surrounds it lies in testament to its ultimate failure.” (GWM)

(Speculation from this point on)

Interpretation: If you’re looking for inspiring examples of architecture, this isn’t the place, to be sure. The above quote from the GWM sums up Post-Searing completely. Most of the grand examples of architecture identified in Pre-Searing are in pieces. What is left has lost its original purposes and is probably used only for its defensive benefits, or scrapped. Despite that, this “ghost of former glory” holds many interesting bits of architecture, even if they are in utter shambles, which still deserve to be noted and checked into, if only to pay some respects to the original Ascalon architects and builders.

Up first however, the newest style of architecture in Ascalon should be noted, which apparently sprung up in wake of the Searing. It is most likely that the Charr erected these during their invasion of Ascalon, as they are more frequently found as Charr prisons, but here, they are being used as a camp for Krytan visitors. Not much is used to make them, mostly wood poles sharpened at the ends, lashed together with rope, and then connected with sheets of what is probably animal skin, altogether forming a primitive tent. This demonstrates the sharp decline of architecture for design and aesthetics, in favor of construction purely for practicality, using whatever can be found in this new, harsh environment. In towns and outposts, people appear to be using these tents. These tents may be restricted to display wares to sell, but they could also be used for makeshift homes as well.

While we are on the subject of Charrchitecture (ha ha), this flame platform outside of Drascir should be pointed out. The base appears to be made out of brick, with wooden poles also helping to hold the structure together, or merely added for intimidation purposes or simply décor. The central flame cauldron is similar in design to the beacons in the Shiverpeaks (which we’ll get to later).

Among the ruins of Diessa Lowlands can be found these structures, which appear to be erected shelters, either for human survivors to live in or Charr invaders to live in (which seems the most likely, because these shelters are also found in Rin, after the city was destroyed by a Charr invasion). They are apparently made out of wood scrapped from the wreckage. This bridge, and the other bridges like it are very likely to have been erected by the Charr invaders, made out, it would seem, of either the same scrapped wood or wood imported from forests elsewhere in the Tyrian world. The main problem discounting the recycling of wood left over in Ascalon from the Searing would be that the wood should be burnt to a crisp, and if that’s the case, it wouldn’t be capable of supporting a whole lot. Still, there is always the possibility that some areas of Ascalon were either sheltered in valleys or spared the full brutality of the Searing. We see areas of ground which still bleed through with grass and flowers. Doubtless, however, such areas were quickly invaded and scrapped for other construction uses.

All that shifting of ground had uncovered what may be a sewer or irrigation system. You might recognize it as similar to the same channels found around Duke Barradin’s Estate in Pre-Searing. These, however, were not visible at that time. Another difference is the planks of wood that appear to have once been lain across the channel, perhaps acting as a roof to keep out dirt, allowing water to move along in an underground river of sorts. If that is indeed the case, it begs some questions. Irrigation is mainly used to bring water to areas which would normally not receive sufficient amounts naturally (think Egypt with its large-scale irrigation along the Nile River, in what would otherwise have been desert). Could this confirm the idea that Ascalon was artificially lush?

The aqueduct system mentioned in Pre-Searing can still be found around Post-Searing, but it is in a much sorrier shape. If you look carefully, you will see that there are no channels for water, which presents a problem to the idea that this is indeed an aqueduct. Still, there’s always the chance that the water runs through a small tunnel in the aqueduct, and not in an exposed channel. Here is a map of the aqueduct locations in Post-Searing.

According to the GWM, the Great Northern Wall is perhaps the most intact structure in Ascalon. That may be true, but it’s in terrible shape, with many gaps allowing easy access into the areas south of the Wall.

Cathedrals can be seen scattered around the countryside, usually found on missions. (Cathedrals: The Great Northern Wall, Fort Ranik, Eastern Frontier) These monstrous buildings towered upwards for four stories or more. A few of the windows still bear stained glass. Christian cathedrals in our world had stained glass windows that bore stories from the Bible so that the common people could see them. The same could apply to these windows, which may depict a god, gods, or other religious icons.

The other, architectural landscape of Ascalon is fairly consistent: ruins, columns without anything to support, and bridges. There is a pair of amphitheaters to be found, one in the Great Northern Wall mission and the other outside of the Ruins of Surmia outpost. Ruins of forme

Last edited by mooed; 10-04-2009 at 18:18.
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Old 28-03-2009, 03:44   #2
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All right, we’re about to wind up our Ascalon architectural tour (Finally! I’m ready for a change of scenery, I don’t know about you). We just have two more stop to make: Dragon’s Gullet and Horn Hill.

Dragon’s Gullet features the northern-most point to Post-Searing Ascalon that we can reach. It features the highest-level monsters in Post-Searing Ascalon (not to mention some of the ugliest). Architecturally speaking, there are only a small handful of things worthy of note. Almost immediately upon entering, you are faced with this large mural of Balthazar. The wall suggests that at some time or another, this area was settled. Further backing this up is the presence of some other structures in the area. A second mural of Dwayna, also resides in the Dragon’s Gullet landscape. Perhaps there was a large temple in Dragon’s Gullet at one point.

Our final stop. Take a deep breath; we’re almost out of here. Right near the end of the Nolani Academy mission, Prince Rurik gives this structure a little toot with the horn “Stormcaller,” which was discovered in the ruins of the Drascir Academy. The horn is aimed right at Rin, perhaps used to announce the arrival of the king into the capital, or for use in some other special events. It might also have been built especially for Stormcaller, as suggested by the theory of Ascalon naturally being an arid land. Stormcaller and Horn Hill may be Ascalon’s mages’ solution to the arid climate. If all else fails, magic seems capable of doing the trick. However, it could simply be that the horn and the hill were developed purely as a weapon to aid in the ever-going fight with the Charr, as the Charr seem to be almost dependent on their sacred flames.

Conclusions:

So, will Ascalon see another golden age in the architectural realm? The overwhelming consensus would find it very unlikely. First, the old structures would have to be torn down. The burnt-out wood would be incapable of supporting the original structure. Water would need to flow into the land once more, allowing for the growth of new plant life to aid in construction, but that would take time, and resources would need to be imported just to fix the aqueducts and irrigation canals. This, of course, would all require the Charr to be pushed back permanently.

Up next, we journey into the Shiverpeaks, after, of course, stopping in for a peek at the Ascalon Foothills (sorry for putting it off, but as the quests for this area are found in Yak’s Bend, I consider it being part of the Shiverpeak area and not so much the Ascalon area, despite the obvious).

Until next time...

Last edited by mooed; 10-04-2009 at 18:09.
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Old 28-03-2009, 03:46   #3
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(reserved for Maguuma, Crystal Desert, Ring of Fire Islands (if necessary), and Southern Shiverpeaks)

(if I ever get there )
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Old 28-03-2009, 09:57   #4
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Quote:
Originally Posted by mooed View Post

This stands out like a sore thumb. It’s obviously not Ascalonian. It’s an object from Factions. Though I wouldn’t rule out that Canthans inspired the construction of this wind mill, I think the idea is ridiculous, and even so, the typical Ascalon building materials should have been implemented, not whatever went in to building that. None of the textures match. And as a point: Ascalon runs on water power, which is clearly evident by the two water mills in Lakeside County and Green Hills County. They simply have no need for harnessing wind power, as least in this general area of the kingdom of Ascalon.

Conclusion: Ascalon is a religious, defense-oriented country. Most of their stone resource is spent in the Great Northern Wall and fortresses like Fort Ranik, leaving little materials for any other stunning constructions. Ultimately, after the failure of the Wall in the Searing, Ascalonians will leave little architectural legacy behind. Only when someone is able to gaze upon the ruins and listen to the mournful echoes of the past will they be able to speculate about what Ascalon truly could have been.
or could be a Ascolonian could of managed to get to Cantha, like you see Krytans in Ascalon in post sear... but then how would they of got to the Shiverpeaks when they would have to venture deep into charr lands in pre-sear... travellers wont survive long, and I'm sure the ascalon guard wouldn't waste their time ferrying merchants beyond the wall
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Old 28-03-2009, 15:23   #5
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I tried imagining Canthans coming all the way to Ascalon just to build a wind mill with materials they brought themselves, when there was no need for one. Granted, the Canthans could have wanted to show off their skills. Still, I wouldn't rule out that the mill was inspired by, perhaps, an Ascalonian traveler who sailed to Cantha, saw the wind mills and thought, "Wow. Why hadn't we thought of that?" and returned home to help build one. I once saw a picture of a German-built cathedral in the middle of China, so it's entirely possible, but still not likely.
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Old 28-03-2009, 17:08   #6
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Quote:
Originally Posted by Karn the Betrayer View Post
or could be a Ascolonian could of managed to get to Cantha, like you see Krytans in Ascalon in post sear... but then how would they of got to the Shiverpeaks when they would have to venture deep into charr lands in pre-sear... travellers wont survive long, and I'm sure the ascalon guard wouldn't waste their time ferrying merchants beyond the wall
Er..The Ascalonians had ties with the Deldrimor Dwarves prior to the Searing indicating a passageway into the Shiverpeaks that wasn't in Charr territory. Not to mention that we take that route to get to Kryta as we follow the story. In Post-Searing, it would seem deep in Charr territory, but I think that in Pre-Searing it would fall under Ascalonian territory with the occasional Charr intruding.

Quote:
Originally Posted by Mooed
Wizards are magic users. Humans tend to be corrupted by greed (GWM), but allowing magic in their hands can obviously have awesome repercussions. One wizard that we do know of is Lord Odran, whose magical ability in necromancy was so advanced, he was able to open a portal using temporal distortions (time warping (DEF)), which offered him access to the Mists and eventually the Rift itself. His exploitation of the Rift for his own personal transit benefits cost him his life when a mob of angry dead people ripped him to shreds (that’s what it says; GWM).
That's actually a rather interesting catch, the wizard bit, as most of us, when referring to those similar to Odran, have called them Mage Lords. That minute part aside, nowhere does it state that Odran practiced Necromancy. Regardless of the "sacrifice of countless souls" (GWM), the Mursaat did the same, but they were not all Necromancers. This same logic should apply to Odran.

Also, another nitpick on my part here, but it doesn't state that a "mob of angry dead people ripped him to shreds." While it's essentially the same thing, it instead states that: "The wizard lord was torn to shreds by hundreds of angry souls seeking retribution for his trespasses." (GWM)

I'll respond to the rest in a bit; I need to cleanse myself, and get my mind in a better state for response.
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Old 28-03-2009, 18:05   #7
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changed the necromancy part, along with the mob-shreds bit

Is there any part in the game itself that sets a group of wizards above normal wizards by referring to them as "Mage Lords," or is that purely a name created by speculating players?
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Old 28-03-2009, 18:49   #8
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I wondered that myself whenever I looked over the section Lord Odran's Folly for that quote and found wizard lords instead of mage lords. It would seem that it was a phrase developed by the players to cover individuals like Lord Odran, such as Lord Kree and Sybitha. Two individuals involved in secondary profession quests out in the Crystal Desert.
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Old 28-03-2009, 21:04   #9
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-has yet to read all of the OP and Karn's post-

For the Mage Lord thing, I too have always wondered where that come from and have also figured it was player based name for the wizards who are called "Lord" - Lord Odran, Lord Kree, and Sybitha as Leon stated.

Of course there are many theories regarding the "Mage Lords" - most referring them to be of a group that worked together/as contemporaries, but for all we know they were just people who owned lots of land and who were practicing magic. Meaning on their own.
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Old 28-03-2009, 22:25   #10
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The Culturally Advanced Serpents
In the future, it would be easier to simply refer to them as the Forgotten. Just me being nitpicky again.

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Originally Posted by Mooed
Interpretation: The serpents are international. Think of them like the Roman Empire in its height. They also adhered to *an* elaborate culture, not many. Therefore, it’s relatively safe to assume that a telltale sign of their presence would be a single style of architecture that can be found across Tyria and not bound to any one area.
I'm not too certain about this. From evidence in Nightfall we find that the Forgotten architecture is similar to what is seen prevalent in the Crystal Desert. Such as the tomb you mention later, here: http://i176.photobucket.com/albums/w...pics/01_11.jpg

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Originally Posted by Mooed
These serpents had no desire to fight, and thus, their settlements were probably not fortified, but built purely to astound and mystify those who gazed upon it.
I would have to disagree. I realize that you haven't played Nightfall, and I hope you don't mind this minor spoiler, but the Forgotten were far from lacking a desire to fight. They had an armada at one time, and they pursued Jadoth, the first Margonite, along the coast of the Crystal Sea. It's never explained why they were pursuing him, but this minor bit of information indicates that they were, at the very least, prepared to fight if necessary.

Quote:
Originally Posted by Mooed
For all we know, they may not even be meant to be eyes at all; the eye symbol looks more like the head of a serpent than an eye, if you ask me. Though, I don’t believe that’s anything of importance, just a symbol like the many found all across Guild Wars. We will never be able to translate it.
I think that's the best conclusion to come to, personally. As I don't exactly see the head of a serpent in that image or an eye, for that matter.

Quote:
Originally Posted by Mooed
The architectural style for the Temple of Balthazar and the Temple of Grenth is found in the Maguuma Jungle and the Shiverpeaks (a jungle and a mountain), which is within the bounds of the serpents. The buildings are also breathtaking (mystifying, even, don’t you think?). There is no other explanation I can think of for how structures of such similarity can be found both in Maguuma and the Shiverpeaks. It’s just too far of a distance and there’s very little chance that the same materials to build these could be found in both regions.
The issue here is that a similar structure also lies in the Battle Isles, which, while possibly inhabited by the Forgotten, seems a bit odd. It's a chain of islands out in the middle of nowhere, with no life to shepherd, at least, no life that we see aside from humans which came years after the Forgotten would have already left.

Quote:
Originally Posted by Mooed
The Old Gods

Date Range: Forever?
The Gods of Tyria are not forever. This is indicated by several quests and the story of Nightfall as a whole, which, when you get the chance, I highly suggest obtaining and playing if you're enjoying the game thus far. It expands the story greatly, adding more depth, I think.

Quote:
Originally Posted by Mooed
So did the gods build anything else in Tyria? We just don’t know.
I agree, at least on the terms of architecture. They've certainly left their mark elsewhere on Tyria. Examples ranging from the Crystal Desert to the Desolation to the Jade Wind.

Quote:
Originally Posted by Mooed
The Wizard(s)

Date Range: Sometime after the bloodstone volcano’s eruption (1013 AE?) and before present day (1072 AE), during which magic was again in the hands of the people
Since we can't be absolutely certain about when Lord Kree and Sybitha lived, I would say, at the very least, 851 AE to 1072 AE. As 851 AE is when Lord Odran became the first mortal to enter the Rift.

Quote:
Originally Posted by Mooed
However, there is another wizard, Elementalist Aziure, who has shown interest in the tower. When you speak to her, she says, “Time, Life, Truth... Do you bring the Order new knowledge of any of these things?” (IGD) Could it be that she’s trying to bend time like Lord Odran? The Wizard’s Folly Tower has no visible entrance, the ultimate puzzle. Adding more to this suspicion, at the beginning of the quest “Unnatural Growths” given by Aidan for Rangers, he states, “Ever since Aziure started her work at the wizard tower, this region has been plagued by unnatural plant-like creatures. I suspect her magical experiments have inadvertently warped the local flora to create these aloe husks.” Warped? That sounds familiar...
It must be realized that they do mention what the experiments are for if you play through with an Elementalist primary or secondary. She's attempting to craft a spell, the elite we later have the ability to obtain called Ward Against Harm. So it could be that those effects were simply from that. Not only that, but time, life, and truth are several questions those seeking knowledge often ponder, so it could also simply be in relation to her role as an Elementalist.

Quote:
Originally Posted by Mooed
The Wizard’s Tower in Kessex Peak is having the same problem, it seems. Yet another individual (Galrath) desires to break into the tower and see what knowledge it holds. As with Aziure, the results of experimenting with the powers of the tower will undoubtedly have negative results, as is made evident by Firstwatch Sergio’s exclamation, “Galrath must be stopped! If he gains whatever secrets are locked within the wizard's tower in Kessex Peak, gods be merciful...”
While I don't disagree, I must also point out that it could just as easily be fear of the unknown in this case. As Sergio says, "whatever secrets", meaning even he doesn't know.

Where has that ever been hypothesized? That's utterly absurd, teleportation via experimentation on temporal distortions aside, it's still rather absurd.

Quote:
Originally Posted by Mooed
That’s a tomb, nothing more, and certainly not a portal. If you don’t believe me, look at this picture of a tomb entrance in Egypt in the Valley of the Kings.
I wouldn't be so quick to deem it a tomb. We see these structures in the last remaining bastion of the Forgotten in Nightfall, called the Lair of the Forgotten. It seems likely that they may be utilized as homes by the Forgotten. Although this isn't proven, and is merely supported by Forgotten presence around them and directly in front of them.

Quote:
Originally Posted by Mooed
Ascalon (Pre-Searing)

Date Range: Beginning in 100 BE (officially) and coming to an end in 1072 AE (GWM)
I'd actually be more willing to say that 1070 AE, when we begin, is also the end of Pre-Searing. However, it works either way.

Quote:
Originally Posted by Mooed
Ascalon has many cathedrals, or used to anyway, saying that they are very religious, though they are also, as was stated before, “grim.”
I'm not sure I'd called that a cathedral, as there are many buildings with spires such as that around Ascalon. For example, the building right next to it.

Quote:
Originally Posted by Mooed
From all this war, many have died, hence the absurdly large catacomb system underground.
Actually, it's not even completely agreed upon when the Catacombs were constructed, or for what purpose. Their usage now is as a graveyard or a necropolis of sorts, but the design seems a bit grandiose for such a simple use. Some would suggest that it was, at one time, above ground, in fact.

Quote:
Originally Posted by Mooed
But if the humans arrived in 205 BE, and we must assume there was a lengthy time span for them to evolve until they were capable of quarrying and building such a monument, then that doesn’t leave as much time.
I'm not sure if we're using the same meaning of evolve here, but if you mean as I think you mean, then I would say that there is more evidence to suggest humans were brought to Tyria or appeared on Tyria in their current, more or less, form.

Quote:
Originally Posted by Mooed
It amazes me that in that time, the wall has not suffered any visible damage (no weathering, earthquakes, etcetera). I wouldn’t put it past the Ascalonians to use some magic in the construction of the wall. Perhaps they even coated it with some wards and enchantments.
It may also be the constant additions to it by the Kings making it appear new despite its age.

Quote:
Originally Posted by Mooed
Some of the smaller homes (which appear to be made up of a single, small room) are raised on stone blocks, perhaps to protect again flooding.
Actually, and this may just be due to the angle of the shot, note the lack of windows. That may simply be a shed for tools or other materials.



Quote:
Originally Posted by Mooed
I know it’s been brought up before that there are no modes of transportation presented in Tyria.
Erm..Where have you seen that brought up? At least around here, as far as I can recall, that's not been brought up as we clearly see transportation in the form of wagons pulled by oxen as we cross the Shiverpeaks. Not only that, but the ships at Lion's Arch even indicate that there is plenty of transportation across the water. I don't know where you saw that brought up, but those people clearly haven't been paying too much attention.


Quote:
Originally Posted by Mooed
Weaving its way through parts of the Ascalonian country is what is probably a Roman-like aqueduct system. It strikes me as odd that a country with water so readily available in lakes and rivers would need an aqueduct, but perhaps the aqueduct is to hint at an early time when Ascalon was more of an empire than a single nation. Remember, Orr and Kryta were not always independent. But to what cities, baths, and pools these aqueducts fed remains a mystery.
I think, and I may have to go through Regent Valley in Post-Searing and follow the aqueducts, but I think it was to assist in feeding water to the Eastern Frontier of Ascalon. We never travel there in Pre-Searing, but from what I can think of at the moment, there isn't nearly as much water as is found in the western region of Ascalon. Which is only notable by the amount of tar seen around the Eastern Frontier and Pockmark Flats.

Quote:
Originally Posted by Mooed
This stands out like a sore thumb. It’s obviously not Ascalonian. It’s an object from Factions. Though I wouldn’t rule out that Canthans inspired the construction of this wind mill, I think the idea is ridiculous, and even so, the typical Ascalon building materials should have been implemented, not whatever went in to building that. None of the textures match. And as a point: Ascalon runs on water power, which is clearly evident by the two water mills in Lakeside County and Green Hills County. They simply have no need for harnessing wind power, at least in this general area of the kingdom of Ascalon.
Correct me if I'm mistaken, as I'm not exactly that enlightened on mill technology, but do water and wind mills serve the same purpose? Such as producing, flour from wheat, I think, correct? It wouldn't hurt to have it nearby, as it would reduce the time taken walking to the water mill. That part aside..I would have to agree, it is rather out of place, even if there was a Canthan embassy in Ascalon at one time, it was shut down in 940 AE. And trade agreements ended 38 years prior to that in 902 AE. So yes, it is out of place, and unless some random Canthan decided to hoard materials and remain in Ascalon and build a wind mill, there is no solid explanation for it.

Quote:
Originally Posted by Mooed
Also, if you don’t agree with any of my observations, that’s fine. If you especially have any concrete evidence to back up your views, please share! I would only ask that you keep this post concerned with the overall architecture found in Tyria. Also, please do not discuss architecture in areas of Tyria or the rest of the Guild Wars world which I have not covered already.
I didn't completely comply with this, but I think you'd agree that it's best to be corrected early on than to proceed with misunderstanding of information, and then get blasted, right?

That aside, splendid first research post here.
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IGN: Leon Wyvern.
"The real secret of magic is that the world is made of words, and that if you know the words that the world is made of you can make of it whatever you wish."-Terence McKenna.
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