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Guild Wars 2 Zones

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Jun 12th, 2012
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  1. # Dredgehaunt Cliffs
  2. + The Dredgehaunt Cliffs were once the domain of the dwarves, but when that race went down into the depths, the mole-like dredge claimed these lands as their own, and battle with the jotun, the grawl, and the norn for control.
  3.  
  4. # Frostgorge Sound
  5. + The awakening of Jormag flooded much of the north, and now new races are fleeing into this land ahead of the Elder Ice Dragon's terrible minions.
  6.  
  7. # Snowden Drifts
  8. + Snowden Drifts, a frozen stretch of high peaks and deep lakes, is the main artery between Kryta and Ascalon. Sons of Svanir, centaurs, and dredge all stalk the Drifts, and travelers are advised to stay on the main road or within the protective walls of a haven.
  9.  
  10. # Lornar's Pass
  11. + Lornar's Pass is a string of narrow valleys that lead down from the Shiverpeaks in the north to the Sea of Sorrows in the south. Its deep valleys are the haunts of wild creatures, ancient ruins, and hidden places of power long concealed from prying eyes.
  12.  
  13. # Wayfarer Foothills
  14. + The norn around Hoelbrak have established the Wayfarer Foothills as their primary hunting grounds. Further north, there lies a treacherous landscape of frozen fields and icy crags corrupted by the Sons of Svanir, norn who revere the Elder Dragon Jormag.
  15.  
  16. # Timberline Falls
  17. + Timberline Falls is a rugged upland dominated by two great river systems. It is on the frontiers of Tyrian civilization, and is the home of lone freeholds, adventurer camps, and a myriad of races, including hylek, dredge, and quaggan.
  18.  
  19. # Plains of Ashford
  20. + Long ago, the human kingdom of Ascalon occupied the Plains of Ashford. Now, the ruins of that once-great nation lay strewn across the landscape, and the ghosts of the past haunt any who pass through their territory.
  21.  
  22. # Blazeridge Steppes
  23. + The charr once ruled the Blazeridge Steppes, but the rising of the Elder Dragon Kralkatorrik left a corrupted swath across the land. Now the legions contend not only against the creatures of the Dragonbrand, but against the ogres who have come down from the mountains.
  24.  
  25. # Fireheart Rise
  26. + The Fireheart Rise writhes in the grip of the Flame Legion. Once the rulers of the charr, this deposed legion has been driven back by the other charr, but still controls this blasted wasteland of volcanoes and tar pits from their massive fortress at the Flame Citadel.
  27.  
  28. # Iron Marches
  29. + The Iron Marches was once a resource-rich region of Ascalon, but has been transformed into the front lines of the fight between the Flame Legion and the rest of the Charr. Forces of both sides skirmish along the edge of the Dragon Brand, each seeking control of the region.
  30.  
  31. # Fields of Ruin
  32. + Until recently, the Fields of Ruin were the scene of the ongoing struggle between humans and charr, centering on the siege of the human city of Ebonhawke. Now a fragile truce exists between the two races, while radical elements on both sides seek to shatter that peace.
  33.  
  34. # Diessa Plateau
  35. + The Diessa Plateau's ranches and mills supply the legions with food and materials critical to their operations. Saboteurs, such as human Separatists and the Flame Legion, prey on workers, buildings, and requisitions shipments throughout the region.
  36.  
  37. # Lion's Arch
  38. + Lion's Arch, built upon the wreckage of the Krytan City of the same name, has grown and prospered in the years since the rise of the Orrian Dragon. Founded by pirates and dependent on trade, the city has become a common ground for all the races of Tyria.
  39.  
  40. # Bloodtide Coast
  41. + The Bloodtide Coast is a haven for pirates, brigands and ruffians of all types. The region's many islands and caves hide those who prey on travelers from Lion's Arch, even as the rising tide of undead forces ships inland from the sea.
  42.  
  43. # Divinity's Reach
  44. + Divinity's Reach is the greatest city in the human nation of Kryta. It is laid out like a giant wheel. Its upper city contains Queen Jennah's royal palace and the Chamber of Ministers. Six high roads, each dedicated to a god, divide the lower city into districts.
  45.  
  46. # Queensdale
  47. + Queensdale is the heartland of the reforged human nation of Kryta. These rolling hills and well-watered fields are threatened by marauding centaurs and thieving bandits. The Seraph serve as its protectors.
  48.  
  49. # Gendarran Fields
  50. + Gendarran Fields is an area of contrasts. The Shiverpeaks rise in the east, farms dominate its southern hills, and to the west, Krytans fight centaurs in a centuries-old war. Meanwhile, at the heart of the region, pirates gallivant upon Lake Gendarr and raid surrounding communities.
  51.  
  52. # Kessex Hills
  53. + At the southern border of embattled Kryta, the Kessex Hills are overrun with marauding centaurs. Wrecked human towns dot the countryside, and a heavily-patrolled road from Lion's Arch connects with lands to the south.
  54.  
  55. # Caledon Forest
  56. + Caledon Forest, the sylvari homeland, spreads outward from the base of the Pale Tree. Sadly, this vast green land knows little peace. Orrian undead emerge from the surf, threatening the Grove.
  57.  
  58. # Mount Maelstrom
  59. + The rugged uplands of the Steamspur Mountains are overshadowed by the power of a singular great mountain. This is the wildest of lands, far from the prying eyes of the races of Tyria.
  60.  
  61. # Sparkfly Fen
  62. + Broad estuaries give the Orrian undead easy passage into Sparkfly Fen. A wave of Zhaitan's minions drove hylek refugees before it and captured vast territory. Wyld Hunt valiants and Vigil crusaders fight to regain control from an untiring enemy.
  63.  
  64. # Brisban Wildlands
  65. + Unclaimed by any nation or race, the Brisban Wildlands are a haven for secretive asura labs, bandit encampments, and large communities of skritt. Its eastern regions are dominated by Mount Gnashington, but the great cavern-riddled mountain gives way to more desolate terrain to the west.
  66.  
  67. # Metrica Province
  68. + Metrica Province is the domain of the asura of Rata Sum. The landscape is littered with their private laboratories and discarded experiments, and entire landscapes have been transformed under the not-so-gentle hands of these small geniuses.
  69.  
  70. ## DUNGEONS
  71.  
  72. # Caudecus's Manor
  73. + Caudecus the Wise is currently accepting the hospitality of Queen Jennah while repairs are being made to his manor. Others seek to profit from the Minister's absence.
  74. + Legate Minister Caudecus often host parties at his home, Beetlestone Manor. While a vocal opponent of the Queen, he swears his loyalty to Kryta.
  75.  
  76. # Crucible of Eternity
  77. + Kudu is dead, but the evil that asura do lives on beyond their end. One part of the Inquest's master plan has been shattered, but the machine of terror they have created lives on.
  78. + The Inquest are seeking to utilize the power of the Elder Dragons themselves in their desire to dominate the other races. Unless they are stopped, they risk all of Tyria with their maniacal greed.
  79.  
  80. # Twilight Arbor
  81. + Faolain has fled the Twilight Arbor, but the evil that infects this region remains. In her wake, other forces have now flooded in to take advantage of her foul magics to their own ends.
  82. + The Nightmare Court are Sylvari that turned their backs on the Pale Tree and sought their own cruel purposes in life. Their leader, Grand Duchess Faolain, makes her lair here in the Twilight Arbor, surrounded by loyal minions.
  83.  
  84. # Citadel of Flame
  85. + Gaheron Baelfire has been slain, but his dreams of godhood are still alive. Now the Flame Citadel is abuzz with his followers seeking to restore their lost leader.
  86. + The Flame Citadel is the main base of the Flame Legion, the deposed former legion of the charr. It is here that Gaheron Baelfire plots to retake command of the charr and crush the humans utterly.
  87.  
  88. # Ascalonian Catacombs
  89. + King Adelbern and his ghostly citizens have been foiled, but now, even darker entities roam the Ascalonian catacombs.
  90. + Eir Stegalkin, the norn hero, has gone into these ancient, ghost-haunted catacombs. Rytlock Brimstone wants you to go after her, before she stirs up King Adelbern's long-dead citizens.
  91.  
  92. # Honor of the Waves
  93. + In the wake of the Voice's demise, Jormag's servants have infested the Kodan Sanctuary ship Honor of the Waves. They must be eliminated before they corrupt all the secrets of the Kodan.
  94. + The Elder Dragon Jormag has driven the Kodan south in their great santuary ships. Now, the ship called the Honor of the Waves lies stricken and sinking from an assault from the dragon's minions.
  95.  
  96. # Sorrow's Embrace
  97. + The Inquest have been driven out of Sorrow's Embrace, but the politics of the dredge have left the situation turbulent as various factions joust and position themselves for power.
  98. + The dredge have claimed all their former lands of the dwarves. What was once Sorrow's Furnace is now Sorrow's Embrace, but great powers may still be found within these depths.
  99.  
  100. ## OTHER AREAS:
  101. ? Lake Doric
  102. ? Harathi Hinterlands
  103. ? Straits of Devastation
  104. ? Malchor's Leap
  105. ? Cursed Shore
  106.  
  107. ## NOTES:
  108. + The original formatting was messy. Zone names appears after the descriptions. Some zones had no descriptions at all. There were several test maps in the middle.
  109. + For each of the dungeons, the first description appears to be that of the explorable region that takes place after the story mode described by the second description.
  110. + Lake Doric was inserted directly after Divinity’s Reach. It has a wiki description but is apparently not an explorable area.
  111. + Harathi Hinterlands was referenced elsewhere as the home of the centaur. Presumably an unexplorable area north of Valley Headland.
  112. + Straits of Devastation comes up many times elsewhere in the dat file. No description though. I am assuming it is the level 75 – 80 region in Orr. No proof but simply a reasonable theory.
  113. + Malchor’s Leap – again no description but presumably it would be the 70 – 75 zone as the name would reference a leap across the strait of malchor.
  114. + Cursed Shore – no description in this particular section of the dat file but there is a completion message for the area which describes it as the far reaches of orr. This implies it is the final zone.
  115.  
  116. ## Cursed Shore completion mail
  117. Greetings, traveler,The Tyrian Explorers Society has been made aware of your accomplishments upon the Cursed Shore. We're impressed! Not many can boast of having explored the far reaches of Orr. Congratulations on having survived this challenging territory.We wish you luck in your future explorations. Tyrian Explorers Society
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