This is my Guild Wars Concept Chapter. It is loosely based on Native American culture and mythology. The landscape includes rivers, swamps, mountains, cliffs, coniferous forests, waterfalls, lakes etc. It is a long read, but please read it. I thought about this long and hard. Let me know what you think. Criticisms are welcome. Suggestions are appreciated. Any ideas that I take will be given credit for. Read on and enjoy.
Introduction
After years of exploration in the far west sea, Canthan explorers come across a vast new land. Soon after, settlers from Cantha and Tyria set sail to the new world in search of a better life away from their war torn countries.
For years the natives and foreigners have lived together peacefully, but lately tensions have begun to rise, tensions not only among natives and foreigners but between natives alike, and foreigners the same. Something has to be done about this dilemma. The answer lies somewhere far beyond the enchanted Wayward Forest.
“It has been nearly six years since the foreigners first set foot on our land. We received them warmly, and they have responded with gratitude. Ever since then, they have established several small settlements. They are currently of no threat to us, but I fear that they will soon be. Some of our elders say that the foreigners have come in search of the Concealed Ones. It is, in my opinion, only speculation as the foreigners have no such knowledge. However, we must prepare for the worst and hope for the best.”
- Spoken Dialogue of a Native Brave
Major Areas
The Bending Riverbed – This is an area along the Bending River where foreigners have settled alongside other native villages. Players begin in this area.
The Ashen Coast – This is another area where the foreigners have settled. There are many small striving settlements here.
The Wayward Forest – This is an enchanted forest with monstrous coniferous trees. Natives live in these trees by carving in complex tunnel systems. The natives also make use of colossal mushroom-shaped fungi.
The Prairie Lands – This is an enormous area consisting of grasslands, deserts, small mountains, and small forests with nomadic natives and plenty of locations to settle.
The Cliffs – This is a mountainous region far beyond the Wayward Forest and the Prairie Lands never before seen by either the natives or the foreigners. A flourishing civilization has established several beautiful cliff-side villages here along with numerous marvelous underground cities.
There are many other locations deep within and beyond the Wayward Forests unknown to the foreigners, even further are areas unknown to the natives.
Miscellaneous Information
Why haven’t the natives discovered the flourishing civilization among the cliffs?
The natives believe that over the cliffs is the edge of the world and are forbidden to gaze beyond. Their legends tell of gods coming from over the cliffs, hence the undiscovered civilization.
The native elders seem to know more about this undiscovered civilization than they are letting on. Why are they covering it up with legends and myths?
I can’t tell you that.

Armor and Clothing
In this chapter, armor art will be designed accordingly to which one of the varying tribes of which you crafted the armor from. For example.
Eagle Tribe = Eagle Armor
Jaguar Tribe = Jaguar Armor
Turtle Tribe = Turtle Armor
etc.
Features
Settlements
Guilds will be able to get together to establish and build settlements from the ground up in the Prairie Lands. These settlements will operate similar to outposts.
A guild can only join one settlement and there is no limit to how many or what guilds can or can not join a settlement. Where a guild settles is entirely up the that guild's Leader. Quests and several new features will be made available through advancements in settlements. Any player, no matter what guild they belong to; will have access to these features. The location of your settlement will definitely have a factor in the quests and features of your settlement.
Settlements must be defended from hostile natives from time to time. Failure to do so will result in the loss of important, expensive structures, or ultimately the fall of a settlement. Warnings will be sent to settlement members several days before these attacks commence. Whether or not your defense is successful will be decided very much like the factions battles, if you win more than you lose within the time limit, then you have successfully defended your settlement. If no one shows up to defend within the time limit, then your settlement suffers more damage. Any non-settlement members present in the settlement at the time of an attack may also choose to defend.
How to Establish a Settlement
- First off, you have to explore and find your way to a prospect location. This will be fun for PvE players.
- Settlements will be a first come first serve comodity. Meaning that whoever reaches an unsettled area first and decides to settle there will be the founders of that settlement.
- There will be a small price to pay in order to establish a settlement.
Ways to Advance a Settlement
- The main purpose of a player is to help keep their settlement supplied and protected.
- Supply quests are available in order to keep NPC settlers supplied and therefore keeping your settlement growing at a steady rate.
- Advancements can happen based on the flow of money of and materials going to and from your merchants and traders. Therefore, the better your economy, the better your settlement.
- There may be certain quests available only to your settlement that a number of your settlement members must complete in order to unlock some special features in your settlement.
Possible Classes
Lupine - http://www.guildwarsguru.com/forum/s....php?t=3029784
Brave – A melee/support class who gets strength and protection from calling upon ancestral/guardian spirits.
(Anyone have any other/better suggestions? I will be looking through the concept class listing by Ken Dei and may be taking concept classes from there. I’ll give credit where it is due.)
PvE Content
Missions and quests guide you through a complex storyline of twists and turns, deceit and betrayal, discovery and ultimately, enlightenment. Uncover the secrets of the new world as you make your way across the unexplored continent.
PvP Content
Participate in a variety of challenges and games fashioned by the natives (I will take any suggestions on this subject as I can’t think of anything good right now). Battle rival settlements for superiority.
Updates
05/11/06
- Settlements are no longer established by alliances but rather by individual guilds. There are no invitations to join settlements. Any guild can choose to join any settlement of there liking.
- Removed Druid Class and added Lupine.
05/13/06
- Settlements have been adjusted a little, and will continually be changed as I see fit.
12/17/06
- New idea for armor. The art of armor depends on which tribe you craft them from.
Credits
Concept Creator
Halc yon
Concept Classes
Rikimaru - Lupine
Other Contributors
Redly
actionjack
BahamutKaiser
Selerious
More Concept Chapters Coming Soon!