Sylvari
| The sylvari are the youngest race in Guild Wars 2, awakened with the rise of the new age in Tyria. They may be unfamiliar with the world, but they have dreamed of it, and they share a rich and compelling vision that guides their path. From the day of their awakening, each sylvari feels called to defend the land and fight the Elder Dragons. They are united in this purpose beneath their mother, the Pale Tree. | ||
The Pale Tree
| Nearly two hundred and fifty years ago, a human soldier named Ronan found a strange seed during his journeys and tucked it away to give to his daughter when he returned home. Sadly, by the time he reached his village, it had been destroyed, wiped out by the White Mantle. Ronan planted the seed upon his family’s graves instead. Twenty-five years ago, the first sylvari awakened. These firstborn knew comparatively little of the world, having experienced only the Pale Tree’s memories of Ronan, the centaur Ventari, and those who had visited during her first years. They knew, because the tree taught them of the tablet that Ventari had left behind, carved with lessons of his wisdom. Born as mature individuals, not children, the sylvari were curious, inquisitive, and eager to explore. Some of the firstborn, like Caithe and Faolain, roamed far from the tree. Others stayed close, exploring briefly and spending their time in study and learning. Four took up the duty of guarding the Pale Tree and keeping her company: Aife, Kahedins, Malomedies and Niamh. One, and one alone, traveled into Orr. For a handful of years, the firstborn were the only sylvari in Tyria. When the next generation flowered and awakened from the tree, they had new dreams: memories of the skills and emotions that the firstborn had discovered, mixed in with the Pale Tree’s own memories. Unlike many races, the sylvari have an intimate sense of their own history, having lived through it. They can name the first sylvari that ever died—Riannoc, one of the firstborn. They can tell you who first learned how to write and who, specifically, developed the methods to grow houses. They tell their stories and legends as if they personally witnessed them, because for many, they have at least dreamed of it. | ||
The Dream of Dreams
| In essence, the Dream of Dreams is a vast collected subconscious. The Pale Tree holds the race’s collected knowledge and emotion, like a lake into which is poured the sum of sylvari experience. When a new sylvari is born, it’s as if they draw a bucket of water from that lake, a small portion of the whole. Only a few memories reach the Pale Tree: the most important or those that have the greatest emotional impact or meaning. They can include entire scenes from a sylvari’s life, such as their first battle or their first time cooking an apple pie. They can also be a single poignant moment such as pain, fear, or the face of an enemy. A sylvari has no control over what experiences are gathered. They cannot communicate with the tree in this manner; the Mother Tree is drawing in hundreds of thousands of fragments from her children. Nor can an unborn sylvari choose which memories they will experience while within the Dream. When a sylvari awakens, the direct connection to the Dream becomes weakened. No longer surrounded by the Dream, their connection to other sylvari becomes more of an empathic bond, capable of receiving and sending strong emotions, but no longer detailed or communicative. It is nothing more than a subtle buzz. | ||
The Cycles
| The sylvari believe that the portion of the day during which you were born speaks to a person’s personality, interests, and special talents. They pay close attention to this, and each of the four cycles—Dawn, Noon, Dusk and Night—are guided by one of the firstborn. Those four firstborn, called the Luminaries, tend to be the most active in the governance of the sylvari race. They work together to bring new knowledge into the Grove, defend the Pale Tree, and build political relationships with the other races of Tyria. Although the other firstborn are considered wise mentors and have certain authority, the Luminaries fulfill the primary tasks of maintaining society and guiding the sylvari as a whole.
The Cycle of DawnSylvari born during the Cycle of the Dawn, from midnight to 6 a.m., are natural talkers and planners. They are the diplomats of the sylvari race, and tend to be gregarious and friendly types. Their Luminary is the clever Aife, whose skill with words is only equaled by her keen aim with a bow. She is a diplomat and has traveled to each of the large cities of Tyria on behalf of her people. Those sylvari who wish to see the world would do well to speak with her and gain her wisdom before they begin their journey. The Cycle of NoonThe Cycle of Noon extends from 6 a.m. to noon, during the blazing rise of the sun. On the whole, these sylvari prefer actions to words and are skilled combatants no matter how they choose to fight. They like to experience things firsthand, attack problems head on, and enjoy the rush of warfare. Niamh is their Luminary, a bold and experienced warrior that has fought many battles. She leads a company of sylvari called the Wardens, who are the guards and protectors of the Grove. The Cycle of DuskThose sylvari born during the time between noon and 6 p.m. are members of the Cycle of Dusk. They tend to be intelligent, philosophical, and retiring. Such sylvari enjoy riddles and puzzles, and they prefer to spend their time in study rather than in physical pursuits. In their garden, you will find Luminary Kahedins, whose kind soul and gentle words have often been a balm to troubled sylvari. It is his task to help newly awakened sylvari understand what they have seen within the Dream of Dreams. Lately, he has been studying the written languages of Tyria and determining whether the sylvari should create a writing system of their own. The Cycle of NightLastly, the sylvari born during the late hours from 6 p.m. to midnight belong to the Cycle of Night. Many of these sylvari are inclined to be solitary, preferring to travel alone. They are often secretive, self-contained, and quiet. The Cycle of Night’s Luminary is the astronomer Malomedies, credited with charting the skies and bringing mathematics to the sylvari. He was also the first to meet with the asura, a bitter tale that he rarely tells. Although Malomedies is the most private of the Luminaries, those who are awakened to his cycle speak of him as a stern mentor but a caring one. | ||
Biology
| Sylvari biology is very different from any other race. They do not have internal organs, but instead are formed of growing plant matter, sap for blood, leaves and bark for skin. A jaw, for example, can be formed by leaves, vines, or even shards of bark that grow and press together to form the silhouette, but if you look closely you can still see the fibers and holes of the structure. Instead of bones, an arm is a mass of tightly-woven stems and leaves that work together to do the work of such a limb. Many scholars hypothesize as to why the sylvari look human-like at all instead of having a monstrous form, such as other “vegetable” races possess. Some suggest that the Pale Tree saw mostly humans during her youth. Individuals such as Ronan, who planted the seed, and others around the Pale Tree may have been physical role models for her eventual children. A popular asura theory is that the Pale Tree was planted on the graves of Ronan’s daughter and his ruined village, and their ”discorporate mass” was absorbed into the ground. The Pale Tree took nourishment from that soil, and therefore, the sylvari are predisposed to be shaped in a humanoid manner. Sylvari do sleep, and they can eat both meat and vegetables. They drink, as other races do, and they get tipsy on alcoholic beverages. They gain enjoyment from sitting in the sunlight—and it invigorates them—but can’t live on it as plants do. Their blood is a sticky sap, and though they can bleed, they do not have blood pressure or a pulse. | ||
The Nightmare Court
| “A true sylvari should have two hearts: one soft and pliable as hot wax, and the other as hard and impenetrable as an icy diamond. The first, he should show to his companions, the second, to his enemy. Woe to the one for whom the two are the same.”—Dagonet The Nightmare Court are sylvari who embrace the darkest parts of their nature, relishing a terrifying nightmare that contains as much horror as the Dream holds inspiration. Their dark vigils are things of legend, filled with depravity, twisted courtliness, and sadistic tournaments that pervert sylvari chivalry. Their greatest ambition: to turn the Pale Tree to nightmare. These sylvari reject the teachings of Ventari’s tablet and claim that the influence of outside races perverted the true nature of the Pale Tree and the sylvari. They seek the shadow within the Dream, turn away from what they deem false morality, and explore the darker side of their personality. Cold, cruel, and without mercy, they see themselves as true sylvari, untainted by the influence of Ronan, Ventari, and the lessons of the tablet. They consider it to be their noble purpose to bring others of their race away from that forced behavior and into darkness. With each act of cruelty and evil, they add more nightmares to the tree and hope, one day, to change the balance, turning the Mother to their side. Certainly, as the tree gathers emotions and memories, she draws from the Nightmare Court as well as their kinder brethren, and her pool of memories swells with both dark and light thoughts. The Nightmare Court believe that, if they can propagate more dark emotions, the pool will become more and more touched by nightmare, and new sylvari will tend away from the ethics that were forced upon them by Ventari and his followers. Titles of the CourtWhen a sylvari joins the Nightmare Court, they are initiated in a ritual pageant designed to awaken the nightmare within their spirit. They spend time as a courtier, learning the ways of the Nightmare Court, acting as a servant to higher-ranking members, and studying ways to break free of the tablet’s influence. They may choose to serve under a more senior member of the Court, becoming a squire or an apprentice. Once they have earned the ability to spread nightmare on their own, they become a knight. All of these titles are chosen to foster the legend and myth of the Nightmare Court. The members choose to associate themselves with evil things, so even the sound of their names might trigger a response in other sylvari. They prefer to leave their victims alive—if they are sylvari—to further spread the stories of terror, as that only increases their hold within the Dream. In the end, most Nightmare Courtiers believe they are justified in their actions. Like Cadeyrn, their founder, they seek to free the Mother Tree from the tablet and the lessons forced upon the sylvari by the shadows of the past. | ||






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