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Guild Wars 3

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Guild Wars 3

Playable Species Spotlight: Humans

Greetings, Tyrians! Danny Barnes here from the *Guild Wars 3*™ Narrative team, excited to share some of the first details about the various [playable species](https://steamcommunity.com/games/4743930/announcements/detail/675127820346722551) that populate the Orrian golden age. Today we're kicking off with **humans**—a curious, driven, and resourceful people hailing from a realm beyond the Mists. ![Patch notes image](https://clan.fastly.steamstatic.com/images/46152689/e4636b785af0452635d52cfc529525b883ffb710.png) As a player taking up the role of a human in this period of Tyrian history, you're surrounded by a wholly new and intensely magical world with unexplored horizons in every direction. Your settlements are growing. Your guilds are rising. With every laid road and raised temple, your steady progress seems to reaffirm the notion that you can make a home here. And yet, everywhere you go, the world seems to ask…*can you?* Humans in previous *Guild Wars®* games are a people defined by vast kingdoms, bitter wars, proud traditions, and devastating losses. *Guild Wars 3* shows us a different angle, a different time: humanity before its great fall. In this era, humans are not yet defending a dwindling empire from encroaching forces. They're newcomers. *Explorers*. Dreamers. A people still learning what it means to live in a world that was not originally their own. An inspiring story, to be sure, but not without its complications. ## From Out of the Mists Humanity did not come to Tyria alone or by accident. They were brought here by their six gods: incredibly powerful beings who looked upon this world and found it rich with magic, mystery, and possibility. Though the exact nature of their flight from their world of origin is not well understood, for the humans of this era, one truth matters most: their people survived the Mists, and Tyria is now their home. To be human in *Guild Wars 3* is to inherit the faith and determination of people who followed divine light into an unfamiliar realm. Some carry that inheritance with humility, others with pride, and many with questions. But since they've arrived, nearly all humans have come to understand on some level that Tyria is both a gift and a challenge: a beautiful, dangerous world where survival is not guaranteed and belonging must be earned day by day. And though the gods will ever be the light that guides them, they also understand that the burden of forging a real future in Tyria—one in which humanity not just survives but thrives—is ultimately up to them. By *Guild Wars 3's* outset, humanity has existed in Tyria for over seven hundred years and has already established several distinct centers of power across the world. The oldest of them, Cantha, is centuries deep in dynasties and tradition: proof that humans can endure long enough for settlement to become a civilization and for a civilization to become legend. The prosperous and culturally vital nation of Elona, thriving in this period, anchors the species' involvement in major currents of trade, politics, and power. Youngest among humanity's holdings, Ascalon is a land of banners, borders, and military pride, defined by conflict and the fierce conviction of those who fought to claim and defend it. The Margonites, worshippers of the god Abaddon and rulers of the coastlines, hold dominion over the Crystal Sea and the many miles of coastline surrounding it. And then there's Orr: the center of the magical world, whose unfolding would change the destiny of humanity in Tyria forever. ## Humanity, Orr, and the Vael Orr is humanity's great frontier. It is raw, unfinished, and brimming with possibility. A region still in the process of becoming itself and building the storied history that would lead to its great collapse over a thousand years later. Notably for humans, this great endeavor takes place under the watchful eyes of their gods, whose high city of Arah looms as large on the horizon as its hosts—a place where faith, ambition, and opportunity all converge. But the lands of Orr aren't some empty plain waiting to be brought to life. They are home to the Vael, the wondrous collection of magical spirits that span the region, brought about by the incredible magic that courses through it. For humans, the Vael inspires many different reactions; to the devout, it proves the gods' wisdom in leading them to this sacred and potent place; for farmers, it can be both a blessing and a hazard, the source of the land's fertility and vibrancy, but also its unpredictability; to knowledge-seekers, it's a living mystery, the grandest expression of the engine that drives all of Tyria. But for some among them, the Vael represents *opportunity* most of all: the power to reshape the world. That opportunity has sculpted the ambitions of guilds like the Mavenwrights, who look at Orr's magical resources and see the possibility of a better, stronger future built with human hands. Stone and steel, signets and artifacts—all of it in service of that grand dream of progress. To their supporters, the Mavenwrights are proof that humanity can do more than survive in Tyria. They can innovate, build, and transform. To those who oppose their march of progress, the Mavenwrights are a symptom of humanity's greatest flaw: its boundless ambition. Humanity's relationship with the Vael is complicated—full of both wonder and tension. ## Taking Responsibility That tension lives at the heart of the Vaelwardens—[the player's originating guild in *Guild Wars 3*](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fwww.guildwars3.com%2Fen%2Fnews%2Fthe-vaelwardens-of-the-orrian-golden-age). The Order of the Vael is the oldest guild in Orr, founded to protect the Vael spirits and the lands they inhabit. Long before the guilds of Orr became the region's primary engines of trade, status, and power, the Vaelwardens were already walking the wilds, mediating tense relations between the sentient species of Orr and the Vael, and defending those unable to defend themselves. For a human to become a Vaelwarden is a powerful choice. It means stepping away from the easiest and simplest narrative your people might tell about Orr—that it's just a frontier waiting to be tamed. It means recognizing that the world your ancestors crossed the Mists to reach is full of lives, rules, and wonders that deserve care. And in an age defined by its bounty and richness, it means rebuilding the bonds between the order and your people who are swiftly moving beyond concern for the Vael, eyes fixed on a glorious but uncertain future. As a human Vaelwarden, you stand at a crossroads between inheritance and responsibility. You carry the ambition of a rising people, the faith of those who crossed worlds, and the oath of an order sworn to defend the living magic of Orr. So, what will be said of humanity's deeds at the close of the Orrian golden age? Here in storied Orr, a millennia before *Guild Wars: Reforged* and *Guild Wars 2*®, before the world of Tyria knows what humanity will become? Will it be defined only by what it built? For what it claimed? Or will it be for what it chose to protect?

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Guild Wars 3

Our Approach to Playable Species in Guild Wars 3

![Our Approach to Playable Species in Guild Wars 3](https://clan.fastly.steamstatic.com/images/46152689/41df876b6555230c958829b183fd0786369791d4.png) Hello, fellow Tyrians! Today we're going to kick off conversations around one of the hottest topics we've seen being discussed across the *Guild Wars*® community since the announcement of the game. It’s time to talk about playable species in *Guild Wars 3*. Note: While we’ve previously used the term ‘playable races’ for *Guild Wars 2*®, over time we felt that it didn’t accurately describe the biological differences between the peoples of Tyria, so we’ll be using ‘playable species’ for *Guild Wars 3 *going forward. ## How Many Playable Species for Launch in Guild Wars 3? All right, with the setup done, let's begin by confirming one detail: *Guild Wars 3* will launch with four different playable species. Two of these species will be ones you've been able to play in previous *Guild Wars* games: humans and asura. The third is a species you've met before that will be playable for the first time—our awesome bear people, the kodan. The fourth is a new species whose story connects deeply to Orr's past but has been lost to history. You'll have to wait to find out more about them in the future. Starting next week, we'll tell you more about the lore of each species and what makes them unique in Orr during our timeline in upcoming blogs penned by members of our studio's narrative team. ![Patch notes image](https://clan.fastly.steamstatic.com/images/46152689/41df876b6555230c958829b183fd0786369791d4.png) ## Different Approaches for Different Games In *Guild Wars Reforged*, we focused on the story of humanity, starting in Ascalon and later expanding to allow players to create human characters from Cantha and Elona. The game and the stories it told were human focused, and so the roster of playable species was never expanded beyond humans. In *Guild Wars 2*, we introduced five different playable species: humans, asura, norn, charr, and sylvari. The species were built with bespoke personal stories, environments, cities, animations, and cosmetic options. This investment helped make each species feel distinct and aligned with our high-level story theme of Tyria's species being separated at first but having to band together to succeed. It also established a scope and quality bar that made adding another species a major cross-disciplinary undertaking. Meeting that same quality bar for an additional species would require substantial work across narrative, world art, animation, character art, and other systems. This has made adding new species incredibly difficult to prioritize alongside the other content and features we continue to build for *Guild Wars 2*. For *Guild Wars 3*, we're once again focusing on picking the playable species for launch that best align with the stories and themes of the game. The four species you'll be able to play as are central to the story, cultures, and conflicts we'll explore in Orr at launch. Our focus is on making each of them feel deeply rooted in the world. You'll note I said four playable species at the * **launch*** of the game. This wording is very important, as we're taking a different approach to building playable characters for *Guild Wars 3* in order to support expanded options in the future. ## Designing for Future Flexibility To help tell the stories we want to tell in *Guild Wars 3*,* *we are approaching development from the beginning with the goal of adding more playable species in the future. The story of the game for launch is a unified one, with all our player characters operating under the Vaelwarden banner across the vast wilderness and pockets of civilization in Orr. On the technical side, everything about how we build playable species—including animation systems, rigs, and clothing—is being carefully examined to ensure the systems can be expanded. We are establishing shared technical foundations and deliberate constraints that make it easier to extend armor, clothing, and animation support to additional species. This means that if a species you are eager to play isn't in *Guild Wars 3* at launch, there is always a chance we might add them in the future. The only exception would be a species with an extreme body silhouette that would require extensive, unique custom support that can't leverage the systems we've built. For example, playable Forgotten, with their four arms and serpentine body, are not a viable option. (Apologies to the community member who proposed that one recently!) ## Play What You Love While evaluating lessons from playable species in MMOs and deciding how to approach them in *Guild Wars 3*, we identified one additional area we will take a firm stance on up front. We are carrying forward a principle that has been important in *Guild Wars 2*: the species you choose should express your character's identity and fantasy, not determine the most powerful way to play. There will be no statistical or mechanical differences between different playable species. We don't want players to feel they have to choose a specific character model to get a certain power advantage for their characters, and we'd rather you just play what you love. We realize many RPGs approach this differently and it works great for them, but we feel like for *Guild Wars*, this is the right approach for us. ## Looking Ahead So, that's our kickoff for playable species in *Guild Wars 3* and the approach we'll be taking at launch and beyond. We're really excited for you to meet the species you'll be able to play at launch, and we're just as excited to explore the opportunity to introduce new options to the game in the future. Next week, you'll hear from our Narrative team, who will be introducing the first of our four playable species and telling you more about what makes them unique and different in the timeline and setting of our game world. Until next time, may the Six watch over you. —Colin

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