GMBlitz: Lore interview with Jeff Grubb

Date: 01-04-2011 Views: Comment: loading...

Link: http://www.guildmag.com/gmblitz-lore-interview-with-jeff-grubb

 

Posted by Dutch Sunshine

Like always, after a while, we release our interviews here on our site in text form as well. In this interview first published in GuildMag: Frigid Times, we found out about the purpose of the Dominion of Winds, what has happened with the Maguuma Jungle and plenty more. So far the reactions have been greatly positive about this interview and we hope that you, if you have not yet seen it in our issue (which you should check out!), will enjoy it as well. This year is going to be a promising year and we hope that together with you we can get even more answers to our burning questions!

Before I close off and let you read the interview, I’d like to wish everyone a happy and fantastic new year!

GuildMag: On the Ghosts of Ascalon map, the Maguuma Jungle seems to be called the Maguuma Wastes. Is it no longer called the Maguuma Jungle or is it just the top, dry portions seen in GW1 that are now called Maguuma Wastes?

Jeff Grubb: The northern parts of the Maguuma Jungle have dried out, creating the wastes (the southern regions, where the asura and sylvari have set up their nations, are considered part of the Tarnished Coast). This change has been attributed to the rise of the Elder Dragons, but that has not been confirmed, and there may be other nefarious agents at work.

GuildMag: What can you tell us of the Mists that is not already explained in the Prophecies and Nightfall Manuscripts? Is it best to compare it to outer space in real life, or is it something vastly different, that you will continue to subtly develop in side quests with races like the asura?

Jeff Grubb: The Mists are the building blocks of reality, the proto-reality that exists between the worlds. It is where we find afterlifes and the homes of the various gods and other powerful entities. The Mists also resonate from the worlds around them, such that they form bits of their own reality – islands of existence that reflect the histories of their worlds.

In GW2, our PVP will take place in the Mists.

GuildMag: What happened to King Jadon of Kryta? He abandoned his throne, but where did he go? Is he still alive during Guild Wars Beyond, in exile somewhere? Might he try to reclaim the throne, or might some later child of his — born in exile — assert some claim to it? This could tie in to the various conflicts that Salma has to face over the next few years.

Jeff Grubb: The tides of history have closed over King Jadon and the rest of the royal family. While it is possible that his family may have survived, no word of it has come down into the present time.

GuildMag: Can you give us more information on the Great Dwarf, is he really a god or more like a powerful spirit (like the spirits of the wild)?

Jeff Grubb: The Great Dwarf can best be thought of as collective consciousness of the dwarves themselves (indeed, in making the prophesy of the Great Dwarf defeating the Great Destroyer coming true). Has anyone MET the Great Dwarf, and found him to be a real being? Well, that has not happened.

The whole question of gods is based upon culture. The humans have tangible, powerful beings that they can interact with – hence, gods. The spirits of the norn also fit that description, so humans would call these beings “gods” as well. Norn would disagree. And describe the human gods as being “Spirits of Action” of the humans – Balthazar is obviously War, and should be spoken of as such. Kormir is Knowledge, and calling her Kormir is a quaint human thing.

Similarly, the humans would say that asura have no gods, or that they worship some concept. The asura would say that the Eternal Alchemy is obviously a true way of looking at the universe, and that that human gods were merely functions in that equation (really BIG functions, but functions nonetheless).

And while the Charr recognize the humans gods as powerful patrons, they reject those patrons as being all-powerful or worthy of veneration. Indeed, such worship makes the worshippers weak.

GuildMag: Are there any tidbits about the Nightmare Court you could toss our way?

Jeff Grubb: The Nightmare Court is shaping up nicely. More is revealed about them, and their relationship to Caithe, in the Edge of Destiny novel (plug, plug).

GuildMag: Primordus was the first one to awake. While (most of) the other dragons moved places (be it raising a continent or flying south), Primordus decided to stay in the Depths of Tyria. Why did it decide to stay there?

Jeff Grubb: Primordus has remained beneath the surface, but that doesn’t mean he hasn’t moved around. He has been clearing huge tracks of the underground regions of the world, and his activities have sent a number of other races to the surface, including one that the asura are all-too-familiar with – the rodential skritt. As a result of his activities, the minions of Primordus can be found almost anywhere on the surface.

GuildMag: In a previous interview that we did with Colin Johanson he mentioned that you were able to tell us more about the Dominion of Winds as seen on the map that went with Ghosts of Ascalon. Even though it will not be accessible from the start, can you tell us what’s so special about this landmark?

Jeff Grubb: Two words – Tengu City.

GuildMag: There were many unexplained features of the landscape of Tyria that led to the formation of a subgroup of fans interested in lore. We know this is partly being tackled with translatable signs, but will we see more examples of places without much description or with lots of mystery, like Wizard’s Tower in Kessex Peak, the Talmark Pillars in the Wilderness, and so forth, in GW2?

Jeff Grubb: Yes. While we are regularly going through the world, there are always cool additions which in turn create new stories. Some of them will have translatable signs, and others will be easter eggs or plans for the future.

And oh yes, the Wizard’s Tower in Kessex Peak is still around, but has been towed to a new location by its current owner.

GuildMag: In the original Guild Wars we’ve already seen three of the five bloodstones, will we be able to find the other two and could you tell us some more about them?

Jeff Grubb: We are not revealing what has become of the Bloodstones yet, but they may have an influence in future expansions.

GuildMag: Why did only the inhabitants of Ebonhawke survive the Foefire, which has killed every other human in Ascalon and turned them into ghosts?

Jeff Grubb: Ebonhawke was not part of Ascalon at the point, though it was an outpost. It was beyond the effects of the spell.

GuildMag: In the Ghosts of Ascalon book, an unnamed imperator of the Flame Legion is mentioned to have had the Claw of the Khan-Ur. Where did he find the Claw and what was the imperator’s name?

Jeff Grubb: The Flame Legion Imperator who lost the Claw has had his name struck from the records and carved from the monuments. His story has not been revealed.

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