gw1

anonymous asked:

I'm 5'3" and 200 lbs. I need to get back on track with losing weight. What do you think I could do to lose weight and what goal weight should I shoot for?

The lowest weight you can go without veing in the underweight category is 105. But i think you should start of with more simple goals to make yourself feel better. Gw1: 195 Gw2:180 Gw3:165 Gw4:155 Gw5:135 Gw6:120 & so on. I like to fluctuat my goal weights instead of keeping them at a steady pattern. Makes me feel more accomplished. Make sure to drink tons of water and give up those sugary drinks! That should help you lose 5 pounds in no time. Try giving up some carbs (not all carbs) and try for lower sodium foods! Stay safe hun ♡ (this is personal experience, not certified)

So I’m playing GW1

and I’d forgotten just how fucking trippy your henchmen get.

I’m in the middle of a mission and I pause for a moment at one of the camps. And out of fucking nowhere, Claude the Cultist just starts breakdancing. Like drops to the ground and spins 360 degrees with his legs and arms a whirlwind for 20 full seconds

and then he calmly stands back up, is silent for a second, and says: “I’ve never understood sand.”

I just

the fuck

Claude are you okay

Guild Wars Lore: The Norn

“If this be my death, let it be a valiant one. I have failed my friends, I will not fail in this last Great Hunt” - Eir Stegalkin 
Hey guys! Today’s lore post is onto the next playable race, The Norn!
I already covered Charr, and Asura, if you missed them, just click the links to read them! 

Build your Legend!
The Norn are a proud race of humanoids that appear as very tall humans, but have some differences. The biggest being their ability to shapeshift into animals, representations of the spirits of the Wild. This shifting into a were-form is said to be a blur between the Norn and their connection to the Spirits of The WIld, gaining the power of the spirit. In the original release of Guild Wars, they are only shown shifting into a were-bear form, calling it ‘Becoming The Bear’ but they seemed to have now gained the ability to shift into the forms of the other spirits. They are also more long lived then humans, with most saying norn can live to upwards of 120 years, maintaining their health and vitality well into their old age. However this is, at best, an estimate to the Norn lifespan, as very rarely do Norn succumb to old age, preferring to die on the battlefield or a great hunt, securing their place as a legend told around the fire by a storyteller, or Skaald. Quick to anger, but even quicker to forgive, the Norn are always striving to be remembered as a hero, the goal of which is to have their story told as a legend. This goal has led to a more individualistic society, with most Norn deciding to approach every obstacle head on by themselves, rather than call for help. Most of the other races would call them crazy, but the Norn do not fear death, as they believe that actions heroic enough can give them immortality. No, the biggest fear for a Norn, is that they will end up weak, and forgotten by all. For most Norn, this quest for glory means tackling any challenge, fighting every foe, and never giving up on your friends, but for others it can mean, bragging, bullying, and unwise snap decisions. Another aspect of the Norn and their path to glory is the ever optimistic nature of the people. Every setback is seen as a challenge, even the loss of their ancestral homes to the Elder Dragon Jormag is just seen as another opportunity for someone to secure their place in legends by slaying the beast.

‘They’re big, tough, and very, VERY, bad tempered’- Ogden Stonehealer
Not much is known to us about the Norn prior to our first meeting them in the Eye of The North expansion for Guild Wars 1, and their origins are shrouded in mystery. There is a theory of their origins taken from another race, the Kodan. Some Kodan believe the Norn, with their ability to ‘Become the Bear’, are descendants of a lost tribe of theirs. The Kodan tell of a tribe of hunters that splintered off to search for more food farther south of their ancient homes during The Great Storm, a giant blizzard that lasted many seasons. The Kodan claim that several generations later, the Norn appeared with their ability to shift into the bear form. This is a contradiction to what the Norn say, that the power to become the bear was given to them directly from the Great Spirit, Bear. Another legend is told by a Jotun Storyteller in Hoelbrak. The Jotun, Thrulnn the Lost, tells of how in ancient times the Jotun and Norn ruled the Shiverpeaks side by side, during an “Age of Giants” with kingdoms that stretched all down The Shiverpeaks, with them protecting all the other races. He tells of how the Giants (Norn and Jotun) were favored by the Gods and given access to magic and much mechanical knowledge of the world. This changed when the Gods threatened to take the magic away from them, believing the Giants would use the magic against them. This led to much fighting between Jotun and Norn, and as such the Gods became angered and took the magic from them, and gave it to the ‘favored’ races, such as humans. The legends continue that in this time, the Jotun became enraged, and began fighting among themselves and others, destroying their once proud culture, while the Norn, turned to their Spirits of The Wild, and were able to regain much of their dignity. It is not clear which (if any) of these legends are true however, and as with most history, it is most likely a mixture of these and many other tales.

Spirits of the Wild, guide me!
The Norn have a religion based on the reverence of different animals, each representing an ideal, and comes with all the strengths and also vices, of the spirit animal. This religion is most likely inspirited by many native american cultures idea of the totem pole. The Norn revere, rather than worship these spirits, and they are seen as a way to balance the rash Norn, reminding the Norn to not despoil the land. Each spirit may a Havroun, a shaman that tends to the spirits needs, and is even capable of crossing into The Mists to visit and speak with the spirit. Some of the lesser spirits may not have a Havroun, and their can only be one for each spirit at a time. There are 4 spirits that are regarded higher than the others, and as such, have Great Lodges in Hoelbrak, they are Bear, Wolf, Snow leopard, and Raven, the most revered of these Spirits is Bear. These 4 spirits are also responsible for guiding the Norn to their new home after Jormag rose and took over the Far Shiverpeaks. The Norn, true to their nature, would have fought Jormag till they were extinct, but the spirits prevented this, and as the 4 great spirits led the Norn away, 4 of the lesser spirits, Ox, Owl, Wolverine, and Eagle actually fought Jormag to give the Norn time to evacuate. After this battle it was confirmed by its Havroun that Owl was dead, actually consumed by Jormag. The other 3 have not had a Havroun in generations, and as such their status is not known, but when visiting the shrine to lost spirits in Hoelbrak, their presence, though ever slight, can be felt. When it comes to Human Gods, the Norn do acknowledge their existence and even their power, but do not worship or revere them. They call them, as a whole, The Spirits of Action, and do not refer to them as the names said by humans, but rather their individual ideal, an example being their reference of Balthazar simply as War.

Face the Wrath of Dragon!
The Sons of Svanir present their idea of another Spirit, that of Dragon. The Sons of Svanir, are named after the brother of Jora, (and because only men are seen as worthy, so you know SWELL guys) the Norn hero from Eye of The North. Jora and Svanir were out on Drakkar Lake, an area that many Norn shunned due to a foreboding sense of dark magic. Unknown to them both, but frozen in the lake, and the source of this dark magic, was a dormant Champion of Jormag. This champion, though dormant, was still able to influence those close to it, and was able to whisper promises of power to Svanir. This led to Svanir being transformed into a monster known as the Nornbear, and stripping Jora of her ability to Become the Bear. 

Jora was eventually able to reconnect with Bear by slaying her brother, and ending his reign of destruction. This incident however led some Norn to recognize the power of Jormag, and so they created their own cult to worship Dragon above all the other spirits. They take his whispers of power, and use it to attack and kill all those that oppose it.
The Great Lodge
The Norn resist being followers, and as such, the idea of a centralized government does not apply to them. The closest they come to a ruler, is when a Norn achieves prestige and admiration from other Norn, and as such, turn to them for counsel. The best example of this today is Knut Whitebear, the current ‘Master’ of The Great Lodge of Hoelbrak, which means that as it is his Steading, he is charged with protecting those within it. He should not be called the ‘Ruler’ of Hoelbrak though, his duty is protection, not enforcing any sense of laws. Hoelbrak did not start as the central hub of Norn society however, nor was that the idea in its founding. Rather, Whitebear’s grandsire, Asgeir Dragonrender, created a Steading after fleeing from Jormag and others recognized his deeds and came to it for protection and to be near the great heroes. Asgeir Dragonrender is remembered as he was the first to ever prove that an Elder Dragon could be harmed. Aided by all the Spirits of The Wild, and said to have wielded an ancient Jotun scroll, which has since been lost, but rumored to be in Hoelbrak, he did battle with Jormag. Though he failed to kill Jormag, he was able to cut a tooth from its maw, and took it as his trophy. This ‘Fang of The Serpent’ now resides within The Great Lodge, with the legend that whenever a hero can break the tooth, it is time again to face Jormag.

The Norn are a hardy people, though focused on personal glory, many take that to mean that they must protect others and their friends in that pursuit. Their Spirits help to guide them, and keep them in check, helping to keep their rash nature from destroying them. They see all in the World as a challenge, and when the time comes that the Great Serpent’s Tooth is shattered in Hoelbrak, the Norn will know that the greatest challenge of all is at hand, reclaiming their ancestral homelands, and slaying an Elder Dragon. All the Norn today hope they are the ones The Skaalds sing of as the Slayer of Jormag.

Hope you enjoyed my latest post! Stayed tuned for the remaining races, Humans, and Sylvari, and their lore posts in the next weeks!
-Karn Vileclaw

Charr Week - The Searing Era

The Searing. A pivotal point of history for both Human and Charr. With their Cauldrons of Cataclysm provided by false gods, the Shaman Caste broke the great wall that had long stood between them and victory. But this was a victory the females of the Legions were denied. 200 years before the Searing, Bathea Havocbringer, a renowned Blood Legion warrior stood defiantly against the practice of worship when the Titans were presented as gods by the Flame Legion. She declared boldly “I will bow before no one and nothing, be it mortal or god” upon discovering the Shamans were utilizing the magic of the Titans to garner power for themselves.

Despite her skill and the males that supported her cause, the underground rebellion she lead and the females who had joined her were doomed to fail. As punishment for defying the Shaman Caste, Bathea was captured and ritually sacrificed to the new Charr “gods”. The female soldiers of the Blood Legion were cast down from their positions and those who sympathized with her joined her in her fate. This decree eventually spread to the remaining Legions. Denied the right to join warbands to fight in service of the High Legions, the females of the Charr race were irrevocably confined to their homes and cities. 

After the discovery of the Titans in Hrangmer, the Burnt Warband ascended to positions of unrivaled power and influence. Under the orders of the fallen god Abaddon unbeknownst to the Charr, the Titans instructed their new worshipers to invade the three human kingdoms of Tyria. Hierophant Burntsoul rose to become the leader of the Shaman Caste while Bonfaaz Burntfur lead the siege against Ascalon backed by the totemic powers granted to them by the Titans. After the defeat of the ranger scout Vatlaaw Doomtooth at the hands of Prince Rurik, Bonfaaz unleashed the power of the Searing in 1070 AE and with his forces breached the Great Northern Wall. 

The barren wasteland left in the wake of the Searing and the destruction of their greatest defense left the stalwart Ascalonians little time to recover. It wasn’t long before the Legions turned their attention to the human capital Rin, one of the last bastions within the broken kingdom. While Rin did ultimately fall to the Charr invasion, the humans, with the utilization of Stormcaller in conjunction with the legendary Horn of King Doric were able to douse the flames of the totemic fires, weakening their opponent long enough for Prince Rurik and his allies to deal a fatal blow to the leader of the siege.

You will witness the triumph of your legion, but you will not be part of it. You will have to bear that shame until the day our gods bless you with death.” — Flame Imperator  

The Fireshadows were an elite espionage and assassination team in service of the Flame Imperator. Lead by Frye Fireburn they were tasked with the assassination of King Adelbern in 1090 AE. Upon infiltrating Ascalon City, rather than finding the Sorceror-King they encountered the chief courtier, Savione. For his attempt to stop the unleashing of the Foefire, the man he had served loyally repaid him by ending his life. Savione, for the benefit of the Fireshadows survived long enough to warn them of the king, his madness and his intention to summon the hidden power of Magdaer, the ancient Orrian blade that had been gifted to the Ascalonian nobility to ensure peace between their nations. For 20 long years, the humans of Ascalon held their ground against the Charr. For 20 years, a king spiraled into madness in the wake of his sons death and the Charr at his gates who refused to yield. Rather than continuing with the mission, Frye and his warband returned to the Flame Imperator with Savione’s warning of a trap. Punished for their failure in completing the mission and disregarding the information provided, the Fireshadows were staked upon the Viewing Hill to watch the invasion and denied their chance to take part in the final crushing blow that would end the 20 year siege. 

We Ascalonians may be doomed, but Ascalon will live on forever!’  — King Adelbern

The reckless abandon of the Imperator resulted in the release of the Foefire and the damning of an entire kingdom, his name struck from Charr history. Ascalon City was destroyed but it’s citizens, stripped of their lives by the Foefire rose as vengeful ghosts to deny the Charr their victory. The Fireshadows, staked far enough away to avoid the immolation that had claimed the lives of the Flame Legion soldiers who entered the city, returned to the staging grounds of the invasion to share their story where it was rumored their fur had turned snow white from the horrors they had witnessed.

Thanks for reading! Have a subject you would like me to cover or just want to discuss Charr lore? Feel free to send me a direct message or an ask with your request. Regular Monday/Friday schedule will resume next week on Monday the 23rd!