Ruins of Orr

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Ruins of Orr

46
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 95
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 44
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 16
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Ruins of Orr map.jpg
Map of Ruins of Orr

Levels
70–80
Type
Region
Within
Tyria
Connects to
Kryta
Maguuma Jungle
Shiverpeak Mountains


Cleansed Orr.jpg
The Artesian Waters immediately after their cleansing.

The Ruins of Orr are situated on a peninsula south of Ascalon and west of the Crystal Desert. They are the destroyed remains of one of the three Tyrian human kingdoms and was once a vibrant, proud, and prosperous nation. Its citizens believed themselves to be the favored of the Six Human Gods, living in the shadows of Arah which was once inhabited by the gods themselves.

History[edit]

Spoiler alert: The following text contains spoilers relating to the story of Guild Wars 2.

At the end of the Elder Dragons' previous rise, around the time of the disappearance of the Great Giants over ten millenia ago, the Elder Dragon Zhaitan slept deep beneath Orr, until the day it would rise again. In the millenia that followed, the Six Human Gods arrived from the Mists, and made Orr a green and flowering expanse. They followed a source of magic coming from The Artesian Waters and built over the subterranean waterway their city, which they called Arah.

Later, the humans came to Orr in 205 BE, where, under the guidance of King Doric, they created the human system of governance and created an empire that spanned the northern continent. Eventually, the empire fragmented into the three historical nations, of which only Kryta remains today. When the gods left the world in the Exodus of the Gods, the Orrian people took on the protection of the holy city as their sacred charge in hopes of their return, and even after the Exodus, practiced magic in an everyday fashion that would have seemed strange to visitors. The Orrian nation lasted until the end of the Third Guild War in 1071 AE, when Vizier Khilbron, desperate to protect Arah from the Charr Invasion that had already ravaged Ascalon, read from one of the Lost Scrolls and unleashed a dark magic that defeated the charr, but also sank the nation of Orr to the bottom of the ocean, taking its people and its cities with it. All that were left above the surface of Orr were the wandering dead, who, under the control of the Vizier (now an undead lich lord), were to play a key role in the fulfillment of the Flameseeker Prophecies. This event became known as the Cataclysm. According to sailor stories, the gods themselves turned him into a lich in penance for his actions. For years after the Cataclysm, Orr sat on the floor of the Bay of Sirens, now known as the Sea of Sorrows due to the events that had transpired there. Few sailed near its cursed shores and much of the nation's treasures remained ripe for the pillaging, making the shattered peninsula an ideal location for corsairs fleeing Istani law to dock.

In 1219 AE, Zhaitan awoke and brought the sunken nation of Orr to the surface, wiping out its corsair inhabitants and much of the wildlife remaining there, raising them from the dead as his Risen navy, causing a Great Tsunami as it did. In the century since, Zhaitan has ruled over the fallen landmass and the Strait of Malchor with an unwavering grip. But despite the dragon's corruption, a slow life still pulsed in the beleaguered nation's veins.

Pact campaign[edit]

Banners on the shores of Orr.

The eldest of the sylvari, Trahearne, threw himself into studying Orr after being given a Wyld Hunt to restore the land. He often traveled to Orr to explore and study it alone, but when he learned that Zhaitan's forces planned to attack Lion's Arch, he traveled to Claw Island to warn the Lionguard stationed there, albeit too late. The defeat at the Battle of Claw Island made Trahearne seek guidance of the Pale Tree along with a trusted friend of one of the three great Orders of Tyria. In a vision of a possible future shown to Trahearne and his friend, the spirit of King Reza, the last king of Orr, warned that while Zhaitan can be defeated, to cleanse Orr of poison, the land can only be healed by "seeking the source." To accomplish this, Trahearne was given Caladbolg, a legendary greatsword created from the bark of the Pale Tree.

With aid of his friend, now Commander of a compact formed to fight the dragons, Trahearne led all races of Tyria into victory after victory, reaching Orr and the doorstep of Arah itself. There, they traveled to The Artesian Waters, the Source of Orr, from which all Orr's waters and natural magic flow. With Caladbolg Treahearne cast a powerful healing ritual, and Zhaitan's most powerful lieutenants, former kings and queens of Orr, were freed of the dragon's control, and declared the Pact Commander "Champion of Orr" as their thanks. With Zhaitan all but crippled, the Pact moved on into ruins of Arah itself to lure out and defeat the Elder Dragon in a titanic battle in the skies above Orr.

In the time since the fall of Zhaitan, the number of Risen in Orr has thinned, and for the first time in centuries, Orr has hope in its future.

Locations[edit]

Explorable zones
Dungeons

Gallery[edit]

Concept art[edit]

Notes[edit]

Trivia[edit]

Gwwlogo.png The Guild Wars Wiki has an article on Orr.
  • According to Jeff Grubb, "it is possible that the cryptic message in The Path to Revelations refers to the Dragons — a land unwaking could refer to the risen kingdom of Orr and answers to the origin of the dragons do lie there."