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Disambig icon.png This article is about the continent. For the planet, see Tyria (world).


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Map of Tyria


Tyria, sometimes called Central Tyria[1], is a continent in the world of the same name. The geography of the continent ranges from the dense jungles of the Maguuma, to high mountains of the Shiverpeaks, to forests of the Blood Legion Homelands and Ascalon, to the sandy Crystal Desert. Beneath the land stretch the interconnected caverns of the Depths of Tyria which hold ancient structures of unknown origins that date back to a time before humanity. Over ten thousand years ago, the Great Giants once roamed the land. Before all recorded history, the Elder Dragons roamed—whether before or during the time of the Giganticus Lupicus is still unknown. And over a thousand years ago, before the exodus, the human gods lived in the continent of Tyria. Throughout the ages, the continent has changed—from seas turning to deserts, to sinking kingdoms and scorching lands, to flooding cities, and to deserts turning green by diverted rivers—and may continue to change.


Early history[edit]

See also: History of Tyria

In the distant past Great Giants roamed the land and dragons ruled the skies. The elder races—dwarves, Forgotten, jotun, mursaat, and Seers—were among the most magically adept. They had thriving civilizations until the Elder Dragons arrived and devastated both the land and the inhabitants in their ravenous search for magic. The Elder Dragons' actions diminished the elder races as a result and even caused the extinction of several other once notable races like the great giants.[2][3]

At the end of the previous dragonrise millennia ago, the Seers created the first Bloodstone to seal their and other races' magic within it to hide it from the Elder Dragons. While most of the elder races gave up their magic, the mursaat, however, refused and waged a war against the Seers before betraying the other races and phasing into the Mists.[4] Deprived of their sustenance, many Elder Dragons eventually concentrated around Central Tyria before going into hibernation to wait for the levels of ambient magic to rise so they could feast on it once more.

Glint, the Elder Dragon Kralkatorrik's champion who had been freed by a Forgotten ritual, shielded the surviving races through the calamity until it was safe for them to emerge again. During this time, some Tyrians like the jotun regressed into savage brutes or lost their former power while many other races like the charr and the kodan became more prominent. Little information from this time has survived to the present day except for some ancient writings like Mursaat Lore Tablets or jotun stelae.

Legacy of the Gods[edit]

The arrival of the Six Human Gods and humanity from the Mists in 786 BE was a turning point in Tyria's history.[5] According to the Orrian History Scrolls and various myths of other races, the gods terraformed the land they walked on, restoring life to where it had been taken in the dragonrise.

As humanity sailed from Cantha to Orr and eventually to Kryta, Ascalon and beyond, they conquered the lands they settled in, warring against the native races in order to claim Tyria as their own with the urging of Balthazar, the God of Fire and War.[6] These early settlers and conquerors paved way for the eras of various thriving human civilizations that arose in their wake, such as the Primeval Dynasty of Elona, although their actions also earned the ire of native Tyrian races like charr and centaurs who would become humanity's unrelenting enemies for centuries to come.

In 1 BE, Abaddon, the God of Knowledge and Water, gifted all sentient Tyrian races with the gift of magic. However, the gift was abused by all as each race tried to use it to destroy the others. After a plea from King Doric, the gods sealed most of the magic away in the Seers' Bloodstone which they then shattered into several smaller shards in Arah before throwing the five largest shards into a volcano, Abaddon's Mouth, in the Ring of Fire island chain.[7]

Abaddon, who had opposed the reduction of magic, attempted to lead a war against the other gods and was defeated; however, the clash between the gods turned the Crystal Sea into the Crystal Desert and a once fertile southern region into the sulfurous Desolation. After imprisoning Abaddon in the Realm of Torment and realizing how much damage their actions had caused to the world, the other five gods departed from Tyria and went into the Mists in an event known as the Exodus of the Gods.

While imprisoned, Abaddon continued scheming and used his servants to cause catastrophes such as the Searing of Ascalon and the Cataclysm of Orr which devastated their respective landscapes. In 1075 AE, over a thousand years after the Exodus, Abaddon attempted to usher in Nightfall to merge Tyria with the Realm of Torment and thus allow himself to be released from his prison.[5] Some areas of Elona suffered the effects of Nightfall although Abaddon was ultimately defeated by a group of heroes, including Spearmarshal Kormir who ascended to take Abaddon's place in the pantheon and save all of Tyria from being ravaged by the fallen god's rampant magic. However, the temporary spike in magic lasted long enough to stir the Elder Dragon Primordus from its millennia-long slumber, leading to the latest cycle of dragonrise.[8]


The Elder Dragons awoke one by one over the decades following Primordus's rise. Each dragon caused untold destruction and displaced various races over the following decades.

In 1120 AE, Primordus invaded the Depths of Tyria, forcing the dwarves who had undergone the Rite of the Great Dwarf to fight a losing battle against its Destroyer minions. The great cities of the asura fell to Primordus, forcing both the asura and the skritt to the surface. The Elder Dragon's movements also caused volcanic activity in Mount Maelstrom and beyond.

The Deep sea dragon assaulted the Unending Ocean, causing the karka and the krait to flee to the surface waters while the largos fought against its minions with occasional largos assassins surfacing on Tyrian shores to practice hunting their prey in a safer environment.[9][10] The quaggan society fell into turmoil as the fleeing krait massacred the quaggan royalty, dividing the surviving quaggan into separate villages each led by a varonos.[11]

Jormag's rise in 1165 AE led to a blizzard that lasted for four years, the eventual exodus of the norn and the kodan, the death of Owl and the disappearances of several other minor Spirits of the Wild.[12] The actions of the Elder Dragon and its Icebrood minions also created a large inland sea in the Far Shiverpeaks.

In 1175 AE, Palawa Joko dammed and diverted the Elon River, changing the landscape of the Crystal Desert and Elona before conquering the latter with his Awakened army. Joko solidified his grasp on Elona by killing or converting the Order of the Sunspears as well as massacring local centaurs who were used for dark experiments as well as building material for his expanded Bone Palace.[5][13]

Zhaitan's awakening in 1219 AE caused the Rising of Orr from the depths of the Sea of Sorrows and the flooding of old Lion's Arch. Its Risen minions wreaked havoc in nearby areas, wrecking ships and causing corruption to spread past the shores deeper into Tyria.

In 1320 AE, Kralkatorrik created the Dragonbrand which reached from Ascalon all the way south to the Crystal Desert. It caused occasional Brandstorms and left several powerful Branded minions behind to terrorize Tyrians.

Modern times[edit]

The year 1326 AE witnessed the awakening of the Elder Dragon Mordremoth whose Mordrem minions and roots affected much of the Heart of Maguuma, tearing the very land apart. Its attack on the advancing Pact fleet in 1328 AE caused several airship to crash, leaving wrecks littered throughout the jungle. Increased ley line levels following Zhaitan and Mordremoth's deaths led to mutations in Tyrian inhabitants, who had been exposed to too much magic, as well as various magical phenomena such as some Tyrians witnessing strange anomalous visions of glowing humanoid figures.



Tyria possess several climates depending on the main areas and landscapes. Whereas the Maguuma Jungle region corresponds to tropical forests, Ascalon is closer to a plateau or mesa. A harsh cold climate can be observed in the Shiverpeak Mountains, with it being colder at the Bitterfrost Frontier. The opposite is incarnated by the Crystal Desert, with hot temperatures and an arid climate.


The Ring of Fire islands are volcanic due to the presence of basaltic rocks; the same can be said for the Desolation, with the high density of sulfur. Kryta maps are sedimentary, the presence of swamps and clay are in favor of that geological type.


List of regions[edit]

Tyria and the surrounding islands are divided into many regions. The geographical division and the mechanical regions used by the game for achievements and the character selection screen do not always line up, so the explorable regions mention both.

Accessible regions[edit]

Once a great human kingdom, Ascalon was since retaken by the charr, scorched by the Searing and cursed by the Foefire, leaving a brown land and a human ghost army behind. The Stronghold of Ebonhawke and the Iron Legion capital Black Citadel can be found here. The Dragonbrand, created by the Elder Dragon Kralkatorrik's flight to the Crystal Desert, scars the land.
Crystal Desert
Vast desert on the boundary with the nation of Elona. The Elon River currently flows through it, sustaining the growing population of the Free City of Amnoon which acts as a gateway to the desert proper. The Dragonbrand originally ended here, at the lair of the dragon Glint, but has since spread after the Elder Dragon Kralkatorrik's flight south.
Mechanical region: Crystal Desert
Mountainous shoreline in the western Elona. Originally a haven of corsairs who raided the Elonian coastline, now home to the Olmakhan charr tribe and the Inquest city of Rata Primus.
Deldrimor Front
Mechanical region: Maguuma Jungle (Labyrinthine Cliffs), Shiverpeak Mountains (Thunderhead Peaks)
Ancient dwarflands which contain the mountain range east of the Steamspur Mountains and the location of the original dwarven kingdom of Deldrimor. The Labyrinthine Cliffs, frequented by merchants and travelers and often visited by the nomadic Zephyrites, are located here, as are Thunderhead Peaks.
Elon River
Mechanical region: Crystal Desert
Large river flowing from the nation of Elona. Diverted from the original flow through the kingdoms of Vabbi and Kourna by a dam built by Palawa Joko, the river now floods large areas in the Crystal Desert.
Far Shiverpeaks
Mechanical region: Shiverpeak Mountains
Northern reaches of the Shiverpeak Mountains and homeland of the norn. Large part of the original mountain range has now been flooded by an inland sea, following the rise of the Elder Dragon Jormag. Currently, only the Hall of Monuments can be visited by players.
Heart of Maguuma
Previously called "Magus Falls" on the world map. Western areas of the Maguuma Jungle, covered by deep jungle, canyons and tunnels with various flora and fauna ranging from the insectoid chak to sentient mushrooms and fierce saurians. Tarir, the Forgotten City and the lost asuran city of Rata Novus can be found there. Primary territory of the Elder Dragon Mordremoth.
Isle of Istan
Mechanical region: Crystal Desert
The island lies in the southwestern portion of Elona and was among the first places humans colonized. The first human rulers, the Primeval Dynasty, once inhabited a city there called Fahranur. The western half of Istan grows lush jungles and wetlands, while white sand beaches, tall cliffs, and plains comprise the eastern half. The island is now a vassal to Palawa Joko's Awakened kingdom.
Mechanical region: Crystal Desert
Once a thriving savannah, in the past two centuries under Palawa Joko's reign it has suffered the most out of the three former provinces of Elona. With the Elon's diversion towards the Crystal Desert, much of Kourna has become a dried wasteland. The native centaur tribes have been hunted to extinction, and the heket tribes nearly follow suit. Its people are left starving even in the best of times, and unlike in Istan and Vabbi, the living and Awakened do not appear to live together.
A lush, green area rich with fertile soil located in the central-western area of the continent. The last remaining human kingdom on Tyria, ruled by Queen Jennah, featuring the grand cities of Divinity's Reach and Lion's Arch. Despite this, its countryside is raided by marauding centaurs, while refugees come here from all over the known world.
Maguuma Wastes
Northern part of the original Maguuma Jungle which has dried out over the years. The region has been suffering from incursions of the Mordrem.
Ring of Fire
Volcanic archipelago located off the coast of Maguuma and Orr.
Ruins of Orr
Originally a human kingdom and the residence of their gods in the city of Arah. The Orrian peninsula has sunk as a result of the Cataclysm and subsequently re-emerged with the rising of the Elder Dragon Zhaitan, whose Risen populate the region to this day.
Sea of Sorrows
Mechanical region: Kryta
Once known as Bay of Sirens. This large bay between the Tarnished Coast, Kryta, the Steamspur Mountains and Orr contains many islands, including the Claw Island, the karka-infested Southsun Cove and the isolated tengu city Dominion of Winds.
Shiverpeak Mountains
Giant mountain range running north to south between Ascalon and Kryta. Current home of the norn, who reside in the mighty settlement of Hoelbrak, and the kodan after being driven from the north by the Elder Dragon Jormag. The mountains hold their share of dangers for those daring to traverse them, ranging from the aggressive dredge to the hulking jotun.
Steamspur Mountains
Mechanical regions: Maguuma Jungle, Shiverpeak Mountains
Previously a southern part of the Shiverpeaks, this mountain range has thawed following the eruption of the Mount Maelstrom volcano. Destroyers, minions of the Elder Dragon Primordus, appear in great numbers near the volcano.
Sulfurous Wastelands
Mechanical region: Crystal Desert
Containing the dreaded Desolation, the region has been warped by the fall of the evil god Abaddon centuries prior. Its toxic areas can be fatal to traverse for anyone who is not an undead or a demon—although the bravest of adventurers may try exploring the hazardous terrain with the help of the resilient junundu and skimmers.
Tarnished Coast
Mechanical region: Maguuma Jungle
South-eastern lush coastal part of the Maguuma Jungle and the current homeland of the asura and the sylvari who live in Rata Sum and the Grove, respectively.
Mechanical region: Crystal Desert
A land of wealth and bounty, now under rule by Palawa Joko.
Woodland Cascades
Mechanical region: Heart of Maguuma
Forested area north of Kryta. Currently, only the Bastion of the Penitent can be visited.

Inaccessible regions[edit]

Blazeridge Mountains
Mountain range east of Ascalon.
Blood Legion Homelands
Homelands of the charr to the north of Ascalon. The true name of the region is unknown. The majority of the Blood Legion reside here and oversee the region from their capital, the Blood Citadel.
A mysterious wilderness east of Vabbi, little is known about it except that it is supposedly the homeland of the harpies and the heket.
Isles of Janthir
Group of islands in the Janthir Bay. Based on the Eye of Janthir, the isles are somehow associated with the White Mantle.
Janthir Bay
Sea located to the far north of Kryta and Maguuma Wastes.
Scavenger's Causeway
Region located between the Elon River and the Ruins of Orr, forming the only passage by land to the latter.
Strait of Malchor
Strait connecting the Sea of Sorrows to the Unending Ocean, running between the Tarnished Coast and the Ruins of Orr. Named after the Orrian sculptor Malchor who ended his life there centuries prior.
Unending Ocean
The main body of water in world, located to the south and west of the Tyrian continent.




Gwwlogo.png The Guild Wars Wiki has an article on Tyria.
  • Since Guild Wars 2: Heart of Thorns, the term Central Tyria began to be used in small amounts. Most notably to distinguish mastery locations, but the term is also used by some NPCs.[1]
  • During the Phoenician golden age, Tyria became widely used by Phoenicians and outsiders alike to refer to the collection of city-states around the city of Tyre, in modern day Southern Lebanon.

See also[edit]


  1. ^ a b For example, dialogue with Quartermaster Criswell and Redeemer Kossan refers to the region comprising the central part of the Tyrian continent as Central Tyria.
  2. ^ Enduring Icicle
  3. ^ Scholar Trueclaw
  4. ^ The Ruined City of Arah (explorable) Mursaat path
    Scholar Yissa: The races gathered together to fight the dragons, each contributing something.
    Scholar Yissa: Hmm. Yet the mursaat took their knowledge and fled into a half-world, out of phase with our own.
  5. ^ a b c Guild Wars 2: Path of Fire—Road to the Desert
  6. ^ Orrian History Scrolls Volume 2—Balthazar: God of War
  7. ^ The Ruined City of Arah (explorable) Seer path
    Randall Greyston: The seers were a magical race, once close allies to the mursaat.
    Randall Greyston: When the Elder Dragons first awoke, they gathered the unspoiled magic in the world and locked it within a great artifact—the first bloodstone.
    Randall Greyston: The human gods recovered this bloodstone, and gave magic to the human race. When humanity could not handle that power, they split it into five parts.
    Randall Greyston: The first bloodstone was broken into pieces in Arah.
  8. ^ Facing the Truth
    Kormir: Abbadon remained a fallen god, imprisoned for a thousand years, until he rose to threaten Tyria one last time...
    Kormir: A mortal hero led a mission to stop him, and against all odds, succeeded. But then... [...]
    Kormir: I was there to contain the damage, but by then it was too late.
    Kormir: The surge of power upended the balance of magic in Tyria, and stirred Primordus from his slumber—triggering this latest cycle of destruction.
  9. ^ Nanacatl
  10. ^ Master Sdias
  11. ^ The Mostly Harmless Quaggan
  12. ^ Thyrie Bylund
  13. ^ Palace of Bones: The Centaur Tragedy