Marshaling Field

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Marshaling Field

1Point of interest (map icon).png 1Vista (map icon).png

Marshaling Field map.jpg
Map of Marshaling Field

Marshaling Field locator.svg
Location within The Grove


Marshaling Field.jpg

Click to enlarge.

The Marshaling Field is an area with The Grove. It contains an asura gate that connects to Lion's Arch.

Locations and objectives[edit]

Points of Interest
Point of interest (map icon).png Warden's Watchgate
Vista (map icon).png The Maker's Path Vista —
From the asura gate, head west to the balcony
Asura Gates
Asura gate (map icon).png Lion's Arch



Ambient creatures


Karma Merchant (map icon).png Ailtinn

Ambient dialogue[edit]

Citizen (1): I missed you at the gathering last night.
Citizen (2): The firstborn asked me to entertain one of the visiting dignitaries.
Citizen (1): I hope it was enjoyable for you.
Citizen (2): Entertaining an asura isn't as easy as entertaining a charr. Food doesn't distract them nearly as long.
Citizen: How far have you traveled?
Adventurer: To the ends of Tyria and back!
Citizen: How far is that?
Adventurer: Far.
Traveler (1): I've seen many things in my travels, but never have I seen a sentient being birthed from a plant.
Traveler (2): They're fragile and weak. I don't imagine they'll survive long.
Traveler (1): Don't underestimate them. They learn strength from ivy and viciousness from blackberry bushes.
Citizen (1): Hey, are you all right? What's troubling you?
Citizen (2): I had the worst nightmares last night. They cling to me still, and I can't seem to stop crying.
Citizen (1): Poor thing. Do you think they were your own nightmares, or someone else's?
Citizen (2): I can't imagine such horrible things could originate in me.
Citizen (1): This has been going on for too long. You're exhausted.
Citizen (2): I just need to harden myself to them. I can't let them get to me.
Citizen (1): No, that's exactly what the Nightmare Court wants. They want you to stop feeling.
Citizen (2): I don't know whether these nightmares come from the Nightmare Court or not.
Citizen (2): They could be a symptom of darkness in my heart.
Citizen (1): You can't think that way. You are good and gentle. It's a trap. Don't lose yourself.
Citizen (2): I'm not sure who I am anymore.
Gate Assistant: Your golem is strange. Was strange, rather.
Gate Engineer: You drove it away, you know. I've never seen a golem run that fast.
Gate Assistant: I only wanted to ask it a few questions.
Gate Engineer: Oh, I know. You guys are full of them.
Gate Assistant: Oh, yes. What it's like to be a golem? Does it dream? Does it have a family?
Gate Engineer: That was the last straw you know. After that question about turtles in the desert, you asked it about its mother.
Gate Assistant: So?
Gate Engineer: It doesn't have a mother. It's a golem. You crossed its circuits. I don't know how you did it, but you weirded out MY golem!
Gate Assistant: So, you are the mother? Or the father?
Gate Engineer: What? Well, I—I guess I... Oh no. You're not getting in my head. You just stand there and help me monitor the gate.
Gate Engineer: Am I the mother? Blazing braces, this is what I get for working with the tree children.
Warden (1): All well?
Warden (2): All well!
(A charr traveler enters through the asura gate.)
Citizen (1): Look, it's the charr. I'd love to hear some of his war stories.
Citizen (2): You should go ask him.
Citizen (1): Why don't you?
Citizen (2): You first.
(The charr stops nearby and the two citizens walk up to him.)
Citizen (1): Excuse me, kind sir. I wonder if we could trouble you?
Traveler: Too late. What do you want?
Citizen (1): We were wondering. Have you been in a war?
Traveler: Every day is war.
Citizen (1): What's it like? I imagine the sparkling armor and lines of soldiers marching into battle!
Citizen (2): The stamping of boots and the voices raised in glory!
Traveler: The wading through gore. The blood that stains your claws.
(The citizens are surprised.)
Traveler: The sweat burning your eyes. The smell of bodies. The death.
Traveler: Yeah. It's fun.
Citizen (2): Um, thanks. (gulp)
Traveler: (laugh)
(The citizens walk away and the charr traveler exits via asura gate.)
Warden (1): Hi hi hi! Did you have a good day? I suppose you slept, hm? You're here to relieve me, right?
Warden (2): Right. 'Bye.
Warden (1): I heard movement in the bushes over there, but it turned out to be nothing, and then, I saw a shadow, but-
Warden (2): Got it. 'Bye.
Warden (1): Okay, see you later! Nasty little prickly pear.
Warden (1): It looks like rain!
Warden (2): You always say that.

Every Tyrian day at roughly 9:01 in the morning at the right-most vista

Mentor Arduine: Good morning, class.
Sapling (1): Greeting, Mentor.
Sapling (2): Good morning.
Sapling (3): Let the learning begin!
Mentor Arduine: We've reached the proper moment in your training to discuss the Ventari Tablet.
Mentor Arduine: Nothing is more central to our culture and our virtue.
Mentor Arduine: Who would like to describe their thoughts on the first tenet of Ventari's Tablet?
Sapling (4): It says, "Live life well and fully, and waste nothing."
Sapling (4): Ventari loved us, and so we should love ourselves. He's telling us we're worthy of life.
Sapling (4): We shouldn't waste our lives or ourselves. We should give our all.
Mentor Arduine: I cannot argue with that. Well done.
Mentor Arduine: Who would interpret the second of Ventari's tenets for us?
Sapling (2): The second tenet says, "Do not fear difficulty. Hard ground makes stronger roots."
Sapling (2): In other words, that which is gained through difficulty is a better prize than that which is gained easily.
Sapling (2): With opposition, we discover strengths we didn't know we had. The prize thus doubles in value.
Mentor Arduine: Excellent answer.
Mentor Arduine: The third of Ventari's tenets says, "The only lasting peace is the peace within your own soul."
Sapling (1): I know this one. It means that nobody else can make you happy. Only you can make you happy.
Sapling (5): It also means that, no matter how far you travel, you can never get away from yourself.
Mentor Arduine: (laugh)
Mentor Arduine: The fourth of Ventari's tenets states "All things have a right to grow. The blossom is brother to the weed."
Sapling (4): They can grow, but what about when the weeds start choking out the flowers?
Sapling (3): The right to grow isn't the right to kill. Brothers are not parasites. They grow side by side.
Sapling (2): And, if the weeds start choking flowers, you pluck them.
Mentor Arduine: Uh, that'll do. Thank you.
Mentor Arduine: "Never leave a wrong to ripen into evil or sorrow." What does the fifth of Ventari's tenets mean?
Sapling (4): If you've wronged someone or they've wronged you, don't leave it there.
Sapling (4): Extend your hand in either apology or forgiveness, and keep extending until the wrong is made right.
Mentor Arduine: "Act with wisdom, but act." What's the meaning behind the sixth tenet?
Sapling (5): That's obvious. The fastest way to failure is to do nothing at all.
Sapling (4): It's more than that. When you choose not to act, it's still an action. The choice is the action.
Sapling (4): Therefore, I think what it's saying is to think about what you're doing and choose wisely.
Mentor Arduine: The last of Ventari's tenets is often misunderstood. Who would care to discuss it?
Sapling (5): It says, "From the smallest blade of grass to the largest mountain, where life goes–so, too, should you."
Sapling (5): it means that there's a big wide world out there, just waiting for us to come and explore it.
Sapling (4): But it's also referring to the magical world, which is more internal, yet no less big.
Sapling (2): There is no greater mystery worth exploring that the self.
Mentor Arduine: Excellent, novices. You have performed beyond my expectations today. Go now. You have earned your rest.


  • The Asuran gate engineer and a sylvari chattering re: questions to a golem about Turtles and Mothers is a nod to the start of the movie Blade Runner, where an interviewer asks the same questions of a Replicant.