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Sat Dec 11 2010, 07:36AM
Country: Romania
Posts: 1286

The thundering sound of their advancing war machines makes the lesser races tremble with fear. They are the charr, and conquest is their birthright.

The charr race was forged in the merciless crucible of war. It is all they know; war defines them and their quest for dominion drives them onwards, always onwards. The weakling and the fool find no place among the charr.

Many generations ago, the charr overthrew their religious caste and reestablished the ancient Legions, the foundation of their military culture. The charr turned their backs on the false gods and embraced industry, creating weaponry and great machines of war as deadly and unforgiving as the charr themselves. They use any means available to crush their foes--be it ambush, bombardment, or claw and fang. Victory is all that matters, achieved by any means and at any cost.

The charr train from youth to be warriors. Their society is organized into war bands, companies, and the four great legions. Ash Legion, Blood Legion, and Iron Legion are loosely allied, while the treacherous religious zealots in the Flame Legion conspire against them all. Today, conquered Ascalon is the homeland of the mighty Iron Legion, but even under charr rule it is still a nation at war. Operating out of the massive Black Citadel, the three legions battle against human rebels, the ghosts of long vanquished Ascalonians, and a tyrant of the Flame Legion who seeks to make himself a god. The charr have never had a shortage of enemies, and they wouldn't have it any other way.

This, then, is their story.


The charr made the open lands east of the Shiverpeaks their home for many long years before the arrival of the humans. After they were driven from Ascalon, they engaged for centuries in a war with the humans, only to have their efforts stymied by the power of the human gods and technology. However, they rallied and eventually invaded the human nations. Distant Kryta resisted their incursions, but both Orr and Ascalon ultimately chose self-destruction over defeat by the charr.

The charr paid for their success dearly; the old High Legions (Ash, Blood, and Iron) were put under the yoke of the Flame Legion, who researched forbidden magics and worshipped dark, false gods. The Flame Legion also subordinated the charr females, who had previously been equals to the males. As the war lengthened, each success was attributed to the inherent rightness of the Flame Legion's crusade, while each failure was used as an excuse for others to sacrifice for the good of the Flame Legion shamans.

In the end, the charr did take Ascalon, but its maddened human king chose to invoke his own dark magic, the Foefire, which stripped the souls of his people from their bodies and left them to eternally guard their land as ghosts. The Flame Legion won the battle, but their victory condemned the charr to an eternal insurrection.

The charr females defied the rule of the Flame Legion, gathering with them rebellious factions from the other charr legions. The Iron, Blood, and Ash Legions joined the uprising after the insurgents' leader, Kalla Scorchrazor, won the support of the Iron Legion Imperator. Together, they cast down the Flame Legion shamans and regained control of the fate of the charr race. The Iron Legion, for its part, took control of Ascalon.

Since that time, the charr have had to fight on multiple fronts. An eternal and undead foe struggles to regain Ascalon. The Flame Legion is bowed, but not broken; it plots to retake control. The humans continue to fight in the distant fortress of Ebonhawke. And recently, the Elder Dragon Kralkatorrik scarred Ascalon with the great Dragonbrand. Yet despite the challenges, the charr remain a potent force east of the Shiverpeaks and masters of Ascalon.

The Black Citadel

Upon the overthrow of the Flame Legion, the Iron Legion was granted control of the conquered kingdom of Ascalon by the other victorious legions. They built their main fortress-city, the Black Citadel, on the human ruins of Rin. The wreckage of that destroyed city can still be seen among the foundations of the citadel. While the Iron Legion is officially in charge, Blood and Ash Legions both have a major presence in the city.

As the Iron Legion is the most technologically skilled of the charr legions, its city is a vast foundry and center of industry. The Black Citadel is dominated by the huge Imperator's Core, a great spherical structure that houses the headquarters of the three legions, the offices of the tribunes, and the war council, where the legions meet to plan strategy. The Iron Legion Imperator, Smodur the Unflinching, oversees all of this and coordinates the charr in Ascalon with a veteran's eye.

A Target-Rich Environment

The charr face many challenges. Although they control Ascalon, that control is neither as sure nor as strong as they would like. The Foefire, summoned by the last human King of Ascalon, infested the former human territories with ghosts who still see the charr as invaders to be driven from the land.

The Flame Legion has survived, but they have withdrawn to their northern bases. From there, they continue their assault on the legions, seeking to undermine the leadership and to regain control of the charr.

Yet the greatest and most immediate danger has been brought by the Elder Dragon Kralkatorrik. Once freed from its deep tomb, the dragon flew south, its mere presence scouring and transforming the land beneath it. That blasted landscape bisects Eastern Ascalon and serves as a battleground for the dragon minions' continual war with the charr. Kralkatorrik's passing has had another effect: ogres have come out the Blazeridge Mountains to the east and seek to settle their herds in these new lands.

Humans also survive, making their stand in Ebonhawke, where Krytan support and asura gates have kept the city from falling to a centuries-long siege. Now confronted by the power of an Elder Dragon, the three legions have chosen to negotiate with humans rather than battle them. The negotiations have resulted in a tentative truce, and humans are now permitted in the Black Citadel itself. Still, it will take generations before the long wars are forgotten.

The Triumph of the Charr

Despite all the challenges facing the charr, they have prospered in Ascalon. The great shards of the Searing are now surrounded by grass and young trees; the rolling hills of the former kingdom, once blasted to twisted wreckage by war, are now covered with grass and used to raise herds of meat animals to feed the legions. The ironclad encampments of the legions dot the landscape.

Due to their long history of conflicts, the charr are the most militarily and technologically advanced race in Tyria. Their rifles and pistols are among the most finely made, and their forging technology is superior to that of even the ancient and legendary dwarves. Individual artisans may produce better weapons, but on a mass production scale, no other group holds a candle to the mighty charr arsenals. However, not all of their advancements involve weapons--they also make some of the finest clockwork and spring-driven devices in Tyria.

With the rigid foundation of their warbands and the ruthless efficiency of their leadership, the charr face their opponents as they have always faced them: united in purpose. They have triumphed over internal dissension and external threat, have retaken their ancestral lands, and now face the world as one of the strongest and most energized races in Tyria.

[ Edited Mon Sep 05 2011, 12:57PM ]

Sat Sep 03 2011, 06:16PM
Country: Romania
Posts: 1286

Creating the Charr Starter Area

Hi, my name is Devon Carver and I’m a member of the phenomenal content design team working on Guild Wars 2. I spend my days creating events and many other little bits of content scattered through the world that will keep you having fun while exploring Tyria. The map I’ve been working on most recently is the charr starter map, the Plains of Ashford. I can’t think of a better time to talk about this map than Charr Week, so let’s get started.

Every map is important, but the importance of the starter maps is magnified because they are the first maps you see when you create a new character and set the tone for each race. I wanted to talk a bit about the first area of the map, the Village of Smokestead, and what the process was to get it to its final state. Along the way, I’ll discuss the iterative process that we employ at ArenaNet and just how important it is to us that we get things done right, even if it takes extra time to get there.

First impressions are lasting impressions, and the first area you’ll encounter as a new charr player is the Village of Smokestead. We know that it has to be reflective of who the charr are and that it has to set the stage for the charr perspective on life. If you know anything about the charr, you know they love a good battle. But they are also at the forefront of technological advances in Tyria. It is important that a new player receives all of this information not just in the form of dialog, cutscenes, and text, but also from the environment and events that take place at the start of the game. The first two starter zones we’ve revealed—human and norn—tell you the story of those races in a variety of ways. In order for the charr starter zone to really work properly, we needed to pull out all the stops and put in as much charr-centric stuff as we could find in our voluminous bag of tricks.

At ArenaNet, the entire company “The first thing you’ll notice when you get to the Village of Smokestead is the sheer amount of metal.…” plays the game and gives feedback on a regular basis. As a new designer, I find this feedback invaluable, as it directs my attention to how the content is actually playing, which is sometimes different from how I wanted it to play. After the first few play sessions in the Plains of Ashford, it became clear that the Village of Smokestead wasn’t meeting the goals we had set out for it. You might think that after we had put several months into the map, we’d have been resistant to making wholesale changes, but we thought it was more important to make the game right than to just get it done.

I sat down in a meeting with one of our level designers, the map artist I’d been working with, and the head of the environment art team to try and figure out what we should do to make Smokestead all it needed to be.

At this meeting we racked our brains to figure out what needed to change about the current layout of the village to meet our goals with this important area. Reading the feedback our fellow developers had posted, we realized that people had a difficult time figuring out where they were supposed to go due to a somewhat confusing layout. It didn’t help that the skill trainers and vendors were placed in the opposite direction of the content we wanted new players to be playing, leading players to their untimely demise at the hands of enemies several levels above their own. We also came to the conclusion that the area just didn’t feel like a strong extension of the charr war machine. It was a little too pastoral and not quite metal enough; the charr love metal. By the end of the meeting, we had a plan of action and were ready to turn Smokestead into an area that felt like it belonged to the charr.

It took a lot of hard work by Justin Fawcett, the map artist for the Plains of Ashford, and it took me a while to set up all the events, vendors, and inhabitants of Smokestead, but the changes made all the difference. The first thing you’ll notice when you get to the Village of Smokestead is the sheer amount of metal. It went from a small village with a few metal buildings to a village so full of metal it would make Mötley Crüe blush. You’ll then see metal structures and a metal highway taking you out into the world. There have been books written about the way theme parks organize their layout to direct people without seeming to. We took a page from those books to lead players the right way. Now, the vendors and events take place right in front of you, and the road leads you down to the area that is level appropriate. These small touches can make or break the experience of a game, but are hard to get right.

One change near and dear to my heart is the addition of an event that shows off the only slightly softer side of the charr.

The charr are an enormous fighting force, and it takes a lot of food to keep that army running. We noticed that we weren’t making effective use of the space just outside of the Village of Smokestead. So, we decided that an event introducing the charr cattle industry would go a long way towards, not only providing more fun content for our new charr players, but also helping to flesh out the charr world. Now, when you first walk out of Smokestead, you might just see a cow startled by some wurms bolting out of the cattle pen. This starts a stampede that empties the pen of the cattle needed to feed the charr armies. Your job as a player is to take a cattle prod and herd those cattle back into the pen by giving them a little zap. Once the cattle are back in the pen, all is well and the charr armies can keep marching on full stomachs.

Between the art changes and the content changes, we came to the ultimate version of the Village of Smokestead: one that not only looks amazing but gives you a real sense of who the charr are and what they are about. Smokestead never would have become what it is now if it wasn’t for the willingness of all involved to start over and do what was best for the game. The Village of Smokestead now serves as a fitting introduction to the charr and, hopefully, as one of the most fun and interesting areas of the game. It took the combined effort of artists, writers, and designers to bring it into focus. It can be tough to realize you have to go back and fix things that you thought were working right, but the payoff is making the game as good as it can be.

I hope you are all as excited as I am to play Guild Wars 2 and to roll a brand new charr. It’s safe to say I can charrdly stand the wait!

[ Edited Mon Sep 05 2011, 12:58PM ]

Sat Sep 03 2011, 06:22PM
Country: Romania
Posts: 1286

Scott McGough on Writing the Charr

Scott McGough here, representing the Guild Wars 2 design writing team. I’ll be bringing you the latest dispatches from the farthest reaches of the charr empire, because someone has to prepare you for the thing I’m looking forward to most: the bad guys from Guild Wars becoming a fully playable race in Guild Wars 2.

Virtues and Vices

Our world designers and writers approach the charr with a certain amount of gusto. After all, it’s just plain fun to write for the bad guys, especially when you get to explore their point of view, in which they’re the good guys. We know some people will feel a lingering resentment of the charr—probably because of that whole Searing thing—in addition to the gleeful anticipation of getting inside their fur, so our guiding principle for writing them has been to delve into some of the unexplored charr virtues (industry, discipline, fearlessness) along with their well known vices (aggression, bloodthirst, and ruthlessness). Balancing the admirable traits with the fearsome ones allows us to present a more complete picture of charr society without negating or retconning their violent history.

Winning Ugly is Still Winning

Things have gone relatively well for our nation of belligerent feline antagonists since we last saw them. After Kalla Scorchrazor’s rebellion broke the power of the Flame Legion shamans, the Iron, Ash, and Blood Legions reestablished their dominance and led the charr people on a remarkable series of victories. By the start of Guild Wars 2, the charr have almost completely pushed humanity out of what was once Ascalon, successfully built a capital city stronghold on the ruins of Rin, and solidified their grip on their holdings while also expanding ever-outward into new territory. This should come as no surprise, as victory has been a touchstone for everything the charr do. Both as individuals and as a society, they still care far less about the means than they do the ends, especially when the end is winning.

Three Legions, One Nation

Their remarkable achievements didn’t come easy, however.

The first obstacle the legions had to overcome was their rivalry with each other. Iron, Ash, and Blood each laid claim to the throne of the Khan-Ur (supreme commander) of the charr nation. However, without the Claw of the Khan-Ur (a powerful totem signifying the right to rule), no single legion has the support required to take the throne. The Iron Legion is in the best position to seize control, having retaken Ascalon and rebuilt a citadel on the ruins of Rin. However, their imperator, Smodur the Unflinching, has yet to turn these victories into a serious challenge for the throne of the Khan-Ur.

Within Ascalon, troops from each legion support Smodur’s cause to reclaim these southern charr lands from their human enemy. Blood and Ash legion troops work in tandem with Smodur’s forces of Iron, with each legion playing to its strengths: Blood musters the fiercest warriors and dominates on the battlefield through sheer ferocity and strength of numbers; Ash practices subtlety and stealth, choosing its targets carefully and then eliminating them with deadly precision; Iron provides the ordnance and the strong leadership required to keep this potentially explosive alliance from tearing itself to pieces. The Khan-Ur’s throne remains empty, but the charr in Ascalon stand largely united under the Iron Legion’s rule, functioning as a mighty machine of conquest.

Military Mindset

Make no mistake: the charr may not be at humanity’s throat like they once were, but they are still essentially a massive, well-armed and well-trained military unit. All charr serve, if not as soldiers, then as logistical support for soldiers, providing food, weaponry, transport, and whatever else the legions need. There are still charr merchants, explorers, and even charr scholars, but whatever their vocation, all charr are soldiers at heart, and they tackle life’s challenges with a soldier’s discipline and focus. That is not to say the charr don’t enjoy life’s simple pleasures, or the occasional luxury—meat, whiskey, a finely made blade—but like all well disciplined soldiers, they never lose sight of the larger mission.

Boot Camp for Cubs

The root of this military organization lies in the fahrar, a kind of boot camp that young charr report to as soon as they can walk and wield a blade. Training can be brutal, and a charr bonds for life with the other cubs in the fahrar. When this initial training is over, fahrar graduates form a warband that becomes an adult charr’s second family; sometimes they even adopt similar surnames to mark themselves as members of the same unit. Adult charr have very little contact with their natural parents or their natural offspring, but parents and children sometimes keep tabs on each other to stay informed of any victories or defeats that could reflect back on the family’s reputation.

Living for the City

The current charr capital is the Black Citadel, built by the Iron Legion on the ruins of Rin to serve as their central headquarters. It is a monument to their victory over Ascalon and a symbol of Iron Legion dominance.

All three legions coexist in the Black Citadel, along with a handful of norn, sylvari, asura, and even a few humans. By Smodur’s command, the Iron Legion allows just about anyone to visit and even settle there, so long as the visitors don’t cause trouble, but the leadership never lets anyone forget whose city it is, or the fact that everyone else is just a guest in their house. The residents of the Black Citadel live their lives and conduct their business under the strict eye of the Iron Legion’s Adamant Guard, and they enrich the base of operations from which the legions carry the battle to their enemies.

Old Foes

Currently, the most pressing of these enemies are two stubborn relics of the past that refuse to die: the Flame Legion and the restless ghosts of Ascalonian humans who still haunt the ruins of their former kingdom. The Flame Legion has been broken, but it still exists, and it still seeks to reclaim the power it once had, through guile, subterfuge, and magic. In the past, the Flame Legion worshipped nightmarishly powerful entities like the titans in exchange for magical might. These days, the other legions keep a close eye on the Flame Legion to prevent them from unleashing any more otherworldly terrors in their lust for power—but that doesn’t stop the Flame Legion from trying.

The Flame Legion is so reviled that the average charr distrusts magic-users as a whole, and expresses open hostility to the concept of worshipping any beings called “gods.” To the modern charr, beings such as Grenth, Lyssa, and Melandru are merely powerful entities, not gods. Charr respect the forces such beings command, but would never kneel before them as if they were divine.

Ghosts of Ascalon

The ruins of Ascalon lie just outside the Black Citadel’s gates. This region is plagued by the ghosts of Ascalonian soldiers and citizens who died in King Adelbern’s Foefire. These tragic spirits are locked into the fear and anger they felt at the moment of their deaths, doomed to hate the charr and make war upon them for all eternity. The Iron Legion’s top priority is to develop a weapon that will put these ghosts to rest permanently, for the legions cannot effectively expand into the new territory if their central base is not secure.

Charr Diplomacy

Smodur the Unflinching has a different approach to dealing with the living humans of Tyria: coexistence. Wisely, Smodur recognizes that both the human kingdom and the charr nation have enough problems without refighting old wars (especially those the charr have already won). The human Queen Jennah also has something Smodur wants: the Claw of the Khan-Ur, discovered by a team of adventurers in her employ. After a series of diplomatic overtures, Smodur and Jennah established a tentative cease-fire between their respective peoples and are working out the details of a fully fledged peace treaty. Certain factions within both societies cannot accept the concept of peace with their ancestral enemies and are determined to do everything they can to derail the treaty talks. Their actions fuel the distrust and hatred that still lingers between the two races, but human desperation and charr discipline continue to move the process forward.

Reporting for Duty

So, straighten your spine, sharpen your claws, and stand at attention: the officers and soldiers of the charr legions are looking for life-takers and heart-breakers to secure their next victory. Are you up to the challenge? Then fall in and get ready for action!

[ Edited Mon Sep 05 2011, 12:58PM ]

Sat Sep 03 2011, 06:27PM
Country: Romania
Posts: 1286

The Artistic Origin of the Charr

As Charr Week rumbles on like an unstoppable war machine, let’s take a look at the origin of the charr from a visual point of view. I talked to the three ArenaNet artists most responsible for the look and feel of the charr, Katy Hargrove, Kristen Perry, and Kekai Kotaki, to get their take on this iconic Guild Wars 2 race.

Character Artist Katy Hargrove created the original concept art that evolved into the charr, the main adversaries of mankind in the original Guild Wars.

Q: Katy, what was your main inspiration for designing the charr in the original Guild Wars?

Katy: The charr would be the main threat to the humans of Ascalon, so we wanted something inhuman, iconic, and intelligent.

The original concept for the charr was a race of animalistic creatures that have a variety of forms and functions. Some of these creatures would be brutish brawlers that ran on all four limbs, while others would be more intelligent magic users who would stand on their back legs, performing rituals and holding magic artifacts with their hands.

Initially we were considering an orc-like race of creatures, but I think everyone soon agreed that we didn’t want to make orcs, ogres, or trolls the main bad guys in our game. They’ve been used in many books, movies, and games, and have been done very well. We needed something different, something that would grab at your gut without needing to be explained.

In our world, if you are a human, large cats are terrifying. They’ve been eating people for thousands of years, and they come for us out of the trees and the brush and the darkness. So we took a risk and tried concepting cat people. However, the original concepts weren’t impressive, and even came troublingly close to being cute. We began incorporating fire and horns into their designs to push towards a more threatening, demonic feel. We ended up with a fire worshipping race of hell cats. As we fleshed out more of their story we followed through on less of the varied forms than we originally planned, but you can still see remnants of the original design in the stances of the magic-using and weapon-wielding charr in Guild Wars.

Q: Did you work from a text description of what the charr looked like, or did you just set out to design an aggressive, animalistic race?

Katy: The original text description for the charr didn’t describe their look much. It mainly described the charr attitude as a race and some of the things they might do in terms of play mechanics. We had a lot of artistic freedom when it came to designing the charr.

One of the ideas that helped sell the charr as a race was they wouldn’t just be dudes with cat heads. When talking about cat people as a concept, that is the mental image that met with the most resistance. I began talking about the charr in terms of being not dudes with cat heads but as chimera-like monsters that joined several animals together, with heavy feline features. I remember a key meeting when I drew a quick sketch of a bipedal cat beast to get the point across, we then began concepting to flesh out the race and really sell the idea – and a charr was born.

Kristen Perry was the character artist who volunteered to craft a viable design for the female charr in Guild Wars 2. The female of the race had not been seen in the original game, so creating a concept that was both recognizably female and recognizably charr was a challenge.

Q: Kristen, can you talk a little about the different approaches you tried out for the female charr before settling on the final design?

Kristen: As a team, we had many discussions regarding the direction of the female charr, and a lot of that back-and-forth was in the form of thumbnail sketches and theoretical debate. These discussions centered around the tension between making the female charr attractive to the playerbase while still making it look like part of the same race as the male charr.

Much of the problem was in making the female charr more universally attractive, which leans towards a more human appearance. Those initial designs explored the tension between an acceptable human notion of beauty and an animalistic design that is cool, but just too “creature” for the average player to find engaging. This exploratory process brought about one model design that was indeed more humanoid and catgirl in appearance. It had the back leg joint articulation of the charr, but stood much more upright, had a human neck, slender arms and almost hand-like paws—and, yes, breasts. The problem with this design, though, was we were trying to find a solution between both goals, which meant we didn’t really satisfy either. The human part of our charr catgirl wasn’t human enough to be cute, and the charr part of her wasn’t charr enough to be fierce, let alone look like a female of the same race. So while this experiment was very important for visualization, in the end it didn’t give us the result we wanted.

By this point we knew we didn’t want a catgirl, but there was still another conundrum to solve. The males of the charr race are large, overly muscular, brutish, and monstrous. We couldn’t give the female of the race the same hulking masculine proportions, because then there’d be no real way to see any gender difference. But how do you make a smaller, less muscular, less imposing member of the race feel just as powerful as their male counterparts?

Q: So how did you strike that balance and create something that was both feminine and charr-like?

Kristen: Well, when I started designing the female charr, I definitely wanted her to feel just as fierce as the male of the race. She had to feel sleek and agile while at the same time have an appearance of strength and power. By thinking in terms of movement, it became clear the answer was in optimizing nuances. Yes, she had to be large and robust like the male, but we could tone down the testosterone by really extending her body lines to gracefully flow from the top of her head to tail tip.

I didn’t see any reason whatsoever to give her less clawing power, so I rebuilt the sabers on her hands and feet and brought out the padding design. The face and horns were designed with style and movement in mind, but also incorporated markedly more feminine cat-like features instead of the more monstrous male features, though there will be those options too. The horns don’t have a particular direction to denote gender; they just have to look cool. The female’s tail, however, has long hair. This was a very specific thing I wanted to include, as I love the sweeping feel to the long hair, and it’s an easy detail to note from behind in telling whether the charr is male or female.

Finally, there was the matter of the chest. It really didn’t make any sense to have boobs on a charr female, particularly with all the effort we took to make her sleek and fierce. We thought they should have no breasts at all or at least hide them under some fluffy fur. Above all else, we needed to be true to the race, of course! There was still some debate, however, so I gave them a choice: either be subtle and downplay the breasts (it wasn’t a point of the race, anyway) or go full-on realistic. Yes, that’s right —none or six!!

But really, the armor augmentation required for six boobs would be just as ridiculous, so none it was!

Concept Art Team Lead Kekai Kotaki was responsible for bringing the look of the charr 250 years into the future, to the time of Guild Wars 2. The warlike charr have changed a great deal since they first appeared in Guild Wars, so their updated design had to reflect their more industrial culture. I thought we’d let Kekai get in the final word on the charr.

Q: Kekai, how did you approach the charr design for Guild Wars 2?

Kekai: My approach was simple: make the charr badass. And then make them even more badass.

[ Edited Mon Sep 05 2011, 12:58PM ]

Wed Oct 19 2011, 04:20PM
Country: Romania
Posts: 1286

The English Intro for female charr of the ash legion faction.

The Guild Wars 2 intro for male charr blood legion

[ Edited Wed Oct 19 2011, 04:23PM ]

Wed Oct 26 2011, 05:27AM
Country: Romania
Posts: 1286

Guild Wars 2: Charr Lore in depth!
(The 11 minutes video version of the walls of text above)

[ Edited Wed Oct 26 2011, 05:28AM ]

Mon Feb 20 2012, 11:05AM
Country: Romania
Posts: 1286

[GURU] Charr Character Creation

[ Edited Mon Feb 20 2012, 11:06AM ]

Mon Feb 20 2012, 01:01PM
Country: Romania
Posts: 1286

Guided City Tour - The Black Citadel


Sun May 06 2012, 11:58AM
Country: Romania
Posts: 1286

Charr Lore Audio Interview with Scott McGough.
Source: click here

Note: This is the English version of "TowerTalk Lore Special: Charr" with Al'Ellisande and Scott McGough (a Design Writer for ArenaNet) all credits go to ArenaNet and

[ Edited Wed Jun 06 2012, 05:11PM ]

Fri Aug 24 2012, 08:39PM
Country: Romania
Posts: 1286

Choosing Your Race (Charr)


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