The Humans

Humanity has found itself cornered as nation after nation fell to outside influences. The Kingdom of Kryta is a melting pot as its capital, Divinity’s Reach, is home to several subsections dedicated to the various Tyrian Human ethnicities. Humanity is still devoted to the six gods of Tyria, but has found their devotion returned with silence. In DR the queen rules in concert with a noble filled senate and uses her advanced guard, the Seraph, to help police the land.

Other major human ports include the lands of Ebonhawke, a place filled with bitterminded people who spent centuries fighting Charr “occupation”. There is also the port pirate city of Lion’s Arch which is filled with various races and acts as massive inter-racial home of commerce.


Human Cultural Themes:

  • Devotion to the Six – All of humanity in some form worships the Six Gods of Tyria.
  • Racial Tension – The rise of other powerful races has left a few humans unsure about their race’s place in the world.
  • One Nation – Humanity was once many nations across the world, all that remains is the Kingdom of Kryta.
  • Class – Humanity in Kryta is split into three classes. Those who live on the streets, the commoners, and then the nobility.


Human Personality

Humanity once ruled three Kingdoms in the North, a Grand Empire in Cantha, and a split land of veritable history in Elona. Now, after losing so much, they have become besieged in their remaining lands. Humans are split by class, with the ruling nobility living in large estates, and many humans wondering about their lost ancestral homelands. One does not simply toss differing cultural groups into a melting pot and expect them to assimilate. Sure, they speak a common language, share a common religion in the Six Gods (which are the quite devoted), but this does not, however, remove the fact that humanity has a sense of difference.

Ascalonians (the most visible of the human minority groups in Kryta), are quite vocal in their hope to one day return to their lost homeland. Separatists in Ascalon threaten the peace with the charr, showing that age old hatred for the feline like race has yet to subside for some. Although being an educated people, many seem to hold distrust for the art of necromancy, a fact very likely influenced by the threat of Zhaitan’s undead. Family in turn is quite important to humans, with nobles very likely to revel in their ancestral lineage, and the common man probably feeling a connection to a heroic predecessor.

Though they are in decline, humans have done quite much to Tyria, and have achieved some of the most visible accomplishments. From Lord Odran to King Doric, huamns are sure to have had some impact on the other races.

With the foundation of Kryta evolving into a larger nation, stratification became more apparently between the nobility, the commons and the street dwellers. Life for those on the street is much harsher than those above, and the politics of the nobility can sometimes consume those who wish to remain out of it.


Human Naming Conventions

Humanity is varied in its ancestry and its influenced. Because humans in Tyria are now mostly Krytan by nature their, but also the influenced of immigrants from other continents. There is very likely to be a large diversity of names. However, some regions in the GW Universe did show a proficiency for specific name types. In this humanity can be divided into three major racial regions. The first being Tyria which is primarily European, Cantha which is Asian and then Elona with its African influences. Most humans have either a singular name and a title, or some kind of last name. This can be either a real surname or a descriptive title such as (Charrslayer).


Both Ascalon and Kryta show a mixture of northern European and southern European naming. Orr however has a higher preference for Persian and or Middle Eastern naming conventions.

Basic Arabic / Persian naming conventions uses the words ‘ibn’ meaning son of and then ‘bin’ meaning daughter of. So if one is from Orr and is the son of Jalahk, they might be ‘Firouz ibn Jalahk’. This would be more than appropriate for an Orrian Character.


Canthans are the most diverse region culturally and ethnically. The Imperial Canthans of Kaineng show tend to have Japanese or Chinese influenced names. This could mean that surnames do precede the personal name (Li is a family name, Zhong is a personal name, ex: Li Zhong). At the same time the Kurzicks are germanic in influenced and the Luxons are Greek. A thing to note, most Kurzicks seem to take their surname from their House. At the same time there is no proof that Luxons have last names. Most likely they might state their clan affiliation or reference towards a sort of descriptive title.

So for example:

  • Zhong is a member of the Li family of Shing Jea. So he is fully named, Li Zhong with his family name coming before his own name.
  • Gerald is a member of House Vasburg, this means his full name is simply Gerald Vasburg.
  • Adelphos is a strong warrior of the Crab. He might call himself “Adelphos of the Crab” or of the “Crab Clan”. Others simply call him Adelphos Strongarm.


Elona much like Orr is influenced by the Middle East. However, both Korna and Istan have larger influences in Eastern and Northern Africa. Naming for Istani and Kornan descended characters might fit best with more continental names from Africa rather than Middle Eastern names. Vabbi on the other hand would fit well with Arabic, Persian or even Syrian names for a good start.


Human Affiliation

Humans in Tyria are split along three major ancestral affiliations. These are the Tyrian, Elonan and Canthan peoples. Each in turn has three regions that tend to have their own unique culture and flavor.


  • Ascalonian - GW1GW2: The Ascalonians are refugees from the fallen Kingdom of Ascalon now under Charr “occupation”. Their last outpost is the walled city of Ebonhawke int he blazeridge. The District of Rurikton is supposedly their home in Divinity’s Reach.
  • Krytan - GW1 / GW2: Krytans are the home citizens of the Kingdom of Kryta and are proud of their nation and Queen. Under the former rule of the White Mantle Kryta has settled after 250 years of rule from Salma’s line. Devoted to the gods, the Kingdom itself is the last major bastion of Humanity on the continent.
  • Orrian - GW1 / GW2: The Orrian people are a fractured folk that cover their identity with the rise of the Undead of Zhaitan. Originally a devote people whose Kingdom was one of the oldest in Tyria and the home to the Holy City of Arah, in the modern age many would even dare to be proud of their ancestry for fear of retribution because of the Elder Dragons.


  • Imperial Canthan -GW1/GW2 : The Empire of the Dragon was cut off from Tyria years ago with the rise of Zhaitan. Those who claim Imperial Descent are related to those that once called the Island of Shing Jea and the city of Kaineng their home. Imperial Canthans are not related to the former vassal nations of the Kurzicks or the Luxons.
  • Kurzick - GW1: Once a vassal nation of Cantha, the Kurzicks were absorbed into the Canthan Empire by Emperor Usoku. A people apart from other Canthans they wore dark clothes and renowned for their pious devotion to the Six Gods. Kurzicks also were organized into clan like Houses and had a deep connection to the Echovald Forest.
  • Luxon - GW1: The Luxon nation fell when Emperor Usoku absorbed it into the greater Canthan Empire. However, as a people the Luxons were a tought and hardy breed whose ingenuity with technology lead them to create such things as the Siege Turtle. A nomadic people they were split into the three Clans (Crab, Serpent and Turtle) and were said to worship three goddess like “Queens” along with the Six. They were also the bitter enemies of the Kurzicks of the Echovald.


  • Istani - GW1: Two centuries ago, Istan stood as the naval power of the three provinces of Elona. Ruled by a meritocracy and a council of elders, Istan was a home of the Merchant city Kamadan and also strong supporters of the Order of the Sunspears. However, sixty years after the days of NightFall the province fell under the Undead desert King, Palawa Joko. Culturally Istani were known for their interest in knowledge and their naval ingenuity. They were the only ones capable to truly fight the corsairs of Elona and their navy was the main line of defense against the ruthless pirates.
  • Kournan - GW1: Kourna was a land of proud military history and a long standing clan dynasty descending from the powerful war leader Turai Ossa. Varesh Ossa the last scion of Turai went mad and unleashed the coming of Nightfall, later leading the entire Kournan army against the other provinces in the name of the fallen god, Abbadon. The Kournans were a people who prided themselves on military patriotism and sense of duty to the homeland. Kourna built many of its major projects with “pacified” centaur laborers. Kournan dedication to the military often lead to even normal citizens keeping a well oiled set of armor and sword close at hand in most occasions.
  • Vabbian - GW1: The Vabbian peoples revered Lyssa, Goddess of the Arts, Illusion and Water. One of the most prosperous of the three provinces, Vabbi was a home to the three powerful Merchant princes and their wealthy estates. Though said to be an open democracy, Vabbi was in fact a place where the wealthy ruled and the beggar was left in the dust. Life was safe within the confine of the princely estates, but on the outside raiders and monsters prowled the land looking for weary travelers.


Human Leadership and Governments

Kryta is the sole remaining Human nation in continental Tyria. For the past two centuries it had been ruled by the line of Queen Salma and through her father, former King Jadon, the line of Doric (first King of the Northern Kingdoms). The Queen is the executive of government with the Ministry Assemly acting as a legislative body of the Krytan people. Each Minister often represents a district within the City of Divinity’s Reach itself or one of the other settlements within the Kingdom. Ministers are elected to their positions, although it can easily be said that money can play a big part in who gets elected. The notion of the wealthy controlling the Ministry however is not completely true as there are several Ministers who are from the commoner class and often feel frustrated with the internal politics of the upper classes.

Ministers can propose and vote upon the law with the Queen having the power of veto (She does not use these powers without good reason). The passage of law in Kryta seems to also be based upon having the Queens ear to a point as the Ministry did evolve out of the original Court of Queen Salma. The Legate Minister (leader of the Assembly) is appointed by the Queen and in the current age there exists a tug of war between the Throne and the reigning Legate Minister Caudecus.

Outside of the Assembly and the throne exist the Three Military Orders: The Seraph, the Ministry Guard, and the Shining Blade. The general police and military force of Kryta is the Seraph. They fight the centaurs and do their best to apprehend criminals in the name of the Krytan people. The Ministry Guard is not a police force persay, but the personal defensive order of the Ministry itself. They have the right to over rule the Seraph in the matters of the Ministry and because of several noble families working in concert with the Ministry the guard is often involved in cases with the Upper Class.

The final Order is that of the Queen’s personal guard made up of the Shining Blade. The Blade act as the Queen’s Eyes and ears and are under the perview of the Master Examplar (a position appointed by the Queen). They have the ability to supercede the two other military orders when possible with permission from Jennah herself.

A struggle exists between all three orders with the Ministry Guard often refusing to let non-noble born join their ranks. The Seraph claim more power over the nobility and complain about their loss of life on the front lines against the centaur.

Another independent state that stands, is the city of Lion’s Arch. Once the capital of Kryta, it has become an independent city-state ruled by the Captains Council. The only remaining city outside of Kryta that remains free, is the outpost fortress city of Ebonhawke, home to one of the last vestiges of Ascalonian pride in a now unified humanity.


Other Things of Note

Humans are the forgone heroes of the Guild Wars universe. The other races read the stories of human heroes and wish to stride in their foot steps. Though they are a beleaguered peopled, humanity still stands tall and the whispers of prayer to the Six Gods is still on the lips of some.


Some terms to be aware of:

  • Seraph – The Primary Police Force (dealing with Commoners) and armed forces of Kryta.
  • Minister – A member of the Krytan representative legalistic body and are in partial opposition of the queen. Many ministers are also nobles.
  • Ministry Guard – Military Order charged with all crimes dealing with and general protection of the Ministry.
  • Shining Blade – The personal guard of the Ruler of Kryta and their information service.
  • Senator – A government representative to the Krytan Senate.


Some Major and Important sources of Human Lore are: