As the title says, this topic will deal with the various and huge contradictions surrounding the previously (back from Guild Wars 1) well-established lore of the Cataclysm that sunk the peninsula of Orr and the preceding charr invasion that forced Vizier Khilbron’s hand to spell the end of his own kingdom.
I’ve been meaning to post this for some time, but since there are so many inconsistencies in how these two events are portrayed in Guild Wars 2, it’s a tad bit difficult to collect all of them and present them in a concise form. So brace yourselves… walls of text incoming.
If possible, it would be awesome if a developer or writer actually chimed in and shed some light on how the invasion played out exactly. Maybe they could explain away all the points I bring up below.
First of all, let’s see the basic information we learned of the Cataclysm in Guild Wars 1:
Hopes were high that the Charr would be defeated quickly. The Orrian army was the equal of any in Tyria, and the invaders had already fought a long battle against the Ascalons. But those hopes were dashed in less than twelve hours.
The invaders reached the gates of Arah without breaking stride. The Orrians failed to protect their charge. With defeat at the doorstep and the kingdom nearly in ruins, one man turned to a forbidden magic. The king’s own personal advisor in the matters of the arcane took it upon himself to destroy the invaders, no matter the cost. Unrolling one of the Lost Scrolls, kept inside a warded vault deep within the catacombs below Arah, he spoke the words of a litany that spelled the end of the Kingdom of Orr forever.
To stop the invading army, the King of Orr’s personal advisor and sage turned to the powers of dark magic. Venturing into the vaults far below the marble streets of Arah, he unrolled a forbidden scroll and read the words he found printed there.
I’ll bring up additional lore from Guild Wars 1 along the way, but these two are the basis for the list of contradictions.
1.) The Invasion
According to the source above, Orrian hopes were dashed in less than 12 hours, with the charr already on the outskirts of Arah by the time the Cataclysm occured. By the outskirts of Arah, I mean Cursed Shore, which is given as a location of heavy fighting by the Captain of the Golden Vanity (Captain’s Log Skill Challenge). This wouldn’t be a contradiction at all, if not for the Guild Wars 1 map of Orr:
Excuse me for the terrible drawing, but I guess it serves its purpose. The red main line is the most logical route for the charr invasion force coming from Ascalon (Ascalon City -> passing the Blazeridge near Ebonhawke -> going along that green coastline -> passing a strait into what is known now as Scavenger’s Causeway -> entering Orr and marching on Arah), while the black, dashed line is the route that the charr actually took to Arah (based on the log), which coincides with the march of the Pact on Arah (crossing the Straits of Devastation, going along the northern shore then onto the western shore -> Gates of Arah). For the player and the Pact it is understandable why we went the way we did: we had to weaken Zhaitan by destroying his champions, resources, armies and food in a mostly unexplored, hostile area. But for the charr? Why didn’t they just stride into Arah from the east, instead of going around and wasting precious time? Even the Guild Wars 2 map of Orr gives (shows) us an additional passage into the City of the Gods:
http://wiki.guildwars2.com/images/1/1e/Ruins_of_Orr_map.png
There’s a river running from Arah to the Sea of Elon that would have been a perfect entry point into the city. And in case someone would bring up the entirely genuine counter-argument that the river might not have been there before Orr sank: it was actually there, as proven in the Arah mursaat path. I’m going to address the existence of this river among other things in detail in point 1./b.) Orrian Incompetence – The Fleets.
A fantasy of sci-fi cyborg implants grafted into the desiccated flesh of Guild Wars’ corpse.