Q:
[SPOILER] Question about the Havoc in SoS
A:
The oversight I meant was the words of “several” and “a few” not the 17 and 7 – like she hadn’t decided how many charr were left or going to be left, so she kept it generic and didn’t bother to change it to make it flow a bit better.
(Side note: A single warband has 5-20 charr. So there could have been anywhere between 10 and 40 charr on board originally. With it being a test run, 17 sounds most practical)
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I took that as a wording oversight, as if Ree went back and changed the numbers of the crew afterwards. After the fight, we see 4 charr alive (iirc) at the battle with Salma’s Grace. Which results in 3 charr alive afterwards (iirc, again).
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Yea the wording was a bit weird there.
Let’s suppose Ree oversaw this; then there were…what? 30 Charr on the Havoc?
Cobiah and Sykox ran the engine alone and 17 charr were able to run the ship perfectly well. So what was the rest doing on a ship whose single purpose was a test drive (i.e.: No soldiers or spies for transport on board)? Grooming? Manicure?
I guess I’m gonna have to live with that answer. Thanks!
(20? Wow. I always thought 5-10…never heard of a Warband that big…)
Another question rose while reading further. I’ll just put it in here.
As Verahd appears in the fight about the Capricorn in Port Stalwart, it says:
“He did not wear a bright robe, but instead wrapped himself from head to toe in strange, bandage-like strips of black and green fabric, each strip embroidered with magical sigils of power.”
In the game we can place sigils only in weapons.
Am I too pedantic?
Or could it be something that has changed over the years?
Or is his armor in fact a weapon?
According to The Legions of the Charr, warbands are typically 5-15; according to Ghosts of Ascalon though they can be as big as up to 20.
Sigils by definition are magicaly symbols. Sigils and runes being little circular things that go only on armor or only on weapons is purely mechanical. It’s the symbol itself which should hold the power – at least in old celtic and norse magical practices (and Wicca too I think) that’s how it is. I’d imagine the same for Guild Wars runes and sigils, since runes in GW1 weren’t on circles (even if only able to be put on armor), and signets function the same as they do in typical fantasy settings (among other minor things in similarity).
Stop treating GW2 as a single story. Each Season and expansion should be their own story.