The guilds of Tyria are grown and expanded, despite the destruction of the archipelago of hostilities. Balthazar has helped the growth of a new temple at the Lion’s Arch, opening a door to the Mists, so the heroes of each world can compete in it. The guilds aren’t racial as it is happened in the past, aren’t only accessible by humans, but they accept heroes of all the societies in their seats. The Asura easily have adapted to the system of the guild, because in their culture usually call them krewe, which are nothing but groups of people, associations pursuing a objective. At Charr the guilds sound as groups, they don’t replace the fidelity to Charr race of their legion, but rather consider it as a unique opportunity to show the strength of their race and to increase their personal reputation as fierce fighters. The Norn are always eager to combat, and their fidelity to their friends makes them a blessing to any fighting force. The Sylvari bring unique and unpredictable strengths to guilds, and are eager to enter into any dangerous place only for the experience obtained. Guilds are an important strength for Tyria, accept challenges that individual adventurers are afraid to tackle alone, defying even the most dangerous adversaries. It is said that if there is any hope for the Tyria’s races to find peace, it will come from the guilds and their spirit of cooperation and unity.
It will be possible to have different characters in different guilds, this is to facilitate understanding between players, the characters of the same account in the same guild will be “linked” together so they can be recognized, the guilds will also have more objectives, such as Guild’s titles or the maintenance and possession of fortifications in the World Vs World, also there will be various utilities such as the timing of the guild or the opportunity to speak by the browser in the guild chat in the game, even when you aren’t playing!