Visions of Eternity story
A note on spoilers: Aside from a brief summary, this article assumes a basic understanding of the Janthir Wilds plot and previous stories. Since the story of Visions of Eternity begins circa 1338 AE, and the personal story takes place in 1325 AE, it is likely that this article will contain personal story spoilers, as story threads that began in the personal story may be continued with the expansion.
Visions of Eternity was released on October 28, 2025.
Setting[edit]
Zones[edit]
The story of Visions of Eternity covers four new open world zones.
Main characters[edit]
Allies[edit]
Hullgardeners — A community of shipwreck survivors who have committed to banding together to survive along the shores of the harsh environment. They have built cities out of pieces of wrecked ships, not unlike old Lion’s Arch. They stay along the shoreline to avoid the dangerous creatures who live further inland.[1]
- Canach — Sylvari entrepreneur with a sordid past who is roped into the adventure only to find surprising opportunities to expand his business.
- Isgarren — A secretive and obscure wizard of enigmatic origins and mysterious motives who leads the Wizard's Court and oversees the Astral Ward. He is the owner of the Wizard's Tower. After ending the threat posed by the titans in Janthir, he now aids the budding Tyrian Alliance, only to find more than he bargained for on Castora.
- Rytlock Brimstone — Charr tribune of the Blood Legion with a colorful past.
- Sayida the Sly — Human corsair captain of Elonian descent who leads the Sly Crew and helms The Dark Leviathan. She assists the Tyrian Alliance in the voyage to Castora.
- PTM — Golem originally aligned with the Inquest, he eventually switches sides and assists the alliance by providing information on the Inquest as well as helping to thwart the Inquest's schemes in the region.
Main villains[edit]
Freebooters — A mishmash of different pirate groups from around Tyria who live deeper in the jungle. Allies with the Inquest who supplied them with advanced tech, and together they are using that tech to cybernetically enhance and weaponize the already dangerous local wildlife.[1]
- Director Vloxx — The latest leader of the Inquest, he has far-reaching aspirations although the reason behind his actions forces the Pact Commander to question what the Inquest's purpose is actually meant to be.
- Overseer Kuda — Daughter of a former Inquest kingpin, she has taken over the remnants of her father's old krewe within the greater organization. She has slowly risen in prominence among Inquest leadership.[2]
- Principal Biomancer Sebb — Notably lacking in charm, he has instead risen to power in the Inquest through a combination of ruthless ambition and the brutal effectiveness of his experiments which involve augmenting living beings with cybernetics.[3]
Other characters[edit]
Seneschal — Magically enhanced and mutated Castoran wildlife which the seers have bound with arcane chains to act as immortal guardians of Castora.
Story[edit]
Visions of Eternity: Act 1[edit]
Prologue: On the Sly[edit]
Following the events that happened in Janthir, the Commander received an update on the latest in Lion's Arch. Given recent events, things were pretty busy in Sanctum Harbor—there had been a lot of movement in and out of the city.
The Commander learned about how the locals were adjusting, including how recent events had brought new trades to light; there was much to be learned.
The Commander then received an urgent letter from Commodore Lawson, summoning them to Lion's Arch to meet with him. When they got to Lion's Arch, they were greeted by the sounds of a scuffle in the alley. Sayida's Sly Crew was at odds with Magnus's. Sayida quickly took command of the situation and sent the opposing crew on their way. As the Commander caught up with Sayida, she revealed that she'd taken—by questionable means—a seat on the Captain's Council. While watching the docks ahead of an alliance trade deal, her crew witnessed some unscheduled departures, all manned by the Inquest. Her technician lost the signal before they could learn anything meaningful.
While Sayida scolded her crew for the earlier scuffle, she directed the Commander towards Canach and Lawson. Canach was enamored with a recent ship purchase and seemingly unbothered by the Inquest situation, but Lawson shared Sayida's discomfort. No one wants to see an organization like that moving en masse. While they waited for Sayida, the Commander called Councillor Ludo to see if she knew anything. She was similarly distraught by the revelation, expressing concern that something sinister may be at play. She suggested that the Commander meet with her in Rata Sum, and so they headed to Maguuma.
Chapter 1: Unscheduled Departures[edit]
Sayida and the Commander met with Ludo in Rata Sum, who suggested speaking with the dock workers. They did not get much information and were attacked by Inquest plants, confirming that they were on the right track. They headed to the Port Authority and were ambushed by Inquest again. After gaining access to the terminal, they found a few clues about the Inquest's movements: the Inquest were under a new leadership and a storage unit filled with Zinn's archived research was broken into. After decrypting some files, they found that Inquest vessels were approved to depart from the docks and that Councillor Yahk redirected rations meant for the Tyrian Alliance to those vessels. In addition, Councillor Flax may also be involved in these events.
Ludo suggested they head towards Councillor Flax's office to further investigate. Disguised as one of Flax's lab workers, the Commander created a distraction and searched Flax's office. Copies of Zinn's stolen research referred to an island called Castora and a note from the Port Authority director criticizing the councillor's abuse of power. These findings confirmed that both Flax and Yahk were involved.
The Commander returned to update Ludo and Sayida with their findings. Sayida offered The Dark Leviathan to pursue the Inquest to Castora. The Commander met with their allies in Lion's Arch, and were also joined by Isgarren and Rytlock.
During their travels, the Commander and allies overcame ocean storms, fended off a Krait attack, and repelled a massive kraken. Days later, they encountered a thick, magical fog. Isgarren distilled the magic in the air, and the Commander guided the ship through wreckage and dangerous creatures. Unfortunately, the Martingale was sunk after a vicious roar erupted somewhere out of sight. Thankfully, Canach, Rytlock, and their crew were safe.
After pushing through the last of the fog, the Commander and allies reached Castora, its coastlines rippling with magic.
Chapter 2: Solid Ground[edit]
Chapter 3: Eyes, Ears, and Arms[edit]
Chapter 4: Truths Unearthed[edit]
Visions of Eternity: Act 2[edit]
Chapter 5: Beneath the Canopy[edit]
Chapter 6: Ruins of the Old World[edit]
Chapter 7: Fumbling in the Dark[edit]
Chapter 8: Path of Divinity[edit]
The Only Way[edit]
Chapter 9: On the Threshold[edit]
Chapter 10: Within Your Grasp[edit]
[edit]
Chapter 12: A Bold Strategy[edit]
Chapter 13: So It Is Written[edit]
References[edit]
- ^ a b Flameseeker Chronicles: Hands-on with Guild Wars 2's Visions of Eternity, MassivelyOP.com
- ^ Tweet by Guild Wars 2, X.com
- ^ Tweet by Guild Wars 2, X.com