10 things you didn’t know about charrs
The Guild Wars 2 charrs are a criminally underrated race compared to the other four. After all, their aesthetic looks pretty harsh in contrast to the Sylvari houses made of overgrown leaves or the floating geometric designs of the Asura.
However, Charrs have a history and culture that is as well developed and fleshed out as any other playable race. In this article, we’re going to summarize some of the best and most interesting things you might not know about these 6ft tall bipedal cats.
They are carnivorous
This first fun fact is one that does not occur to many gamers. When you realize it, it seems obvious in hindsight, but you probably never thought about it. Char are a carnivorous and not an omnivorous breed.
Cats and other felines are not omnivores, they are “obligate carnivores,” which means they need special amino acids that are only found in meat. These necessary nutrients are added to their food when it is prepared. Cats can eat plants or other foods, but they are defined as carnivores because that’s what their teeth are designed to eat and because they need these special amino acids.
As a militaristic society, the ingenuity and inventiveness of the young Charr are harnessed to find new military advantages. They’ve been tremendously successful – and by learning how to craft in the game, you can follow in their footsteps!
The charr invented a number of machines which are now in use throughout Tyria. These include, but are not limited to, steam engines, helicopters, submarines, and the printing press. They even created the Engineer class! Asura may be known as the genius race, but charr should not be underestimated.
Why they have two pairs of ears
If you’ve spent any time creating a charr character, you’ve probably looked at the charr models closely enough to notice that they have four ears on their heads. It turns out that each set is used to hear different sounds.
The upper set of ears hears high frequencies (ultrasound), while the lower set hears low frequencies (infrasound). Neither ultrasound nor infrasound can be heard by the human ear. Mid-range sounds, the ones humans hear and produce, are actually quite difficult for Charr to hear. Needless to say, this doesn’t help the already strained relationship between these two races.
Maturation rate of cubs
Small char mature at the same rate as human children, and they live to the same age (around 100 years). However, unlike humans, charr babies are very capable soon after birth.
A few days after her birth, the young Charr can walk and follow their mother in difficult landscapes. About a month after they are born, they start to eat meat. Only a few months after that, they are considered “fully independent”. It’s obviously very different from humans, who don’t start crawling until around 6 months old.
Their distrust of magic
The long and sad history of charr has led to a strong distrust of magic among most members of the species. In contrast, they are mostly willing to trust new technological innovations with few complaints.
Magic is actually seen as a sign of weakness, a sign that you were not strong enough to perform your task without magical help. This doesn’t affect which classes players can choose from, of course, but is present throughout the lore of the game.
(almost) everyone works in the army
Avid Guild Wars 2 gamers probably know that charrs are very militaristic, but you might not know the details. Young char generally communicate little with their parents; they are raised in a fahrar (much like a school within a legion) among other young people, who teach them how to fight (among other things) and help them create warbands – military groups that include between 5 and 15 charrs.
This way everyone is automatically directed to the military. Any work that can directly serve the army will be done by members of a legion. Anything too far removed from the realm of daily military life – including farming and trading goods with other races – is done only by young Charr, wounded Charr and retired Charr.
Coming of age tradition
When the young charr form their first warband in the fahrar, the members are trained to work together as an effective military unit. They are supervised by an adult charr from the fahrar.
Ultimately, the band will no longer need to be supervised. It is at this point that the band members are considered true adults. Due to the subjective nature of this assessment, there is no fixed age for it to occur.
They don’t often mate for life
While some charr may choose to mate for life, most charr relationships are temporary. It probably stems from their militaristic culture; Each charr is expected to be loyal to their legion and warband first and foremost, so charr couples would find it difficult to maintain a long relationship when constantly moving with their separate groups.
This habit leads to the cultural phenomenon in which charr do not raise their own children. Once weaned from their mother, the young Charr leave for the fahrar. Although the child probably knows who his parents are, he is encouraged to think of his gang as his family. Officially, the parents do not contact the child unnecessarily once he has joined the fahrar. Unofficially, Charrs care as much about their children as they do about the next species and are known to send them gifts in secret.
One of the few cultural celebrations of this tough and tumultuous race is Meatoberfest, a festival held in the village of Butcher’s Block on the Diessa Plateau.
This is clearly a play about Oktoberfest, a German festival where a fair is held and participants drink millions of liters of traditional beer. No reason or origin is given for Meatoberfest in the game. However, it is still just a cute, wacky Easter egg that players can experience on their own.
Why they are a kratocratic oligarchy
A kratocracy is a government whose power comes from coercion / intimidation by members of a society who can take control (whether through force or manipulation). An oligarchy is a government where power belongs to a small number of people. The charr government works like this: the leaders of each legion sit together on a council, of sorts.
Technically, the charr should be a military dictatorship. The leader of all charr would carry the title of “Khan-Ur”, rank above the leaders of each legion and coordinate with each other. However, to be the Khan-Ur, a charr must possess an artifact known as the Claw of Khan-Ur. It was recently recovered by humans under the orders of Queen Jennah, after being lost for centuries, and returned to charr as a sign of peace. It sits on the war table, where the leaders of the legion meet, unclaimed. It is because, in order to claim it, the charr would have to do something important enough to be worthy of it. No one has succeeded in filing a complaint.
NEXT: Guild Wars 2: Interesting Facts You Didn’t Know About Sylvari
If you like playing as a lone wolf, these are the best MMORPGs for single player players.
About the Author