Arah

The city of Arah, located underwater where the peninsula of Orr was, to the west of the Crystal Desert, was once the home to the Gods of Tyria during their stay in Tyria. Following the Exodus of the Gods the city was maintained by the Orrians in hopes that the Gods would one day return. Concurrent with the departure of the Gods, Orr was founded as a colony nearby and soon grew into a powerful nation that viewed the protection of Arah as its sacred charge. For nearly a millennium the Orrians acted as custodians of the city of Arah. When the Guild Wars of 1013 AE resulted in open fighting in the streets of Arah the Orrians abandoned their neutral stance in order to protect the city.

In 1070 AE, the Searing shattered Ascalon's defenses and allowed the Charr to launch a full offensive against Kryta and Orr. Unprepared for the sudden attack, the Orrian defenses were overwhelmed and the Charr marched on Arah, intent on its destruction. Attempting to halt the incursion (but in fact unknowingly doing the work of Razakel), the adviser to King Reza, Vizier Khilbron, took it upon himself to venture into the catacombs of Arah and read from a forbidden scroll, causing the Cataclysm. While the Charr were destroyed and never stepped into Arah, the Orrian peninsula was shattered and sank beneath the waves, taking Arah with it, leaving only the wandering dead on the few islands that remained above-water. In the intervening years, many of the treasures of Arah and Orr have been taken by Corsairs, who often dock in the shattered peninsula.

Following the events of Eye of the North and the War in Kryta, Livia heads to Arah in search of the Scepter of Orr.