Last month, at the European press event, I had an opportunity to ask Martin Kerstein and Eric Flannum a few teeny tiny questions. The interview is kind of an online supplement to the Guild Wars 2 preview that will be published in the August issue of “CD-Action”, the largest Polish gaming magazine, in stores tomorrow, August 2nd, blah, blah, blah.Sex-having Sylvari, undead breeding animals and yet another, THIS-TIME-123%-SUCCESSFUL-AMAGAWD, attempt to get Mesmer revealed - you'll find it all here! Please enjoy.Martin Kerstein: I'm not exactly a lore person, but as far as I understand – yes, Sylvari can have sex and they will have sex with whoever they like, they are fully capable of doing so. But they don't do it to create to new Sylvaris. They actually grow from the tree.MK: He's based in Orr. The whole continent of Orr basically sunk and all the people died. So when Zhaitan brought Orr up back to the surface, he already had a lot of undead at his disposal. And he'll have whoever falls under his influence.Eric Flannum: There's a huge variety in Zhaitan's army. Last few maps of the game are Orr, and we have to populate these maps. So you'll see things from undead giants to undead quaggan... and maybe undead chickens and cows! (laughs)EF: You mean separate areas like Lion's Arch? No, there aren't any cities that are that large underwater now. And there are no places to swim down and walk normally.MK: That's based only on your speculation!MK: You will not be able to play a true evil character, as we want our players to be heroes. Though you can go for the vigilante-style, which means you'll be a good guy, but you can swagger, and intimidate people while talking to them.EF: When a character is ferocious you'll have a lot of different options. Occasionally, when you're doing your personal story, you'll have an option to do something you couldn't have done, if you weren't ferocious. You'll sometimes get different dialogue options, you'll sometimes see NPCs react differently to your actions.EF: It's usually not that extreme. We wanted to be appealing to role-playing players as much as possible. But we don't want people to concentrate on their possible gains, when choosing a particular personality. We want players to play the way they want to.