Hello everyone, here is an attempt to create an amateur guide on how to roleplay an Earthen from Khaz’Algar.
I think many of us are considering playing an Earthen as a roleplaying character or at least enjoying knowing the background and personality of our character, even if not actively roleplaying them. This expansion has a lot of discoveries in store, many mysteries yet to unravel, and is rich in information. Sometimes it can be hard to keep track, so I’ll try to compile the information I’ve gathered in the game in a comprehensible way.
A necessary clarification: I don’t have all the information, and this guide is an amateur and non-exhaustive proposal on how to play an Earthen from Khaz’Algar and what we currently know about them. Besides, I think we can all contribute to a better understanding of this new race and how to play them by sharing our personal in-game information.
Summary of Khaz’Algar’s History
From what we know, the Keepers once detected an anomaly in a sector they simply named Sector AR-938. They sent Keepers accompanied by Earthens to investigate the anomaly, which turned out to be the Coreway, an access point to Azeroth’s core.
To study this anomaly and protect access to the core, the Keepers built the Titan installations we know of to create new Earthens and oversee the protection of the Coreway.
From that point on, Khaz’Algar was isolated from the rest of Azeroth, and the Earthens of Khaz’Algar lost contact with the rest of the Earthens. Over time, Khaz’Algar received no news from the other Keepers like Odyn, Tyr, and others. They remained under the watch of two Keepers, one of whom was named Dorn.
Strange anomalies also began to appear among the Earthens, who started developing their own culture and individual behaviors. Similar to the Curse of Flesh, but without physical alterations, these anomalies coincided with growing dissatisfaction with the tyrannical behavior of the two Keepers.
The Earthens managed to deactivate Dorn in an uprising, though I still don’t know what happened to the second Keeper at that point in history. However, it seems that this is when the division between the Oathsworn and the Unbounds occurred—a split that marked a significant change in the functioning of Khaz’Algar.
In the absence of the Titans, the Keepers, and after the uprising, the Earthens decided to divide their society into two: the Oathsworns would continue to follow their Edict, protecting and maintaining the Coreway and the Titan Machines. The Unbounds would be exiled outside of Dornogal, where they could live freely according to their aspirations. (A decision that potentially highlights the Earthens’ peaceful nature, as they peacefully accepted that others would deviate from their original path.)
Thus, the Earthens of Khaz’Algar truly began their history, which we are now discovering through clues, daily quests, and main/side quests in War Within.
This is a very simple summary of what we currently know about the Earthens of Khaz’Algar. Its purpose is mainly to clarify that the Earthens of Khaz’Algar are different from those we have previously encountered and that they have been isolated from the other servants of the Titans for thousands of years. They haven’t received any news and probably don’t know what happened to the Mogu, Uldaman, Ulduar, and other Titan installations.
And many more events.
Three Different Castes, Three Different Mentalities and Behaviors:
During our adventure, we encounter the three castes that make up the entire Earthen society in Khaz’Algar: the Oathsworns, who primarily live in Dornogal and its surroundings; the Mandataries, who mainly reside in the Ringing Deeps; and the Unbounds, who live mostly on the Isle of Dorn.
More than just different roles, these three castes represent different ways of life and cultures. Playing a Mandatary is very different from playing an Oathsworn or an Unbound, as their histories and operations diverge.
Mandatary :
In the beginning, Coreway had two levels: the surface level and the underground level. The Mandataries were the Earthens designated to oversee the underground facilities and handle most of the machinist and mining work for the Earthens.
They are primarily workers, dedicated to laboring in mines, forges, and workshops. They are like assembly line workers who know neither rest nor individuality.
Due to their role related to the Titan machines, they have developed a form of belief centered around the Machine. Some are even capable of communicating with the machines to understand where a problem or malfunction lies and guide repairs. For the Mandataries, machines are alive and must be respected and cared for.
The Mandataries experienced millennia of isolation due to the Edicts, which prohibited other Earthens from accessing the lower levels and the Mandataries from reaching the surface. The only exchanges were between the mining resources from the Ringing Deeps and the agricultural resources from Dorn.
Recently, the Mandataries suffered under the tyranny of High-Speaker Eirich during the crisis caused by the halt of the Awakening Machine. This tyranny pushed more and more Mandataries to question the Edicts and aspire to a new life with more freedom on the surface. However, for the most part, the Mandataries obeyed, as obedience is the foundation of a machine.
How to Roleplay a Mandatary?
Do you want to play your Earthen like a Golem? Emphasizing robotic reactions in your speech? Mandataries are the obvious choice. They cultivate a form of reverence for machines, believing them to be alive and sentient. They spend an enormous amount of time studying, maintaining, and repairing them. They themselves function and enjoy functioning like machines most of the time.
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They are efficient and tireless workers, living and existing to perform all the labor tasks of the Earthens. They have a more fiery and sinister temperament compared to other Earthens, reflecting the dark caves and industrial factories that spew smoke and toxic fumes.
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However, they are extremely loyal to their society and are the first to volunteer for laborious tasks. Most of them are not warriors and have only recently learned to fight, thanks to the intervention of Magni and Brinthe.
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Some feel a sense of superiority over surface Earthens, considering themselves true workers, while those on the surface are lazy and indulge in idle pleasures. Others harbor jealousy, resentment, or distrust. But in most cases, Mandataries pay little attention to what happens above and focus solely on their work and its perfection.
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Their cautious and vigilant behavior can be explained by the hostile environment of the Ringing Deeps. The wildlife there is particularly hostile and dangerous, with many threats from Kobolds and other subterranean natives. The Mandataries have had to survive and adapt to this dark and dangerous, yet resource-rich, environment.
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Most Mandataries speak concisely and simply, giving them a Golem-like demeanor. This behavior can be explained by their life as assembly line workers and their worship of machines. Mandataries do not know much about leisure, rest, or moments to simply chat and enjoy the passage of time. Thus, it is common to see them speak like “machines,” in contrast to the other Earthens of Khaz’Algar.
Personally, I draw inspiration from a mix between Peaky Blinders and the Adeptus Mechanicus in my approach to the Mandataries, adapting these influences to the Warcraft universe and what the expansion presents to us.
The Oathsworns:
Unlike the Mandataries, who were sent underground, the Oathsworns remained on the surface of Coreway to protect it and oversee access from the outside. They experienced a more peaceful existence than the Mandataries, able to enjoy the rich and abundant land without fearing significant threats on the Isle of Dorn.
They only faced one true crisis: the division of their population between the Unbounds and themselves. While some saw this as a grave betrayal, to the point of not wanting to hear about the Unbounds or deal with them, like Baelgrim, others continued to care about the Unbounds and watch over them in their own way, like Merrix.
However, this division was peaceful, without conflicts as far as we know, and the two societies shared the Isle of Dorn peacefully. The Oathsworns remained in the city of Dornogal and its surroundings, while the Unbounds stayed outside the walls, only coming into the city to trade and exchange useful resources with the Earthens.
After millennia of faithfully following the Edicts, the Oathsworns had to face reality: they could no longer follow the Edicts and protect Coreway at the same time. Confronted with this reality, forced by fate to reconnect with the Unbounds and seek their support, the Oathsworns initiated a change within themselves. Today, the Council of Dornogal has officially declared the end of the Edicts. Earthens are now free to choose whether they wish to follow their Edict or pursue another path.
However, most Oathsworns seem inclined to continue respecting their original Edict. For them, the Edicts are more than just orders; they are their fundamental nature. They were created to fulfill a role, which is their essence, their deep nature. Yet, they now have the choice and enjoy greater freedom. An Oathsworn whose Edict was to cultivate the land and who finds pleasure in it can now explore Azeroth to learn new techniques and bring back new resources to cultivate in Dorn. In doing so, they continue to follow their Edict while enjoying new freedom in how they apply it.
How to Roleplay an Oathsworn?
Do you like the Earthen aspect, the Titan machine, but want a more “living” aspect? The Oathsworns are perfect for you. They are the perfect middle ground between the Mandataries and the Unbounds, following their Edict above all but also cherishing the enjoyment of life and their loved ones. They can appreciate moments of relaxation and conversation, cultivating personal interests around their Edict, and are more open to the changes brought about by the end of the Edicts than most Mandataries.
Nonetheless, they still retain a strong Titan-like aspect in how they live and their respect for rules. Their belief in the Titans, despite recent malfunctions, remains important. The Oathsworns are driven by their faith in the Titans and their desire to always act for the well-being of the Earthens and Azeroth.
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The Oathsworns still revere the Titans and maintain deep respect for the Guardians. The subject of Dorn appears to be taboo, as the Oathsworns never mention it, even though they should normally be aware of it. Despite this conflict with Dorn and the other Guardians of Khaz’Algar, the Oathsworns remain loyal to their original mission and continue to have faith in the Titans and the Guardians, perceiving Dorn and his followers as malfunctioning rather than as expressing the will of the Titans.
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The Oathsworns lead a more comfortable life than the Mandataries, with Dornogal seemingly benefiting from significant wealth and an emphasis on comfort, aesthetics, and tranquility. It is common to find Oathsworns relaxing in hot springs, around barrels of Cinderbrew, or lazily strolling through the streets of Dornogal.
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The Oathsworns have a Dignitary class responsible for social matters, such as laws and permits. Their society appears more urban and social compared to that of the Mandataries or the Unbounds, with a strong focus on administration. Everyone has a role and must obtain the necessary authorizations to carry out specific tasks.
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Although the Stormriders are responsible for defending Coreway, the Oathsworns have a warrior caste dedicated to overseeing Dornogal and maintaining order. In times of need, they are tasked with defending Dornogal alongside the Stormriders.
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The Oathsworns also have a working and artisan class that rivals that of the Mandataries, but with a stronger emphasis on beauty and material goods. They also possess a significant agricultural class that is crucial to the Earthens, as well as a class focused on trade and commerce.
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Dornogal is not as orderly as it might seem at first glance, with its shadowy corners hosting some illegal trade and smuggling activities. Some Unbounds appear to collaborate with Mandataries and others to operate an underground trading network.
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The Oathsworns do not speak like machines, though their conversations tend to be more reserved when it comes to personal or intimate subjects. Among the general populace, casual chatter is common, revolving around work, trade, and rumors in Dornogal. Unlike the Mandataries, there is no concept of being “machine-like,” and the Oathsworns are more akin to dwarves. The key difference is that they live by and define themselves through their Edicts.
The Oathsworns are completely obedient to the will of the Council of Dornogal, but they may feel the need to experience more personal desires and sometimes act illegally. However, their reasons are always altruistic, aimed at the good of society rather than selfish, personal motives. We can see examples of this in the questline with Merrix, where we investigate smuggling. In summary, an Oathsworn thinks “communally” rather than individually. Individuality seems to have little place for an Oathsworn, except in fulfilling their Edict.
I also think that in the long term, the Oathsworns will be interesting in relation to the question of the Titans and their future involvement with Azeroth. If a conflict arises, they will have to choose between their Edict to protect Azeroth and their duty to serve the Titans who created them. This paradox will be fascinating to role-play and prepare for through RP before the choice must be made.
The Unbounds
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Unlike their counterparts, the Unbounds feel and express emotions, some of which are new, like sadness or anxiety. They show a strong philosophical curiosity about these new experiences, carefully analyzing them.
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Art holds a central place in their culture, with artisans exploring new artistic concepts. The Theatre of Dorn plays a crucial role in preserving the memory of past Earthens.
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The Unbounds place great importance on all forms of history, whether it’s personal events or grand expeditions.
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Although various professions exist among them (miners, artisans, farmers), there is no rigid hierarchy. Some roles are unique to this caste, such as the Guardian of the Mourning Rise, and they often include shamans, whose connection to the elements is marked by the freedom of choice.
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Unlike other Earthens, they often master the art of combat, a skill necessary for their survival.
The Awakened
In terms of gameplay, we embody one of the Earthens who has just awakened, different from earlier versions of Khaz’Algar. Infused with the energies of Azeroth, these Earthens possess a deeper sensitivity to emotions and a heightened awareness of themselves and the world. They are also capable of dreaming before awakening, a first for the Earthens. However, like children or those suffering from amnesia, they have no idea who they are upon waking.
Although they can speak, think, and understand like adults, they have not yet developed a fully-formed personality. In exchange, they are free to be whoever they desire and to follow their own goals. Their story begins, and Aurora seems to be their guide in this new existence. During the starting quest, we discover that the Awakened still have memories of their former roles. They are free to either follow their old path or choose a new one.
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Although initially disoriented, the Awakened are taken care of by the Earthens from the moment of their awakening and are guided to be ready when they leave the Vault. They are equipped with outfits that match their ambitions and are given a solid foundation to begin their new existence.
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It appears that the Earthens monitor the Awakened and ask them to return and share their experiences, so the Earthens can analyze their evolution. There is still much mystery surrounding the Awakened and their connection to Azeroth.
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More inclined to feel emotions like mortals, the Awakened are still blank slates with no personal history or experiences. They don’t act with the naivety of a child discovering the world; although they have no memory of who they were, they seem to retain the knowledge they’ve gained and have the maturity of adults.
Personally, I think they are the most challenging to play because they lack structure. However, they also offer the most freedom in character creation and possible adventures in Azeroth. They may resemble dwarves in terms of feelings and expressions, but they will seek a place for themselves and work to create a personality at the start of their existence. Who are they? What will they do? These are likely the questions that will guide them at the beginning.
Conclusion
There’s still much to be said about the Earthens of Khaz’Algar. Far from being a simple copy of other Earthens, Blizzard seems to have created a detailed lore for these new Earthens, which has significant complexity if one takes the time to explore it. There are also still many mysteries left to uncover.
I didn’t really answer the question of “How to play” the Earthens. Instead, I preferred to highlight the key points that provide context for the different Earthens we encounter in Khaz’Algar, to make the many pieces of information we currently have about them clearer.
I don’t believe there is a right or wrong way to play these Earthens. They offer enough freedom in every aspect for everyone to play their character however they wish. And each player will interpret the different information and specificities we have on the Mandataries, Unbounds, Awakened, and Oathsworns in their own way.
The most important thing is to have a clearer understanding of the information we will uncover over time in Khaz’Algar, so we know as much as possible about these new arrivals in Azeroth.
Feel free to add your own discoveries and keep this thread updated with new information we’ll obtain in the coming weeks, months, and years. I just hope this will be helpful to those seeking more clarity !