Useful Threads Archive 2

A MORE UP TO DATE VERSION OF THIS THREAD IS HOSTED HERE

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Old thread got closed while I was away; threads lost to the old forum’s purge have been saved and are pending rewrites and reposts as I get the time for it. This thread will be wikified.

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Always nice to see Gahalla’s old guide lives on.

Brought a smile to my face, a massive blast from the past. Good stuff Rog.

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What is roleplaying according to Blizzard?

Roleplaying

This time we will take a look behind the curtain of the roleplayer’s stage and talk about an aspect of the World of Warcraft that has the potential to deeply enrich your gameplay experience, regardless of whether you’d want to focus on it or rather practice it in addition to the many other things you may do whilst being logged in. Contrary to popular belief, many roleplayers do participate in all forms of PvE and PvP, which is why our realms are reflecting this mindset by offering special RP-PvE as well as RP-PvP realms with expanded policies in addition to the normal realms. Did you know that RP-PvP realms did not exist right from the start? However, with Patch 1.8, were added to our pools due to specific requests by our players?

The intention of this spotlight is to offer something of value for almost every kind of reader: For curious players we will explain the basics of roleplaying and for those who are already roleplaying we will talk about potential ways to enhance and/or protect their experience. Naturally, we will also take a quick excursion to the aforementioned expanded policies, which have to be followed by everyone playing on either of the two roleplaying realm types, regardless of whether they are roleplayers themselves or just playing on one of these specially protected realms because of their friends.

What exactly is roleplaying?

In short, roleplaying is exactly what it says on the tin. Just like actors in a movie or theatre play, gamers assume the role of a self-created character from the World of Warcraft and act accordingly, with the only difference being that there is no script and everyone has to improvise his character’s reaction. In a way, it is as if many players would gather to write a piece of literature with no one knowing right away where exactly it could lead to. Will it be a piece of comedy, an epic tale of heroes or a romantic drama? You decide!

In its oldschool meaning, roleplaying refers to a bunch of friends getting together at a table to play a pen and paper game, so called because all you needed in addition to the rules was a pen and a piece of paper. This kind of roleplaying also required a Dungeon Master (DM) who controlled the enemies the players would face during their adventure. In the computer age, this task can be taken over by the game itself, though classic P&P games usually offer more freedom, so both ways of roleplaying have their own right to exist, each offering a unique take on the general idea. The most obvious advantage of roleplaying in an online computer game is that you do not depend on the availability of a few nearby friends but can simply log on and join a world with thousands of other people, though you may have to look around for a bit before you find an opportunity.

One of the most important things to remember whilst you are roleplaying is the difference between in-character (IC) and out-of-character (OOC). When you appear playing in-character, everything you say and do in the game will usually be considered the words and actions of your character, not yourself as a player. At times you may have to make ‘real world’-related comments on something, such as telling everyone that you have to log off now or clarifying a misunderstanding. Often you can circumvent ‘breaking character’ by simply emoting the correction (“/me ‘s shield actually bears the crest of Theramore, not Stormwind.”) or finding an in-character excuse for an OOC action (such as having your character go elsewhere before logging out).

A Beginner’s Guide

So we piqued your curiosity and you want to give roleplaying a try? Very well! The following

The first question will be: What kind of character do you want to play? Should you not already have something in mind, take a look at the many stories taking place in Azeroth and let yourself be inspired by the many different types of heroes and villains you see. Other movies, games or books can also provide ample inspiration, though it is advised that you try to make the character you come up with conform to the game’s own setting. For example, an evil drow elf sorcerer can easily be converted into a blood elf mage with few changes to appearance and history whilst keeping personality and style intact. Many players also have a lot of fun working out a rough concept of their character’s history, family and profession, as such topics may come up during your RP at one point or another.

This, of course, leads us directly to the next issue you’ll find yourself facing: choosing a name for your character. It is a fairly common practice to adopt popular names of existing characters from the Warcraft franchise or even entirely other settings, though it is also one frowned upon by most roleplayers. If you want your character to be taken seriously, it would be best to give names such as Legolaas, Dàrthvàdr or Uthér a wide berth. However, minor characters are always a good source of inspiration and may give you a good impression on what kind of names fit into the game world. You can also use the internet to find fantasy-themed random name generators or similar resources. Lastly, keep in mind that your character’s name does not necessarily have to be his first name, but could also be a nickname, as long as it is a fitting one.

Please keep in mind that, regardless of what kind of name you choose for your character, it needs to conform to both our standard as well as the extended naming policy. You can find everything here: https://us.battle.net/support/en/article/135764

If it is already too late and you feel a character you have has a less than perfect roleplaying name, you could consider using our Character Name Change service. Should your character’s name violate one of our policies you may also report yourself via the ticket function and have one of our Game Masters take a look at your case.

Next up is the choice of realms, although this is a far less complicated process than many assume. After you have decided on whether you prefer the somewhat gritty realism of open world PvP combat or the more serene nature of the PvE ruleset, you are still left with a couple of different realms to choose from. Naturally, asking around will usually result in everyone claiming that their realm is the best one, so we recommend taking a look through the various realm forums (https://eu.forums.blizzard.com/en/wow/) and check out ongoing events or the existence of theme guilds and player groups that might be relevant to your interests. Once you have narrowed down the number of your choices, feel free to take a look on the realm itself before starting to play for real.

The most obvious places to find roleplaying are the major cities as most of them are frequently used by everyone and, as such, provide many opportunities to make your first contacts with other roleplayers or simply listen in when other characters meet to discuss the latest news about the ongoing war effort, the supposed supremacy of Goblin engineering or matters of faith and the arcane. Many realms also have a special chat channel created and moderated by the roleplaying community for the purpose of providing a platform for communication similar to the realm forum (which is where you will be able to learn about this custom channel’s specific name). In there you will find many roleplayers willing to help you find out what’s currently going on or assisting with any questions you might have. A few roleplaying realms even have websites and wiki pages, and some also sport additional custom channels specifically for individual races and sub-factions!

To begin with, it is always best to play something easy that doesn’t require much ‘insider’ knowledge. The Warrior and Rogue classes make excellent options for various types of mercenaries – an archetype that provides your character with a certain level of freedom as well as great oppurtunities to travel and meet other people. Of course, your character could just as well be an errant adept of sorcery or a young cleric on pilgrimage. The creativity of your imagination is the only limit!

Keep in mind, however, that a character is primarily defined by their flaws, as opposed to their strengths. The greatest stories would not exist should the characters in them be infallible or invincible: Prince Arthas Menethil’s arrogance, Grom Hellscream’s blind fury, Illidan Stormrage’s addiction, Kael’thas Sunstrider’s pride and General Brigitte Abbendis’ vengefulness have all contributed to the tragic fall of these once great heroes of their people, but in doing so they have allowed us to play through or read about epic tales of hope and betrayal, of courage in the face of imminent doom, and salvation at the last possible moment.

Of course, nobody suggests that your character has tread exactly the same dark path as them and indeed it is greatly recommended that you start out small, for the lower you keep your profile, the easier you will find it to integrate your character into your chosen realm’s community. After all, each of the aforementioned personae did the same, be it as a squire of the Silver Hand, an ambitious young tribal warrior or as a student of magic.

The Lore and How to Swing It

Although by no means a ‘law’ enforced by our policies, the game ultimately supports roleplaying within the boundaries of its own setting. Whether it be due to the appearance of your avatar or the availability and style of the various locations throughout the continents you get to visit, it comes as no surprise that a large part of the roleplaying community prefers to stick close to the descriptions of history, culture and magic provided throughout various ‘official’ sources. This kind of information is commonly referred to as the lore of the World of Warcraft – a term that you will undoubtedly find mentioned often on the Roleplaying Forums whenever an aspect of the official background is being discussed.

Should you opt to play within the scope of the lore, you may want to read as much about it as possible. Once again we point you to the Roleplaying Forums, where a lot of players have compiled a great deal of helpful information in several handy guides. If you do not find what you are looking for, simply ask your fellow roleplayers! The forums are always full of interesting discussions, and for some, talking about the lore is as interesting as actually playing it. It’s like a group of historians evaluating and debating their research!

Some basic information that will help you get an idea of how members of a certain race ‘tick’ can be found on our website (https://worldofwarcraft.com/en-gb/game/races), which also contains an ever-growing section on other background material (https://worldofwarcraft.com/en-gb/story). World of Warcraft itself, as well as other titles of the franchise (Warcraft I-III), contains a wealth of information hidden within and between their missions.

Another source of lore are the various novels and comics set in the World of Warcraft Universe, which you may purchase or order either in your local bookstore or directly through online retailers. Particularly noteworthy are the various sourcebooks of the official Warcraft Roleplaying Game (no longer considered canon - look for the Chronicles books for a more updated list), our excursion into the aforementioned market of pen and paper games. Chris Metzen, Blizzard’s Vice President of Creative Development, has worked on many of these books himself, so you’re bound to find a lot of interesting stuff in there!

Given that a computer game can rarely go into the level of detail appreciated by many roleplayers (with a notable exception being the many small clickable tomes and letters you may find distributed all over the world), the RPG sourcebooks enable us to tell you about facets of Azeroth and Outland that you don’t see or are barely touched upon in the MMO: Did you ever wonder what the exact population of Goldshire is? Do you know the history of Raven Hill? Are you aware of the dangers of arcane corruption? Have you heard what trolls do with their deceased?

It is of note that the World of Warcraft is an ever-evolving setting, and as such, some of the details you find in these various sources may be outdated – obviously it is much easier to update a website or patch a game than changing what stands written in books that were printed months, if not years ago. It is a generally accepted practice to assume that a newer source overrides the older, though even outdated information can still be valuable when it contains details omitted from the new release.

Refining Your Experience

After you have taken your first few steps into the world of roleplaying, you may want to connect better with your fellow players. Aside from the aforementioned realm forums and custom channels, there are two ways to do this:

‘Theme’ guilds often dominate a specific location or an aspect of daily life on a roleplaying realm, or at least share it with other groups of their kind. The sheer number of members often allows these guilds to provide players with the basis for an accurate portrayal of their chosen theme, be it with a working hierarchy or a uniform appearance. Popular examples include City Watch units, blood elven noble houses, detachments of the night elven Sentinel Army, paladin orders, militia companies and troll tribes. If you are interested in joining one of these groups, ask around on your chosen realm’s forum or hit them up directly in-game!

Many of these guilds have certain requirements, such as only accepting specific races or classes, so it is always better to check whatever information they offer on their homepage or via a public forum post. Don’t be afraid of politely contacting one of their members via a whisper message should you have further questions – most of these groups will enjoy the prospect of gaining reinforcements, so their members will gladly answer your questions, or at least redirect you to someone who can.

Another very popular way of boosting one’s contact chance and enhancing the roleplaying experience is the usage of special interface add-ons created specifically for supporting RP. Common features include the additional display of a family name or a custom title as well as a short description of your character. This will not only allow others to get a better idea of your character, it will also make them see on the first glance that you’re obviously a roleplayer as well! This kind of additional data can only be seen by players who use similar add-ons, and participation in this exchange is, of course, entirely voluntary.

There are also other add-ons that allow you to do things such as sharing self-generated ‘fake’ items, or add-ons which automatically trigger pre-written battle cries and catchphrases while in combat. Whilst generally not seen as useful as the other category mentioned above, you might find them suitable depending on the kind of roleplaying you are aiming for.

However, please keep in mind that the usage of any interface modifications is not supported by Blizzard. Using outdated or conflicting add-ons may result in serious interface issues, and thus you should use them at your own risk. If you’re still interested and require further assistance/advice with finding or installing any of the aforementioned add-on types, feel free to head over to the Interface and Macros Forum (https://eu.forums.blizzard.com/en/wow/c/guides/interface-and-macros/239) or the Roleplaying Forum (https://eu.forums.blizzard.com/en/wow/c/lore/role-playing/237).

Play and Let Play

Whenever people get together to roleplay in the World of Warcraft, they require rules to regulate their interaction and ensure everyone is having a good time.

Many roleplayers value their immersion, the feeling of being ‘drawn-in’ by the story unfolding before their eyes. However, this immersion can easily be broken by things that do not quite fit into the picture. For this reason, our policies include a ban on out-of-character or non-fantasy related dialogue in the /say and /yell channels. In theory, even party chat is restricted in this way, though you will find many roleplayers who are perfectly okay with using OOC there, depending on the circumstances. Character names and certain kinds of disruptive behaviour are likewise restricted.

In the end, nobody is forcing you to actually roleplay on an RP-realm – but you still have to stick to the rules and respect the reason for why other players have rolled their characters on this realm. Naturally, this includes taking an appropriate medieval/fantasy-sounding name as touched upon in section #2 of this spotlight. Remember that you’re a guest there and it would be wise to act accordingly!

If you are roleplaying and feel disturbed by someone violating the policies you may open a ticket and tell us. Our Game Masters will investigate the case and act according to our guidelines, dishing out account penalties if deemed necessary. Remember to always ask the offender to cease his behaviour before contacting us, though. Many situations can be defused with a friendly request, making it unnecessary for us to intervene and granting you a quicker resolution!

In case you decide to open a ticket, it should contain the following information:

  • The name of the offender’s character
  • A short(!) description of the incident (not necessary for naming policy violations)
  • An approximate timeframe (not necessary for naming policy violations)

We will investigate the case, and we will most likely instantly see for ourselves what is wrong. However, feel free to add any additional information that feel is relevant. This is especially true for potential violations of our naming policy, even though this applies more to ‘normal’ violations than ones connected to our extended roleplaying policies. If someone’s character has a name that contains a semi-hidden innuendo to something forbidden (for example if it’s a rather exotic term, something from another language, or perhaps the name of an institution or group that has been banned by law) you are welcome to give us pointers. Whilst it is quite likely that we will know or at least find out what is wrong about a name, this additional information will be appreciated.

Regardless of whether your report deals with a violation of our naming or our roleplaying policy, each incident will be looked at and judged on a case-by-case basis. There are many ‘grey’ areas and misconceptions and we generally believe in the idea of giving the benefit of doubt to our players. As always, any report you file with our Game Masters will be handled anonymously (meaning the offender won’t get to know who made the report), but likewise you will not be informed of the outcome of our investigation. Please note that a lack of immediate action does not equal inaction. If a name you reported has not been changed it doesn’t necessarily mean that we’re not going to change it.

Finally, keep in mind that we do not judge the quality of someone’s RP. Whilst different player’s preferences, beliefs and ideas will invariably clash and lead to the existence of ‘sub-groups’ of roleplayers (just take a look at the discussions in the respective forums!), our policies exist to protect the masses, not just those who wish to roleplay in a certain way. Many of the reports we receive are coming from people with very high standards and expectations on how others should play their characters, and some the people they report are in fact roleplaying, too, just in a more relaxed manner. World of Warcraft, however, exists to appeal to all kinds of players, and if you find yourself not taking kindly to someone’s style of RP without an actual violation of the rules having taken place, it would be better to simply let them enjoy themselves and focus on your own fun. As the saying goes: Play and Let Play!

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Thank you so much for compiling this! Awesome to have all these great resources together in one place, you’ve done the community a great service <3

Some of the links are outdated and or don’t lead to anywhere but the WoW homepage.

Should get a sticky…

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See the explainer; I have the threads lost to the old forum’s purge archived, pending rewrites and submission for the new forum.

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A Guide to Blood Elf Role-Play by Sorathiel

Disclaimer: Whereas I haven’t listed sources, I’ve sourced what I can from various points of information: Quest texts, game manuals, Developer DvD commentary, source books etc. If something is speculative, I’ve mentioned it as such.

Blizzard’s own website provides a very clear and colourful outline of the basics of blood elves. You can find that here: https://worldofwarcraft.com/en-gb/game/races/blood-elf

Contents:

  1. Naming.

1.1 Surnames

  1. History , Personality and Culture

2.1 History

2.2 Personality

2.3 Culture

  1. Appearance

3.1. Hair

3.1.1 Facial Hair

3.2. Eyes

3.3 Tattoos

3.4 Skin

3.5 Body structure

1. Naming

Your elf does not come from Japan. As such, any name that is Japanese derived is so very incredibly wrong. Deriving names from culture isn’t necessarily a bad thing, so long as the culture difference is not so horribly different from the setting that it stands out like a sore thumb. Which is why Japanese names don’t work. Very bland names also don’t work. Bob, Fred, Sue. These aren’t elven names, they’re human.

So, what does constitute a blood elven name? Well, let’s look at the example of NPCs:

Lyrlia, Fenissa, Ithania, Nemeth, Lethtendris, Mathredis

I’ve picked these at random from an NPC list. There are both male and female names in that list. Is it easy to tell which is which? Well, yes and no. Female elven names tend to typically ‘sound’ female, by which I mean they don’t have harsh tones and usually end with a vowel (in the cases given, ‘a’ is popular). The males names are harsher in their pronunciation, and tend not to end on a vowel. Obviously, this isn’t a set rule. ‘Lethtendris’ is female, and does not follow exactly what I have laid out. ‘Mathrendis’ is male, yet sounds surprisingly smooth on the tongue.

So are there any broad rules to look out for? Yes. Having something that rolls of the tongue is always a plus, male or female. Even the harsher sounding male names are still delicate compared to Orcish or human names because of the letters they are comprised of. They contain ‘soft’ letters, ‘m’, ‘n’ and ‘s’ (etc.) as opposed to ‘harder’ letters such as ‘z’, ‘g’ and ‘d’ (etc.). Adding to the softer tones is the use of ‘th’ within a name, which seems to appear often. To give an example with some names I’ve made up:

Zugtor – This is very hard sounding, more suitable for an orc.

Salthor – Very similar, but (hopefully) a lot more sort on the tongue, and far more suitable for an elf.

1.1. Surnames

Generally speaking an elven surname is comprised of two halves:

SunSTRIDER, DawnBLADE, BloodWRATH Etc.

You can see common themes just from these three examples. The sun (and related times of day – dawn, dusk, night etc.) is common amongst blood elves. Again, for further examples there are several lists on WoW[pedia] to browse through, such as this: https://wow.gamepedia.com/Eversong_Woods_NPCs

It should be noted that not all elven surnames follow this format. Some (but not many) appear to remain in what I can only assume to be the Thalassian version of the word, giving them an ‘exotic’ sound. These surnames, whilst valid are often harder to think up.

2. History , Personality and Culture

Blood elves are terribly complex, and the events of The Burning Crusade only made things even more difficult.

2.1. History

First thing is first: know your history. You can’t possibly hope to understand how your character thinks and reacts until you know what it is that drives them and what it is they have been through. WoW[pedia] is great for this, and I’m not going to waste time going into huge amounts of detail about it. I’ll just give you two links:

https://wow.gamepedia.com/High_elf#History
https://wow.gamepedia.com/Blood_elf#History

The high elven history is actually a damn sight more important than the blood elven one, since it contains the vast majority of the actual history of the blood elf people. Recent history is important too. It’s good to know what happened to blood elves within the expansion, and how to react accordingly. This I can give a brief rundown of:

  • They joined the Horde after proving they were worthy by significantly damaging the Scourge in the Ghostlands. They did this to get a stepping-stone into Outland, where they would reunite with their prince.
  • Upon arriving in outland it was slowly revealed Kael’thas had betrayed his people and gone a bit bonkers. The elves of Silvermoon did not know this at this time.
  • Civil war* was spread across outland, with the scryers and ‘player adventeurers’ (this may or may not fit into your personal history) facing off against Kael’thas and his Sunfury.
  • Kael’thas invades Silvermoon and reclaims the naaru that the Blood Knights had used for their power. He heads to the Sunwell and begins to summon Kil’Jaeden to the world. Now all elves know of his betrayal.
  • Civil war is fought on the Isle of Quel’Danas. Kael’thas is eventually defeated. The Sunwell is reignited with the heart of M’uru, and is charged with Light and Arcane energy.

(*When I say ‘civil war’ I am well aware that all races participated in the fight against Kael’thas, not just elf vs. elf. However, it is a civil war to them.)

Everything here needs to be taken into account. All these things will have some bearing on both personality, and culture.

2.2 Personality

This is a hard one to nail down in a guide because, well, everyone is different. There are some very clear-cut traits that blood elves tend to follow, but none of them are a necessity (if you’re capable of pulling off the more unusual stuff without it being awful) and they’re not exactly a checklist of things that must pop up at some point. So I’ll try and run through a few things just as an overview.

Power Hungry
Blood elves adore the idea of power, some moreso than others. Buf if there’s anything they all seem to have in common, it’s that Quel’Thalas will once again rise as a powerful nation.

There’s also a sense of craving for more – that what they have (be it political swing, financial standing, a drug…) is never quite enough. There is always more to be gained. Always. To be content with your lot in life constitutes laziness and lack of drive. You’ll end up outside, begging for money like Jero’me the artist!

You [SOMETHING] the Light!
This one used to be a little simpler. Before the end of TBC, it was fairly straight forward to say “you hate the light” and it would be accurate for most characters. Now, that’s not necessarily true. It seems, more than ever, blood elves are swinging towards being light-worshipers again. So what now for your characters? Well, take it realistically with how they would react. The turn to the Light again has been sudden. Is your character an elf who has always secretly wanted to back back to Light-worship and is relieved? Or are they bitter and struggling and refusing to accept this new doctrine, after years of scorning that which you had once blamed for not helping you? You could simply be on the fence, or even always have revered the Light, despite what other have said!

You hate the Alliance!
And I mean the ‘old Alliance’ more than the current one, here. Sure, you hate night elves and sort of draenei too. But you really, really hate humans. They left you for dead when the Scourge came, and then when they realised you hadn’t all been finished off, they dragged you to fight their wars for them, and sent you off against impossible odds. Then they decided to imprison your royalty and try and execute him. You’re not going to have a high opinion of these chaps.

STOP! I KNOW WHAT YOU’RE THINKING!

There are two sides to every story, this is true. All your meta-knowledge tells you that this is a one-sided account of events. But it’s exactly that – meta-knowledge. Too often I see people not taking into account that there is bias in the world. That their characters don’t have access to WCIII, or WoWwiki and don’t know or understand how events truly played out. For your average blood elf, the story I just recalled will likely be how they know things. Heavily biased, with a lot of anti-alliance propaganda to boot.

Magic is cool, yo.
Blood elves are perhaps the most magically-attuned race on Azeroth. Even more so than their high elven brethren, because blood elves have dared to delve into the darker arts. It is integral to society. Even those who seem like they don’t know any magic (rogues, hunters and in Cataclysm, warriors) know rudimentary magic. What is this? I don’t know, make it up! Say you light a candle with a small spark from your fingers or something. The fact is, your blood flef will have been raised to believe that a magical understanding is the be-all-and-end-all of power in the world. Those who literally have no understanding of this tend to be looked down upon.

There are exceptions to this rule and I will discuss them more in the ‘culture’ section!

Arrogance
One of the biggest troubles I see with blood elf personality is that people take arrogance too far. Blood elves are arrogant beings, that’s not an issue. The problem comes when this arrogance isn’t tempered realistically in RP. As with all things, there is a time and a place and a way in which to be sensible about it.

Most elves will not be rude and look down their noses at every horde race they meet. They may well think little off them, but certainly now after having fought alongside them for a while, it would be silly to openly slander them. This doesn’t detract from an arrogant stance. Rather, it adds to it a layer of aloofness – the idea that your elf is in control of themselves, and that they have no real need to remind the other races they’re inferior. They simply are.

Other Horde Races
Tricky. Very very tricky. I’m going to make this shot since

  1. I’m not great at explaining this
    and
  2. It’s quite subjective from character-to-character.

Just some things to keep in mind:

  • Orcs burnt your forests in the second war. They burnt your forests and killed your people. They’re responsible for more deaths in the Windrunner family (who are FAMOUS and RESPECTED) than any other enemy of Quel’Thalas. Now you’re rubbing shoulders with them and you’re best buddies? M’yeah… I think you see the difficulty arising here.

Your best bet (and this applies to all relations here) is to grit your teeth, smile and push through it. Orcs need blood elves just as much as blood elves need orcs.

  • You’ve been at war with trolls for millennia! And now you’re allied with a different kind of troll? Again, problems. Work through them like you did the orcs.

  • Forsaken have a common goal. That’s where the friendliness ends. These people are dead. They’re monsters. They remind you terribly much of the very creatures that destroyed your home and slaughtered your people. Hell, some of them may even be your people, but dead.

It gets a little tricky with these guys. On the one hand you have things I just pointed out. On the other, they were lead by a Windrunner (albeit a dead one) and they share your interests, even so far as your interest in dark magic. There is common ground to be had. But then… they’re dead. They stink. They’re an affront to your senses and they look just like those nasty dudes that ripped the head from your mother and plated football with it. You decide how to react.

You suffer(ed) an addiction!
So many people don’t put this in their roleplay and it’s unbelievable. This is basically the crux of the blood elf problem. Until recently, they had no Sunwell. The entire plot of going to Outland, sucking on fel magic and almost dooming themselves revolved around this addiction, and for it to simply be ignored in roleplay is quite shameful.

So, the Sunwell is back! Hooray! That doesn’t mean you have no symptoms of an addiction anymore. This isn’t how addiction works. Remember that part at the start about wanting more? Well, after sucking on fel and goodness knows what else for around 5/6 years, arcane just might not cut it anymore. It may well give you what you need to function, but as an addict, you’ll likely strive for something a little harder now and then. Just for a kick, or a pick-me-up.

Temper your addiction!
With all that said and done, it’s a prevalent theme of blood elf quests that addiction must be checked. That despite your cravings, you have to control them as much as you can. Does this contradict the above section? No. It’s not saying your character can’t chew on Bloodthistle, or occasionally hit up something a little harder. What it’s saying is they can’t really just throw themselves overboard and start sucking the mana out of everything that they pass by. If a blood elf does not control their cravings, and they start to really sink into it, they become Wretched. That’s what Wretched are. It’s a common misconception Wretched as blood elves who couldn’t satisfy their addiction – that’s wrong. Wretched are blood elves who over-indulged. So, if you don’t want to be ugly and, for some reason, naked from the waist down, keep your addiction in check!

Calm, but deadly!
I’ll look at this more in culture, but blood elves tend to be calm creatures. Tend to be. They get very violent, and very vicious when provoked or suffering. This doesn’t mean you lash out wildly at anyone who throws the slightest insult, that’s dumb and I won’t endorse that sort of roleplay.

2.3. Culture

After a little introduction. I’m going to split this into two parts: ’Pre-Wrath’ and ’Wrath’ . Whereas we don’t roleplay in TBC anymore (d’uh?) I think it’s important to understand what the culture was like then, to get a good grip on what it’s like now.

Some broader things to note first:

Blood elves are lead by mages. An affinity with magic is what tends to bring power within society. The magisterium controls much of the politics of Silvermoon, and has a hand in pretty much every organisation, military or otherwise, that exists.

That said, Farstriders (rangers) were also once revered greatly. As the main bulk of the military, they often had high standing and respect amongst high elves and even in blood elven society, the position of Ranger-General (formerly Sylvanas Windrunner) was extremely high. This gets a little complicated, and I’ll look into it later.

Blood elves take their namesake from their fallen brethren in the third war. There is a lot of respect for the fallen within blood elven culture. The colour of blood elves – red – is worn as a sign of this respect, as opposed to the high elven blue which would be traditional. Dressing in red is a fun challenge, because there aren’t many red items in game that actually look good (trust me, I’ve been looking for months…). Blood Knights don’t wear red and black to look like badasses (although they do look like badasses…), they do it as a respectful nod to their fallen kin. Blood elves have suffered a lot of losses to war, particularly the Third War. 90% of their kin were killed, so to have lost relatives in blood elf society is not a cliché to be avoided, but rather is likely commonplace.

Society ambles by at a slow pace. A trip to Silvermoon will show this. I suggest putting the in-game music on and just walking around a bit. If you can’t be bothered to do that, just listen to this: http://www.youtube.com/watch?v=Qu2frsrG70o#t=2m09s (I’ve started it at a later point because the first 2 minutes is more militaristic) or this: http://www.youtube.com/watch?v=-DMsLPXSqig&feature=related . Blood elves are a relaxed people, when at ease. They like calm, they like serenity. The guardians who plot around warning you not to disturb the tranquillity of the city back that one up. So, fighting in the streets probably isn’t good roleplay. Being a loud, gruff badass won’t fit well.

There is a conflict between appearance and decadence in culture, too. Blood elves like to appear perfect. Their city is a fine city, and on the surface nothing much seems wrong. But what when we take a closer look? Well, there is drug use (some legal, some not) as we can see from the waterpipes dotted around. There is also slavery, hidden away in the basement of a shop. There’s drunkenness within Murder Row. Interestingly, the warlock NPC only brings his succubus minion out at night… take from that what you will. There is a vastly gritty and dirty underside to blood elven culture that’s just waiting to be explored, and I really suggest you do so! It’s quite fun!

’Pre-Wrath’ Culture

Light worship would have been sparse in blood elf culture at this time. Many elves blamed the Light as a reason their kingdom fell, and subsequently turned away from it. On top of this, the Blood Knight Order was formed, which radically abused the Light to serve its own gains.

The use of fel magic became somewhat commonplace, with fel-crystals being placed within Silvermoon City and Eversong woods as a means of stating the addiction. Warlockery was also a more and more accepted practice (although not entirely, remember the warlock NPC?). To heavily shun these developments would have been frowned upon as a weakness.

Farstriders took a backseat in their military standing during this time. Perhaps somewhat blamed for the fall of Silvermoon, they simply seemed to lose a lot of respect and quickly became overshadowed by the newly founded Blood Knights. As such, there was vast animosity between the two factions. That said, it should be noted that Hauldon Brightwing, Ranger-General, stands at the right hand of Lor’themar Theron, Regent-Lord and former Ranger-General. Clearly, the ranks of Farstriders still have traditional sway and aren’t entirely shunned.

Blood Knights will have been looked at with a strange mixture of respect, disgust and misunderstanding. They were a powerful military force, as well as what seemed to be a overseeing city-guard, dealing with awkward citizens. On the one hand, they did a good job where the Farstriders perhaps lacked in combating the Scourge. On the other, they were a strange, arrogant and somewhat mistrusted force.

Speaking out against the regime was not tolerated. Simply enough, doing so would have lead to ‘silencing’ through whatever means this may be. There’s a small event you can still watch in the Bazaar where such a thing occurs.

Eyes on Outland. What I mean here is that it was a theme of society that they would move from Azeroth to Outland and start a fresh life there. This obviously went a little wrong, however…

’Post-Wrath’ culture
The first big difference? The Sunwell was restored. Light worship will have started to come back into swing, especially with the official stance of the Blood Knights being that they will lead their people into a brighter future with the power of the Light:

“With the Sunwell’s rebirth, the Blood Knights - an order of blood elf paladins who once wielded the Light by force - have decided instead to embrace it and to forge for themselves a new identity as they lead their people into a more promising future.” – WotlK manual.

Second? The Sunstrider Dynasty has ended, and the betrayal of their Prince is known to everyone. What, exactly this means for culture? I honestly can’t tell you, it’s not something that has been explored very well by Blizzard, but simply being aware is nice.

Farstrider/Blood Knight hostility probably will have died down by this point, with both factions having done enough and undergone changes to prove themselves to each other and their people.

3. Appearance

3.1. Hair

I’m delving a bit into speculation with this one. I think I recall seeing this mentioned somewhere, but I can’t find my source so take with a pinch of salt.

Blood elves have a large variety of hair colours, yet not all of them are natural. Natural shades are blondes and browns. Your deep reds, pitch blacks and perhaps even that ginger shade are all dyes, something which developed as part of a ‘break away’ from high elven traditions. I’m pretty sure you’ll be hard pressed to find many (if any) high elven NPCs that don’t have blonde or brunette hair.

The style also varies drastically, although this isn’t represented in game well. This one I can back up with a source if I must. Again, as part of this separation, blood elves went out of their way to radically style their hair away from tradition.

3.1.1 Facial Hair

From what we see in game it looks to be rather much a ‘designer’ trim on the male facial hair. That said, I wouldn’t really ignore someone if they wanted to claim they had a full beard. I’ve seen official art with elderly elves in particular sporting beards.

Stubble I imagine would be frowned upon, though. Keep it neat!

3.2. Eyes

Blood elven eyes are fel-tainted and this have a green hue. There are very few ways around this, and although I can think of some I’m just not going to post them because they’re simply too obscure and I don’t want to encourage that sort of roleplay. Some things are best kept simple – this is one of them.

[Editor’s note: As of later expansions, golden eyes have returned to the Blood Elf character appearance toolkit. The exact mechanism remains unexplained]

3.3 Tattoos

Again, as part of the distinction between blood elves and high elves, blood elves took to painting/tattooing themselves with runic patterns or wards. Usually found on the face, arms or across the shoulders/back they serve as either wards to demonic presence or celebrations of victory. Sometimes they’re simply done to look intimidating.

3.4 Skin

A little speculative again but: blood elves tend to have darker skin tones than their high elven cousins – particularly if they have consumed highly in fel magic.

3.5 Body structure

Males are typically athletic, lithe and agile. You generally won’t find a towering, bulky elf walking around. It’s not how their physiology works.

Females too tend to be slender and athletic in build, which is the kind of look that is sought after in society. Having a more shapely build wouldn’t necessarily be considered an attractive trait amongst other elves; rather it may be looked upon as something more akin to lowly human imperfection. Exotic, perhaps, not typically attractive.

Blood Elves and the Cataclysm.

Not very much changed as far as blood elf content is concerned with this expansion. Still, there are a few things I’ve been looking into that might be worthy of note. Again, as before, I’m trying my best not to speculate. I’ve used mostly quest and NPC texts to gather the information here.

The Reliquary
The Reliquary is, in essence, the Horde’s version of the Explorer’s League. It was a high elven organisation that has existed for thousands of years, but was essentially crippled by the coming of the scourge. Now the blood elves are back on track, The Reliquary is also in better shape, and noticeably active.

The goals of The Reliquary seem to be a little unclear. The head of the organisation, Tae’thelan Bloodwatcher, says this:

"You see, there are ancient, powerful relics found throughout this world that I plan to use to free my people from their addiction and unify them as the proud, indomitable race we once were.

Magic is something to be embraced and, I assure you, a force that can be utilized free of corruption with proper teaching."

So one purpose of The Reliquary is the benevolent furthering of an addiction-free life for blood elves, and a unified purpose.

Other NPCs seem a little more callous, however. Doranir in Silvermoon says:

“We discover, acquire, and amass lost artefacts, wealth and lore so that it cannot be used against us. Power does, after all, belong in the hands of those who would use it best… wouldn’t you agree?”

It could easily be that both goals work alongside one another. They aren’t too different from one another. The first simply seems perhaps a kinder way of stating what the reliquary does.

There isn’t all that much more on the topic, other than to say the Grand Vault’s whereabouts is a closely guarded secret, and could even be on another plane of existence entirely, if the NPC Aelnara is to be believed.

Blood Elves and Goblins.
Again, there isn’t much on this, but in Azshara blood elf NPCs sometimes appear alongside goblin ones, and they tend not to get along. Where a goblin would like to bulldoze some ruins, the elf would prefer to investigate and learn. And I think there is the crux of this relationship. It’s unlikely to be one that is easy or pleasant, for the ideals of each race seem too juxtaposed.

Blood Elves and Night Elf Mages.
Not anything huge here, either, other than to say the blood elves look down with contempt at night elven mages, laughing at their attempts at magic and generally believing themselves superior. Quests in Azshara have you disrupting some night elf mage settlements in what is essentially a show of blood elven dominance with controlling the arcane.

A pretty useless but fun fact with this quests is that it sates Arcane Constructs (arcane elemental looking things) have been outlawed in high/blood elven society for 1500 years.

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Time is Money: A guide to Goblins in Cataclysm by Adnaw

1. History:

The goblins in the distant past were originally slaves to an un-named tribe of jungle trolls and forced to mine. It is believed that their handling of the mineral Kaja’mite is what over time gave them their advanced intelligence and eventually allowed them to turn the tables on their troll slave masters. They now enslave that tribe of trolls in the Kaja mines.

Most goblins remained neutral and did not side with any factions during the wars between the Alliance and Horde, selling their services to whoever paid the best at the time.

Most goblins live among the many islands in the South seas. They are ruled over by various Trade Princes. Each Trade Prince heads his own trade cartel.

Deathwing flew over Kezan just at the end goal of the historic Bilgewater Buccaneers vs. Steamwheedle Sharks match. Deathwing speaks of doom and destruction flying off. Shortly after, the volcano Mt. Kojaro explodes and sinks the island.

Trade Prince Gallywix takes passengers on his yacht to escape the island at a steep price, and only the rich can afford it. They are soon after locked up, to be sold as slaves. The Trade Prince has dreams of taking over Aszshara and rebuilding a new goblin capital there.

The Alliance, seeing boats on the horizon as the goblins escape from their island, decide to sink them before checking if they were enemy ships. “No witnesses.” Many do not survive the sinking of the ship. Those that do find themselves on another tropical south seas island.

The Goblins land on this new island to find it is also hosting other sentient life. There are tribes of cannibal pygmies,as well as shipwrecked Horde and Alliance. Harboring no love for the Alliance that so unmercifully sunk the goblins, they agree to help the Horde in a mission.

The mission that the goblins help with is to release the Old Horde Warchief Thrall from imprisonment by the Alliance. Thrall, grateful for the help and seeing promise in the goblins, offers them a place in the Horde under Trade Prince Galiwyx and the new Warchief Garrosh Hellscream.

The horde, Alliance, and Goblins must leave this island as the volcano on this island also begins to become active and works towards sinking this island as well. The Horde transport the goblins with them and bring them to Orgrimmar.

The goblins finally make it to Aszshara where they immediately begin to re-sculpt the landscape. Inspired by the land’s horseshoe shape the goblins remake it into the symbol of the Horde.

2. Geography:

Kezan: Goblin capital and technological paradise. Now Sunk due to the Cataclysm.

Kaja’mine: Located in the south seas these mines yield the valuable mineral Kaja’mite.

Kajaro Trading Compay (KTC): A company part of the bilgewater Cartel based in Kezan.

Bilgewater Harbor: The main base of the Bilgewater Cartel and new capital of the Bilgewater Goblins. It is located in Aszshara.

The Slums: A small black market and slum area located on the border of Orgrimmar and at the end of the Valley of Spirits.

Azshara: Once a highborne colony and then home to naga, the goblins have taken over much of the territory as their own. They have reshaped the land and built a new capital, Bilgewater Harbor there. They have also built the marvel of modern invention, the Goblin Rocketway, around the length of it.

3. Major NPCs:

Sassy Hardwrench: She helps organize the evacuations from the various survivors and as well sets up a resort in Stranglethorn Vale.

Hobart Grapplehammer: One of the greatest goblin Inventors. His inventions help save the Bilgewater goblins. Also known for his invention Town-in-a-box.

Trade Prince Gallywix: Trade Prince of the Bilgewater Cartel, he is devious and underhanded, ready to kill his own to make a buck. He is allowed to remain as the head of the Bilgewater Cartel by Thrall under the requirement that he treats those in his cartel better and follows the Horde under Garrosh Hellscream.

Uncle Bedlam: Head of the Bilgewater Battallion. Face of all recruitment propaganda.

Thrall: He is being held as a secret prisoner of the Alliance. The goblins help the orcs in gratitude for their help, to rescue him. Once rescue he offers the goblins a place in the Horde.

4. Other NPCs (For name suggestions):

MALE

Chip Endale - Civillian

Bamm Megabomb - Hunter Trainer

Maxx Avalanche - Shaman Trainer

Foreman Dampwick - Bilgewater Foreman

Brett “Coins” McQuid - Vendor

Fizz Lighter - Mage Trainer

Evol Fingers - Warlock Trainer

Ace - Civillian

Gappy Silvertooth - Bling Merchant

Bruno Flameretardent - Bum

Sudsy McGee - Bum

Szabo - Custom Clothier

Vinny Slapchop - Merchant

Grimi Greasefingers - Innkeeper

Friz Groundspin - Flightmaster

Geexle Spinspark - Engineer

FEMALE

Sally “Salvager” Sandscrew - Vendor

Megs Dreadshredder - Marketing Rep

Sister Goldskimmer - Priest Trainer

Candy Cane - Civillian

Izzy - Civillian

Frankie Gearslip - Bum

Missa Spekkles - Shades peddler

Slinky Sharpshiv - Rogue Trainer

5. Military:

Gob Squad - an army of crack operatives and demolitions experts.

Bilgewater Battalion - Goblin Army

Goblin Military Airborne - Air force mainly used for dropping priests into strategic locations.

6. Culture:

The goblin culture is as most things in their life based around money. The more gold and assets a particular goblin can gain the greater their social ranking and status. The highest status would be to become rich enough to found your own cartel. The second highest priority to money to goblins is invention and production. Followed closely by explosions.

Footbomb is the goblins national sport. A game played on a field where each team dons shredders and attempts to throw bombs at one another. it appears to work mostly on a last man standing to win but does involve scoring goals as well. The Bilgewater Buccaneers play vs the Steamwheedle Sharks in Kezan just before its destruction.

The goblins have a very practical outlook on religion, “What can it do for me?”. Some goblins choose to harness the powers the elements bestow upon them and others have found the path of the light. The one thing in common with all religious goblins is that all of their work comes at a price.

Goblins although viewing themselves as more intelligent and better at turning a profit than all other races generally harbor no direct dislike of the other races and are more than willing to work with or employ other races.

7. Inventions and Discoveries:

Kaja’mite - a mineral that is able to do almost anything, it also makes those that contact or imbibe it actually more intelligent. It is what helps goblins come up with their greatest ideas and inventions as well as gives them their superior intelligence.

Warrior-matic NX 01 - A machine similar in appearance to a decoy that with the proper amount of money inserted can be used to teach goblins the arts of being a warrior.

Kaja’cola - A drink that offers the imbiber extreme increases of intelligence for short durations of time.

Goblin All-in-1-der Belt - A battery powered belt that allows various tools and gadgets to be attached to it. Various existing attachments include a taser, rocket jumper, rocket launcher, amazin g-ray (ray gun), Blastcrackers (dynamite), Ear-o-scope (for hearing small noises), infini-fold lockpick, Kaja’mite Drill

Disguise Cap - A cap that when worn can be disguised to give you a different appearance in pre-determined locations.

Experiment 9 - Using a specially designed cap Hobart Grapplehammer is able to focus and create greater intelligent thought in raptors. Experiment 9 uses this new found intelligence to build a rocket and taking the other experimental raptors along shoots into space to populate a new planet.

Town-in-a-box - As is sounds it is one of Grapplehammers most famous inventions. It is a small and compact box that when the lever is pushed explodes into an instant town.

Robot Shark - works much like a submarine but is able to shoot rockets and shoot lasers from its eyes.

Rocket Boots - Allows the wearer to float in the air.

Goblin Rocketway - A roadway designed for transportation and racing rockets. Various terminals allow for stopping and refueling as well as picking up and dropping off riders.

Shredder - A large Robot able to equip many attachments, but mostly known for its large shredding saw blades of doom.

8. The Cartels:

Bilgewater Cartel - Lead by Trade Prince Gallywix and now based in Aszshara. this cartel is aligned with the Horde.

Steamwheedle Cartel - The Steamwheedle Cartel is the largest and most successful of the Goblin Cartels of Undermine. It is a neutral organization that controls several cities and towns around the world, and has allied themselves with a number of other groups such as the Blackwater Raiders in Booty Bay. The Steamwheedle Cartel has made a great deal of profit from maintaining neutrality in the conflict between the Horde and the Alliance. Their services are always available to the highest bidder, and they employ anyone regardless of their affiliation if they can produce results.

The Venture Company or Venture Trading Company - Venture Co. is the most notorious goblin organization, deforesting and plundering the world for its natural resources. Mogul Razdunk owns and runs the Venture Company. It is an independent faction.

9. Wowpedia Links ( for further research):

Goblin - http://www.wowpedia.org/Goblin_(playable) & http://www.wowpedia.org/Goblin

Bilgewater Cartel - www.wowpedia.org/Bilgewater_Cartel

Trade Prince Gallywix - www.wowpedia.org/Trade_Prince_Gallywix

Isle of Kezan - http://www.wowpedia.org/Isle_of_Kezan

10. Places to look for character inspiration:

London Labor and London Poor (Excellent source for goblin concepts): http://etext.virginia.edu/toc/modeng/public/MayLond.html

The Imaginarium of Dr. Parnassus: http://en.wikipedia.org/wiki/The_Imaginarium_of_Doctor_Parnassus

Time Bandits: http://en.wikipedia.org/wiki/Time_Bandits

Brazil: http://en.wikipedia.org/wiki/Brazil_(film)

GURPS Goblins: http://www.sjgames.com/gurps/books/Goblins/

American Psycho: http://en.wikipedia.org/wiki/American_Psycho

Casino: http://en.wikipedia.org/wiki/Casino_(film)

Bonfires of the Vanitites: http://en.wikipedia.org/wiki/The_Bonfire_of_the_Vanities

As a heads up, I don’t think the link to my Blood Knight guide is working Rogmasha. I need to re-write it from the ground up though, it’s -really- damn dated.

Though with that said. I also did a narrative breakdown of Eversong/Ghostlands:

https://docs.google.com/document/d/13wOcBqZvdouMm5LYGN0KmsSfLgDfRi3sIZxMS3Uq1Jc/edit

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Noted! I have an archived version of it, if you’d like it for structure/reminders on what to update. Problem with linking to the current archives from this thread is that I’m not sure how long they’ll last, or whether the site in question is in good standing.

In the meantime, I’ve added your Quel’thalas document to the Blood Elf guides section.

Goblin Roleplaying by Nazzix

AN INTRODUCTION TO GOBLINS:

Borthwicke Tinpiston’s Introduction to Goblinity: An Essential Guide for Gnomekind

Borthwicke Tinpiston’s guide remains the least biased source available for hire on Goblins from the Great Library’s section of salvaged and freshly published Gnomish literature. As a scholar, geographer, and cartographer with a keen interest in Azeroth’s peoples, his guides have proved useful to many a traveller of near every race- but this one in particular earned him the disfavour of his colleagues. To Borthwicke is owed much of this guide’s information.

The author wishes to express his utmost sympathies with Tinpiston for his temporary exclusion from the Alliance of Gnomish Academics, and would like the reader to join in his hope that he enjoys his time under the employ of Explorer’s League Geographic.

This is what Borthwicke Tinpiston has to say on the subject of Goblins:

“A goblin is typically short, green, and big-eared. Their faces are dramatic- with noses large and chins and cheekbones sharp. Their teeth are pointed. Their long arms end in hands with nails jagged enough to be named as claws. Alas, the Goblin is a fearsome beast to most – and only by ensuring that oneself is well-versed in the enigma of the Goblin being can the adventurer endure their company or traipse the tunnels of Undermine without being either completely boggled or rendered entirely penniless.

The goblin is a number of things- complex, unpredictable, and cunning. The goblin will display each and every one of these traits in their dangerous march towards feeding what seems to be an insatiable greed…”

A HISTORY OF GOBLINKIND:

(*A colossal, colossal, COLOSSAL, thanks, gratitude and congratulations need to go to Zeeky H-Bomb who made the full guide in all its detail and glory. I have put it into a “concise and straightforward” bullet point form. I have also attempted to remove non-canon lore. Here is the link: http://wow-tng.org/showthread.php?20555-RP-Race-Primer-GOBLIN
The first few bullet points are quite detailed.)

  • Titans arrive on Azeroth, decide they’re going to do some ordering about and start a war with the Old Gods, which, after some massive world-changing battles, they finally win. They “banish” the Old Gods. They seal away the elementals in pocket-dimensions. They make the five Dragon Aspects. They try to kill the Old Gods completely and then stop, realising they’re tied to the life on Azeroth in some way. They seal up the Old Gods better this time and leave Deathwing with the keys, along with some other Titans. The Old Gods start to whisper irritably into Deathwing’s ears.

  • Goblins appear somewhere between the Titans sealing the Elementals away and Deathwing’s first evil plan- the Goblins serve as Artficers for him, and various sources suggest that they fixed the FIRST metal plates to him, long before the adamantine or elementium ones. Lost Ones encountered during the goblin starting experience recall the creation of the Goblins.

  • Goblins settle Kezan.

  • The empire of Trolls expands and colonizes Kezan, enslaving the Goblins. Found there is Kaja’mite, a mineral native to Kezan and mined from the volcanoes there (and some of the surrounding islands) for their voodoo rituals. It grants the Goblins vast and powerful intellect.

  • Goblin intellect begins to waver with the depletion of available Kaja’mite. The goblins seek new avenues to sate their natural greed- leading them to the path of mercantilism. Their remaining intellect allows them to become the most proficient traders on Azeroth.

MERCHANTS AND THE FIRST GREAT WAR:

0-8 years after opening of the Dark Portal:

  • Goblins act as profiteers during the First War, expanding and capitalizing on the conflict and strife. They sell to both the Alliance and Horde as their trade empire extends over the globe. The Orcs arrive on Azeroth and sack Stormwind.

POST FIRST WAR AND SECOND GREAT WAR:

9-20 years after the opening of the Dark Portal:

Steamwheedle Deal and War Inventions:

  • Prior to end of the First War and the fall of Stormwind serious negotiations with the Goblins begin. Envoys, sent by Gul’dan, negotiate with the Trade Princes.

  • The Steamwheedle Goblins sign a deal with the Orcs to join them in their conquest. The Orcs, at this point, are still under the effects of Kil’jaeden’s blood curse.

Second Great War of Azeroth:

  • The Orcish armada, ogres, trolls, and Goblin zeppelins clash at the shoreline of Hillsbrad. The Horde wins, and forms base camps for more attacks north.

  • The Horde moves through Alterac to avoid confrontation with the magi of Dalaran and the forces of Gilneas.

  • The Horde frees the troll hero Zul’jin and forges an alliance with the Forest Trolls. Alterac betrays the Alliance and gives information to the Horde on a route to the capital of Lordaeron.

  • The human seafaring nation Kul’tiras (long a trade rival of the Goblins) launches a counter-attack on the Bay of Menethil to cut off reinforcements.

  • Dwarven support arrives in Alterac from the Hinterlands, on gryphons proving hazardous to goblin zeppelins.

  • The Horde turns to Goblins to overcome naval forces attacking Menethil Bay and to secure air superiority over the Gryphons.

  • Back in Khaz Modan the Bleeding Hollow Clan has Dwarves and Gnomes pushed into their capital cities. Goblin sappers assault the gates, but their explosives proved ineffective against the mountain stronghold.

  • the Goblins take many schematics and make many technological advancements, reaping schematics and technology from their enemies.

  • Doomhammer’s Horde forces march into Lordaeron City. They plan to make a two-pronged attack- Doomhammer’s forces taking the centre and Gul’dan’s Stormreaver and Twilight Hammer Clan forces covering him.

  • Gul’dan abandons the attack and takes Goblin zeppelins and Orcish ships to seek out the Tomb of Sargeras.

  • Orgrim and the Horde are pushed back by an astounding counter-attack from the Alliance. They are forced back to the the Burning Steppes and Blackrock Spire. The Horde is broken. Orgrim goes into hiding, the Orc Clans are scattered, and the Amani Trolls flee into the Hinterlands and southern Quel’thalas.

  • Second War ends.

  • Although the Steamwheedles became instrumental to the war effort and gain the spoils promised by the Orcish envoys (securing schematics to dwarven firearms, gnomish advanced mechanics and plenty of gold and black oil) the cost in lives and trade opportunities is large.

  • Most Goblins return home. Others fall in with renegades from Orcish prison camps. Others even went through the Dark Portal.

Post-Second War Period & The Third Great War of Azeroth

(Warcraft III: Reign of Chaos & Frozen Throne Era)
20-30 years after Dark Portal opens.

  • Some Goblins who remain with Orcs are ‘on the run’ with them, sticking with them through the camps and their loss of bloodlust.

  • Goblins who went through the Dark Portal in search of riches and glory to supplement their greed presumably form B.O.O.M in Netherstorm.

  • Goblins who went home suffered the backlash of war. Economy goes into a recession. Steamwheedle Cartel realises the repercussions of taking a side and begins its path to neutrality.

  • Alliance have to eventually turn to Goblin supplies to rebuild many of their towns and cities.

  • Rich deposits of Kaja’mite found near Bilgewater Port by the Bilgewater Cartel, taking them from being small to being very rich and powerful.

The Goblin that Gave Thrall Wings:

  • Other goblins with renegade clans still on the run. During this time one goblin would play an important role in the life of a young orc who would one day become Warchief of a new Horde: Thrall.

  • Gazlowe was his name. A veteran of the Second War- skilled engineer and zeppelin pilot. When Thrall escaped Durnholde, he was employed by him and using limited parts to repair a fallen zeppelin, he allowed Thrall to escape to Alterac where he meets the Frostwolf Tribe.

  • Thrall leads the charge, frees Orcs from the internment camps, and giving them fiery new spirit. For the Goblins that remained Thrall’s insurgence was a ray of hope. The Third War approached.

  • Third War begins.

  • Steamwheedle Goblins have by now returned to an almost complete neutrality, selling again to both sides of the conflict.

  • Thrall is travelling westward. Some Goblins still remain with him (“veterans” of the Second War).

  • Gazlowe establishes Ratchet.

  • Majority of Goblins stay away from the fighting of the Third War (with the exception of Horde loyalists).

MISCELLANEOUS GOBLIN EVENTS

Place in history unknown

  • War breaks out on Kezan between the Trade Cartels in a series of at least four conflicts known as the Trade Wars, and another conflict known as the Peace War

  • Trade Prince Steamwheedle allegedly makes a great deal of gold from an exclusive contract to the Horde

  • Trade Prince Maldy, shortly before being overthrown by Gallywix, takes a cautious stance, planning to open trade with the Alliance should the Horde fall and prevent their armies turning on the Bilgewater Cartel through trade. This plan falls through when Gallywix destroys his trade fleet.

MODERN ERA

30 to 35 years after Dark Portal opens.

  • Gazlowe and his Goblins aid Thrall in the construction of Orgrimmar. Resulting finances allow him to re-establish himself with the Steamwheedle Cartel, becoming Baron of Ratchet, declaring it a neutral town. Many towns in Kalimdor follow. It is unknown of whether Gazlowe actually becomes the complete leader of the Steamwheedle Cartel or not.

  • Horde and Alliance venture through the Dark Portal. Many Goblins “stranded” on Outland return home.

  • Contracts and interests may cause some Goblins to travel to Northrend.

CATACLYSM

36 years and counting since the Dark Portal opened.

  • Since the Third War, Goblins have been riding high. Gold and Kaja’mite are plentiful.

  • Capitalist corruption takes hold in the economic boom. Greed runs thicker than ever in Goblin society.

  • Trade Prince Gallywix asserts a dictator-like stance, taking full control of all finances. He exercises his megalomania more than ever. Revolt is more than likely to have been high in the minds of the poorer people.

  • Cataclysm occurs. Kezan is decimated. Millions are likely to have died. Gallywix blackmails goblins onto his yacht. Others likely escaped in much the same way from other Goblin towns. Status of Kezan to this day is unknown.

  • Other goblin towns like Gadgetzan- almost flooded- and Booty Bay- struck by a tidal wave- also suffer ferocious strikes from the Cataclysm.

  • The first Goblin refugees arrive across the world.

  • Gallywix continues to blackmail goblins on the Lost Isles. Refugees aid the Horde and Thrall makes him leader of the Bilgewater Cartel again and Gallywix joins the Horde officially from cowardice.

  • Lost Isles refugees land on Kalimdor.

  • The Alliance, as a result, declares war on the Bilgewater Cartel.

The Alliance-Horde War:

  • Noggenfogger, with the success of his famous Elixir, becomes the Baron of Gadgetzan.

  • Alliance and Horde send emissaries to Gadgetzan to try and pull the Steamwheedles to their side.

  • Prior to Theramore, Gallywix campaigned for peace with the Alliance.

  • Gallywix leads his Uberzeppelin to Pandaria with groups of ‘plundersquads’ on a quest for riches as part of the Plundersquad Initiative. Druz, Gallywix’s chief enforcer, claims that they are seeking leverage in a powerful artifact that they might find there in order to persuade Garrosh to create peace, and implies that it might be used as a deterrent for further conflict between the Horde and Alliance.

  • There is some talk of Goblins aiding the rebellion, after rumoured events concerning Orcs and “lesser races” with a foreman in Big Blossom and the Gobsquad encountering even more Orc supremacy within the bowels of Orgrimmar. The Gobsquad are involved in an altercation with the Kor’kron beneath Ragefire Chasm.

  • In the Vale of Eternal Blossoms, the Kor’kron fail to pay properly for the work of a goblin foremen and his team, leading to signs of dissent.

  • Many Goblins actively support the rebellion, whilst the goblins of Blackfuse are hired by the Kor’kron amongst other mercenaries. Many of these goblins are underpaid.

GOBLIN CULTURE:

Language:

The Goblin language suits its speaker’s needs well. It is fast and hard to decipher, its bulk composed of syllables that roll off the tongue like sandpaper. This allows the Goblin privacy from the prying ears of foreign customers. A key feature of Goblin language is the presence of the equivalent of the letters “x” and “z” in the Common tongue. This is reflected in their names:

Male:

Zautso, Beedle, Chizbolt, Nuzak, Landro, Krixel, Bindo, Vixton, Zaphod, Revilgaz, Gazz, Krazek, Kravel, Razdunk, Tekzik, Marin, Mebok, Maldy, Nazz, Rilli, Axle, Azzleby, Riggle, Beardo, Wizlo, Weegli, Fizim, Kerpow, Blixxrak, Bliztik, Miglik, Kizz, Xark, Zeggon, Buzzek, Bragok, Grex, Ecton, Glyx, Hornizz, Blizrik, Jaxin, Izzy, Dillord, Hecht, Kaymard, Kosco, Nardstrum, Whulwert, Grikkin, Alowicious, Cozzle, Crazz, Fizzle, Dond, Drazzit, Bibbly, Zorbin, Noggle, Fin, Nixxrax, Ziz, Crank, Explodyne, Frezza, Fuzruckle, Puzik, Gant, Gazban, Geezle, Gibbert, Gilnid, Gimbletron, Gikkix, Cork, Bipp, Sneed

Female:

Lystis, Mefeero, Sazai, Rossa, Mida, Wenikee, Audi, Alley, Bijou, Frixee, Snurk, Jaycrue, Penney, Seersa, Evee, Remee, Zap, Mixiee, Spraggle, Beetix, Fima, Jang, Guchee, Macee, Mirvyna, Meggi, Pixel, Qia, Liv, Umi, Yorba, Yuka, Mupsi, Leeni, Grisi, Lunnix, Rizzle, Tinkee, Vizzle, Evie, Beka, Zixxy

Goblin last names are often based on an ancestral feat or the Goblin’s chosen profession:

Family names:

Steamgear, Boltnose, Manclamp, Leafgrinder, Blastnut, Gearbomb, Pinchwhistle, Longshot, Silvertongue, Boombox, Sprocketspring, Bilgewhistle, Fuselage, Gallywix, Gigglefont, Noggenfogger, Riddlevox, Silversnap, Steamwheedle, Steamboil, Dizzywig, Bigglefuzz, Greasygob, Brassbait, Bearingshiner, Blastfizzle, Blastfuse, Blastwrench, Blotstorm, Bluntstrike, Boltbucket, Bolthammer, Boltshine, Bomblast, Botsnap, Bracketswing, Brainboiler, Brasstumbler, Brewright, Brimbuzzle, Buckshot, Bucksquick, Cableclamp, Coilspanner, Coppergrab, Coppernickels, Coppernut, Copperpinch, Cozzle, Copperspring, Crosswire, Cutpipe, Dripvalve, Futzbuckle, Fandazzle, Farshot, Farflinger, Fastwrench, Ficklespragg, Fizzracket, Fizzbolt, Fizzsprocket, Fizzgrimble, Fizzlebulb, Fizzlespurt, Fizzledowser, Gagsprocket, Gazzlegear, Gearspinner, Gizzletron, Gizlock, Hammertink, Jinglepocket

Hierarchy in Goblin Society:

There has never been a supreme leader for the Goblin race- with their deceitful, backstabbing nature, the post of a leader would never last long with the hungry eyes of the Goblins beneath them looking to obtain power. Goblin society is instead ruled over by those individuals that could contend, with the ruthlessness and craftiness needed to sustain their title, for the position, bringing swathes of the Goblin populace under their rule. These goblins are known as Trade Princes, and the populace they dominate is a Cartel.

Known cartels include the Bilgewater Cartel and the Steamwheedle Cartel , ruled respectively by Trade Prince Jastor Gallywix and Trade Prince Steamwheedle . Trade Prince Donais leads an unnamed cartel. Other cartels are presumed to exist.

Ultimately, they control the commerce and industry in their portion of the Goblin race, but often prescribe their duty to goblins in their power:

Goblin bosses control and co-ordinate large operations, answering often only to their Trade Prince. Barons and baronesses rule over Goblin settlements and outposts, like Gadgetzan in Tanaris, now controlled by Baron Noggenfogger, or Baron Revilgaz in Booty Bay, who seems to be a Baron operating independently. Excellence in a chosen profession is shown by titles including “High” or “Chief” .

Those Goblins that splinter from Cartels and lead large and powerful companies like the Venture Company are known as Moguls . Mogul Razdunk commands the far-reaching Venture Company.

The Trade Coalition serves as a council for the Trade Princes and the Goblin race as a whole. Its holdings are known to vary- some Trade Princes being more powerful members of the Coalition than others.

Professions of the Populace:

A Goblin will always, without fail, select his profession to earn him gold. Listed are some of the typical professions and pursuits of the Goblin populace:

Warrior:
Warriors see work as bruisers; guards or policemen of the Goblin world who are usually contracted or hired by a Cartel to “keep the peace”. However a Bruiser goes slightly further with this rule in that anything that may interfere with trade will be a) battered out of the city, b) battered into submission, or c) battered into oblivion. The three options likely concur with the Goblin’s mood or the persistency of the offenders. Alternatively can be soldiers or otherwise in any army of their choosing, more than likely contracted, or gladiators in arena.

Rogue:
Goblins are natural thieves. Goblin rogues obtain employment as hired assassins. The Blackrocks have employed them in the past to assault Elywnn Forest and the humans residing there. Although many goblins may begin their lives as thieves, many never drop the habit. The skills of Goblin rogues are sought out even by SI:7, whose second in command is a goblin.

Hunter:
Goblin hunters and sharpshooters see work as beast tamers for gladiatorial rings and as troops in Goblin military forces like the Bilgewater Battalion. Goblin hunters will often make personal technological alterations to their guns. Dwarven firearms are famed in particular, and a Goblin hunter may seek one out to tinker and use for his own.

Priest:
Priests in the Goblin world are money-wise swindlers, whose only true faith lies in their vassels of gold. Airborne Priests are parachute-deployed medics in Goblin armies.

Mage:
For a goblin, power means gold- and in the arcane is power for those who seek to study it. The art of the pyromancer, or fire mage, is especially attractive to the Goblin who on his best days is a casual arsonist. Some Goblins combine technological expertise with magical academia, becoming attuned to the magical machines they create as techno-mages (www.wowpedia.org/Techno_mage).

Shaman:
Goblin shamans make deals with the elements, creating contracts with them for their services. Goblin engineers are valued as prospectors for the oil that fuels Goblin engineering. Their ability to contort and control natural resources earns them the title of Environmental Engineers.

Warlock:
In the arcane, there is power- but to some of the able goblins, the dangerous powers of fel magic are more attractive. A Goblin warlock will likely bargain with demons he summons and create technology of even more menacing function.

Death Knight:
A bruiser is useful alive- but one that is dead and able to exert terrific power is even more threatening. Perhaps there are few Trade Princes that would willingly hire Death Knights with reputation as merciless slaughterers, but the prospect of their abilities is too much for a Trade Prince who needs to ruthlessly defend his position and his trade.

Sapper:
Goblin sappers are renowned throughout the world for their explosive expertise- operating in squadrons with great barrels of gunpowder harnessed to their backs. They reign destruction on their enemies and are often just as dangerous to themselves- a pyromaniac never looks away from an explosion.

Tinker:
Tinkers are expert engineering specialists, loaded with heavy tools and their innumerate technological creations and devices (www.wowpedia.org/Tinker - takes non-canon information from the RPG, so be wary).

Ace:
An ace is a pilot of extraordinary expertise. Their abilities when piloting flying machines are second-to-none. The Goblin ace will be more reckless than most, swooping and swerving through the skies with as much deftness as maniacal excitement.

Engineering and Alchemy in Goblin Society

Goblins have a fondness ingrained in their systems for technology and alchemy. Their nature- unpredictable and cunning- is shown in their unusual, quirky, and often very volatile creations that appear to the layman as haphazard and chaotic. Their love of chemistry has produced many effective explosives and powerful combustion engines. Hobgoblins- great brutes spawned by alchemical tinkering- are often seen guarding Goblin marketplaces, settlements and industrial operations. Goblin zeppelins see use for troop transport and mercantilism across Azeroth, and zeppelin technology has been applied to create gunships like Orgrim’s Hammer. Although often a subject of deep mistrust- and with good reason- Goblin technology has been shown as durable, effective and highly practical, demonstrated by the Horde’s continual use of Goblin engineering and the trial-and-error that comes from making something as unlikely to explode as possible in the presence of beings that are inherently explosive. The wildly varying effectiveness of Goblin engineering is shown by the Thundercaller, the zeppelin which currently services the route from Orgrimmar to the Undercity. Engineers aboard the craft tell tales of its previous adventures- having previously avoided narrow collisions with Thunder Bluff, flown gracefully between the Thousand Needles to go down in the Flats, and crash into Lordamere Lake. Meanwhile, zeppelins like the Iron Eagle and the Mighty Wind are run strictly by their Sky-Captains.

“Of course there’s no danger in everything catching flames and exploding like a huge helium bomb. This baby will get you to Undercity faster and safer than any boat, and the view is truly breathtaking. Speaking of breath, smoking is not allowed while on the zeppelin, and fire spells are banned from being cast during the trip.”

– Frezza, the Tirisfal Glades zeppelin master, found atop the eastern docking tower of the Orgrimmar Skyway

Few Goblins are seen without some form of their own charismatic (frightening?) technological and alchemical creations strapped to their person- rocket boots, gliders, explosives or goggles…

Goblin Loyalty and Social Relationships

The loyalty of a Goblin, particularly to those of his family and other social relations, varies dramatically. Goblins are known to display genuine love- Trade Prince Maldy and his daughter Nessa were very attached to one another. However, some of the most successful Goblins are those that treat their relations as their belongings. They will protect them with a staunch passion, because they are a possession, and when the time comes they will use them as they see fit to propel themselves into positions of power.

An example of this philosophy is the Goblin parent forcing his children to work for him- a practice standard in Goblin society, where children will often braid fuses or mix cement. A goblin that does not force his children to work is perceived as weak.

“No! You know what’s not goblin? Having a kid and telling him to ‘go play’. You know what the problem is? There’s no one to play with! Jelky has to spend all day braiding fuses. Druz wakes up at dawn to mix cement. Do you know how embarrassing it is that my own pop won’t force me to work for him?”

-A young Jastor Gallywix, speaking to his father

“That’s really it. I told you that you need to hold onto what’s yours, be ruthless, and have a palace to be ruthless in. But if you want to be me, kiddo, you gotta see everything as yours for the taking. And you have to do anything and everything to grab it.

So, get out there and win. Cheat your friends and family, exploit people who trust you, and steal yourself a nice starter mansion. Make a fat profit.”

-Trade Prince Jastor Gallywix on how to succeed in the Goblin world

Cartels and Companies of the Goblin World:

Steamwheedle Cartel:

The Steamwheedle Cartel joined the Horde in the Second War to disastrous effect, although technology they reaped helped them out of economic depression. It is the original cartel of Gazlowe- the pro-Horde Baron who established his holding, Ratchet. Gazlowe openly conveys a bias towards the Horde, although neutral and engaging in trade with the Alliance.

Most Goblins that have resided in the Horde since before the Cataclysm will have originated in the Steamwheedle Cartel. The Alliance and Horde are seen negotiating with the now Baron Noggenfogger (famed for the Noggenfogger Elixir) in Gadgetzan.

Bilgewater Cartel:

The Bilgewater Cartel was propelled into great wealth after discovering vast amounts of Kaja’mite, which is what likely forged the Bilgewater world into what it is today. The Bilgewater Cartel did not align itself in any conflicts before the Cataclysm. The trade prince ruling prior to Gallywix was Maldy.

As has been with all of the trade princes, Gallywix had competitors in the Goblin population who looked to overthrow him. However, any ‘revolution’ was prevented by the onset of the disastrous Cataclysm. After the meeting with the Orcs and having his slave ship sunk by the Alliance, the Bilgewater Cartel join the Horde, with Gallywix appointed its leader by Thrall. Like the races of the Horde, they had little choice- they were broken by the Cataclysm and otherwise were unlikely to survive. The Horde is now as essential to the Cartel as they are to the Horde.

Gallywix personally leads the Plundersquad Initiative to Pandaria on his uberzeppelin, looking for powerful artifacts to use as leverage for peace and a deterrent for war.

The Bilgewater Battalion is the main fighting force of the Bilgewater Cartel . With some of them splintering from connections with SI:7 given recent affairs, they have joined the Bilgewater equivalent: the elite Gob Squad, who have seen service from Ragefire Chasm to the Twilight Highlands.

Gallywix enters into open rebellion against Garrosh, and confers with the other leaders to honour Vol’jin as the new Warchief.

Mida Silvertongue stands in Orgrimmar as “Her Tallness” and working very closely with the Horde and Garrosh there to act as messengers and supply movers.

“Look around… Business is BOOMIN’!
While Gallywix is wastin’ time pickin’ wallpaper for his Pompous Palace in the Azsharan boondocks, I’m makin’ twice the coin movin’ and shakin’ for Big G.
You heard me: Countin’ houses, trade halls, construction and maintenence, the war works, supply lines…
Don’t even get me STARTED on transit! Orcs can fight, but they can’t move goods; my boys ship it twice as fast for half the cost! Well… when it doesn’t blow up along the way, hee.
Anyhow! Take a load off, huh? Enjoy yourself, spend some coin… we’ve got everything from money changers and laundry services to exotic drinks and fishing trainers.”

-Mida Silvertongue, “Her Tallness”

Horde Veteran Loyalists:

Loyal Goblins who fell in with the Horde and Orcish Clans in the Second War and have stayed with them since. Almost all of them will originate from the Steamwheedle Cartel who joined the Horde in the Second War, although some may have defected from other cartels to join the Horde. Will largely be widely respected and trusted and have many friends amongst Orcs and other Horde races they have known for a long time.

Venture Company:

“The Venture Trading Company, also known as the Venture Company or simply Venture Co., is the most notorious goblin organization, deforesting and plundering the world for its natural resources. Mogul Razdunk owns and runs the Venture Company. It is an independent faction (although most of its members are hostile to everyone in-game for quest purposes. Mainly tauren and night elves are hostile to them in published lore) that operates in Undermine, Ratchet, Mulgore, The Barrens, Azuremyst Isle, and the Stonetalon Mountains regions of Kalimdor — as well as Stranglethorn Vale in the Eastern Kingdoms and Sholazar Basin and Grizzly Hills in Northrend. Largely run and managed by goblins, it employs a few gnomes in high engineering positions. It provides employment (and possibly shanghaiing) to all of the sentient races of Azeroth as laborers, even (perhaps especially) the less intelligent ones such as ogres and gnolls.” – wowpedia.org

Smokywood Pastures:

Smokywood Pastures are a goblin food and drink selling company. Goblin cooking can be quite good- so this is likely a bi-product of that. They are a true neutral company and sell to both the Horde and the Alliance, and make a large sum of money on holidays such as Winter Veil.

B.O.O.M:

“Braintrust of Orbital Operations and Mechanics (or B.O.O.M.) is the group of goblins operating their money-making schemes in Area 52 and the rest of the Netherstorm.
B.O.O.M. does not seem to be a branch of the Steamwheedle Cartel, as no connection is ever stated, and they are not part of the reputation faction” – wowpedia.org
Rumoured that these are the goblins which ventured through the Dark Portal with the Old Horde. They build a nether-rocket, much to the jealousy of the Gnomes.

Alliance Loyalists:

Goblins that originally met with Alliance traders on their travels and were hired. Renzik the Shiv, second in command of SI:7, is a Goblin .

Crown Chemical Company:

The Crown Chemical Company is a corporation run principally by former Apothecaries and Putress loyalists, with strong ties to the Venture Company [possibly a Venture Co. subsidiary]. Their activities are investigated and monitored by detectives hired by the Steamwheedle Cartel.

The Blackfuse Company:

“Helix Blackfuse was the only goblin with the combination of engineering prowess, professionalism and ruthlessness to satisfy Garrosh in his search for the engineer of the True Horde. A mercenary at heart, Blackfuse’s love for his creations (and the gold they fetch) has forever linked his fate with that of his patron and Warchief.”

-in game Dungeon Guide

The Blackfuse Company is a group of mercenaries hired by Garrosh to build him siege engines. They tinker with reclaimed Pandarian titan technology to provide Garrosh with a defense system in the Underhold’s vaults.

Many of their creations have been destroyed in the Siege of Orgrimmar- along with many of the Company employees.

The Tinker’s Union:

The Tinker’s Union is a trade union (an organisation of workers working with the common interests of their trade) of Goblin engineers that once operated out of Undermine. Its ranks are comprised of goblins from various Cartels. Its leader is Director Riddlevox, and at one time Gallywix was one of his chief advisors. The Tinker’s Union seems to hold a lot of political weight on Kezan, being requested by the Trade Princes to investigate and act on affairs over Azeroth- namely one concerning the Venture Company and a deal with a gnomish engineer. Riddlevox was known to support Gallywix’s rise to power as Trade Prince.

Outposts, Settlements and Cities

The Undermine:

The mines that had once been the goblins’ prison, their slave camp, and the base of their rebellion now became the city of Undermine. Weaving through the heart of the island in a dizzying network of tunnels, vaults, and lava tubes, Undermine epitomized the goblins’ complex, unpredictable mindset. It was there that they built the foundations of an empire, and the natural elements of craftiness (some would call it duplicity) inherent to the race were honed to a razor edge.
-The Game Guide’s segment on the Undermine

Undermine, or the Undermine, was the focal point of Goblin history up until the Cataclysm. A sprawling network of vaults, tunnels, storerooms and mines, townships like Pyrix, a goblin sluicetown (a mining town), pleasure houses and gambling dens. The Tinker’s Union headquarters was known to be contained in the bowels of the Undermine.

Post-Cataclysm, it is debated whether the Undermine and other goblin buildings on Kezan- and perhaps even Kezan itself- still exist.

Bilgewater Port:

Not to be mistaken for Bilgewater Harbour, Bilgewater Port is a port on the northern coast of Kezan. It was here that an unmined source of Kaja’mite was found. It appears to be the main holding of the Bilgewater Cartel, and contains a harbour large enough to house their trade fleet.

Bilgewater Port was as varied as Undermine beneath it.The slum district Drudgetown is known to contain Copper Street, which presumably became an affluent region following the formation of Gallywix’s Copper Street Conglomerate and the downfall of the Copper Street Gang. Luzik Gallywix’s workshop was located there. Nearby was Swindle Street and Kajaro Field, where the goblin sport Footbomb was played. The villa of the Bilgewater Trade Princes overlooked the town.

Ratchet:

Ratchet, established the famed goblin Gazlowe, is a port on the east coast of Kalimdor, situated between Orgrimmar and the now-ruins of Theramore. It is not portrayed as being particularly large in-game, but the RPG guide, technically non-canon, offers a more interesting description. Some elements can transfer into the game setting:

Ratchet, on Kalimdor’s central east coast, is run by goblins and shows it. Its streets sprawl in every direction, and the architecture shows no consistency or common vision. It is a city of entertainment and trade, where anything that anyone would ever want to buy — and plenty of things that no one ever wants to buy — is on sale. Casinos, playhouses, brothels, fine restaurants, taverns, tearooms, gladiatorial arenas… Ratchet has it all. From the grungiest sailor to the wealthiest royalty, all can sate their tastes in Ratchet. Ratchet is Kalimdor’s largest port, and ships commonly stop here on their way elsewhere. Pirate vessels receive amnesty in Ratchet’s waters, bringing an influx of the disreputable and violent. Indeed, Ratchet is a hotspot, as races of all types and members of all social economic strata rub shoulders in the bazaars. Goblin watchmen are quick to put down conflict and make sure the inhabitants all play nice with each other. The city never stops. Its lights are on, its shops open and its services available at any time of day or night. One can also hire transport in Ratchet, traveling via caravan, ship, zeppelin or more exotic means. Everything in Ratchet has a price, of course.

Booty Bay:

Booty Bay is a large goblin pirate city nestled into the cliffs surrounding a beautiful blue lagoon on the southern tip of Stranglethorn Vale. The city is entered by traversing through the bleached-white jaws of a giant shark.

Run by the Blackwater Raiders who are closely associated with the Steamwheedle Cartel, the port offers facilities to any traveler passing through, regardless of their faction. Combined with the world renowned Salty Sailor Tavern, it is one of the most popular locations in Azeroth.

Baron Revilgaz, ruler of this city, is hiring all the help he can get against the pesky Bloodsail Buccaneers and other threats of the city. He resides, together with the leader of the Blackwater Raiders, Fleet Master Seahorn, at the top of the inn of Booty Bay.

Bilgewater Harbour:

Following the destruction of Kezan’s port homes, many of the Bilgewater Cartel’s surviving goblins have fled for their lives, joining their new Horde comrades and settling in Azshara’s Bilgewater Harbor. The town’s origins are often speculated on by non-goblins; Bilgewater Harbor sprang up in record time after the Kezan refugees’ arrival, and its’ quintessentially goblin construction has fostered an atmosphere of debauchery and disorder. Orgrimmar’s military has only recently set boots down in Bilgewater, but the harbor’s value as a strategic front conflicts with some pushy goblins’ desire to turn it into a new version of their ancestral home (abounding with gambling dens, pleasure houses and other commercial luxuries). This cultural rift is likely to breed tension in the ranks of the Horde sooner rather than later.

-Bilgewater Harbour, as described in the Game Guide

Bilgewater Harbour now serves as the seat of the Bilgewater Cartel in Aszhara and the main port for Orgrimmar. Ships that brought beasts like the proto-dragons from Northrend for Garrosh docked in Bilgewater Harbour, and many of the crafts that make up the Horde Fleet were built there. It serves as the headquarters for the Bilgewater Battalion.

Gadgetzan:

Found in the inhospitable desert of Tanaris, Gadgetzan is one of the most far-flung Goblin outposts in Azeroth. Despite this, it is a sizable town, and contains the Thunderdrome, an arena ran by Mr. Dealwell.

The town appears to monopolize on the shortage of water in the desert- the Gadgetzan Water Company being one of the chief organisations based in the town. As suggested by its name, the town serves as home for many engineers, presumably acting as a base of operations for those that once built machines to race on the Speeding Flats. Even Gnomish engineers can be found there.

Since the Cataclysm, much of Tanaris has been flooded, turning Gadgetzan into a port town.

GADGETZAN – Sitting like a sapphire on the silvery-white sands of Tanaris, Gadgetzan is one of the greatest cities of Kalimdor and, to hear goblins speak, of the world itself. Using their ingenuity, the goblins of the Steamwheedle Cartel have tamed the desert and erected a trading outpost the likes of which none have seen before. This city is open to both members of the Horde and Alliance, provided they keep their weapons sheathed. The city of Gadgetzan features a neutral bank, an auction house run by goblin auctioneers, and vendors galore.

The first of these, the bank, accepts deposits from both the Horde and the Alliance and, working with the banks in Orgrimmar, Undercity, and Thunder Bluff as well as the banks in Ironforge, Stormwind, and Darnassus, allows access to deposits made anywhere in the world. The agreements and technology that allows the goblins to access the other banks and deposits made in them is a closely guarded goblin secret.

The second feature is the Auction House. The auction house in Gadgetzan, to hear the goblins speak, puts the houses in Orgrimmar and Ironforge to shame. The Gadgetzan auction house allows members of the Alliance and the Horde to sell goods that can be purchased by anyone, even members of the opposing faction. One of the most popular trades made through the auction house is the lucrative “pet trade.” On any given day, one can walk into the Gadgetzan auction house and see humans trading kittens to the Horde and the Tauren trading prairie dogs to the Alliance. Some speculate that the trade in cuddly creatures may cause the two sides to come to terms yet.

The third major feature of Gadgetzan is the sheer variety of vendors and professionals. In Gadgetzan, one can find materials for many professions from cooking to enchanting. A variety of armor and weapons is sold with no questions asked.

These three things alone make Gadgetzan an ideal city. The rest of the city’s amenities, including an inn with beds for all races and sizes, a forge and anvil used and praised by the Mithril Order itself, a Stable Master who is an expert in handling animals from the world over, as well as transportation by Wyvern or Gryphon are just icing on the cake. Taken altogether, all of these things make Gadgetzan one of the greatest, if not THE greatest, city in the world.

That’s not to say that Gadgetzan is perfect, of course. There are some minor problems that pester the people of this desert paradise. Small things like the Wastewander bandits who threaten the Waterspring Field. Adventurers who beat the bandits back earn the gratitude of the goblins and will be, in time, suitably rewarded. Of course, sometimes the problems come from the adventurers themselves. The Gadgetzan envisioned by the goblins is a trade haven but sometimes the Gadgetzan that really exists resembles a battlefield. Such battles are finished quickly once the Bruisers arrive on the scene, though, so future visitors need not worry overmuch about the violence they hear about in Gadgetzan. Aside from a few minor quirks, the city of Gadgetzan truly is the goblin-built jewel of Tanaris.

-An article by Fara Boltbreaker on Gadgetzan, featured in the “Gadgetzan Times”.

GOBLIN DIPLOMACY:

Goblins and Foreign Races:

Goblin relations with other races both in the Horde and the Alliance depends on trading. Races such as the Blood Elves, with their arcanic technology, the Forsaken, with their alchemy, and the Dwarves (to some extent) with their guns, the Goblins may be compelled to have ‘closer’ relationships with out of a fascination or kinship in their professions. To anyone with an open and heavy purse, the Goblin is a loyal friend.

The Bilgewater Cartel was broken apart entirely by the damages the Cataclysm wrought, and now finds itself an intrinsic part of the Horde. Loyalty, for them, means life- and if you’re not alive, you’ve got no gold.

Goblins and Gnomes:

Gnomes and goblins share fierce competition with one another, engaged in a technological arms race that comes to fruition in places like the Speedbarge of the Thousand Needles. Perhaps the Goblin pride is easily wounded by the continual lean of Alliance races to the “ingenious” inventions of the Gnomish populace. To a goblin, though, who believes in the quick solutions that explosives, alchemy and combustion offers, they might see gnomish technology as impractical and useless.

This won’t prevent them from stealing it, however.

[Guide] How to have “Lok’tar” at Orc roleplay by Tazkram

Disclaimer:

This guide is out of date, however most of its content should still be relevant. Furthermore, this guide is meant to inspire, rather than dictate how you shape your character. Keep in mind, that the guide is meant to be somewhat simplified, as its goal is to assist newer roleplayers to get into the heat of the roleplaying scene. Some descriptions may diverge slightly from canon lore, but it attempts to stay true to the heart of said canon.

What are orcs in Warcraft?

Orcs in Warcraft are quite unique in comparison to orcs of other fantasy universes. While they may be the conventional green skin colour, they can also be found in grey, black, red and brown. Aliens to their new world, they attempt to find their own place to call home. This has brought plenty of hardships to the orcish race throughout their years, and these hardships continue to this day and age.

Their society is heavily based upon warfare but also honour and humility. The lust for war boils in their blood, and yet many orcs strive to live up to greater moral ideals.

Many will take on the job as grunt (soldier), but there are also plenty of spellcasters in modern times. These can be both shamans blessed by the elements or learned scholars who dabble in arcane or fel-magics. The orcs are also quite familiar with the merchant and artisan trades and can hardly be described as incompetent when it comes to these.

Unlike many other types of orcs, the orcs of Warcraft have grown since their introduction in the first Warcraft game. They have developed from bloodthirsty berserkers, to a conflicted people, who now strive for the betterment of their societies, in the world they now call their home. Clans of old have been left behind, not much more than a distant memory, in return of a united people of one singular Horde.
Not all orcs agree upon this new path, and the orcs now find themselves in a time of cultural conflict. Will the modern and industrialized society create a progressive people, or will they instead turn to their past and remain true to their ancestors?

History - Timeline (very outdated)


• The orcs came to the planet at year 0, and started the war, which would later be known as “The first war”. The orcs won the first war, and destroyed the southern human kingdoms. The Horde loses their warchief, Blackhand, and Ogrim Doomhammer takes his place.

• The orc army is pushed back in the second war, by the gathered Alliance armies in year 6. The orcs are pushed all the way back to Draenor (Outland). However, the orcs did a lot of damage to the northern regions of the Eastern Kingdoms as well. Many orcs were captured and put into internment camps.

• Year 8, the Dark portal is destroyed, but the rift between the worlds is still open. Ner’zhul takes control of the Horde on Draenor, and orders Teron Gorefiend, Grom Hellscream, Kargath Bladefist, Dentarg and Deathwing to retrieve the magical book of Medivh. They are more than successful and gather more artifacts than they were sent to do. The Alliance responses the orcs with sending a group of heroes to Draenor, where they establish Honour hold.
Ner’zhul begins opening various portals for his Horde to conquer, but it ends up with tearing Draenor apart, and it is turned into Outland. Grom Hellscream and Killrog Deadeye quickly decide to escape to Azeroth with their clans.

• Year from year 20 to 21, the enslaved orcs are freed by Thrall. Thrall takes the new Horde with him to the lands in the west, Kalimdor. On his trip, he meets the Darkspear tribe, and with the orcs they are saved. They follow the Horde onwards. In Kalimdor, the orcs and trolls meet the noble race, the tauren. The orcs and tauren quickly get along, due to their code of honour. The lumbering of Ashenvale begins, and soon after the Burning legion is faced at the peak of Mount Hyjal. Here the Alliance and Horde swore a peace treaty, which was later completely forgotten.

• Year 22, the orcs have begun the construction of Orgrimmar, in their newly claimed homeland, Durotar. Here they meet the Mok’nathal “Rexxar”, who helps the entire Horde with many tasks. The orcs, with Rexxar in charge faces off the Kul’tirian army and fends them off.

• A new time begins; the time is World of Warcraft, year 25. New enemies arise around in the world of Azeroth, and a dark horde to the east has risen. Thrall sends the Horde to Blackrock Mountain to kill the fake Warchief of the Dark Horde.

• The Dark portal opens once more, one year has passed since the terrors of Azeroth was fought off. The year is now 26, and the orcs reunite with, what is but a memory of their home world, Outland. Here the Mag’har orcs join the Horde, and with that also Garrosh Hellscream.

• One year after the reopening of the Dark portal (year 27), Orgrimmar is suddenly attacked by forces of undead. The proud orcs, with the help of the rest of the Horde, fights off the undead and launches an attack upon the home land of the Scourge, Northrend, with Garrosh Hellscream in command.

• Year 28, the Horde returns home victorious with Garrosh Hellscream as the hero. The orcs celebrate him, as they do with the the returning warriors.
However, it is not long before a new threat arises, and Thrall must leave to train his shamanistic skills. Garrosh is appointed Warchief for the time being, and leads the Horde this day.

• Year 30, the cataclysm’s big threat has ended with Deathwing’s death, however a new continent in the south has suddenly appeared, as the thick mists vanish. The Horde vanguard led by general Nazgrim has been ordered to secure the land by warchief Garrosh.

Culture


Previously, the orcs lived in clans who roamed the world of Draenor. The clans each had a chieftain, the leader of the clan, the one who took the decisions. Shamans, the spiritual and ritualistic orcs, the elder shamans worked as advisors to the clan.
The orcs have always taken much pride in strength, being able to keep oneself alive, both male and female.
There have never been many differences among the male and females. Each had to carry as much as the other and they could obtain the same ranks.

Still to this day, their culture resembles much. However, the orcs do not serve their clans anymore. They serve the Horde. Yet many orcs still take pride in their old heritage and fight for it. The Warsong clan in Ashenvale and the Frostwolves in Alterac are the best known clans.

The best known thing about the orcs however, is that they love honour. They will even die for it. But what is honour? That is up to each orc to decide. It is often self-respect, dying for a greater cause in a battle, winning a battle with your own raw strength and skill or makes the right decisions.

Orcish Celebrations

• The Kosh’harg festival is a festival where the orcs gather and meet old friends. They catch up with each other, as they usually do not have the time elsewhere. They honour their dead ancestors and travel to Oshu’gun’s shadow. A great feast is served, and at night the adults will sit outside and do random chatter. The Kosh’harg is held twice a year, on the days where day and night is the same length.

• The Om’riggor is a rite of passage for the orcs. The young orcs who should be minimum twenty, are sent out to kill their first big prey. If they are successful and return with their prey, they will be celebrated and officially an adult within the Orcish society.

• Victory celebrations are probably the most held celebrations. The orcs love to celebrate a victory over an enemy, and they are often heard of. War tales are heard and loads of food is eaten.

Areas of living

The orcs live all over Azeroth, from the warm jungles of Stranglethorn, to the frosty caverns of the Alterac Mountains. They use their settlements around the world mostly to keep control, and ensure the roads are open to their people.
Most orcs live in the harsh land of Durotar, it is where their capital Orgrimmar is placed. They are said not to enjoy the area due to the forest of Ashenvale lying just north. They would have rather lived in a lush area, than a dry one.
Many orcs live the lives as soldiers, and see a lot of the world when they go to war.

Skin colour

Green skin colour is the most common among orcs these days. Orcs who were exposed to fel-magics had their pigments change from brown to green.

Brown skin colour is the skin colour of the Orcish people before they underwent the pigment changes. They are rare among the orcs, and most of them still live in Nagrand. They can be seen within the Horde ranks here and there.

Grey/black skin colour is the colour of the Dragonmaw and Blackrock orcs. It is said that the Blackrock orcs obtained the skin colour from living in the Blackrock Mountain, and that the Dragonmaw obtained it from rituals.

Red skinned orcs are the orcs who are either known as fel-orcs or chaos orcs. The chaos orcs were the orcs who drank of Mannoroth’s blood once more in Ashenvale, where the fel-orcs drank endless amount and also grew bones out of their backs.

Aging

Orcs age about 33% faster than humans. Jumans are considered grown-ups at the age of 15-18, where orcs are at the age of 12. It is rare to find orcs that are above the age of 80. (An orc is still not considered a true adult before the Om’riggor, for which they are eligible at the age of 12.)

Orcs do not like the idea of getting too old, so that they cannot take care of themselves and their families. It is a great dishonour if others had to see to their well-being.

Names

Orcish names are given by their parents; they are often called something with a meaning such as “Grommash”, giant’s heart.
The orcs take the most pride in their surname. They gain their surname as a feat of an accomplishment that they have done, or a special trait about them. “Skullsplitter” can as an example be given to an orc, who is known to cut the skulls of his enemies. The most known Orcish surname is “Hellscream”, a name given to Grom as his scream was that of hell.
The surnames can be passed on to the children, but there is often taken a lot of pride in gaining one yourself.

Example of known Orcish names;
Go’el
Garrosh
Grommash
Varok (Saurfang)
Gul’dan
Ner’zhul
Drek’thar
Nazgrim

Lifestyle

The orcs often hunt themselves to get food for their families. In the more recent times, markets have opened in Orgrimmar as well as some of the other bigger Orcish settlements.
They love their pork raw, and the boar farms can be spotted all over Durotar and the Barrens. They drink, they brawl and they bet. Orcs enjoy a good fight among friends, where they can prove their strength. Many of the orcs are dirty, and do not find personal healthcare too important.

The Three Hordes

The New Horde
Most Orcs followed Thrall to the forgotten lands of Kalimdor, when the prophet had engaged Thrall and suggested him to escape before it was too late. With the forming of the New Horde, new ideals also came or returned to the Orcs. Demonic woreshippers were shunned upon, and the main goal would be to cease the bloodcurse.

The Fel Horde
In Outland the red-skinned barbaric and mindless fel orcs reside. They think themselves as the superior Horde, and that the New Horde are traitors. They used the blood from the Pit Lord Magtheridon, but lost their source to the demonic blood when he was slain. Most of the Fel Horde has been eradicated in Outland.

The Dark Horde
In the Mountain of smoke resides the Blackrock clan and the Dark Iron Dwarves. The orcs here claims to be the right Horde, with Rend taking the mantle of warchief. They called out that Thrall was a traitor and a fraud. However this Dark Horde slowly began disbanding as Rend was killed, and has seen further losses since allying with Garrosh during the Warlords of Draenor.

The Four Archetypes


Thrall
The Thrall Archetype is the kind of orc, who will not go to battle unless it is the last resort. They would much rather approach diplomatic ways. They strive for the peace of their race and the Horde, and would see it unified if possible. They would never begin with the racism towards other races, unless provoked to the maximum and most likely still not. The Thrall Archetype came into orc society as the new Horde was formed by Thrall.

Grom
The Grom Archetype is the brutal and forward orc type. They do not fear starting a fight, not even among themselves to prove who is right and wrong. They honour strength above all else, and do not change their mind usually. They often have a short temper towards others, and will not hold back their thoughts on how they see others. They are very often racist towards the other races of the Horde. The Grom Archetype has been in the Orcish society for many centuries, and is one of the most widespread stereotypes.

Doomhammer
The Doomhammer Archetype is the honourable orc. They put their people before anyone else, and are not afraid to resort to violence if someone threatens them. They are the born leaders of the orcs, and often rise to high ranks within the Orcish society. They are sceptical about the other races, but may not voice their opinion about them. They are calm until provoked, and do not often voice their opinion in brawls or duels. The Doomhammer Archetype has always been in the Orcish society and many of the chieftains before the corruption has been this type.

Gul’dan
The Gul’dan Archetype is the evil and twisted orc. If they can spread chaos and havoc on not only their enemies, but also the orcs themselves to further one of their own goals, they will do so. They lust for power and status, and may often too communicate with demons. They are not necessarily racists, but they like no race more than the other. The Gul’dan Archetype came to the Orcish society as the orcs were corrupted with fel blood.

Your Archetpye
You don’t have to play one of the four archetypes, and can mix them too if you want. It is often thought that orcs are only the “smash” stereo, but they are much more. They are the race with some of the deepest lore, stretching out through all the games and many of the Warcraft novels.

Miscellaneous


Known Orcish clans in-lore;

Frostwolf Clan
Warsong Clan
Blackrock Clan
Dragonmaw Clan
Bladewind Clan
Black Tooth Grin Clan
Flowerpicker clan
Bleeding Hollow Clan
Dark Scar Clan
Bonechewer Clan
Burning Blade Clan
Laughing Skull CLan
Lightning’s Blade Clan
Redwalker Clan
Whiteclaw Clan
Thunderlord Clan
Shadowmoon Clan
Twilight’s Hammer Clan
Stormreaver Clan
Shattered Hand Clan
Searing Blade Clan

Other useful links

http://www.wowpedia.org/How_to_roleplay_an_orc

2 Likes

Orcish Clans - a helping hand for beginners by Gorrka

Hello fellow roleplayers.

Sometimes I find it rather tough to remember which orcish clan is which, and how they all act/varies.

Thus I have made this wee flowchart to help myself – and figured some of you might enjoy it aswell.

Backup image link

Now, this is meant to be a helping hand and nothing else. If it’s not helping you, then ignore it please. As usual when I post – English is not my native language, and the Goblin Grammar Police are looking for me, to blow me up. Please bare with me, or skip the post, if you can’t handle it.

Why didn’t you sort the orcs by colour/tusksize/random other personality feature?

I have tried to sort the orc clans by a mix of history and personality. My reason to do so, is that often new roleplayers start out with a simply small background, and a personality, more than an elaborate background, which explains how the char ended up with the personality it has today. This flowchart might be able to guide people, to further check out a few of the clans, which might fit their story/personality. I am aware several other features could have been interesting aswell.

The first question regards their main personality. I believe a brutal traditional Blackrock orc would fit very poorly within the Frostwolf clan, thus I felt this question to be of importance. Also a lot of the orcs are somehow influenced a lot by a stay in internment camps, or perhaps avoiding this experience.

What about me? I am from the Stormreaver clan?

The Stormreavers are not a part of the Horde, although very few of them are neutral. This clan consists of cunning Warlocks and Necrolytes, are residing on Draenor and only very few is left. Good luck roleplaying it realistic, and respect to you if you do.

I have also ignored the Thunderlord clan aswell as the Dark Scar Clan, as they are both extinct, a loooong time ago. I took the Rageroar Clan into the flow chart though… partly as I’m very inconsistent – but mainly as they were extinct not too long ago, thus if you REALLY wish to be snowflake, then I guess a baby from this little extinct clan could have somehow survived in a orphanage or so.

Gwendyn was so kind to remind me of the Bleeding Hollow Clan. Although those in Kalimdor are a part of Horde, since the liberation from internment camps, those remaining in Outlands are not. A few of those remaining in Outlands are part of the Mag’har, thus neutral to Horde, but not a member.

You forgot all the other clans!

I have only focused on the clans, which are a part of the Horde, as they are the most viable roleplaying options in my optic. If you feel different, by all means roleplay the way you like it. Expect to be killed fast though.

The remaining clans, which are not a part of the Horde, are:

Bonechewer – in Outlands, cannibalistic
Burning Blade – Chaotic, warlocks, not only orcs in the clan
Laughing Skull – in Outlands, thieves and assassins
Shadowmoon – Very few left, the first liches might have come from this clan
Twilight’s Hammer – cultists, more a cult than a clan, not only orcs.
Redwalker – Very few left, little is known, opposed Kil’jaeden aswell as the Horde
Searing Blade – Warlocks, only few left, resides in Ragefire Chasm only.
Whiteclaw – Extinct, had sympathies for the Frostwolfs, yet were against the changes made to the new Horde. Killed by stronger clans.

[Guide] How to roleplay tauren? by Caerake

Tauren are in my opinion some of the most interesting races in the game. While their physical appearance can be intimidating, the philosophy behind their actions is much different than simple violence. They are loyal to the Earthmother, the world, and care for it and the balance is very important to them, so they would never slay an animal and leave its carcass behind.

They are not always peaceful, they are not vegetarians; everything they do, they think it through, slow as they may be at the latter. While they prefer peace over anything, they are fierce fierce foes on the battlefield. I would like to explore the tauren culture with this guide.

Disclaimer:
This is a guide written to help new players start out with Tauren roleplay. It is largely a compilation of information provided by other sources (most of which I try to indicate in the last post). The guide is not meant to represent the ultimate - one and only - way to roleplay a tauren. You can use as much of it or as little as you want. Some of this is fan fiction, such as the namegiving rituals. Use at your own accord.

You can copy the guide for your own community’s use, provided you make it clear who originally wrote it.

Best regards,
Aenokhe

HISTORY


Tauren do not really write down their history. They don’t write down history the way other civilised races tend to. Instead, most of a tribe’s past is told through tales and myths spoken by tribal elders. It is continuously transferred orally which means that the original story might get malformed throughout generations.

However, it is the primary way tauren learn of the ways of their ancestors and the primary way children are raised. The creation of the universe and the coming of the tauren race is told throughout a series of myths; some of which are among the few stories written down, leaning on the walls of the Elder Rise tent.

Mists of Dawn

Before the Age of Memory, the gentle Earthmother breathed upon the golden mists of dawn. Where the amber clouds came to rest, there were endless fields of flowing wheat and barley. This was the basin of her works - the great basket of life and hope.

The Earthmother’s eyes shone down upon the lands she had breathed into creation. Her right eye, An’she (the sun), gave warmth and light to the land. Her left eye, Mu’sha (the moon), gave peace and sleep to the stirring creatures of the dawning. Such was the power of her gaze that the Earthmother closed one dreaming eye for every turning of the sky. Thus, her loving gaze turned day into night for the first dawning of the world.

While the right eye shone down upon the golden dawn, the Earthmother’s gentle hands spread out across the golden plains. Wherever the shadow of her arms passed, a noble people arose from the rich soil. The Shu’halo (the tauren) arose to give thanks and prayer to their loving mother. There, in the endless fields of dawn, the children of the earth swore themselves to her grace and vowed to bless her name until the final darkening of the world.

Sorrow of the Earthmother

As the children of the earth roamed the fields of dawn, they harkened to dark whispers from deep beneath the world. The whispers told the children of the arts of war and deceit. Many of the Shu’halo fell under the shadow’s sway and embraced the ways of malice and wickedness. They turned upon their pure brethren and left their innocence to drift upon the plains.

The Earthmother, her heart heavy with her children’s plight, could not bear to watch them fall from grace. In her grief, she tore out her eyes and set them spinning accross the endless, starry skies. An’she and Mu’sha, seeking to ease the other’s sorrow, could only chase each other’s faint glow across the sky. The twins still chase one another with every turning of the world.

Though sightless, the Earthmother could not long stray from the world of her heart. She kept her ear to the winds and listened to all that transpired across the fields of the dawn. Her great heart was always with her children - and her loving wisdom never fled from them.

The White Stag and the Moon

Into the brave hearts of her pure children, the Earthmother placed the love of the hunt. For the creatures of the first dawn were saveage and fierce. They hid from the Earthmother, finding solace in the shadows and the wild places of the land. The Shu’halo hunted these beasts wherever they could be found and tamed them with the Earthmother’s blessing.

One great spirit eluded them, however. Apa’ro was a proud stag of snow white fur. His antlers scraped the roof of the heavens and his mighty hooves stamped out the deep places of the world. The Shu’halo hunted Apa’ro to the corners of the dawning world - and closed in to snare the proud stag.

Seeking to escape, the great stag leapt into the sky. Yet, as his escape seemed assured, his mighty antlers tangled in the stars which held him fast. Though he kicked and struggled, Apa’ro could not loose himself from the heavens. It was then that Mu’sha found him as she chased her brother, An’she, towards the dawn. Mu’sha saw the mighty stag as he struggled and fell in love with him immediately. The clever moon made a bargain with the great stag - she would set him free from the snare of the stars if he would love her and end her loneliness.

Mu’sha loved Apa’ro and conceived a child by him. The child, a demigod some would claim, was born into the shadowed forests of the night. He would be called Cenarius, and walk the starry path between the waking world and the kingdom of the heavens.

Forestlord and the First Druids

In time, the child, Cenarius, grew to the stature of his proud father. A brother to both the trees and the stars, the great hunter roamed the far places of the world, singing the harmonious songs of the dawning. All creatures bowed before his grace and beauty - there were none so cunning as the son of the moon and the white stag.

Eventually, Cenarius befriended the Shu’halo and spoke to them of the turning world. The children of the earth knew him as brother and swore to help him care for the fields of life and the favored creatures of their great Earthmother.

Cenarius taught the children of the earth to speak to the trees and plants. The Shu’halo became druids and worked great deeds of magic to nurse the land to health. For many generation the Shu’halo hunted with Cenarius and kept the world safe from the shadows that stirred beneath it.

Hatred of the Centaur

As the mists of dawn faded and the Age of Memory advanced, the demigod, Cenarius, went his own way through the fields of the world. The Shu’halo were sorrowful at his passing and forgot much of the druidism he had taught them. As the generations passed, they forgot how to speak with the trees and the wilde things of the land. The dark whispers from the deeps of the world drifted up to their ears once again.

Though the children of the earth closed out the evil whisperings, a terrible curse befell their roaming tribes. Out of the black lands of the west came a horde of murderous creatures - the centaur. Cannibals and ravagers, the centaur fell upon the Shu’halo like a plague. Though the braves and hunters fought with the Earthmother’s blessing in their hearts, the centaur could not be defeated.

The Shu’halo were forced to leave their ancestral holdings behind, and roam the endless plains as nomads forever after. It was held that one day hope would return - and the scattered tribes of the Shu’halo would find a new home under the loving arms of the Earthmother.

The New Horde

At the brink of extinction, the chieftain Cairne Bloodhoof, desperate for help, turned to the strange green-skinned warriors who came from over the sea. Cairne quickly befriended the Warchief Thrall and the other orcs, and recognized that they shared a love for honour and battle. For their part, the orcs and the Darkspear trolls that composed the Horde found much in common with the tauren.

Each of these races wanted to achieve a more shamanistic culture, and the tauren, long versed in the lore of spirit and nature, were well-prepared to provide counsel and support to the budding shamanism within the Horde.

With the orcs’ help, Cairne and his Bloodhoof tribe were able to drive back the centaur and claim the grasslands of Mulgore for themselves. For the first time in millennia, the tauren had a land to call their own.

For this alone they were forever indebted to their orcish allies. Upon the windswept mesa of Thunder Bluff, Cairne built a refuge for his people, where tauren of every tribe were welcome. Over time the scattered tauren tribes united under Cairne’s rule. There are but a few tribes who disagree about the direction their new nation should take, but all agree that Cairne is the wisest and best suited to lead them toward the future. Helping the mighty Cairne in the duties of ruling his race are the Archdruid Hamuul Runetotem and the elder crone Magatha Grimtotem.

Although the tauren have reclaimed their lands and battle alongside the Horde, not all is peaceful. The Grimtotem tribe tries to this day to usurp the rule of Cairne, plotting to overthrow his leadership. At the same time, the Emerald Dream, realm of the green dragonflight, is tainted with a strange evil. Malfurion Stormrage is trapped inside, and the green dragons act strangely as they attack all who pass near. Both elven and tauren druids are researching these events since the Emerald Dream, home of Ysera the Dreamer (the Green Aspect), must be kept safe, and with the Lich King’s most recent invasion, each day becomes a greater peril than the former.

CULTURE


Introduction

The plains of Kalimdor have long been a home to these tremendous nomads. The tauren are a race of shamans, hunters and warriors who long ago developed a complex culture and system of living without the aid of stonework, steel or conquest. This is not to say that the tauren are a race of pacifists, for when they are angered they are capable of retaliating with swift and decisive brutality.

Tauren are, in a word, stoic, embodying the strong and silent type with their quiet contemplation. This introspective air combined with their immense size can lead a person to understand how many regard the tauren as a wise and dangerous race.

Tauren rarely speak unless there is a true reason to, preferring to act instead of talk. However, once a tauren has learned to interact with a companion, there seems to be a more open and enthusiastic exchange of words.

Since tauren warm slowly to non-tauren, however, they are usually silent, and sometimes appear brooding. If anything, a person could attribute the silence of the tauren on the strife of recent times. Tauren have no love for bloodshed, as their deep spiritual beliefs don’t have a place for warfare.

The elders of a tribe solve most issues, or two tauren might resolve a conflict with a ritual challenge resembling a duel. Having become members of the Horde has led the introspective race into more and more conflict, creating a demand for tauren warriors and healers.

Many must spend time putting great thought into the actions they perform on the field of battle. Taking another life, whether it is man or beast, is an act filled with great significance to the tauren.

Appearance

Tauren are very large and muscular. Males average 7 1/2 feet tall and typically weigh 350 pounds or more, most of which is muscle; females are a bit shorter and lighter. Tauren are terrifically strong, but they lack much fine coordination. Their bodes are covered in a shaggy coat of hair that varies greatly depending on the individual’s family line.

Hair can range in colour from black to brown to white, with even some multicoloured pelts. Their eyes are generally black or brown.

Tauren wear natural clothing such as animal hides and furs, partly from tradition but also because finding more refined clothes or armour that fits proves difficult. They prize jewellery of all kinds and often twine gems into their coats or wrap bracelets around their horns.

Aging

Tauren have relatively short life spans, reaching adulthood at age 50 and rarely living for longer than 100 years.

Explanation:
There are two official ages in the Warcraft RPG and World of Warcraft RPG books. The former says they become adults at 15 while the latter says the adult age is 50. It is wholly up to you which age do you intend to use, but I will be using the World of Warcraft RPG version because it was published later than the Warcraft RPG and thus seems more up-to-date, despite age 50 being quite a high age for adulthood. [Archivist’s note - the RPG books have since generally been declared non-canon, but no more up-to-date sources exist]

The Rite of Vision

At a certain point in life, each tauren is sent into the wilderness, naked and without any signs of civilisation. For several days he has to survive and meditate in the wilderness, until he meets his totem animal, which represents his personality and what he will try to become like in his future life. Often, this happens when a tauren joins a new tribe, or simply upon reaching adulthood.

Celebrations

Most tauren tribes engage in the following celebrations once a year, but not limited to:

• Dance of the Earth Mother: This four-part celebration marks the change of the seasons. Performed at the start of spring, summer, fall and winter, the ritual involves burning scented grass and herbs to ease the Earth Mother’s transition into her new form. At this time tauren feast on the traditional staples from the previous season; for instance, to usher in spring, tauren consume the last of their winter stores, such as dried meat and preserved vegetables.

• Renewal of the Sun: This ritual, performed at the height of summer, celebrates the continued rising and setting of the sun. Tauren view this ceremony as a celebration of the possibilities of a new day, and use it to motivate them to change over the following year. At the Renewal of the Sun, all tauren dress in shades of red and orange and wear gold or copper jewelry. Corn, carrots and other sun-hued vegetables make up most of the feast.

• Kodo Drum Circle: Despite its name, this festival celebrates the sacrifice all animals made to the tauren tribe over the last year. A drum circle, in which a tauren constantly beats a drum until another tauren takes her place, forms and lasts all of a day and a night. The drumming honors the slain animals and asks the blessing of living animals who will give their lives.

Names

Tauren names are often low sounding alike their language and would in many examples sound odd or illogical to outsiders, as they usually have meanings to them. Thus a tauren could be literally calling “The bird who chirps at night”, “the hunter who never tires” and the list goes on and on… of course, to outsiders, the names wouldn’t really have a meaning unless taurahe was known to them.

Namegiving

Names are given to a child quite a long time after its birth, usually when the child is weaned (which in fact happens pretty late, commonly at the age of two to four). While sometimes the parents may give their child its name, in the usual occurrence it is the elder member of their family that does it, or in the absence of such, an elder of the tribe, or sometimes another relative. The parents are of course always asked if they find the name acceptable.

For a name to be actually bestowed upon a child, a special feast is held for it, which is oft delayed if the father of the child is unable to gather the food needed for it.

Types of names

There are several types of names a tauren may receive throughout his life.

Dream name, the name given to the child by the namer (at the namegiving feast).

Dream name that the tauren can acquire through actions.

Namesake name, given to the child by its parents.

Nickname, what he is commonly called.

However, only the dream name is given formally.

Affiliation

When the tauren first encountered the orcs of Thrall’s Horde, the tauren recognized the orcs as spiritual brethren. No other race shared such a similar outlook on the world, and the shamans of both races met frequently to discuss the matters of the spirit world.

The tauren allied with the orcs out of a shared vision, one of a collective of allies keeping each other well guarded. While the tauren see the orcs and trolls as potential friends to welcome, they rarely trust the Forsaken with more than a nod and a place to set their withered feet.

Tauren part of the Cenarion Circle have a truce with the night elves whom they sometimes view with awe and fear, as mythic race of demigods possessed of great magic and steeped in natural powers. With the rest of the Alliance they are not on the best terms, because they are after all part of the Horde. While trying to avoid conflict, they have been forced to battle the Alliance frequently as of late.

Region

After living as nomads for generations, the tauren have formed a new home amid the mesas of the vast plains of Mulgore. Thunder Bluff is the single largest tauren camp, a permanent settlement built atop a nearly impenetrable mesa deep in the southern regions of Mulgore.

Most younger tauren travel there after questing for a time in Redrock Mesa, a place reserved for training youths to hunt, fight and commune with the spirits.

Faith

Tauren believe in natural spirits and entities. Religion is very important in their society and prayers and religious dances are part of their daily life. The most important entity in their society is the Earthmother, who represents everything that lives and breathes on Azeroth, as well as nature itself. She is very respected and prayers are often done in her honour. Tauren are thankful to the Earthmother for the world she gave them to live on and the game to hunt.

Part of the Earthmother are also various spirits. Tauren believe most every thing has a spirit, which is why they treat every natural thing with special care and empathy. It is believed that disturbing the balance between the spirits brings storms and bad times as punishment.

Tauren also greatly revere their ancestors, whom they try to take example from and preserve their heritage.

The Great Hunt

Hunting makes up a big part of a tauren’s life. Contrary to popular belief, tauren are indeed not vegetarians. They hunt often, both to survive their families and for ritualistic purposes. Hunting is a ceremony in itself and the children go after their first game (mostly boys, though female hunters are not rare) when they are only twelve or fourteen.

When an animal is slain, prayers are said and then its body is taken care of to the last bit. No part of the carcass is left behind or discarded; that is believed to be an insult to the Earthmother.

Lifestyle

The nomadic shu’halo do not like war and prefer to keep to their quiet, peaceful ways of hunting and survival in the ever changing nature. However they are fierce when angered and are a force to reckon with, what with their stoic endurance, being able to defeat hordes of enemies before succumbing. A tauren war stomp has been described as a move that would momentarily stun their foes for a second.

There is a celebration and feast for almost any event in the tauren daylife. Prayers are said to the rising of the sun or the moon, for the start and end of seasons, for the summer and winter eclipses and others. As such, dancing and music is also a very important part of their lifestyle.

Their life is often found harsh by outsiders as most of the food they get is from nature itself and there is rarely an abundance of it. They are toughened as such. Children aren’t raised in overstrict manners; instead, they are taught to follow their ancestors’ steps through the stories they are told. They begin to hunt and become grown ups at the early age of twelve, though that are oddly enough only considered adutls when they are fifty. While a great chunk of time is spent playing among children, there are also numerous rites and tests they have to do.

Language

The language of the Shu’halo is called Taur-ahe (pronounced as taur-AH-heh), and is low and harsh sounding. While the tauren can write, the writing consists of drawings and pictograms rather than letters as we know them.

Shortenings don’t happen often among tauren, thus “I am” is used more than “I’m” and “you are” before “you’re”. Accents are also unusual, they seem to keep a formal tone at all times, no matter who they are speaking with.

MISCELLANEOUS


Existing Tribes

Note: These may not all represent tribes, but only special names given later in life or family names.

  • Bloodhoof -The Bloodhoof tribe of Cairne Bloodhoof is the leading tauren tribe within the Horde.
  • Dawnstrider - The Dawnstrider tribe are experienced enchanters and skilled shaman.
  • Grimtotem - The Grimtotem tribe does not wish to join the Horde for reasons unknown. It is rumored that they have shady contacts with either the Scourge or Forsaken.
  • Mistrunner - The Mistrunners tribe is dedicated to the druidic path and seeks to heal the earth and ease the suffering of the Earthmother.
  • Ragetotem - The Ragetotem tribe is home to some of the fiercest warriors and finest smiths among the tauren.
  • Runetotem - The Runetotem tribe has only recently rediscovered the ways of the druid.
  • Skychaser - The Skychaser tribe are the spiritual leaders of the tauren shamans.
  • Stonehoof - The Stonehoof tribe has its people in all corners of tauren society.
  • Thunderhorn - The Thunderhorn tribe is home to some of the greatest hunters among the tauren.
  • Wildmane - The Wildmane tribe has largely joined the Runetotem tribe in seeking the ways of the druid.
  • Winterhoof - The Winterhoof tribe represents some of the greatest herbalists and alchemists the tauren have to offer.

Classes

In the in-game character menu, players can create tauren of the following classes:
• Druid – A venerable rank among tauren, druids are like shamans the leaders of their society, or otherwise healers, alchemists… They complement shamans in that they instead of the elements seek power in nature itself. Druids strive to establish balance in the nature. Tauren believe their race was the first to become druids, though it is not confirmed. It’s however believed that at some point tauren had forgotten the druidic art and were not too long ago taught again of the art.

• Shaman – Shaman are the spiritual leaders of the Tauren society. They foresee the future throughout communing with the Spirits and Ancestors and lead their people with the spirit’s guidance. They are respected and sometimes feared individuals and other than being healers, they often become tribal elders.

• Hunter – Though every tauren is basically a hunter [to survive], there are also those who spend all their life with animals. They often befriend animals and those accompany them. A hunter puts great value in establishing a natural balance between animals.

• Warrior – The Tauren braves have defended their country and people for many ages, their bulky nature springing fear into the enemy as they charge into the middle of enemy and pulverize their surroundings.

• Death Knight – Death Knights are victim to many controversial debates in tauren society. Generally frowned upon, they are not easily accepted into the Tauren society, despite their peacefulness. Tauren are distrustful towards the dead, as they believe the philosophy of “what dies, should stay dead”. With the Fall of the Lich King, death knights are likely going to get accepted in tribes on a larger basis.

• Paladins / Priests – While the recently arisen Sunwalkers, as paladins and priests are called among the tauren, are still subject to some controversy and their philosophy is still being debated, it is largely believed that they are druids who instead of channelling the Moon’s (Mu’sha) power into their spells and abilities, they call upon the Sun (An’she). As such, they also tend to act more and sooner than their lunar counterparts. While no evidence claims that the sun’s energy is not The Light as the humans know it, it hasn’t been referenced to in that form either.

The following classes cannot be chosen in game, but are found in the World of Warcraft RPG. These are only a few of them.
• Spiritwalkers (aka spirit walkers) More info: http://wow.gamepedia.com/Spirit_walker
• Spirit Champion More info: http://wow.gamepedia.com/Spirit_champion
• Wilderness Stalker More info: http://wow.gamepedia.com/Wilderness_stalker
• Plagueshifter More info: http://wow.gamepedia.com/Plagueshifter
• Holy Strider More info: http://wow.gamepedia.com/Holy_strider

Short guide to creating a tauren character

What do you have to know when creating a character? What is useful knowledge? What can my character be in the start? I hope to help you with creating your first tauren character in a few simple guidelines.

1. Read this guide . No, really, read it. It’s not the best, it hasn’t got everything about tauren, but it has a lot and often in a much simplified version.

2. Choose your class. You can swap this with the next step, but I think it’s really easier to model your character’s personality on your class rather than vice-versa. Read the short descriptions I wrote for every class and try to make up your mind. Be aware of the cons and pros if there are any described. I.e. before you rush off making a death knight because you can’t be bothered to level, be aware of the fact you’ll likely get shunned in the start when entering a roleplaying community (especially traditional ones).

3. Write a character hook . A character hook is a really short description of your character, usually no longer than 20 words. Describe the goals you want your character to have, or his job, what does he strive for, what does he value etc. E.g.: Rahege, a grumpy Druid who left the Cenarion Circle to wage war on the Alliance.

4. Choose a name. You could do that earlier, but anyway, choose a suitable name. Real life and human names usually don’t fit. In the guide, you can find a paragraph dedicated to naming.

5. Roll your character. Once you’ve got everything set up, you can enter the world and level or roleplay out of your heart. I suggest you find a guild that would fit your character, because it’ll be much easier to get known to the server then.

[Guide] Tauren Roleplay Guide - UPDATED 2016 by Seryddol

This guide has been written to update and replace the old Spirit Wolves Tauren guide by Takuur.

However, with the ever changing World of Warcaft lore, loreology tweets and additional insight, the guide has regrettably dated and in need of some sprucing up. This updated version has been created by myself, with the help of Burrkaem; being Guild Master and officer of the Spiritwolf Tribe of Argent Dawn EU, we are determined to keep the flame of Tauren role-play shining brightly. We hope that this will help new and existing Tauren Roleplayers as much as Takuurs guide has in the past.

Disclaimer

This guide was written with the sole purpose of aiding roleplayers to explore Tauren culture. All information has been taken from readily available sources and all information is trademarked by Blizzard entertainment, while some is simple speculation and general fan fiction taken from inspiration of Native American and tribal cultures. This is not to say that this is the –only- way to roleplay a Warcraft Tauren, it is simply designed to help those who wish to use it or simply to satisfy curiosities. This guide may be shared with other realms for their own community use but please state clearly who originally wrote it and place mention to the ‘The Spirit Wolves’ on linking.

Tauren:

Tauren, also called Shu’halo in their native tongue, are minotaur-like creatures. Their appearance can be intimidating; the females averaging at 9ft and the males at a shocking 10ft. Even though their actual height is not displayed in game (only eight feet tall in ‘in-game’ appearances), Sean Copeland of Loreology has confirmed them to actually be larger than the in-game models in WoW. The link to the tweet can be found later within this guide.

Despite their size and strength, they are known for their peaceful ways of life; loyal to Earthmother and the balance of all things living and otherwise. Tauren are the guardians of the earth and so waste none of Earth Mothers bounties. They are hunters by heart and though they do slay animals, are known to use hide, bone and meat alike as to not waste anything of the life just taken. Some tribes are even said to pay respects to a fallen animal and offer thanks for it giving its life so that they may live.

Though largely peaceful, that is not to say that the Tauren are pacifists. A Tauren will fight fiercely yet usually has reason and a strong belief for doing so. A Tauren in battle is a fearsome sight, yet equally this noble race can be merciful and just.

Appearance

As mentioned earlier, Tauren males average at 10ft while females are usually a little shorter and averaging at 9ft. Muscular and terrifically strong, they can sometimes appear cumbersome to others, however Tauren can reach decent speeds with their long strides and powerful legs. Their bodies are covered in fur of varying lengths, patterns and shades; their fur can often indicate their tribe or bloodline.

Their manes range in shades also, covering their heads, hump and falling partially down their backs. Manes can grow long enough to braid and it is common for Tauren to decorate their braids with beads or feathers.

Eyes again vary in shades, from browns and blacks to blues and greens. Tauren take great pride in their horn, caring for them and keeping them pristine with some choosing to decorate them. It is said that some tribes practice snapping another Taurens horns as a sign of exile and punishment.

Tauren wear natural clothing made from hides and furs and are regularly decorated in jewellery made from wood or bones. With the introduction of the Horde and the need for battle armour, sturdier armour such as plate mail is now also seen to be worn by Tauren in battle.

It should also be noted that many Tauren see white fur as an ill omen, considering the increased appearance of white Tauren to be a sign of hardships to come. The white fur is often associated with Spirit Walkers, some believing that the Tauren born with such features is destined to walk this path in their life. RPG books suggest that Spirit Walkers may also acquire the white fur after a prolonged connection with the energies of the spiritual plane.

Aging

The hardest one to determine. However the easiest time line seems to be the ‘adulthood at 15’ statement and seems to be the one favoured amongst Roleplayers. This could mean that Tauren age much the same as humans; however it is suggested that Tauren age better than humans and remain active long into their later years, being considered old at the age of 95. A Tauren can, in some cases, live past a hundred, becoming venerable past 110. This is suggested by loreology and one of the RPG books.

The alternative age choice is the ‘adulthood at 50’. Speculation says that this is probably an ‘observed adulthood’ and one that is reached upon completion of ‘Rites of Passage’ or in other words, tests to allow an individual to call themselves ‘adult’. Both suggested ages of turning adult come from RPG books, therefore it’s hard to determine which would be correct. Personally here in Spirit Wolves we use the ‘adulthood at 15’ version but the choice is up to you as an individual!

The Tauren’s fur can turn grey with age, usually appearing first around the muzzle.

Culture

Tauren have travelled across Kalimdor throughout their existence, settling down within Mulgore in recent years as the Centaur threat diminished with help from the Orcs. It is believed that Tauren would follow the Kodo herds; however it is possible that other tribes would have different means of surviving such as staying close to rivers or residing in more mountainous regions. Although it is not displayed in game, it is likely that Tauren tribes were wide spread across all areas of Kalimdor and likely adopting various methods of survival.

The Tauren are a race of warriors, shamans and hunters; their settlements usually being temporary and easily packed up to suit their nomadic lifestyles. Other races have described them as stoic; the embodiment of the ‘strong silent type’, regularly seeming to be contemplating the situation they find themselves in. However as with any race, personalities can vary.

Their size makes them intimidating to many; a wise yet strong and on occasion brutal air to them. When describing a Tauren it is said that they are creatures of few words, preferring to act rather than talk. They can also appear brooding, perhaps a result of the strife their people have faced; the Tauren having no love for bloodshed. Yet the Tauren usually become more open and enthusiastic in exchanging words once they become comfortable with a companion. It is arguable that the ever changing world and introduction of the horde is slowly altering Tauren personality and culture; forcing them to adapt to the new world they find themselves in and therefore opening up more to outsiders.

Tauren are a very spiritual race, deeply set in their beliefs, turning to their Elders and spiritual leaders to solve issues within the tribe. Tribes are communities and usually all share a part in the decision making, with the Elders having the strongest voices and sharing their wisdom amongst their tribesmen. However, due to the centaur conflicts and the new conflicts emerging due to their affiliation with the horde, a higher demand for warriors and healers have arisen. Two Tauren in a dispute may challenge each other to a ritual fight resembling a duel, however in recent years it is not uncommon to see training areas such as fighting rings where Tauren practice their skills in combat and test their abilities against each other in a friendly fashion.

Everything a Tauren does is carefully weighed out in their mind. Taking a life is not an easy choice in Tauren culture, and so the decision to do so, whether it’s Tauren, sentient being or beast, must be considered carefully.

Locations

Tauren were (and some still are) nomadic, traveling throughout Kalimdor while largely avoiding the Night Elves. RPG states that Tauren view the Night Elves with ‘awe and fear’, coexisting on Kalimdor for centuries yet never really associating with one another. It is said there that Tauren viewed the Kaldorei (Night elves) as a mythic race of demigods, blessed with great magic and steeped in natural powers.

Mythology claims that Tauren were driven from the ancestral lands (possibly Mulgore) and forced to roam the surrounding areas, for example the Barrens. When the Orcs arrived (ten years prior to Mists of Pandaria) they found the nomadic Tauren under constant attack from the centaur and chose to aid them in reclaiming their ancestral lands. The Horde has developed such hatred for the Centaur that they are often skinned and mounted to be displayed as rugs in tents and settlements within Orgrimmar and Thunderbluff.

Due to this, it is highly unlikely that Tauren would have occupied Mulgore prior to the Orcs arriving for many centuries, though arguably some tribes may have continued to venture through the plains but logically their lives would be dangerous ones and in constant conflict with the centaur clans.

It is impossible for any adult Tauren to have been born in any villages within Mulgore or Thunder Bluff (Bloodhoof Village, Sungraze etc). Settlements such as Bloodhoof and the city of Thunder Bluff were only built after the arrival of the orcs and the victory over the centaurs (the Orcs arrived in Kalimdor ten years prior to Mists of Pandaria). Likewise due to Tauren’s nomadic nature and the same threat from the centaur it’s very unlikely that any other Tauren settlement on Kalimdor that we know today existed before the orcs made their arrival.

Affiliation

When Thralls horde arrived in Kalimdor, the Tauren viewed the Orcs as spiritual brethren, seeing similarities in their cultures and shamanistic beliefs. Both races bonded by discussing matters of the Spirit World between their shamans and sharing tales of their ancestry.

The Tauren and the Orcs allied together with the mutual intention of protecting each other from those who would cause them harm. While Tauren are usually welcoming of Orcs and Trolls, recognising them as potential friends and allies, some Tauren have a deep dislike for the Forsaken and other undead. Tauren culture is one believing that once your spirit leaves you it is Earth Mothers to have and guide you to the spirit world making Forsaken an uncomfortable abomination to the spiritual race of Tauren. However, some Tauren pity the forsaken, even working towards finding a cure for their ‘curse’.

The RPG book also mentions that Tauren also have a dislike for High Elves; the taint of magic on their spirit being described as being like a ‘poisonous air’ and a ‘stench of the soul that cannot be tolerated’, so the same view could be shared by some Tauren concerning the Blood Elves (see ‘Tauren and Arcane’ further in this guide). Some Tauren may also feel distrust towards goblins due to Venture Company’s aggression in Mulgore and Stonetalon as well as their greed, often willing to exploit natural resources for profit.

Names

Tauren names often consist of low tones, pronounced with a slow and careful tongue; often sounding odd or illogical to outsiders. Their names regularly have meanings to them much as Native Americans would do, examples being ‘he who hunts relentlessly’ or ‘the wind that carries song’.

How names are given is up to debate and it is logical to assume that various tribes would have their own ways of doing so. However it has been suggested that some are given ‘weaning names’ which are changed after weaning.

Sometimes the parents may be the ones to name their child, but it is also possible that the Elders of the tribe or family may also have a part in this. Naming is usually celebrated through a feast, where the tribe gathers to celebrate the occasion and welcome the young Tauren into the tribe.

Names that –may- be received throughout a Taurens life

  • Dream Name: the name a child receives during the name giving feast.
  • True Name: A name that may be acquired through actions.
  • Namesake Name: the name given to a child by their parents or Elders.
  • Nickname: The name that a Tauren is commonly called in everyday situations.

While not all Tauren may receive all of these names, it is possible that certain tribes will favour various ways of naming children.

For examples of Tauren names, we suggest looking to NPCs for inspiration or even looking at Native American names. Though genuine Native American names are usually already taken on Roleplay servers for obvious reasons, you can often change them slightly or merge them together to make your own unique, Tauren-sounding names.

Tribe Names

It is common for a Tauren to take their Tribe name as what we would refer to as a ‘surname’. This can be the name of their current tribe or their birth tribe; depending on the Taurens personal preference. Some also are known to be given names based on deeds or personality traits.

Tribes

There are several tribes mentioned in lore, all having varying personalities and cultures. This is not to say that these are the only existing tribes as new ones appear constantly within the lore sources and game. Personally we always suggest that people create their own tribe names to allow themselves artistic freedom and avoid interfering with canon characters. A guide on how to create your own, believable tribe name is at the end of this guide.

However it is not to say that canon tribes cannot be used, it is perfectly acceptable to use existing tribes to support your characters backstory. A list of existing canon tribes are below or if you would rather, see the guide at the end of this write up.

NOTE It is unclear whether or not all the ‘tribes’ here listed are actual tribes in lore or simply special names granted to the individual later in life or family names. These Tribe names are taken directly from lore and in-game NPC’s.

Bloodhoof: Now residing in Mulgore, Cairne and Baine Bloodhoof being the ex-leader and current leader of all Horde affiliated Tauren tribes also known as the ‘High Chieftain’.

Cliffwalker: The only known surviving member is their leader, High Chieftain Cliffwalker (and possible flight master?). They lived within Stonetalon Mountains and unfortunately not much is known about them beside that. It is also unknown why he bears title of High Chieftain, perhaps the tribe had several chiefs or was a joint confederation of multiple tribes like the Tauren of Thunder Bluff, or it simply was a mistake.

Cloudsong : These Tauren adopted the role of guiding others in ways of shamanism after the fall of the Skychaser Tribe who previously took this role.

Dawnchaser : Many of this tribe have followed their Chieftain Dezco to Pandaria, guided by visions of his wife Leza and others in search for a new home. They eventually ending up in the Vale of Eternal blossoms despite the misfortune met by this tribe and certain members of it. This tribe is known to have a strong connection to An’she and so many of its members walk the path of a sunwalker when the order was formed not long before the Cataclysm. (More information about some of their customs found in Bleeding Sun short story can be found here: https://wow.gamepedia.com/Dawnchaser_tribe )

Dawnstrider: This tribe is known for their experienced enchanters and skilled shamans.

Farwanderer: Not much is known of this tribe but they have been mentioned within the short story of Baine Bloodhoof where they decided to leave Mulgore, displeased with Hellscream’s rule over the Horde. They then returned after Baine and his people emerged victorious over the quillboar.

Grimtotem : (Partially) Exiled tribe rumoured to have suspicious contacts within the scourge and/or Forsaken. see write up regarding Grimtotem before choosing this tribe.

Highmountain : A very conservative tribe who remained nomadic, not joining with other tribes to reside within Mulgore.

Mistrunner: A tribe dedicated to the druidic path, seeking to heal the earth and ease the suffering of Earthmother. (Druidism is a fairly new path for Tauren and has only been rediscovered in recent years – see class info). Despite the mentioned connection to druidic paths within RPG books, the Mistrunners within the game appear as a tribe of many craftsmen of various paths, you can easily see Mistrunner tradesmen within Thunder Bluff.

Ragetotem : Known for their fierce fighters; Ragetotem Tauren are strong and formidable warriors.

Runetotem : a tribe dedicated to the druidic path, seeking to heal the earth and ease the suffering of Earthmother. (Druidism is a fairly new path for Tauren and has only been rediscovered in recent years – see class info)

Skychaser: A tribe of Spiritual leaders and Tauren shamans. HOWEVER, most of the Skychasers were killed shortly before Cataclysm when the Grimtotem invaded Thunderbluff and slaughtered them. It is possible that there are a few survivors who were away from the tribe at the time as two in-game NPC’s exist who still bear this name.

Stonehoof : Tribe following various paths of Tauren society but is especially well known for their blacksmiths and miners as well as some capable warriors.

Stonespire : Tribe who lived within the Barrens, however many of them were killed when their village was raided by the Dwarves of Bael’dun Keep as the Tauren weren’t too appreciative of excavation of their lands.

Thunderhorn: A tribe known for their dedicated and skilled hunters.

Wildmane: A tribe that has largely joined the Runetotem tribe in rediscovering the ways of the druid.

Winterhoof: Herbalists and alchemists, skilled in medicinal practices.

(Note on Grimtotem tribe)

Grimtotem are a tribe of black furred, horned and hooved individuals mostly known for their merciless natures and untrustworthy ways. Led by Magatha who convinced Cairne Bloodhoof to allow the forsaken into the pools of wisdom and acted as his advisor, much later betraying him by poisoning the blade of Garrosh that would kill Cairne.

The Grimtotems then attacked Thunderbluff in an attempt to seize it, wiping out the Skychasers in the process. Having failed in their task due to Baine’s intervention with help from various sources, they were exiled and are now enemies of the Horde. Some Grimtotem however renounced Magatha as their leader after her defeat and swore loyalty to ThunderBluff under leadership of Jevan Grimtotem also known as Stormsong. It is therefore possible for someone of Grimtotem blood to be within the Horde providing that they have sworn loyalty to Baine and their current Thunder Bluff-affiliated chief.

It is mentioned in novels that these Grimtotem have proven themselves trustworthy.

Many Grimtotem NPC’s, mostly in Thousand Needles, are seen to be wearing war paint. Please be aware that wandering around wearing Grimtotem war paint is seen as a hostile invitation and will likely get the player killed. Any Grimtotem not affiliated with the Horde and whom have not renounced all loyalties to Magatha are enemies of the Horde and those under Baine Bloodhoof and would not be permitted within Horde settlements.

Tribal Hierarchy

Tauren tribes are often led by a Chief or Chieftain, usually a warrior or powerful shaman appointed to the role. The Chieftain has skilled healers and wise advisors surrounding them in order to support him or her in leading the tribe, the most powerful of these taking the title of ‘seer’. A Chief will generally consult his advisors and seer before making a decision as well as involving his tribesmen in some of the decision making. However a Chief has the final word.

The leader of the united horde Tauren tribes is currently Baine Bloodhoof who took the role following his father’s death. However, not all tribes pass down leadership through bloodlines and it is suggested that the strongest and most capable person is often made the Chieftain.

Chief, Chieftain and Seer are genderless titles, Tauren having a very equal view on matters of gender. An aged female shaman is sometimes given the title of Crone or Elder Crone which is used as a sign of respect as RPG books suggest, yet we can see only one example of use of this title within the game and lore sources. Tauren are raised to respect their Elders; older Tauren being viewed as teachers and are often sharing their wisdom to the young bloods of the tribe.

Classes

The following are classes available from the in-game character selection.

Warrior: A good beginner class for those new to Tauren roleplay. These Tauren are strong and fierce, trained to protect their tribes. ‘Brave’ is the term often used as synonymous for a warrior, for example you can see in-game NPC’s wearing this title, protecting villages and camps of a tribes and are often seen patrolling or ‘keeping the peace’. Bulky, strong and formidable, they strike fear into the hearts of their enemies with their legendary strength.

Druid: Druids are fairly new to Tauren culture, rumoured to have been a teaching long lost through the ages but relearnt in recent years from the Night Elves. Tauren however believe adamantly that they were the first race to become druids and claim that time simply eradicated their understanding of it. Healers, alchemists and sometimes spiritual leaders of society, they strive to establish a balance in nature. Feral druids are said to take the spirits of wild beasts into their bodies and transform themselves into their image. However this is dangerous and many druids lose control of their minds and bodies to the feral spirits; a good druid only uses their forms when needed and never spends unnecessary time in their forms. Druids are said to draw their power from the moon (Mu’sha.)

Shaman: Spiritual leaders of Tauren society, respected and sometimes feared. They foresee the future possibilities by communicating with the spirits of ancestors, leading their people through their wisdom and guidance. Often Elders or healers, shamans can also be fearsome protectors. A shaman can also seek the aid of the elements; a dangerous and skilful task that requires years of training and guidance. A shaman is easily recognisable and usually carries a totem or totems with them to aid in their calling of the elements and spirits.

Hunter: Tauren are said to be born with the urge to hunt, a blessing bestowed upon them by Earthmother. However as time has passed, hunters are usually dedicated members of the tribe charged with providing food and leather. A hunter regularly trains animals in order to aid them in their duties, placing great value in establishing a natural balance between themselves and animals. Some hunters will pay respects to fallen beasts and never waste any part of their kills. The preferred ranged weapons amongst the Tauren are firearms, one NPC even reasoned that ‘no self-respecting Tauren will be caught dead holding a flimsy bow in their hand’ (Kolark, Bounty Hunter from Thunderbluff, Quest – ‘A Fair Trade’)

Sunwalker : The Tauren version of Paladins. The order was founded before Cataclysm when Aponi Brightmane and Tahu Sagewind pondered over the nature of druidic teachings of Night Elves, pointing out how they have never explored the power of the other of Earth mother’s eyes – An’she - The Eternal Sun. Sunwalkers are very spiritual , carrying the blessing of An’she proudly to help them strike the foes and even mend wounds, most of sunwalkers were previously warriors and are experienced fighters. They pay deep respect to An’she and just like in case of paladins, a sunwalker who would lose their faith might lose their connection to An’she’s blessing.

Priests/Seers: They follow old tradition of seers (high caste of healers) after turning to An’she, following teachings of Tahu Sagewind they have been empowered with An’she’s (the sun’s) blessing to help them mend wounds. Little is known of Tauren shadow priests, apart from that they exist. As wise Tauren once said: ‘There is balance in all things, even in death’. An’shes powers are not like the ‘Light’ as humans know it and are something separate in both races eyes. To the Tauren it is Earthmother, a living entity and part of Earthmother herself rather than simply a power drawn from her.

Death Knight: The victims of controversial debate within Tauren Culture. Generally untrusted and shunned, Tauren frown upon death knights due to their distrust and spiritual beliefs against the undead – ‘what dies should stay dead’. After breaking from the Lich King’s grasp Death Knights are now free of their bonds and while some may seek redemption and try to return to the lives they once knew, it is a difficult and arduous journey to earn the trust of a living Tauren, but it’s possible that some Tauren might take pity upon them and wish to help them just as some wish to help the Forsaken.

Monk: Tauren, being creatures of spiritual and emotional balance, have adopted the teachings of the Monk relatively willingly. Some Tauren, intrigued by the teachings of the Monk have sought Pandaren to study with or even ventured to Pandaria in order to train. Though it is arguable that their movements have had to be adapted to their body shape; Tauren having longer legs than the Pandaren results in some interesting adaptations to traditional Monk moves. Master Hsu is a Tauren Monk trainer that can be found in the ‘Peak of Serenity’.

Classes not available in game but referenced in World of Warcraft RPG (or Warcraft 3 in case of Spirit Walkers)

  • Warning. These classes may prove themselves to be difficult to roleplay for many and a good deal of experience in roleplaying a Tauren is advised before attempting to roleplay any of them *

Spirit Walker: http://wow.gamepedia.com/Spirit_walker
Spirit Champion: http://wow.gamepedia.com/Spirit_champion
Runemaster: http://wow.gamepedia.com/Runemaster
Wilderness Stalker: http://wow.gamepedia.com/Wilderness_stalker
Plagueshifter: http://wow.gamepedia.com/Plagueshifter
Holy Strider: http://wow.gamepedia.com/Holy_strider

Tauren and arcane

According to the original concept written for Warcraft 3, Tauren who were found practicing arcane or the ‘forbidden magic’ would be punished severely. Punishment involved the Tauren in question having their horns snapped before being exiled from the Tauren lands. Elders believed that the misuse of arcane brought fever amongst their people while the young believed that magic was their salvation. The RPG book also mentions that the use of arcane is the reason why the Tauren have developed disregard towards High Elves. We see a hint in game at the Taurens dislike for arcane, the Bluffwatchers acting indignantly when asked about the mage trainer’s location.

One of the books found in Dalaran mentions that few Tauren experiment with the arcane magic’s, it may refer to enchanting or rune magic (either inscription or as runemasters who have been mentioned within RPG books) but it may also mean that some Tauren genuinely wish to pursue arcane arts despite the common distrust towards its misuse among the Tauren people, as there are examples of Tauren mage NPC’s.

Again, those interested in arcane in Tauren culture may wish to read the RPG lore regarding Runecasters and Ley Lines. Tauren Runemasters and Runecasters are mentioned several times, and it is also mentioned that all runes contain arcane. This means that Tauren filter arcane from the Ley Lines in order to empower runes, but simply do not manipulate the arcane or use it selfishly as mages do.

Source of interest for the curious involving Tauren and arcane use:
http://wow.gamepedia.com/The_Old_Wizard's_Almanac

Language

Tauren speak in a language referred to as ‘Taurahe’ or ‘Taur-ahe’ (pronounces Taur-AH-heh) and is said to be low and harsh sounding. While the Tauren can write, their written language consists of drawings and pictograms rather than letters as we know them. Although many will argue that Taurahe is an unwritten language and simply communicated orally, there are quests that prove otherwise that clearly display Taurahe-written letters such as the quest item ‘Letter to Jin’Zil’ (see references for source).

Shortening of words are a rare occurrence in Tauren language; meaning that ‘I am’ is used more frequently than ‘I’m’ and ‘you are’ rather than ‘you’re’. Accents are unusual (not impossible) as Tauren generally seem to keep a formal tone at all times, no matter who they are addressing.

:black_small_square: “Ish-Ne-Alo Por-Ah.” – Rough translation: Earthmother’s blessings upon you. Usually a greeting.

:black_small_square: “May the Earthmother walk with you.”

:black_small_square: “For the Ancestors!” A warcry.

Tauren Greetings:

Hail
Greetings
Peace friend
Hau (How)
Well met.
The winds guide you.

Glossary of Words

:black_small_square: “Shu’halo” = “The Tauren”
:black_small_square: “An’she” = “The Sun” also Right Eye of the Earthmother
:black_small_square: “Mu’sha” = “The Moon” also Left Eye of the Earthmother
:black_small_square: “Apa’ro” = “Malorne”
:black_small_square: “Echeyakee” = “Whitemist” Quest: Echeyakee
:black_small_square: “Isha Awak” = “Deep Doom” Quest: Isha Awak
:black_small_square: “Ishamuhale” = “Speartooth” Quest: Ishamuhale
:black_small_square: “Lakota’mani” = “Earthshaker” Quest: Lakota’mani
:black_small_square: “Owatanka” = “Bluebolt” Quest: Owatanka
:black_small_square: “Washte Pawne” = “Spirit Biter” Quest: Washte Pawne
:black_small_square: “Lar’korwi” = “Sharp Claw” explained by Torwa Pathfinder

Faith

Tauren are a deeply religious people, believing in various natural spirits and entities. Rituals, prayers and ceremonial dancing is a regular occurrence in Tauren society, the peace pipe being an important addition to their culture. Peace pipes are often passed around as a sign of unity and peace, offered to allies or to other tribe members during tribal ceremonies or gatherings. Pipes are also linked to ceremonies involving ‘vision’s’ suggesting that the pipe is filled with a vision inducing herb for ceremonial purposes on rare occasions.

All Tauren worship ‘Earthmother’; the very entity of life itself. Earthmother is life, nature and balance and she is regularly respected and honoured through prayer and ceremonies. Everything the Tauren has is blessed to them by the Earthmother, and so Tauren are thankful for the bounties she provides.

Earthmother was said to have torn her own eyes out when the Tauren fell under the sway of the Old Gods whispers and learned of malice and deceit, unable to look upon her children as they were corrupted. Her eyes, An’she (the sun) and Mu’sha (the moon) now chase each other across the stars, never able to catch up with each other. Though blind, Earthmother remains to listen and guide her children.

When a Tauren dies, they are often cremated through a ceremonial ‘last rite’ where their spirit is guided to the spirit world to meet with the ancestors. Though there is mention of ‘Sky Father’ in novels, little is known of him. He is however rumoured to be a counterpart of Earthmother, also looking down upon their children. The cremated Tauren are said to become one with both of the deities, welcoming them after their death.

Spirits also surround Earthmother; Tauren believing that almost everything has a spirit, even rocks, causing them to be empathetic and respectful of everything seen upon the Earth. Tauren are believers of balance; disturbing a spirit may bring punishments and ill fortune such as storms or droughts.

The spirits surrounding Tauren can vary between tribes; some tribes believing that each person has their own spirit to guide them through life. Tauren also greatly revere their ancestors, the tribe’s shamans keeping a constant link to their ancient wisdom.

Hunting and diet

Hunting is a part of Tauren culture; looking around a Tauren camp it is obvious to see. Their tents are made from leathers as are the majority of their clothes. Bones are used to decorate tents and the Tauren themselves as well as horns, claws, fangs and feathers. Contrary to popular belief, Tauren are not vegetarians. This is due to their belief that ‘nothing should be wasted’. They hunt often and, for example, a felled Kodo would be used completely; its hide for tents and clothing, bones and horns for weapons and decorations and its meat to feed the tribe.

Hunting is much like a ceremony in itself and it is seen as an honour and a great event when a child is taken on their first hunt. When an animal is slain, prayers are said and thanks given for its sacrifice.

Corn is also found within the majority of Tauren diets, cornmeal being mentioned in quests within Mulgore. A delicacy in Mulgore is also Crayfish which can be fished from the lake and local streams. Crayfish are usually prepared for ceremonies, weddings and celebrations of birth

Lifestyle

The nomadic Tauren will usually pick peace over war. However they can be fierce and relentless when angered, their war stomp rumoured to be a force so strong that it can momentarily stun their foes.

Tauren celebrate and feast often; social gatherings being a favourite pass time for them. Various events are celebrated, such as changing seasons, bounties, unions and name giving. Prayers are regularly said at such events and a peace pipe passed around to unite the tribe as one. Though we know in the real world that smoking can be harmful, it would not be seen so in Tauren society and all would partake in smoking from the ceremonial pipe. Dancing, music, song and storytelling are usually a big part of Tauren celebrations.

Tauren lifestyles can seem harsh to outsiders; their food unglamorous and harvested from the lands and rarely in abundance. Children are not raised with strict boundaries; they grow up fast in the harsh lifestyle and are taught to abide by their Elders, learning from their tribe’s stories and the wisdom of their Elders. >>
Though children will be children and are regularly seen playing, Tauren culture consists of various ceremonies, hunts and Rites of Passage that must be taken in order for a young Tauren to be considered an adult by their tribe.

History

It is said that Tauren do not write down their history and instead pass down wisdom and stories through word of mouth through storytelling. Being continuously transferred orally through the ages has meant that the original story may have been malformed and elaborated as time has passed. However a glance in Elder Rise shows that history is indeed written down on occasion, perhaps due to recent influences from outside races, the sheer importance of the stories or simply to not allow more Tauren history be forgotten, knowledge such as druidism having already been lost.

The following are stories found on scrolls within Thunderbluff:

Mists of Dawn

Before the Age of Memory, the gentle Earthmother breathed upon the golden mists of dawn. Where the amber clouds came to rest, there were endless fields of flowing wheat and barley. This was the basin of her works - the great basket of life and hope.

The Earthmother’s eyes shone down upon the lands she had breathed into creation. Her right eye, An’she (the sun), gave warmth and light to the land. Her left eye, Mu’sha (the moon), gave peace and sleep to the stirring creatures of the dawning. Such was the power of her gaze that the Earthmother closed one dreaming eye for every turning of the sky. Thus, her loving gaze turned day into night for the first dawning of the world.

While the right eye shone down upon the golden dawn, the Earthmother’s gentle hands spread out across the golden plains. Wherever the shadow of her arms passed, a noble people arose from the rich soil. The Shu’halo (the Tauren) arose to give thanks and prayer to their loving mother. There, in the endless fields of dawn, the children of the earth swore themselves to her grace and vowed to bless her name until the final darkening of the world.

Sorrow of the Earthmother

As the children of the earth roamed the fields of dawn, they harkened to dark whispers from deep beneath the world. The whispers told the children of the arts of war and deceit. Many of the Shu’halo fell under the shadow’s sway and embraced the ways of malice and wickedness. They turned upon their pure brethren and left their innocence to drift upon the plains.

The Earthmother, her heart heavy with her children’s plight, could not bear to watch them fall from grace. In her grief, she tore out her eyes and set them spinning across the endless, starry skies. An’she and Mu’sha, seeking to ease the other’s sorrow, could only chase each other’s faint glow across the sky. The twins still chase one another with every turning of the world.

Though sightless, the Earthmother could not long stray from the world of her heart. She kept her ear to the winds and listened to all that transpired across the fields of the dawn. Her great heart was always with her children - and her loving wisdom never fled from them.

Into the brave hearts of her pure children, the Earthmother placed the love of the hunt. For the creatures of the first dawn were savage and fierce. They hid from the Earthmother, finding solace in the shadows and the wild places of the land. The Shu’halo hunted these beasts wherever they could be found and tamed them with the Earthmother’s blessing.

The White Stag and the Moon

One Great Spirit eluded them, however. Apa’ro was a proud stag of snow white fur. His antlers scraped the roof of the heavens and his mighty hooves stamped out the deep places of the world. The Shu’halo hunted Apa’ro to the corners of the dawning world - and closed in to snare the proud stag.

Seeking to escape, the great stag leapt into the sky. Yet, as his escape seemed assured, his mighty antlers tangled in the stars which held him fast. Though he kicked and struggled, Apa’ro could not loose himself from the heavens. It was then that Mu’sha found him as she chased her brother, An’she, towards the dawn. Mu’sha saw the mighty stag as he struggled and fell in love with him immediately. The clever moon made a bargain with the great stag - she would set him free from the snare of the stars if he would love her and end her loneliness.

Mu’sha loved Apa’ro and conceived a child by him. The child, a demigod some would claim, was born into the shadowed forests of the night. He would be called Cenarius, and walk the starry path between the waking world and the kingdom of the heavens.

Forestlord and the first Druids

In time, the child, Cenarius, grew to the stature of his proud father. A brother to both the trees and the stars, the great hunter roamed the far places of the world, singing the harmonious songs of the dawning. All creatures bowed before his grace and beauty - there were none so cunning as the son of the moon and the white stag.

Eventually, Cenarius befriended the Shu’halo and spoke to them of the turning world. The children of the earth knew him as brother and swore to help him care for the fields of life and the favored creatures of their great Earthmother.

Cenarius taught the children of the earth to speak to the trees and plants. The Shu’halo became druids and worked great deeds of magic to nurse the land to health. For many generations the Shu’halo hunted with Cenarius and kept the world safe from the shadows that stirred beneath it.

Hatred of the Centaur

As the mists of dawn faded and the Age of Memory advanced, the demigod, Cenarius, went his own way through the fields of the world. The Shu’halo were sorrowful at his passing and forgot much of the druidism he had taught them. As the generations passed, they forgot how to speak with the trees and the wild things of the land. The dark whispers from the deeps of the world drifted up to their ears once again.

Though the children of the earth closed out the evil whisperings, a terrible curse befell their roaming tribes. Out of the black lands of the west came a horde of murderous creatures - the centaur. Cannibals and ravagers, the centaur fell upon the Shu’halo like a plague. Though the braves and hunters fought with the Earthmother’s blessing in their hearts, the centaur could not be defeated.

The Shu’halo were forced to leave their ancestral holdings behind, and roam the endless plains as nomads forever after. It was held that one day hope would return - and the scattered tribes of the Shu’halo would find a new home under the loving arms of the Earthmother.

Taunka and Yaungol

Taunka are ancient relatives of the Tauren; hardy and strong like their cousins. The Taunka were long forgotten and lost until the hordes arrival in Northerend, for this reason half Tauren/Taunka crossbreeds would be mere infants at this point in the time line.

Though closely resembling Tauren, their cultures vary in different ways, most notably their views on shamanism. While the gentle Tauren respect the elements, fearing their power and using their gifts wisely and reverently, Taunka tend to bully the elements and force them to do their bidding, resembling the ways of dark shamanism. Because of their extortion of the elemental spirits, many Tauren may frown upon their cousins and Taunka view the Tauren as weak. Though there is mutual respect, the two races stay very much separated in belief and customs.

Yaungol are the Tauren cousins native to Pandaria; displaying a more domineering personality than the Tauren of Kalimdor. Aggressive and extreme, the Tauren may view the Yaungols as mere barbarians while the peaceful nature of the Tauren viewed as weakness by the belligerent Yaungol. Yaungol also view fire as a weapon; using it to conquer and destroy their enemies as well as viewing it as a mystical strength.

Due to their aggressive and dominant natures clashing with the peaceful and wise personalities of the Shu’halo, it is extremely unlikely to ever see Tauren and Yaungol together in the same society.

Mounts

Tauren are large creatures and therefore the majority of beasts of burden are unsuitable for them, their weight simply being too much for regular Worgs, Raptors and other beasts. However, there are some animals capable of holding your average Tauren male, bear in mind that some Tauren are shorter or larger than others.

Kodo

The beasts of choice for Tauren, used as a food source, leather source for clothing and shelter and also as companions and beasts of burden.

Kodos are huge reptilian creatures with thick leathery skin, ranging in colour from sandy brown to black. Most have large horns emerging from their muzzles and some are even covered in thick woolly hair, suggesting that their regions of migration may move further North than commonly seen.

Kodo are found roaming mostly throughout the Barrens, Desolace and Mulgore and are known omnivores, though usually sticking to consuming vegetation. The Kodo is usually placid unless threatened. Much like the Tauren, the Kodo can appear docile and calm yet be relentless and determined in battle.

Kodos travel in herds ranging from five up to around fifty. Their herds are united and attacking one usually means that the others will run to its aid. They are said to have poor eyesight and are notoriously sluggish unless threatened, with bred riding Kodos tending to be smaller than their wild cousins.

Legend says that when a Kodo reaches the end of its life, they travel to the ‘Kodo Graveyard’ in Desolace to lay down to die. Some Tauren choose to return the bones of their mounts to this sacred place as a mark of respect once they pass.

Wyverns

A matter of debate, it is stated that Wyvern are not large enough for Tauren to ride. However, we disagree with this due to there being several Tauren Windrider masters and Wyverns being a native species to Tauren lands.

Wyverns are sentient beings and therefore harbour great intelligence. It is said that they ‘speak Taurahe and Orcish’. We consider that this means that while they can understand what is being said to them as any intelligent creature would, they simply cannot form the words back, instead communicating in a series of growls and groans.

It is suggested however that some Tauren can understand their Wyvern companions. One quest involves a Tauren saying ‘The great Heartrazor is a majestic creature. He has told me of his gratitude and fondness for you, ’.

There is no evidence of Wyvern verbally communicating in game in the languages of Orcish or Taurahe, and therefore roleplaying this may get some negative responses. We suggest that your character can decipher what is being said (if at all!) in the Wyverns own language.

Wyverns are intelligent creatures and therefore become a companion through choice unlike a Kodo that may be bred, traded for or bought. Wyverns therefore should not be tethered or treated as pets, but rather as a friend or trusted companion.

Areas of Kalimdor

Theoretically, Tauren could have resided anywhere within Kalimdor, their nomadic natures usually taking them across various zones. Here is some interesting information that a lot of people often overlook as it is not depicted too well in game.

Mulgore

Mulgore is a green fertile land completely surrounded by mountains other than for the Stonetalon pass and the great gate for access. Known as the Tauren ancestral lands, the Tauren were said to be driven from Mulgore by the Centaur. That by no means suggests that Mulgore was the only place that Tauren resided and it is likely that Tauren were and still are found in mostly every region throughout Kalimdor. In recent years however, the Orcs have aided the Tauren in regaining control of these lands and it now homes several permanent settlements such as Bloodhoof Village and Sungraze.

Mulgore is bountiful in game, vegetation and clean waters, providing a perfect home for the Tauren that choose to set their nomadic days behind them. It consists of wide open plains covered in rich grass while surrounded by tall hills and mountains, shielding most areas from harsh winds. Mulgore experiences rains often and even rolling storms seem to visit the plains regularly. Upon the mesas in the city of Thunderbluff, the winds can be slightly more intense though it is said to usually be warm and sunny with the winds gathering from the Barrens.

Stonetalon Mountains

The clue being in the name, Stonetalon is a mountainous region, the tallest of which is referred to as the ‘Stonetalon peak’ being a sacred place to Tauren and Night elf alike. Sadly, much of the land has been ravaged by Venture Co, felling trees and poisoning the waters. The Charred Valley also hosts an active volcano, much of the area now burned to a crisp and inhabitable.

However, most of Stonetalon still remains untouched. Roaming pine forests and towering red mountains make up the landscape, battered constantly by the harsh and extreme weather. Stonetalon is said to have harsh rain seasons, turning the ground into slick, grey mud that makes walking on slopes or cliffs treacherous. Often, hot winds surround the area, covering the higher regions in a shroud of thick, thundering mist.

However the most notable climate trait travellers will experience is the constant blowing wind. At times, gentle and soft, blowing in with the smell of pine and sea breeze from the ocean, at other times a violent gale, bringing with it thick dust storms and lightning. Many travellers have been known to plummet to their deaths, caught up in the high winds and blown from the rugged mountain tops. The weather in the Stonetalons is brutal, and changes from a light breeze to a brutal windstorm in seconds and without warning.

Desolace

Desolace is the home of the Centaur, a brutal landscape constantly jarred by ongoing wars from Alliance, Horde, Centaur, Demons and Undead.

A grey, rocky landscape where the very ground is littered with bones. Desolaces skies are always black and stormy, crackling with lightning and tormented by high winds relentlessly. The waters here are yellow and polluted, the animals half-starved and savage in appearance. Some refer to Desolace as a cursed land.

The western coast remains a hint of what Desolace once was, a luscious landscape overlooking the sea. However, the Cataclysm caused fresh, clean water to flood into the centre of Desolace, revitalising the once barren area. Grassland and trees now inhabit the area next to Ghost Walker Post and the legendary Kodo Graveyard now known as the Cenarion Wildlands, a brightly lit shrine occupying the centre of the Grove where many of the Cenarion circle now work to try and revitalise the rest of Desolace.

Feralas

Feralas is a stark contrast to the surrounding areas, home to a thick, luscious forest. Feralas is also home to one of the four great trees that leads to the Emerald Dream, guarded by Emerald Dragons.

A large rainforest consisting of ancient trees, Feralas is warm and damp the majority of the time. However, there are also dangers within the beautiful forests, Grimtotem tribes scattered throughout the landscape as well as aggressive Ogres.

Feralas rains frequently, the thick forests contrasting against the towering mountains that reach far beyond the canopy and shrouded in mists and clouds.

Barrens

A seemingly endless savannah, the Barrens are home to an array of toughened creatures and harbours several small oases for weary travellers to stumble upon.

Temperate and warm, the land is mostly flat with a few hills and smaller mountains scattered throughout. Those that occupy these lands survive the harsh and hot climate by relying on the Oases. Dust storms can happen at times, the land dry and devoid of vegetation outside of the lush oasis areas.

Centaur are also an issue here and have several camps scattered throughout the tough landscape. Though the weather is less extreme here than Stonetalon, inhabitants grow up equally tough, adapted to the harsh lifestyle.

Dustwallow Marsh

A hot, fetid swampland, Dustwallow is fed by underground springs that keep the land constantly wet and muddy. The trees block out most of the sunlight, leaving the area dark and eerie to travel through, Crocolisks and Raptors waiting eagerly for unprepared travellers.

Mosquitoes buzz in the air, biting at flesh, the humidity making travelling through here almost unbearable. Narrow banks of slippery mud separate endless stagnant pools and algae-choked channels, making Dustwallow unsuitable for proper settlements.

Many travellers lose their lives in the marshes, often mistaking thick bogs for solid land and falling through into the stagnant waters only to get tangled in weeds and floating plants in the brackish waters and drown. Others lose their lives to the numerous predators that lie in wait, lurking beneath the water surface to strike at the opportune moment.

Thousand Needles

Prior to the cataclysm, the Needles was a huge canyon of towering mesas overlooking a vast salt pan. However, now the area is almost completely flooded, Darkcloud Pinnacle, the Grimtotem camp, occupying the mesas.

Before the floods, people would gather to watch engineer-inspired races across the dried salt lakes. Now the Goblins have found other means of making coin from the flooded landscape, selling barge passage over the waters that were formerly the Shimmering Flats, a massive “speedbarge” run by Goblins and Gnomes passing over the flooded ruins of the Mirage Raceway.

Guides to help new Roleplayers:

These guides are what we use to help those of our guild create believable and interesting characters and by no means are essential for Roleplay. If you find them useful, feel free to use them.

Creating a tribe:

A tough one for new Roleplayers! A tribe name usually consists of two words linked together such as ‘Runetotem’ or ‘Mistrunner’. To make it easier, below are a list of words to choose from. Choose words and link them together until you are happy with how a name sounds.

Mane Rune Wind Rise Feather Bark
Hoof Totem Mist Dark River Leaf
Horn Claw Gale Black Stream Grass
Hide Fang Rain Grey Water Dew
Tail Wolf Bright Brush Sand Earth
Eye Eagle Dawn Talon Tree Fire
Thunder Arrow Little Strong Red Runner
Strider Chaser Wild Sight Green Spirit

So you have your tribe name! Now to answer a few questions about your tribe. The purpose of this is to flesh them out and ground them in the world we roleplay in. A well thought out backstory helps you to roleplay a believable and interesting character. The following questions are suggestion guide lines only.

• What fur colours are associated with the tribe?

Here is where you pick a shade of fur commonly associated with your tribe. Examples could be black, dark brown, pale brown, greys, whites, speckled etc.

• What type horns are common in the tribe? (e.g.,. long, pointed, dark in colour)

Horns are important in Tauren culture and often can be a sign of blood lines. Are your tribe’s average horns short yet sharp, short and blunted, long and pointed etc. Warrior tribes are more likely to have larger horns.

• What is the average height of the tribe members?

Keeping this simple or going for actual height sizes is up to you. The simple option is to state very tall, tall, average, short, very short).

• Classes associated with the tribe?

What do the majority of your tribe specialise in. Are they mostly warriors, shamans, hunters?

• Area that the tribe is localised?

Are they nomadic travelling through the Barrens? Maybe they are a forest tribe located to Feralas. Other options would be tribes that do not travel much at all but stick to the mountains or simply follow rivers.

• Known Deities?

Tauren will always worship Earthmother, but some tribes may have specific founding spirits. For example, choose an animal. Let’s say for argument sake it is an eagle. What did the eagle do? Maybe the story is that a lost Tauren starving and cold. Delirious and dying he looked up and was greeted by an eagle sitting on a low branch. It took wing, the Tauren feeling the urge to follow it, upon doing so being led to a bountiful place where the animals were plentiful with nothing but a golden feather in his path. Following the eagles guidance, the Tauren founded a tribe honouring the eagle that saved him. This is just an example of something that you can fabricate by yourself.

• What beliefs and customs do your tribe have?

This again can be tricky but really adds depth to a character. Maybe they arrange unions, maybe they don’t. Maybe they don’t hunt specific animals due to beliefs or have their own rituals and ceremonies that they perform. It can really add an interesting dimension to roleplay and give you something to talk about when trying to introduce your character to a group.

• Known Lore, stories etc?

This goes back to deities. What stories do your tribe have? How was their tribe founded or their Chieftain chosen? Storytelling is a large part of Tauren culture and having a personal tribe story can really help you open up to other Tauren characters.

Creating a Character

The most important part of a roleplay character of any race is personality. Without a personality, your character will appear uninteresting and bland whether you are an experienced role-player or a beginner. The guide below is what we use to help our members in creating alts. If it is something that you may find useful then feel free to use it!

Character Name:
First name, tribe name and optional title and/or nickname.

Character class:
Ic what are they? Healing shaman? A warrior? A hunter? Etc.

Character Occupation:
Do they have any skills like blacksmithing, leatherworking, skinning etc? Maybe it is something different like basket weaving or bread making.

What is the first thing you notice about your character?
If someone was to set eyes on your character for the first time, what would be the first thing they notice?

Character hobbies.
Do they play an instrument, like to tell stories, sing, cook etc?

Defining features of your character?
Tattoos, scars, missing limbs, fur patterns, body build, horn disfigurements etc

Their fighting style if they have one.
Do they fight? What weapon do they use? Are they fast/slow? Are they more defensive or offensive? Ranged or melee?

Do they have any living relatives?
Easy questions. Sometimes the ‘everybody I knew is dead!’ thing gets over used though.

What are they afraid of?
Simple as it sounds. What do they fear?

What is their most precious possession?
The one thing they could not be without and guards with their life.

If they could change one thing about themselves what would it be?
A personal issue they have with their appearance or personality.

Three positive attributes of your character.
E.g. funny, loyal, wise, intelligent, determined etc

Three negative attributes of your character.
e.g. stubborn, aggressive, moody, judgmental.

Any pets?
Does your character have pets or companions, including mounts.

How does your character speak?
Do they speak slowly or quickly, deep voice or high voice?

What do they hate?
Do they hate a type of food, maybe a specific race or type of person or maybe a weather such as rain.

What makes them happy?
Something that cheers them up no matter what?

References:

Timeline:

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