[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_striderTauren 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_AlmanacLanguage
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.
“Ish-Ne-Alo Por-Ah.” – Rough translation: Earthmother’s blessings upon you. Usually a greeting.
“May the Earthmother walk with you.”
“For the Ancestors!” A warcry.
Tauren Greetings:
Hail
Greetings
Peace friend
Hau (How)
Well met.
The winds guide you.Glossary of Words
“Shu’halo” = “The Tauren”
“An’she” = “The Sun” also Right Eye of the Earthmother
“Mu’sha” = “The Moon” also Left Eye of the Earthmother
“Apa’ro” = “Malorne”
“Echeyakee” = “Whitemist” Quest: Echeyakee
“Isha Awak” = “Deep Doom” Quest: Isha Awak
“Ishamuhale” = “Speartooth” Quest: Ishamuhale
“Lakota’mani” = “Earthshaker” Quest: Lakota’mani
“Owatanka” = “Bluebolt” Quest: Owatanka
“Washte Pawne” = “Spirit Biter” Quest: Washte Pawne
“Lar’korwi” = “Sharp Claw” explained by Torwa PathfinderFaith
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 SpiritSo 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 etcTheir 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 etcThree 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?