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Power of Voodoo - Troll Religion by Tsathoggua

The introduction of two more “witch doctor” classes to the trolls has prompted many questions to be asked of me, regarding troll religion. The religion and magic of the trolls has received more development in the setting than perhaps any other, even including the Titans and the Light.

Worship of the troll gods has been a focus of roleplay in the <Darkspear Tribe> and <the Cult of the Raptor> as well as many other troll-themed guilds, for years. Over those years, we’ve gathered together lots of information from within the game and beyond.

Many players and guilds have been invited to browse that information on our own forums over the years, but many would not even know to ask.

To make that information more readily available to the influx of troll characters, I have compiled much of it into this thread.

This post is the general introduction to the thread, and the table of contents.

  • General Introduction
  • Table of Contents
  • Troll Religion Introduction
  • The Loa
  • Witch Doctors
  • Primal Loa
  • Elemental Loa
  • Ancestor Loa
  • Muisek and E’ko
  • Druids and Warlocks

Troll Religion, a summary introduction

Some scholars view voodoo as a type of animism, and to an extent that theory is true. The trolls? religion takes a decidedly different dark bent than the shamanistic beliefs of the orcs and tauren, though. Trolls have a complex belief system involving malign spirits and their effect on the world, but no scholar has established what is truth and what is simply long-held belief. The Darkspear trolls come from a dark and bloodthirsty history of sacrifice, cannibalism and black magic. They consider spirits to be individuals much like living creatures. Spirits are greedy, hostile and dangerous.

Trolls also believe their ancestors linger on as jealous spirits who miss the land of the living and require blood sacrifices to appease them. Trolls sacrifice and eat their enemies. They conduct these practices for two reasons. First, they believe the sacrifice of sentient creatures appeases malicious spirits. Second, they believe that after death, an enemy?s spirit can visit misfortune on its killer. By consuming the flesh of their enemies, trolls believe they can also consume their enemy?s spirit, or at least damage it enough to render it impotent.

  • Horde Player’s Guide (2006)

We see troll Voodoo throughout the game setting. Whether in Darkshore, Tanaris, Durotar, Eversong Woods, Stranglethorn, or beyond, trolls across the world have similar animist beliefs. The world is full of spirits [called “loa” by all the tribes of trolls seen in game thus far], and those spirits are fickle and greedy. Their assistance must be bargained for. Whilst all trolls seem to believe in these spirits, and will make appropriate obesiances and sacrifices to appease them in small ways, truly dealing with the loa falls to those in the role of the Witch Doctor. Whilst further explored in post 4, the witch doctor is essential to troll religion. All troll caster classes are variations on the Witch Doctor. This is not to imply, however, that non-casters have no understanding or appreciation for the religious aspects of troll culture.

One can be Catholic without being a priest. One can be Buddhist without being a monk.

For a time, the Darkspear Tribe of jungle trolls certainly tempered the darker aspects of their religion. By Thrall’s encouragement, sacrifices of sentient beings was curtailed and, when done, was hidden. By Thrall’s encouragement, witch doctors did not enslave minor malignant loa [demons], and so no warlocks were seen amongst the Darkspear. By Thrall’s encouragement, cannibalism officially ceased. Change was slow, and a number of troll witch doctors around the world gave quests which hinted that not all of these practices had disappeared. A number of events seem to have somewhat reversed that slow change.

Furthermore, all the currently known tribes of ice trolls practice cannibalism. Sand trolls, forest trolls, and jungle trolls are also frequently cannibalistic, though not always. Even the mysterious dark trolls are believed to be cannibals for the most part. Yet there are several notable exceptions. For example, the Zandalar and Revantusk tribes do not consume troll flesh. The Darkspear tribe, too, was cannibalistic until it joined the Horde, at which point the Darkspears officially gave up cannibalism.

The bargain with Bwonsamdi during the Zalazane’s Fall event was one such event that hints at the reversal of these changes. Chief Vol’jin promised the ancestor loa Bwonsamdi [more on Ancestor Loa in post 7] that sacrifices would resume. Since the rebuilding of the Echo Isles, piles of skulls are certainly seen surrounding various shrines and idols on the Isles. They may be the skulls of humans or centaur, but both those races still technically count as sentient [grins].

Thrall’s departure and Vol’jin’s “disagreement” with Garrosh is another. Vol’jin agreed to Thrall’s terms, because Thrall was the great hero predicted by the great Witch Doctor Chief Sen’jin [Vol’jin’s father, now dead]. With Thrall away, there is much question about whether this Horde is Thrall’s Horde, and Sen’jin did not promise the trolls to Garrosh, but specifically to Thrall. Some trolls may see this as a reason to turn back towards their older style of voodoo in Thrall’s absence. Certainly, little is done to hide or disguise the warlock class amongst the witch doctor trainees on the Echo Isles.

So, how to roleplay this? Just remember that whether or not your Darkspear is a witch doctor, they will generally believe that every thing, every person, every place has its own “loa” spirit, and that said spirit may not be friendly, and likely should be appeased to gain or maintain its favour. Thematically, in-game trollish voodoo is a blending of Hollywood’s cinematic view of voodoo with actual MesoAmerican [Aztec, Mayan] religious elements.

The Loa, overview

The limited amount of information involving troll Loa and gods can be frustrating to those trying to research troll lore. However for the active roleplayer it presents a unique kind of open canvas – trolls have gods for just about everything under the sun, and the number of gods in the troll pantheon has never been fully defined. This leaves an almost limitless amount of room to play when roleplaying a troll character, and creates all kinds of opportunities for myths and legends. Need a god? Make one up – the trolls have so many, it’s not far-fetched at all to produce one that was previously unheard of.

The trolls draw power for their voodoo magics by performing rituals and invoking the Primal Gods, Old Gods, forest spirits, and ancestral spirits: their Loa spirits and gods.

  • Magic & Mayhem, p.22

Both troll empires shared a central belief in a great pantheon of primitive gods, but the Gurubashi empire alone would fall under the sway of the darkest one.
– Troll Compendium

There are no hard and fast rules to define what it means to be a god in Warcraft, save that all gods are immortal. Gods can be fundamentally incorporeal, like Elune, or they may have physical bodies.

Gods are neither omniscient nor omnipotent. Take for example the case of the Soulflayer. Many of the trolls in the Gurubashi empire rose up against his bloody rule. They succeeded in destroying his avatar and banishing him from the world of Azeroth.

It is possible for a god to exert influence over several locations simultaneously. Yet the power of a god is limited.

Q: What is the relationship between the Ancients of the Emerald Dream and the loa?

A: Troll druids visiting the Moonglade have been overheard calling the wisps who reside there loa, just as they refer to Goldrinn, Aviana, and the other returned Ancients as loa. Night elves and tauren have tried to counsel these trolls on “correct” druidic nomenclature, but the trolls thus far have been stuck in their ways.

In patch 5.2, the following books can be found among the Zandalari forces on the Island of the Thunder King:

The Zandalari worship “loa,” powerful spirits who have been a part of the world predating even the titans. Countless loa exist, most weak, but some very powerful. Most are shapeless, whereas others have animal or creature forms.

Zandalari families often worship their own family loas, cities usually have their own civic deities, and the greatest loa are worshipped by the nation as a whole. Powerful, enlightened Zandalari can become loas upon their death - or so it is believed.

These spirits are central to the Zandalari worldview: so say the loa, so go the Zandalari.

I tell them others the loa don’t speak to me, but I see them all over, I hear them talk about me, I hear them tell me to give up. They hungry for flesh, them loa. They hungry for hate. They give up on me. I learn fast I better take what I want because no spirit going to give me nothing.

I tell the elders I want put in the ring, they tell me I crazy, going to get killed. Tell me to take the rock test. Lift them heavy stones over my head, show my back is strong, get a job pushing plow living on dirt. Them elders don’t see the real me. But I see the spirits, all around their heads, even the ones they don’t see. Them spirits see right through me. Hate me. Gotta prove them wrong.

I get in the ring, get them heavy hammers in each hand. They feel good. Feel better when I smash some heads. Feel best slick with blood. When a troll got nothing to lose they see it, I don’t care how big they are. They don’t show the fear but the spirits see. Can’t hide fear from the spirits.

I ain’t supposed to draw blood but I go for the head, that’s where the hate feels best. Spirits abandon them others once I done with them. Now they afraid of me. Better that way. I see you, spirits. I know you best.

Witch Doctors

Several quests in the history of the game have referenced Kin’weelay [now found in Bambala] to be the most powerful witch doctor amongst the Darkspear. “But he is only level 39!” you may cry. Perhaps, but he has abilities that are not reflected by mere combat voodoo, and are very powerful indeed.

Trolls are the ultimate witch doctors. Witch doctors are actually a mixture between the priest’s hexes, curses and healing abilities, and the shamans totems. It was the trolls, so they say, who invented the art. Their pots ever bubble with strange concoctions, and they scatter protective and decorative totems around their dwellings. They speak in tongues most can’t understand, communing with the strange and dark voodoo spirits from their tribal religion that grant them their power. They decorate themselves with ritual tattoos and designs, and shrunken heads dangle from their staves. The iconic troll witch doctor focuses on helping his allies with his strange blend of science and faith. He plants magic totems to help his allies, uses voodoo-based shadow magic, curses his enemies with hexes, and gives them powerful buffs before battle. He’s not a particularly skillful combatant, but when the Horde is in a scrape, somebody calls for the doctor.

  • Horde Player’s Guide (2006)

The witch doctor is an alchemical master, skilled at not only simply brewing potions and alchemical goods, but at awakening the spirits of the ingredients that go into her goods. A witch doctor at work can be unsettling, for she croons and chants to the herbs and animal parts that go into her brew, shaking a rattle to awaken them from their slumber, and sometimes even bursting into dance to ppease them and make them favor her. The powers that witch doctors revere are creatures of wild, ecstatic worship who demand dynamism from their servants.

  • More Magic & Mayhem (2005)

Witch doctors use and bargain with the loa - whether powerful loa or minor loa - to have them work for and not against the witch doctor, and by extension other trolls of the tribe. Considering the trolls’ views on the loa, it is not surprising that much of the magic involved in these bargains is quite dark and unsettling to others.

Kin’weelay? He traps the souls of the newly dead into their own shrunken skulls, then torments them into granting him their knowledge and power. He does so quickly, easily, and without fail. And not just to enemies. When the Darkspear Chieftain’s youngest son Yenniku is given to Zul’Gurub in the years before the events of warcraft III, he is taken by Zanzil. Kin’weelay’s plan? He makes a magical prison, in which to trap Yenniku’s soul forever, just like a shrunken skull.

The various caster classes of troll characters are all variations within the witch doctor archetype.

Many of these variations have titles to be found amongst the troll NPCs in different parts of the game setting. See post 10 for a look at some of the titles most appropriate for troll warlocks and druids.

Although they are savage and nefarious in the extreme, the Troll Witch Doctors have aligned themselves with the Horde out of pure necessity. These dastardly magic users are adept at manipulating the chemical processes within their fellow warriors in order to augment their combat abilities.

  • Warcraft III game manual (2002)

The Primal Loa

The Primal Loa appear to be almost totemic animal spirits, akin to those found in many Real World animist religions. The animal spirits called Primals are considered both ancient and powerful, and they seem to be worshipped as much as petitioned - something seeming to be unusual with the Warcraft troll cultures. There is hinted possibility that they may be the Ancients seen in night elf and tauren stories, but no confirmation at all. The various troll tribes and empires each worship their own selection of Primal loa, based largely it would appear upon the varieties of local fauna. This is not wholly, the case, however, as one Darkspear witch doctor quest-giver found in Zangarmarsh states that

No self-respecting Darkspear troll engages in bird worship. Their spirits are weak, capricious, and best left to the Amani.

In many examples found within the game, troll witch doctors of a variety of tribes either invite or force various Primal loa to possess them, taking on aspects of that loa, both magically and physically. The High Priests of old Zul’Gurub, of Zul’Aman, and Zul’Drak have all done so.

It is also unclear whether differing tribes who have Primal Loa of the same totem animal are merely worshipping the same loa under differing aspects or names, or whether they are actually separate spirits. Similarly to the way the Greeks and Romans, or the Aztecs and Mayans shared pantheons, it may be that Ula-tek and Hethiss and Sseratuss are all the same Primal Loa, worshipped under different names, and with some differing archetypes.

Assuming that this is so, we find the following list of Primal Loa, and their themes. The first name given in each case is the name under which the Darkspear Trolls worship that Primal Spirit.

Shadra [Elortha no Shadra], the Spider. Cunning plans and romance and poison are all her demesne.
Shirvallah [Eraka no Kimbul], the Tiger. A hunter and warrior, full of fury, the Lord of Cats, Prey’s Doom.
Bethekk [Har’Koa?], the Panther. Stealth and guile and misdirection.
Hir’eek, the Bat. Flyer in the Dark, and Collecter of Secrets
Hethiss [Sseratuss, Ula-tek], the Snake. Ula-tek is a patron of treachery and deceit, but Hethiss seems mostly patron of speed.
Gonk, the Raptor. Worshipped or known from “ancient Zandalarian tales” the green raptor loa recently taught Zen’tabra and other Darkspear witch doctors what might be called the way of the Druid.

[Nalorakk, Rhunok], the Bear. Most likely a loa of brute force and endurance.
[Akil’zon], the Eagle, an Amani [forest troll] loa.
[Akil’Darah], the Eagle, a Hinterlands forest troll loa of, for example, Revantusk tribe. Given the similarity of name and form, likely a parallel of Akil’zon.
[Halazzi], the Lynx. An Amani [forest troll] loa, he may be a direct parallel of Shirvallah, but may be not.
[Jan’alai], the Dragonhawk. Almost certainly a patron of Arcane Magics and knowledge.
[Mam’toth], the Mammoth.
[Akali], the Rhino.
[Quetz’lun], the Wind Serpent. Of note, despite the similarity of shape, Quetz’lun does NOT appear to be the same “spirit” as Hakkar. To begin with, the Zandalari appear to have no problem with Quetz’lun or her worship by the Drakkari.
[Oacha’no], the Leviathan. Worshipped by the Tuskarr.

The Elemental Loa

The trolls recognize the elements and the elementals, and have since the days of the Great Troll Empires. The elemental lords and their servants seem to be treated much as is any other loa - as a fickle and potentially malevolent spirit whose aid must be carefully wrangled, or if possible forced. The tale of the Stone of the Tides comes from an in-game book, and explores how one witch doctor failed in his dealings with Neptulon’s servants, and his village was wiped from the face of the world:

LEGENDS OF THE TROLLS, VOLUME III
Stone of the Tides

INTRODUCTION

The ancient Gurubashi Empire was a source of many fascinating and intriguing legends that can be no doubt traced to their environs, as examinations of their belief systems and societal practices have pointed to a great reverence for their natural surroundings.

While I have delved into many aspects of their snake-worship in previous volumes of this study, I put forth here an examination of the trolls’ interesting and unique relationship with the sea.

THE GREAT SEA

The Gurubashi Empire was surrounded on three sides by the sea, so it comes as little surprise that water would figure prominently as an aspect of their society. While the trolls were able to roam and control the large areas of their jungle empire, the sea eluded them. It was vast and immeasurable, no doubt a disconcerting neighbor for the powerful trolls.

It should be noted here that recent discoveries seem to suggest that the trolls had little interest in exploring the lands beyond the Great Sea. While the troll species have been encountered along the length and breadth of Azeroth, Khaz Modan and Lordaeron, little evidence of their civilization has been found in the newly discovered lands of Kalimdor or upon the islands in the South Seas. Whether this demonstrates an unwillingness of the trolls to venture away from their terrestrial holdings or a failure on their part to develop the technologies needed to make such a journey will take further research and analysis that is out of the scope of my writings here.

But one can hardly ignore so large a presence, and new findings in the extensive troll ruins of Stranglethorn Vale show and aspect of their relationship with the sea previously unknown and undocumented.

THE STONE OF THE TIDES

Recent discoveries during surveys of the troll ruins of Stranglethorn Vale have shown references to an object known as the “Stone of the Tides”. Various fragments of the troll legends can be pieced together to paint a rather complete picture of the Stone and its importance to the ancient Gurubashi Empire.

It appears that the Stone of the Tides allowed its bearer to control water in its many forms, rivers, rain, and the tides. Because of the stories related to use of the Stone of the Tides. I have conjectured that it is actually a physical manifestation of the powers of the Waterlord, a powerful elemental of the seas. How and why such an object would leave the Waterlord’s control and fall into the hands of the trolls is another question that is beyond the scope of my knowledge.

THE TIDEBEARER

Like the movements of the eponymous tides, the Stone of the Tides entered the world of the trolls and departed, never constantly staying in the trolls’ hands for longer than a generation at a time.

In troll legends, it is said that the first time the Stone of the Tides came to the Gurubashi Empire, it was found by a troll warrior wandering along the coast of Stranglethorn. He came upon a mysterious blue stone within which milky white strands floated and flowed. Intrigued by the stone, the warrior took it with him and continued upon his journey.

Over the weeks and months, the warrior discovered that the stone had given him control over water. He could summon forth water elementals, creatures formed completely of water–duplicating a feat that only powerful mages of the Kirin Tor are able to perform.

The warrior traveled to Zul’Guru, to the heart of the empire, to show his newfound abilities to the Emperor. He easily gained a court audience after demonstrating his powers in the center of the Imperial capital. His powers easily amazed the Gurubashi Emperor, who immediately gave him a place of honor at court, naming the warrior “Tidebearer”, leaving his old name behind.

For years, the Tidebearer served the Gurubashi Empire, summoning his thrall water elementals in battle and manipulating the flow of water in Stranglethorn Vale for the benefit of the Empire. But as the years went on, the Tidebearer became more reclusive, tending to stay for long periods of time away from court.

The Tidebearer was hiding a secret from the prying eyes of court. The abilities granted to him by the Stone of the Tides also came with a curse. As the years passed, the Tidebearer was fading away. With each coming and going of the tides, the Tidebearer became less of himself, losing his corporeal form–pulsing in and out of existence–until in his dying days he traveled to the beach where he had first found the Stone, and walked into the sea, disappearing for the last time.

Generations later, the Stone of the Tides washed upon the shores of Stranglethorn, and another Tidebearer was chosen, as the troll brought the Stone to Zul’Gurub. So the process continued for generations, the Stone appearing with the tide, and the Tidebearer leaving into the tide.

Modern day accounts of the Stone of the Tides have appeared from place to place, but one must still wonder why an object of such power would appear with such regularity, and by whose design.

– In Game Text

A second in-game book from before the Cataclysm also shows the seaside villages of the Gurubashi Empire having conflicts with the water elemental loa when they have not been well enough propitiated:

"Fall of Gurubashi"

Rising from the ocean, a tower of water, Neptulon sent the great Krakken to doomed I’lalai. So huge were their forms that jungles of kelp swayed through their limbs, and leviathans swam through bodies.

The largest Krakken then raised his arms high and crashed them into the sea, sending waves about him. And they raged toward I’lalai.

The Krakken roared, and their voices thundered like an ocean storm:

“We come.”

Min’loth, standing firm, called forth his magic. The waves sent to I’lalia parted and washed to both sides, and they flooded the jungle beyond. Min’loth then bade his minions chant spells of binding, and a din rang out as dozens of troll voices rose.

And one voice rose above the rest.

Min’loth bellowed and his magic gathered the power of his minion’s spells, and he cast it at the approaching Krakken.

The seas parted and Min’loth’s spell sped toward the servants of Neptulon. Lightning tore the sky and the spell struck them, and a thousand bolts fell, boiling water and burning craters in the earth.

Min’loth cried in triumph, knowing his spell would fell the great beasts.

But the Krakken are old, very old. They remembered when the land was first born from the sea.

They remembered when the Old Ones ruled and when the Travelers came and cast them down. They remembered when magic was new.

They are old and they hold many secrets. And though Min’loth’s spell was strong, it, like the troll, was mortal.

And so it failed.

It failed to bind the Krakken, but it enraged them. Not in aeons had a mortal caused them pain, and the troll’s spell was painful.

And so they shed the bindings of Minloth’s spell, but then roared and stuck with fury.

A rumble was heard as great waves rose from the deep and raced toward the land. When they reached I’lalai they cast a shadow on the city.

But before they destroyed it the Krakken halted, poised.

The troll witchdoctors trembled and cried out to their master. Min’loth gazed at the mountains of the sea, doomed and defiant. He turned to his adepts and whispered, and the trolls etched his last words into stone. Min’loth then faced the looming Krakken.

He grimaced and hurled his staff, his last bold act.

The Krakken then bent their fury upon Min’loth, and an ocean fell upon I’lalai.

And it was no more.

And then the waters fell upon the jungle, washing clean all they met. Trolls and beasts cried out as the waters smashed and drowned them.

Many Gurubashi wondered why the ocean swallowed them, but then they died and knew nothing.

And finally, when the waters reached the mountains, they stopped. Appeased, they retreated back beyond the shores, and they left a wake of death.

They retreated, but they surged around I’lalai and remained, drowning it forever.

And the chief Var’gazul, safe behind the mountains in Zul’Gurub, went out to the jungle and found it washed clean of his people.

And he despaired, for his dreams of conquest were thwarted.

And never was Min’loth the Serpent found.

And finally, Shango seems to have elemental power over storms, which might make him an Elemental loa, but could possibly be more of an ancestor loa, given his descriptions in the RPG books. For the sake of space and post size limits, you can find out more about Shango below, under Ancestor Loa.

The Ancestor Loa

Like other shamanistic cultures in the game, the troll voodoo culture reveres its ancestors. A number of former-trolls-turned-spirits are specifically referred to in-game as loa, and others are evident. The pen-and-paper game setting refers explicitly to many more, as well.

Ancestor loa appear to be dead trolls who, having died and passed into the “spirit world,” continue to be able to affect the living. Their advice can be sought, their power can grow, and their aid or appeasement can be sought.

Zanza is a loa revered by the Zandalari and the Gurubashi and others, as a powerful troll mage [or powerful witch doctor]. His embodiment could be met in the Zul’Gurub instance, prior to cataclysm. He spoke of being a troll witch doctor at the time when the elves rose up against the troll empires [specifically the High Elves and the Amani], and of being the creator of the magics which became the Highborn elf Arcanums. The altar complex on Yojamba Island was dedicated to Zanza, and the altar complex at Bambala outpost may well be the same one.

Bwonsamdi is a loa revered by the Darkspear, and would appear to be an ancestor loa, as during the Fall of Zalazane event he appeared as the ghost of a troll. He is claimed to guard the gates of death, ushering in the dead Darkspear, and either preventing or allowing their return. He seems to parallel the loa Mueh’zala worshipped by the Sandfury.

Also during the Fall of Zalazane event, one of the troll witch doctors called upon the massed ancestor loa and spirits of the dead, to possess him and give advice.

The ancestor loa appear to be as fickle and demanding as any other loa, and likewise bargain for their favour, or for appeasement. Bwonsamdi demands ritual and sacrifice for his aid during the event, Zanza demands that various magics be brought to him to avenge the “theft” of his magics by the highborne or high elves. Even T’chali [a ghost or “loa” in Outland] demands the player characters help him revenge himself on the nearby ogres, and gather up his lost possessions.

Some scholars view voodoo as a type of animism, and to an extent that theory is true. The trolls’ religion takes a decidedly different dark bent than the shamanistic beliefs of the orcs and tauren, though. Trolls have a complex belief system involving malign spirits and their effect on the world, but no scholar has established what is truth and what is simply long-held belief. The Darkspear trolls come from a dark and bloodthirsty history of sacrifice, cannibalism and black magic. They consider spirits to be individuals much like living creatures. Spirits are greedy, hostile and dangerous. Trolls also believe their ancestors linger on as jealous spirits who miss the land of the living and require blood sacrifices to appease them. Trolls sacrifice and eat their enemies. They conduct these practices for two reasons. First, they believe the sacrifice of sentient creatures appeases malicious spirits. Second, they believe that after death, an enemy’s spirit can visit misfortune on its killer. By consuming the flesh of their enemies, trolls believe they can also consume their enemy’s spirit, or at least damage it enough to render it impotent.

  • Horde Player’s Guide

Troll ancestors [ancestor loa] are not considered benevolent, any more than are other loa. Jeavous and selfish, requiring bargains and appeasement, the ancestor loa can be a source of great power to the living, or a source of great threat.

Muisek, E’ko, and Mojo

Troll hoodoo, voodoo, and appeasement of the Loa shows a few distinct elements in Warcraft.

Firstly, we find many references in the game to the use of troll “mojo.” Trolls wear mojo masks, act as mojo menders, and weild bad mojo and even foul mojo.

Darkest Mojo carries the flavour text that it is “A black, cottony clump that fizzles in your hands.” This would well match the dictionary description of mojo in the real world: a mix of herbs, bones, powders, coins, and small items of personal significance. The mojo bag is usually cloth, bound tightly, and worn close to the body. Often to remain efficacious [for luck, health, success, and power], the mojo bag must remain secret and hidden as well. Despite this, most examples of mojo items in the game appear to come in flasks or bottles.

Perhaps mojo in the setting is more akin to ectoplasm, or some similar mystical excrescence?

One of the most central elements binding together many of the troll-related stories in the game, is music and dance. Sound and drumming and dance seem to pervade trollish magics.

From the bone-pounded skin drums of Revantusk Village, to troll NPCs randomly bursting into dance, it is everywhere. Here is a look at some of the troll Hoodoo as performed by NPCs throughout the game. Perhaps it can help to inspire you Witch Doctors out there.

Witch Doctor Uzer’i makes use of the “Muisek” [pronounced: “music”] of various beasts and, eventually, sentient species. Night Elves, he says, use this magic as well, trapping the Muisek of a dying beast in a vessel, and then using that Muisek to enhance one’s own prowess. Uzer’i is also capable of shrinking heads - he has shrunk the head of a dwarf already. In fact, according to the RPG, head shrinking is designed to trap the victim’s soul in the shrunken skull, so that the Witch Doctor can use its power. To capture the Muisek of animals, Uzer’i has prepared a special vessel which shrinks the slain beast, and traps the Muisek inside
 sounding much like the head-shrinking in WoW. To imbue the Muisek into a weapon, Uzer’i dances to the Muisek.

Witch Doctor Mau’ari makes use of the E’ko from various beasts and Winterfall. Carrying her small cache will allow the bearer to collect the E’ko [pronounced: “echo”] from slain beasts. Mau’ari then uses that E’ko to make juju which can be used to empower its user, making them “full of juju.” Note the similarity in naming style - this is the “echo” of the slain beasts, while Uzer’i is collecting the “music” from them.

Kin’weelay in Grom’gol is the most powerful Witch Doctor of the Darkspear tribe. He completes a number of quests for you on the same theme: shrunken heads. Kin’weelay holds the power to create shrunken heads in his cauldron, when the heads are brought to him, and bind the souls of the deceased into them. He can then force information from the Shrunken Heads, and perhaps other power as well.

If the form is consistent, he does this by imprisoning the Muisek, the E’ko, in the shrunken head.

Objects into which these formerly-living spirits are imbued seem to be called “juju” in quests. Juju would then seem to be the troll word for a fetish of some sort. Mau’ari imbues the E’ko into jujus. Zalazane collects tainted jujus to fuel his voodoo. Undead trolls in the plaguelands have jujus in their wrappings. And Bom’bay makes use of jujus in his magic as well.

Curiously, according to a quest in Pandaria, the hozen also use the word juju to refer to a small fetish imbued with magic. Then again, contact between hozen and trolls in the South Seas seems possible.

Druids and Warlocks

Aye, mon. Our kind have joined the Horde because they be good for us. They loyal, and they teach us much 'bout tings like honor. But our old ways die hard. The orcs may not approve of all our traditions, but that not mean we can’t continue to practice some them in secret.

You know this, an’ that’s why I send you to Tai’jin in Razor Hill. She teach you more 'bout our history. She teach you the ways of our tribe. Go to her when you be ready.

– Ken’jai, quest text for troll priests, prior to patch 3.3.5

The Darkspear did not entirely give up the practices of voodoo during their allegiance to Thrall. Some, such as those of the shadow priest class within the witch doctors, held closer to their old ways. Troll Warlocks appear as NPC mobs scattered throughout the game, and would appear to regard minor demons as malevolent spirits to be enslaved. In this regard, they have some similarities to the warlocks of the Blood Elves during TBC and WotLK. They make others uncomfortable, they are often shunned socially, but they are important and valuable parts of the trollish religion.

A few NPC mob titles may be entirely appropriate for Darkspear troll warlocks. The player of Adnaw had posted on the old forum an extensive list of troll mob titles. The following from that list seem most appropriate for warlocks:

Flame caster - Mage, Shaman - These Trolls have mastered the art of flame and the element of fire.

Hexxer - Priest (shadow), Mage, Shaman - These trolls are fearsome and vile. They use dark voodoo to hurt, control, and even transform [polymorph, hex] their enemies.

Mystic - Mage, Priest, Shaman - These elders are revered for their voodoo but even more so for their wisdom.

Oracle - Priest, Shaman, Mage - These trolls use their voodoo to interpret signs and the world around them.

Shadow Caster - Priest (shadow) - This troll concentrates all her voodoo on being able to bring the shadows alive to aid her in her fights and life.

Witch Doctor - Shaman, Priest, Mage - These trolls are revered for their potent voodoo and their council. These trolls are often the righthand of a chief.

Souleater - Warlock - Demonic arts. These trolls were not playable in game due to the lack of a warlock class.

Druidism also fits quite easily within the trollish voodoo mindset. Inviting a given Primal Loa [or even Ancestor Loa] to step into your body, giving some aspects or features of that loa’s power, but at the same time taking on some of the “restrictions” of that spirit’s identity, is something done by some priests of ALL of the various troll cultures encountered in the game, Jungle Troll, Forest Troll, Ice Troll. Even the Darkspear witch doctors invited the Ancestor Spirits of the tribe to step inside one of their number during the Zalazane’s Fall event, allowing the departed spirits to communicate with the living [and making the possessed witch doctor both ghostly and gigantic during the possession].

The pen-and-paper game’s version of the setting also refers to troll “Primals.” Not the same as the Primal Loa, these “primals” dedicate themselves so thoroughly to a single Primal Loa that they begin to both take on some minor physical aspects of that totem spirit, but also to become more feral, more beast than mon.

Shape-changing, then, is something which suits troll voodoo quite easily.

I be havin’ a vision! ‘Twas a jungle bigger and wilder dan I ever seen! And before me, de ancient raptor loa only talked about in Zandalari tales-Gonk, de Great Hunter! De raptor spirit spoke ta me, told me he had brought me spirit to a place called de Emerald Dreem. Gonk needed us ta save de life on de isles. But since we not be able ta draw upon de power o’ de loa wit Zalazane in power, Gonk be showin’ us a new way ta connect wit ALL de spirits o’ nature, ta work WIT de spirits, not just be servin’ a single loa at a time. It be difficult at first, ya, mon, but Gonk be showin’ us how ta also reach inta de Emerald Dream wit de spirits and learn from dem directly! De other loa, ‘specially Shirvallah, did not much care for dis plan. Dey still be wantin’ us ta work just for one o’ dem at a time, not wit all de spirits at once. We been workin’ wit de spirits for many moons now, mon, but many o’ us already knew de forms o’ de loa we served before. It not be easy, but de Emerald Dream be a powerful teacher by itself-havin’ de spirits demselves also teachin’ ya
 it hurries tings along.
– Zentabra, in-game text

Where the High Priests of the animal loa, the primal loa, can take on some of that loa’s power, and adopt that loa’s form, the raptor loa taught these witch doctors how to negotiate for that power with a variety of primal loa in turn, evidently Bethekk [panther], Naralak [bear], Hir’eek [bat] especially.

Who are the Zandalari, and this “Hand of Rastakhan” fellow?

The earliest known trolls belonged to the Zandalar tribe, from which all other trolls are descended. On the whole, the Zandalari valued knowledge above all else, but a significant portion of the tribe hungered for conquest instead. These disaffected trolls eventually departed to form tribes of their own. As time went on, what remained of the Zandalar tribe came to be regarded as an overarching priest caste for all trolls. The Zandalari worked tirelessly to record and preserve troll history and traditions, and these wise trolls acted to further the goals of troll society as a whole. Greatly respected by all other trolls, the Zandalari nevertheless remained apart from the day-to-day politics of their people.

  • Troll Compendium

King Rastakhan, a hoary and formidable witch doctor, rules the Zandalari from his capital of Zuldazar. The Zandalari are mystical and ancient trolls who revere knowledge and history; their organization is loose. They represent an overall priest caste for all trolls, yet they do not attempt to parley this position into real power with those trolls.

  • Dark Factions

Surkhan was the principal representative of King Rastakhan in Stranglethorn, residing at Bambala outpost amongst the Darkspear Trolls there. He oversaw the Darkspear warden-ing of Zul’Gurub, and sent Darkspear into the jungle to punish the Skullsplitters. Ghaliri also acted as an emissary of Rastakhan, residing in an Alliance camp at the edge of Northern Stranglethorn, but remaining friendly to Darkspear characters and their Horde allies.

Since the events of the Cataclysm, some of the Zandalari have changed in their professed outlook: No longer do these Zandalari decry the actions of the Atal’ai and Gurubashi, nor warn against actions such as those of the Amani. Whilst the Zandalari in Northrend have not changed, and still speak to characters [Darkspear Troll or otherwise] as allies against those who would attempt to abuse the powers of the loa rather than petition the loa for succour or aid, those on Zul’s expedition in the Southern Seas have changed tack.

This “expedition,” led not by Rastakhan but by the prophet Zul, now ally with Zanzil the Outcast and Mandokir to re-summon and devour the power of Hakkar, and to once again abuse the power of the Amani loa in Zul’Aman, and then with the Mogu of the Isle of Thunder in an effort to conquor Pandaria. The Darkspear refuse to stand beside the “new” Zandalari way, and instead call upon members of the Blood Elves and the Alliance races to assist them in stopping both threats.

Several new in-game books suggest this schism among the Zandalari in patch 5.2:

Among the Zanchuli Council are many priests and mages of incredible power and forbidden knowledge. One of the most respected of these is Zul. Even as a child his dark and terrible visions had come true down to the last horrifying detail. He commanded fear and respect as one of the dark prophets: seers capable of witnessing great tragedies before they came to pass.

In the months before the Cataclysm, Zul’s nightmares were haunted by terrible visions of a world torn asunder. He consulted all the signs and was convinced that the Zandalari homeland would be destroyed in the coming apocalypse. He advised the council and the king to unite with the other troll tribes and to abandon their doomed homeland.

Despite Zul’s infamy, the council refused to believe in the scope of the disaster to come. Many felt that Zul was grandstanding to increase his own status and power. They scoffed as he and his followers began assembling a war fleet and reaching out to the lesser troll races.

But Zul’s visions were visions of the truth. Deathwing’s Cataclysm rocked Zandalar to its foundations. Even now the mighty and enigmatic troll empire slides inexorably into the sea, and Zandalari peasants and warriors alike flock to Zul for guidance on what to do next.

I never liked soothsayers. Especially never liked the dark ones. Those eyes all sunken, telling me things I don’t want to hear but know will come true. And Zul, he was the worst of them. Worst because he always saw the worst things. Worst because there’s never anything you can do to stop it.

When King Rastakhan ordered me to join Zul’s fleet, I thought I’d done something to offend the Council. I thought he was sacrificing me and the others just to get Zul off his back and away from Zandalar. I cursed my luck: ferrying that old prophet all around the oceans, meeting with those disgusting Sandfury trolls or crazed Drakkari.

That was weeks ago. Before I heard what happened to the capitol.

I see now why the spirits sent me here. We Zandalari got to find a new home, and Zul was the only one looking. Zul, and his cursed, cursed eyes.

Can you see a future for us, dark prophet? What now, old troll? What now?

I can still see it, still remember how I felt when I laid eyes on it. Blinking to wake up, telling myself I was already awake. The great palace listing to one side, like a drunk hunched against the wall. Still gleaming and gold. Was Rastakhan still inside? King of a crooked throne.

The morning sun glimmering off the seawater that crept into the forum. Pretty but for the jagged fissure tearing up the tile. We thought that was the worst of it. But the Cataclysm had only begun.

Water up a foot by the next evening. A week later, high tide came up to the market awnings. Still the sun shone. Like the world was saying it was sorry. Sorry to take your home. Sorry to give it to the sea.

World don’t get off that easy.

I take back everything I said about this place. When Zul landed us on the northern shores of the mainland, I thought this was the promised land, the salvation of the Zandalari. The fishing villages fell easily. Nobody put up a battle 'til those dark ones came along - the “Shado-Pan.” They don’t stand up and fight. They come at us from the trees. Sometimes I swear they walk through walls. Always behind us, always out of the corner of our eyes - never fighting from the front.

Once we had that old mogu king’s corpse, we were out of there. Mogu, mogu, mogu. I could see why Zul wanted them as our allies: I saw the glory of their ancient empire firsthand when we fought our way through the Valley of Emperors.

But that was weeks ago. Now I’m slogging through a swamp, digging up statues in the rain. The mogu look down on us. I can see it, at least in the ones that have eyes. Some of them are just stones, with stones for hearts and stones for brains.

They’re using us. But Zul says they’ll keep their word once they’re in power again. And Zul
 he just seems to KNOW things.

Zandalari books in patch 5.2 - a number of books can be found among the Zandalari forces on the Island of the Thunder King. They are reproduced in the various appropriate sections above, but here they are collected, at least temporarily, in one post:

Zandalari books:

http://www.wowhead.com/item=95411

I take back everything I said about this place. When Zul landed us on the northern shores of the mainland, I thought this was the promised land, the salvation of the Zandalari. The fishing villages fell easily. Nobody put up a battle 'til those dark ones came along - the “Shado-Pan.” They don’t stand up and fight. They come at us from the trees. Sometimes I swear they walk through walls. Always behind us, always out of the corner of our eyes - never fighting from the front.

Once we had that old mogu king’s corpse, we were out of there. Mogu, mogu, mogu. I could see why Zul wanted them as our allies: I saw the glory of their ancient empire firsthand when we fought our way through the Valley of Emperors.

But that was weeks ago. Now I’m slogging through a swamp, digging up statues in the rain. The mogu look down on us. I can see it, at least in the ones that have eyes. Some of them are just stones, with stones for hearts and stones for brains.

They’re using us. But Zul says they’ll keep their word once they’re in power again. And Zul
 he just seems to KNOW things.

http://www.wowhead.com/item=95408

I can still see it, still remember how I felt when I laid eyes on it. Blinking to wake up, telling myself I was already awake. The great palace listing to one side, like a drunk hunched against the wall. Still gleaming and gold. Was Rastakhan still inside? King of a crooked throne.

The morning sun glimmering off the seawater that crept into the forum. Pretty but for the jagged fissure tearing up the tile. We thought that was the worst of it. But the Cataclysm had only begun.

Water up a foot by the next evening. A week later, high tide came up to the market awnings. Still the sun shone. Like the world was saying it was sorry. Sorry to take your home. Sorry to give it to the sea.

World don’t get off that easy.

http://www.wowhead.com/item=95412

A direhorn! Little Talak thinks he’s got the rocks to tame a direhorn.

I tried to convince him a raptor would be fine. A beast caller with a good sturdy raptor - that’s a good life. Commands a lot of respect. Raptors take naturally to the spirits. I think it’s their brains. Smart. You can tell by the way they watch you.

But no, Talak wants a direhorn. Carved the sigils into his arm with one of the ceremonial horns, then spoke to the great bestial loa we brought aboard the ship with us. He drank the wild draught, wore the twin-tusk mask, and roared with the inner voice. The spirits are with this one. They like strength, yes, but sometimes they flock toward courage.

So! I helped Talak, frail as he is. I spoke to my spirits. The old loa Grimath, who entered my chest as a child, who guided my hand when I bent the neck of my own direhorn. I drank deep from the well of blood, saw the furies in the air, and whispered Talak’s name.

He’s on the Isle of Giants now. Little Talak. Not so little anymore. He’ll come back a hero or not at all. Spirits be with him.

http://www.wowhead.com/item=95409

I never liked soothsayers. Especially never liked the dark ones. Those eyes all sunken, telling me things I don’t want to hear but know will come true. And Zul, he was the worst of them. Worst because he always saw the worst things. Worst because there’s never anything you can do to stop it.

When King Rastakhan ordered me to join Zul’s fleet, I thought I’d done something to offend the Council. I thought he was sacrificing me and the others just to get Zul off his back and away from Zandalar. I cursed my luck: ferrying that old prophet all around the oceans, meeting with those disgusting Sandfury trolls or crazed Drakkari.

That was weeks ago. Before I heard what happened to the capitol.

I see now why the spirits sent me here. We Zandalari got to find a new home, and Zul was the only one looking. Zul, and his cursed, cursed eyes.

Can you see a future for us, dark prophet? What now, old troll? What now?

http://www.wowhead.com/item=95410

I tell them others the loa don’t speak to me, but I see them all over, I hear them talk about me, I hear them tell me to give up. They hungry for flesh, them loa. They hungry for hate. They give up on me. I learn fast I better take what I want because no spirit going to give me nothing.

I tell the elders I want put in the ring, they tell me I crazy, going to get killed. Tell me to take the rock test. Lift them heavy stones over my head, show my back is strong, get a job pushing plow living on dirt. Them elders don’t see the real me. But I see the spirits, all around their heads, even the ones they don’t see. Them spirits see right through me. Hate me. Gotta prove them wrong.

I get in the ring, get them heavy hammers in each hand. They feel good. Feel better when I smash some heads. Feel best slick with blood. When a troll got nothing to lose they see it, I don’t care how big they are. They don’t show the fear but the spirits see. Can’t hide fear from the spirits.

I ain’t supposed to draw blood but I go for the head, that’s where the hate feels best. Spirits abandon them others once I done with them. Now they afraid of me. Better that way. I see you, spirits. I know you best.

There is no room for weakness among the Zandalari. Strength, ferocity, stamina, power: These are the traits by which success is measured. At adolescence, those Zandalari males not chosen to be priests or scholars must prove their strength to the council, the king, and the gods themselves.

Any display of physical power will do. Tournaments and competitions are held as children come of age. Adolescents prepare for their trials with years of training, communion with the spirits, and by tattooing sigils of power onto their skin. A common rite is to travel to one of the violent, beast-ruled islands near the capital to steal or subdue a wild creature.

The lesser troll races have their own, humbler versions of this tradition. But the mastery of ravasaurs or raptors is nothing compared to the power required to call upon a devilsaur or direhorn.

The Zandalari worship “loa,” powerful spirits who have been a part of the world predating even the titans. Countless loa exist, most weak, but some very powerful. Most are shapeless, whereas others have animal or creature forms.

Zandalari families often worship their own family loas, cities usually have their own civic deities, and the greatest loa are worshipped by the nation as a whole. Powerful, enlightened Zandalari can become loas upon their death - or so it is believed.

These spirits are central to the Zandalari worldview: so say the loa, so go the Zandalari.

Among the Zanchuli Council are many priests and mages of incredible power and forbidden knowledge. One of the most respected of these is Zul. Even as a child his dark and terrible visions had come true down to the last horrifying detail. He commanded fear and respect as one of the dark prophets: seers capable of witnessing great tragedies before they came to pass.

In the months before the Cataclysm, Zul’s nightmares were haunted by terrible visions of a world torn asunder. He consulted all the signs and was convinced that the Zandalari homeland would be destroyed in the coming apocalypse. He advised the council and the king to unite with the other troll tribes and to abandon their doomed homeland.

Despite Zul’s infamy, the council refused to believe in the scope of the disaster to come. Many felt that Zul was grandstanding to increase his own status and power. They scoffed as he and his followers began assembling a war fleet and reaching out to the lesser troll races.

But Zul’s visions were visions of the truth. Deathwing’s Cataclysm rocked Zandalar to its foundations. Even now the mighty and enigmatic troll empire slides inexorably into the sea, and Zandalari peasants and warriors alike flock to Zul for guidance on what to do next.

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RP tool: Governmental Systems of Azeroth by Drevv

I decided to make this thread simply because I thought it might be useful for some people, though not necessarily everyone. I also wanted to do this because of the success of my necromancer RP guide which I did on my DK. Hope you enjoy, should note though, the information listed here is only taken from the most valid sources I could find. There may be stuff from the RPG books here and there, but they’re most likely there due to lack of information on the particular subject anywhere else. Enjoy!

Contents

  1. Alliance
  2. Horde
  3. Neutral

Alliance

Humans – Kingdom of Stormwind

The humans’ political system would be considered an absolutist hereditary monarchy. This means it’s where the crown (the legal embodiment of executive, legislative, or judicial governance) is passed down from one member of a royal family to another, and each monarch exercises ultimate governing authority as head of state and head of government. The current royal family of Stormwind is the House of Wrynn, and the current bearer of the crown is King Varian Wrynn. Prince Anduin Wrynn, Varian’s son, serves as the heir to the crown of Stormwind in terms of the order of succession in place in Stormwind’s hereditary system.

Other than the crown however, Stormwind also has a House of Nobles. The House of Nobles form the governing body of Stormwind under the direction of King Varian Wrynn, who acts as the head of government. It’s made up of noble houses that all have an order of succession in place within their respective houses. For example, if the head of a noble house dies, the title in which the former head bore would be passed down to whoever’s next in line, similar to how the order of succession of the crown works.

In recent years the Nobles have mostly seen their powers reduced due to events such as them being infiltrated by Onyxia, which eventually led to the death of the Queen consort of Stormwind. Another form of government present in human lands appears to be democracy. Darkshire and Lakeshire both have an elected magistrate leading the towns, however the towns are still part of the Kingdom of Stormwind and so still pledge loyalty to the crown.

Dwarves – Kingdom of Ironforge

The Kingdom of Ironforge underwent great political changes in Cataclysm. Before Cataclysm, Ironforge was ruled by the High King of the Bronzebeard Clan, who also ruled over what is known as the Senate of Ironforge. A senate is an organization comprising members who use parliamentary procedure to make decisions, often the upper house or chamber of a legislature or parliament.

These days however, Ironforge is ruled by what’s known as the Council of Three Hammers. The Council of Three Hammers is the regency that rules the Kingdom of Ironforge, until Moira is fit to lead the kingdom alone. They are now most likely both members of and the heads of the Senate of Ironforge. They are an oligarchical senate, meaning they’re a senate of a small group of people who have control of a country or organization. The Council is so named because it is comprised of representatives from each of the three dwarven clans of the Three Hammers:

‱ Muradin Bronzebeard, High Thane of the Bronzebeard clan
‱ Moira Thaurissan, Queen-Regent of the Dark Iron clan
‱ Falstad Wildhammer, High Thane of the Wildhammer clan

As for the Senate themselves, a senate is normal to dwarven society, evidenced as the Ironforge Senate existed back in the times of Modimus Anvilmar’s reign, and the Dark Iron clan formed their own Shadowforge Senate based in the Imperial Seat of Blackrock Depths after they left Ironforge. The Senate’s exact role in government is unknown, but their field of issues includes investigating and eliminating possible threats to Ironforge, keeping production of the Dun Morogh mines going on, and setting funds aside for this. Therefore they either visit those locations themselves or send special envoys, such as the brothers Senir and Grelin Whitebeard. Notable Ironforge senators include Senator Mehr Stonehallow and Senator Barin Redstone.

Gnomes – Gnomeregan (formerly known as the Gnomeregan Exiles)

The gnomes as a race are all part of one faction known simply as Gnomeregan which was formally known as the Gnomeregan Exiles. Their form of government seems to be a meritocracy where the government or the holding of power by people is selected according to merit. Rather than a monarch, gnomes elect their leaders by common consent, based on the merits of their work and their benefits to the Gnomish race. The High Tinker is the highest political office of Gnomeregan. These men and women hold grand titles (for example “King of the Gnomes”) but only hold their power for set terms of office, after which they return to the work force.

Whether the gnomish system is a democratic meritocracy (meaning all gnomish citizens vote for candidates for the position of High Tinker) or an oligarchic meritocracy (meaning a select group of gnomes will vote for one amongst them to be High Tinker) is not clear, as there is evidence to support that Mekkatorque was elected by either the gnomish people or a Council of Tinkers. However, there is more evidence which supports the notion that a Council of Tinkers exists and that they elect one amongst them to be High Tinker. How to become a member of this Council is clear as in a meritocracy you are selected according to merit which in the gnome’s case is how good an engineer you are.

While it is unknown how long each term for a High Tinker lasts, it appears that one can be elected an unlimited amount of times. Gelbin Mekkatorque, current High Tinker of the Gnomes, who was described as having taken the position at a young age, has held the office for several decades; having already been leading the Gnomes during the beginning of the Second War. While an election being overlooked during a time of crisis such as the Fall of Gnomeregan is understandable, Gelbin’s holding of the office for so long before-hand seems to indicate there is no limit to how many times one can be elected High Tinker; just so long as they continue to show what is needed for the position.

Night elves – Darnassus

Night elven society is primarily concentrated in Darnassus found on Teldrassil. Its main rulers are High Priestess Tyrande Whisperwind and Arch-Druid Malfurion Stormrage. Tyrande is the High Priestess of the Sisterhood of Elune. The Sisters are the major active night elf political faction, and fulfil the roles of magistrates, officials, and the like for the night elf government. In this sense, the night elven government is theocratic, in which the government is ruled by or subject to religious authority.

For thousands of years, the Sisters of Elune held by far the most power. As one of a small handful of kaldorei organizations to survive the War of the Ancients, with membership based upon aptitude and not lineage, high priestess Tyrande Whisperwind reorganized the order to direct the Sentinels. She herself became the sole ruler of the night elf nation, remaining that way for thousands of years. Recently however, changes have come to the night elf government. Following the marriage between Tyrande and Malfurion Stormrage, the latter became co-ruler of the night elves, the first change in official leadership in the past ten thousand years.

The Cenarion Circle, while still under the direction of Cenarius himself, took no active part in governmental affairs, as their numbers included druids from several other species. Though Archdruid Stormrage did take part in the government on occasion, the druids typically remained aloof.

Draenei – Exodar

Currently, the capital of the draenei is the Exodar which is, like the night elves, described as a theocracy. A theocracy is a government ruled by or subject to religious authority, and due to the draenei’s strong devotion to the Light, and the fact it’s ruled by the Prophet Velen, this would therefore make sense. Figures such as Farseer Nobundo may participate in draenei decisions as he now heads the growing shamanistic brotherhood amongst the draenei.

Worgen – Kingdom of Gilneas (formerly)

As worgen are simply cursed humans, their former kingdom of Gilneas – which is now abandoned – was also an absolutist hereditary monarchy, like Stormwind. Being one of the original seven human kingdoms, it was ruled over by a royal family called the House of Greymane. The house’s current head is King Genn Greymane, and he leads the Gilnean worgen to this day. In terms of the House’s order of succession, Prince Liam Greymane was to be the next to bear the crown. However, Liam dies during the Battle for Gilneas, and so because of her brother’s death, Princess Tess Greymane is now the current heir to the throne.

Also, like Stormwind, Gilneas too had nobility. The nobles of Gilneas were the ruling class of the kingdom and served as councillors to Genn Greymane. Some were slain during the civil war, while others were turned into worgen or Forsaken during the forsaken invasion. Others remain human in exile from their homeland. Some of the nobles that are still human/worgen include Lord Candren and Lord Darius Crowley, while some of the undead nobles include Baron Ashbury, Lord Vincent Godfrey and Lord Walden.

Horde

Orcs – Orgrimmar/Nation of Durotar

The orcs’ government is centred in Orgrimmar, the capital of Durotar. It’s considered what’s known as a tribal chiefdom. Chiefdom is a form of hierarchical political organization in non-industrial societies usually based on kinship, and in which formal leadership is monopolized by the legitimate senior members of select families or ‘houses’. Orc society is based around clans, and the collection of all the orc clans is known as the Horde, which is now also used as a term to describe one of the two major political factions of the mortal races in Azeroth. The leader of the Horde is known as the Warchief.

The Warchief stands as the undisputed leader of the Horde similar to a king or Supreme Allied Commander among humans. The warchief holds dominion over the entire Horde, maintains the Horde, has the power to declare war for the entire Horde, take any precaution to ensure the stability and security of the Horde’s member states, and has the final say in the induction of new Horde members. All members of the Horde have to swear a blood oath to join the Horde and are thus obligated to follow the warchief’s commands and support the warchief in times of war if the warchief calls upon them for aid.

The position of warchief can be attained by having the previous warchief chose a successor or challenging the current warchief to a Mak’gora: a prearranged duel with deadly weapons between two people following a formal procedure in the presence of witnesses and traditionally fought until one party yields or is killed, usually to settle a quarrel involving a point of honor. Above all else, the title of warchief is granted to those who display strength and decisive action. Warchiefs must be able to gain respect via combat effectiveness and martial conquests but also have enough tact to keep the Horde united and stable. The warchief may accept ambassadors and advisors from all the different tribes and members of the Horde to makes sure their voices are heard in the running of the fledgling hegemony but ultimately, only the warchief has the final say in matters concerning the entire Horde.

Changes have recently occurred within the Horde, with Durotar serving as one of the principal battlegrounds. Durotar was contested between the Darkspear Rebellion led by Vol’jin, and the Horde of the former Warchief, Garrosh Hellscream. Now with Garrosh defeated, Vol’jin has become the first non-orc to hold the post of warchief as chosen by Thrall, Garrosh’s predecessor. Since the title of Warchief has been taken up by a non-orc, the current leader of the orcs nor the title of this post is unknown, however it’s likely to be Varok Saurfang, as Thrall continues to be dedicated to the Earthen Ring.

Tauren – Thunder Bluff

Thunder Bluff, the capital city of the plains of Mulgore, is where the tauren government is found. The tauren possess a structure of spiritual hierarchy where the most talented and powerful shaman traditionally hold positions of power, though rulership is not limited to spellcasters. Shamans interpret the voice of the Earth Mother and the wishes of the ancestors.

Tauren society is split into tribes, most of which are now united under a High Chieftain, the current bearer being Baine Bloodhoof of the Bloodhoof tribe. The leader of a tribe uses the title “chief” and/or “chieftain.” The three most powerful healers in the tribe support the chief, the most powerful of whom takes the title “seer.” A chief generally consults his seer and her two contemporaries before making a decision, but this consultation is not required.

During council meetings, chiefs make recommendations to the high chieftain, but again the final decision is the high chieftain’s alone to make. “Chief,” “chieftain”, and “seer” are genderless titles. Aged female shamans sometimes take the title of “crone” or “elder crone”, which others use as a sign of respect.

Trolls – Darkspear Tribe

Troll society is, like the orcs and tauren, split into tribes. The Darkspear, Revantusk, Shatterspear tribes and an unnamed tribe in the Twilight Highlands are the only troll tribes who are found within the Horde and currently, the Darkspear chieftain, Vol’jin, is also the warchief of the Horde, the first non-orc to hold the post.

In troll society, there seems to be quite an emphasis around voodoo, which is a type of divine magic with dark, yet natural ties to loa spirits, and practitioners of this art often hold influence within government. Though the chieftain is the one who will generally make most, if not all, the decisions, witch doctors hold an important position in troll society, and shadow hunters, masters of voodoo magic, are of the highest authority of the jungle trolls. In the old days of trolls, before even the Zandalari Empire, the shadow hunters were the leaders of the small tribes. Over time, as trolls gathered in great cities, their influence was lessened. Despite this, the position is still a highly respected one.

Undead – Forsaken undead

The Forsaken are [or were, until recently!] ruled by the Banshee Queen Sylvanas Windrunner, and under her rule, the Undercity – which serves as the Forsaken’s capital – is considered an autocracy. An autocracy is a system of government in which power is concentrated in the hands of one person whose decisions are subject to neither external legal restraints nor regularized mechanisms of popular control. Therefore, all Forsaken decisions are made by Sylvanas, and though she may have advisers or representatives from the various groups within the Forsaken (Cult of the Forgotten Shadow, Royal Apothecary Society, etc.) when making decisions, whatever she says is final. Therefore the Forsaken system of government is not too confusing.

Blood elves – Kingdom of Quel’Thalas

Prior to the Third War, Quel’Thalas was ruled as an absolute monarchy, with High King Anasterian Sunstrider as the last high elven monarch. Anasterian’s long rule, which lasted at least 3,000 years, was complemented by the Convocation of Silvermoon, a high council of elven lords who had vowed to assist the ruling Sunstrider dynasty (the elven royal family) in keeping Quel’Thalas safe. However, during the Scourge onslaught, Anasterian himself was killed and the entire Convocation was eradicated - with only one surviving member, the traitor Dar’Khan Drathir, who was also put to the sword by Arthas following Quel’Thalas’ fall.

In the wake of the utter destruction of Quel’Thalas’ leadership, Prince Kael’thas Sunstrider went on to become the sole leader of the newly named blood elves. Though still essentially a monarch, Kael’thas did not appear to officially take the elven crown, instead styling himself as the “Lord of the blood elves” and “The Sun King.” Kael’thas decided not to revitalize the Convocation, and instead commanded Lor’themar Theron, the former second in command to Ranger General Sylvanas Windrunner, to act as Quel’Thalas’ regent in Kael’s physical absence from the elven homeland.

Ultimately, with the betrayal and death of Prince Kael’thas, Lor’themar has become the sole leader of the blood elven people. With the Sunstrider dynasty completely finished, the crown is unclaimed, and even Lor’themar himself has opted not to take it - or restore the Convocation - instead retaining his role as the “Regent Lord.”

As such, the blood elves are currently in a state of interregnum (a period when normal government is suspended), with Regent Lord Lor’themar Theron as their sole leader. The blood elves have a number of other leaders. Halduron Brightwing, the Ranger-general of Silvermoon, serves as the leader of the Farstriders and the blood elven military commander. Grand Magister Rommath presides over the magisters, the most magically-inclined and powerful spellcasters in sin’dorei society, while Lady Liadrin rules the Blood Knight order as its supreme leader and Matriarch.

Goblins – Bilgewater Cartel

Trade princes, also known as merchant princes, are the rulers of the goblin world, each of whom run their own private army, hold lands around Azeroth, and collectively control the Trade Coalition. The Trade Coalition is the name of the goblins’ merchant empire and all goblin organizations are presumably a part of the coalition. The Bilgewater Cartel is one of such organizations, and like the others, is ruled over by a trade prince. The current trade prince of the Bilgewater Cartel is Jastor Gallywix.

The hands of a trade prince are the moguls. They are entrepreneurs: men and women who run various businesses, such as deforesting, drilling, mining, and the like, throughout the world. Barons serve as magistrates for a trade prince’s land and holdings. Slavers run the slavery trade. Captains can run a single ship, and some run entire Trade Fleets. Admirals run more than one fleet. Traders and merchants work for the moguls and barons. At the bottom are civilians and workers, and finally slaves.

Though what’s written here is more the goblin hierarchy, it all shows that the goblin political system is centred on the trade prince, though their power seems to be devolved amongst mainly the moguls and barons as well.

Neutral

Pandaren – Pandaria (formerly Pandaren Empire)

The pandaren governmental system is confusing as they have no central government, and so power is instead concentrated in small towns across the different regions of Pandaria, these towns serving as centres for trade and commerce, and also as small communities. Each small town will usually have a mayor, such as in Dawn’s Blossom in the Jade Forest, Master Windfur serves as the mayor.

Pandaren society is therefore prominently stateless, but that’s not to say there’s no order, as the various towns across Pandaria all seem to work as small communes that both work to produce particular resources and also as simple communities. For example, the Valley of the Four Winds is a region full of farms, ranches and marketplaces, and so is considered the “breadbasket” of Pandaria. >>
Halfhill serves as the effective capital of the region and centre of trade/commerce, as well as being a small town, and in this town it is run by the Tillers Union, a faction dedicated to farming.

The pandaren used to have a central government when their land was styled as the Pandaren Empire. Being an empire, it was therefore ruled by an emperor. An emperor/empress is a monarch, usually the sovereign ruler of an empire or another type of imperial realm.

During the bleak days that preceded the sundering of the world, when demons flooded onto Azeroth and threw the entirety of the mortal realm into jeopardy, Emperor Shaohao discovered a way to protect his land from the devastation. His deal with fate shrouded his land within an impenetrable mist for ten thousand years. After Emperor Shaohao disappeared, the power in Pandaria shifted to the local level. With all threats walled off there was no longer a need for an emperor anymore, which meant Shaohao became the last Emperor of Pandaria.

Ogres - various clans

Ogre society is split in to a number of clans, or sometimes referred to as tribes. These serve as small communities which will usually have one dominant leader. Examples of these clans include the Stonemaul clan, the Boulderfist clan, and the Gordunni clan.

The head of a clan holds his position through sheer brute strength. Any member of the clan can challenge the leader to a battle to the death. The victor of this duel is declared the new ruler (or retains the position, if the incumbent emerges victorious). In this sense, the ogre’s governmental system is a kratocracy, as each clan is led by by those who are strong enough to seize power through force or cunning.

Furbolgs - various tribes

Furbolgs are split into tribes which will generally serve as social units. Who becomes leader, however, can differ among tribes, and with that there appear to be two forms of government among the furbolgs. Furblog society can be organized in to social units consisting of a number of families united under a common hereditary chieftain. This is true for the Stillpine tribe on Azuremyst Isle whose leader is High Chief Stillpine with the heir to the tribe’s leadership being Stillpine the Younger, the High Chief’s son.

However, another system prevalent among some furbolg tribes appears to be one of spiritual hierarchy in which the most talented and powerful shaman traditionally hold positions of power. This is true for the Barkskin and Blackwood tribes, in which the former was seen in Warcraft 3 being led by a shaman, and the latter is led by Elder Brownpaw, also a shaman.

Ethereals - various organizations

The ethereals are driven by trade and economics, and accordingly their political structures are centered around trade princes and “political companies.” The Consortium and the ethereals that currently control the Mana Tombs in Auchindoun are examples of these “political companies.” The ethereals are similar to goblins, in the way their political systems work, and like the goblins the ethereals will support anyone who would further their profits, and oppose anyone who dares interfere with their plans.

Not much is known about the ethereals and how their society functioned back on their homeworld of K’aresh. It is known that the Ethereum were the ruling class of society and that they were made up of Nexus-Princes. Since the destruction of K’aresh, however, several of these Nexus-Princes abandoned the Ethereum to form other groups and factions with different goals, such as the Consortium or the Protectorate.

The Ethereum was ruled by Nexus-King Salhadaar, who is described as the former ruler of the ethereals on K’aresh. There are only four known ethereals described as Nexus-Princes:

Nexus-Prince Haramad, leader of the Consortium
Nexus-Prince Shaffar, leader of a rival faction of the Consortium in the Mana-Tombs
Nexus-Prince Razaan, leader of an operation in the Blade’s Edge Mountains collecting souls
Commander Ameer, leader of the Protectorate (describes himself as a former Nexus-Prince).

ALL INFORMATION TAKEN FROM WOWPEDIA

1 Like

Classy Roleplaying: Mage by Creic

With some recent free time I have had I’ve started to level a Mage, oddly enough it’s not one class I would have seen myself choosing due to the fact I curse and swear about them in Battlegrounds and Arena. But, not the point! It has interested me to do some casual Roleplaying with this character when I get some more free time and experience the class.

However, there are so many different forms of roleplaying I have seen with this class from different players that it becomes hard to see what is in guidelines and what is just maybe impossible. I was spending some time in Dalaran after a few battlegrounds and found “The Schools of Arcane Magic” and decided to see if I could get them all, I am still missing one, but a friend was nice enough to provide me with the written information on that missing one, so here goes-- Oh, and I know some of the books just seem to have completely unserious comments in them, some of which made me laugh. But I’m posting these up as a sort of “guideline”, considering these are in-game lore!

The Schools of Arcane Magic:

  • Abjuration
  • Transmutation
  • Necromancy (Not sure of this one?)
  • Enchantment
  • Conjuration
  • Divination
  • Illusion

Now, I noticed that Evocation was missing from that list, but after some research the most known lore character to be trained in that school was Queen Ashara, so I’m guessing that is why that book is missing?

Abjuration:

<Penned by the skilled hand of Archmage Ansirem Runeweaver>

Abjuration is the study of protective magic and one of the most important schools for a young mage to study. The most generalized abjuration spell is the mana shield, a spell that transmutes raw mana into a barrier that protects the caster from attacks. Properly executed, this spell can protect the mage against even the most formidable of attacks - but the mana shield is very difficult for a novice to master. It often takes a mage months of practice to even conjure a simple mana shield, and thus, more basic alternatives exist.

A series of elemental armor spells were invented to aid the traveling mage in the unfortunate case that he or she might be attacked. These spells require far less raw energy to cast then a mana shield and are more easily maintained over time, but lack the raw potency of the mana shield. Rather than stopping an attack completely, a frost armor spell might simply decrease the effectiveness of the assault. The more advanced armor spells grant other benefits - for example, the potent mage armor spell actually assists the caster in regaining magical power more easily.

Practitioners of the arcane arts are often ambitious, and we frequently find ourselves in situations where magic may slip just slightly beyond our control. It is for this reason that the ward spells exist. Ward spells are quick, potent incantations to protect the caster against a form of elemental damage - damage which is often caused by the caster attempting one of the other schools of magic. This is why studying abjuration early is so imperative.

One of the most renowned practitioners of Abjuration magic is Prince Kael’thas Sunstrider. While the prince is quite formidable in all schools of magic, Kael’thas has created a variation of Mana Shield that is practically unsurpassed in among the residents of Dalaran. Also notable is the Arcanist Doan, who has perfected a spell that combines Evocation and Abjuration to shield himself for a short time while preparing a powerfull area-of-effect spell. This Detonate spell provides Doan with a degree of near invulnerability for a precious few seconds, but few mages have the capacity to cast it safely.

Transmutation:

<Penned by the skilled hand of Archmage Ansirem Runeweaver>

The ninth and final school of magic is transmutation. It is among the most popular and useful of all of the schools, allowing a mage to manipulate time and space. Perhaps the most iconic Transmutation spell is Polymorph, which allows a mage to turn something - or someone - into something else. Fortunately for many of my students, the effects are not permanent. I’ve seen more than one unwary apprentice turned into a sheep, pig, or worse - don’t even ask what “worse” means.

The second most famous use for transmutation magic is teleportation. The most basic teleportation spell is blink, and it remains among the most useful. Blink can be used to quickly escape a foe - or save a mage who has accidentally fallen off a cliff. Do not attempt to use blink to escape falling to your death unless absolutely necessary. This is the kind of trick you can only fail once.

Make absolutely certain you know your destination before attempting to teleport. There’s a reason we have very specific spells to teleport to certain locations - attempts to cast a teleportation “on the fly” often result in one very dead mage inside a wall, chair, or another mage. And I don’t mean in a fun way.

Spells that manipulate time also fall into this category. The ever-popular slow fall spell is an excellent alternative to falling to your death (and much more reliable than Blink at this function). More advanced practitioners of the arcane arts can also learn a spell that slows the movements of their enemies. I’ve heard rumors of a spell that increases movement speed as well, but I’ve never seen it in practice.

Lady Jaina Proudmoore is a skilled practitioner of transmutation magic. She has developed a powerful variation of the popular mass-teleport spell that is capable of moving a significant percentage of her army with minimal effort. This spell helps make her extremely unpredictable on the battlefield.

Necromancy:

<Penned by the skilled hand of Archmage Ansirem Runeweaver>

Necromancy is the study of magic involving the dead. It is highly illegal and should be avoided at all costs. I discuss necromancy here only because it is our obligation to have a basic understanding of the magic employed by our enemies - and make no mistake, any practitioner of necromancy is your enemy. Necromancers and their followers are the enemies of all living things. Their influence must be avoided at all costs.

Necromantic magic has many functions beyond simply raising the dead. Masters of this tainted field of magic can conjure festering diseases, harness the shadows into bolts of incendiary energy, and chill the living with the power of death. Necromancy can also be used to reconstruct the flesh of undead creatures, allowing them to function again even after the foul monsters have been destroyed.

The former archmage Kel’Thuzad is perhaps the most notable example of a modern necromancer. He greatly contributed to the initial spread of the Scourge and the fall of Lordaeron. Now, Kel’Thuzad reigns as a lich from the floating citadel of Naxxramas. His ongoing existence poses an imminent threat to us all.

Enchantment:

<Penned by the skilled hand of Archmage Ansirem Runeweaver>

Enchantment is the process of imbuing an object - or person - with magical power. Some enchantments are temporary, while others can offer permanent benefits. Enchanting can be difficult to learn, but it is one of the most potentially lucrative forms of magic to study. I highly encourage the study of enchanting, as it is one of the studies of magic that is least likely to culminate in my own destruction.

Disenchanting is the process of dispelling or removing magic. The dispel magic spell is among the most important in a mage’s arsenal, as it can potentially reverse the catastrophic effects of a misfired spell. It is also possible to permanently disenchant a magical item. This produces a unique form of crystallized mana that can be used in the process of imbuing another item with magical abilities. While this can get expensive, it is often one of the best ways for a young mage to study the enchanting process.

While he has already previously been mentioned for his skill in abjuration, Prince Kael’thas Sunstrider is also considered one of the foremost masters of enchanting in our time. He has not only mastered the creation of potent magical weapons, but the prince has also learned to manipulate these objects remotely, allowing them to fight on their own. This can quickly allow the prince to fight as if he was defended by several skilled guardians even when he is completely by himself. A potent defense, indeed.

Conjuration:

<Penned by the skilled hand of Archmage Ansirem Runeweaver>

Conjuration is the study of summoning - both creatures and objects. Ever really, really wanted a fresh drink of spring water when you’re in the middle of nowhere? Conjuration, my friend, is the answer. There is nothing more enjoyable for a mage than creating a fresh slice of bread or a glass of water. Just ask any of us!

More formidable specialists in conjuration can summon several glasses of water at once, or perhaps even a tankard. A few daring wizards have occasionally attempted to summon water without remembering the glass - and thus, the art of summoning water elementals was born. Water elementals are a wizard’s best friend. (Felhounds are not, in fact, friendly at all.) A summoned elemental is a formidable ally in combat, a great listener, and they even taste great!

There are several wizards who have chosen to follow the refreshing path of conjuration. Captain Balinda Stonehearth is a fine example of a mage who has chosen to adapt conjuration magic for battle. Perhaps the most famous conjuror of our time, however, was the beloved Archmage Nielas Aran. Aran was not only noted for being able to summon several elementals at once, he also perfected a recipe for conjuring sparkling cider. It should be noted that Nileas Aran was no simple jester. That’s what magic is all about.

Divination:

<Penned by the skilled hand of Archmage Ansirem Runeweaver>

Divination is the school of magic dedicated to gathering information. Powerful divinations can allow the mage to see targets from a great distance, or even view what may normally be invisible. One of the most common uses of divination magic is scrying, which is the art of seeing something that may be far away - perhaps even on another plane of existance.

I’d like to take this time to remind my apprentices that scrying pools are not a toy. They are absolutely not to be used for displaying students of the opposite sex on a pay per view basis. Consider this your last warning.

The legendary archmage known as Medivh is perhaps the greatest known master of divination. His potent spells allowed him to peer into the world of Draenor from our Home in Azeroth - and perhaps even beyond. We can only speculate at the true depths of the power that Medivh once held.

Illusion:

<Penned by the skilled hand of Archmage Ansirem Runeweaver>

Illusion is the art of deceiving reality itself. The mists of illusion can make a mage invisible or inaudible to the world or twist the image of a location into something entirely different. Illusion can be used for disguise or manipulation, but beware, spells to counteract illusions exist in the divination school. It is not viable to base your entire career on illusionary magic.

Contrary to popular belief, illusions are far more than mere parlor tricks. The spell of invisibility is among the most integral in a battle mage’s repertoire, as you will often find yourself in dangerous situations and in need of a quick method for a strategic retreat. Illusions can also be used to deceive your opponents into thinking that you are elsewhere, or even trick your enemies into fighting each other. This is no easy task, but the accomplished illusionist can turn allies into enemies - and his or her own enemies into allies.

The former archmage Jandice Barov - may her soul rest in peace - was an excellent example of a talented illusionist. In life, she developed a spell that displayed several images of her body that were nearly indistinguishable from her real form. These images duplicated her actions from different locations, making it nearly impossible for her enemies to find her. It was almost infallible. Which brings me to another lesson - almost is simply not good enough.

So, my main question is. What do you think of these books? Do you think these are proper guidelines which -should- be seriously looked at when considering the option to play a Mage?

Other books which I noticed on a search on Wowhead:

Blinking Rules & Regulations

Short range full-body instant cast teleportations have specific rules and boundaries which must be adhered to at all times. This book is a guideline for proper usage of this travel option, to ensure a safe and expedient teleportation.

Rule #1: Never blink into space occupied by anyone else. Blink, as it has been taught, replaces the air and water from the casters target position, to the casters starting position. The spells success and widespread use is based on its simple elegance: The real objective of the spell is to replace the casters body with whatever is in front of them - the fact that the caster is moved to that area is the side-effect.

The spell is elegant enough to recognize and avoid people most of the time. Immense Kirin Tor resources are being spent to perfect an already nearly flawless spell, but be warned that deliberate blinking into others may result in one of three outcomes: The caster replaces the target, the target replaces the caster, or both occupy the same space, creating a sickly abomination the likes of which even The Scourge would exile from their ranks. If you would like to prevent one of these three tragedies, please be mindful of your blink target areas. Which brings us to


Rule #2: Look where you’re going! After a staggering number of incidences that were the product of people violating Rule #1, the Kirin Tor has moved this rule up from its previous position at #8 to here. We understand that accidents happen, but some accidents are not so easily remedied. Remember mages, look both ways before crossing the Astral Plane!

Rule #3: Don’t blink to anywhere you can’t see. This is a variation of Rule #2 that deserves special mention, due to the fact that this rule is the one most commonly broken on purpose. Like Rule #2, we have gotten increasing reports of mages meeting tragic ends with their blink. Some mages admitted to consciously trying to blink through walls, into dark areas, and even inside crates in a desperate attempt to hide from pursuers. We cannot stress enough how foolish this is.

Solid matter is connected to itself rigidly enough to, well, make it solid. Unlike air and water, which can be easily separated and swapped, the bonds of solids WILL translate onto the caster. The Kirin Tor feels obligated to list all documented Small Claims Disaster Cases pertaining to blinking inside solid objects. Memorize these claims, and avoid making the same mistakes yourselves:

10012-c: “Removal of bar stool from hip of Squibly Ratchetdibble via fire. Collateral burns minimal.”

19798-g: “Removal of (3) mithril support rods from head of Jenus Killian via corrosive brew. Thanks to RAS for donation of mentioned brew. Side-effect: Permanent hair loss of affected area.”

14761-aa: “Removal of Cynthia Wallerby from side of barn via Goblin Shredder. Collateral damage is, unfortunately, severe. However, Mrs. Wallerby can still enjoy a full life with one hand and foot.”

16616-x: “Removal of Harland Wilson from statue of General Turalyon via magma, shipped from Ironforge. Collateral damage moderate. Mr. Wilson was unharmed, but nearby school children witnessed the General being melted to retrieve him, and were consequently scarred for life.”

11773-c: “Removal of (6) Snapvine Watermelons from torso of Sinella Redblade. Collateral damage minimal. (4) melons salvaged and donated to local orphanage.”

<This goes on for hundreds of pages>

Polymorphic Rules & Regulations

Species altercation has the highest potential for abuse and disaster, and is the source of the most number of complaints to the Kirin Tor. Polymorphic study has been under constant scrutiny and threat of removal for years, but only recently have these tribulations increased exponentially. In order for this spell to continue to be sanctioned certain guidelines must be put in place to throttle the increasing number of tragedies reckless polymorphs have caused.

Rule# 1: Do not turn a creature of lesser intelligence into a creature of higher intelligence - Cerebral brain function rarely translates in a polymorph
 But sometimes it does. Voracious creatures such as serpents and wolves need not have their predatory instincts honed with a human mind. We feel obligated to quote Small Claims Disaster Case 12651-B, Labeled, “Bartholomew: The Bear who Bears Arms.”

Rule# 2: Use simplified creatures for polymorphs - Many rogue mage disciples sanction exotic creature polymorphic studies. But in a desperate effort to lower Kirin Tor insurance claims we are ceasing to support these types of creatures. Sheep are acceptable creatures for any situation. But there are several other common creature types that are supported (Read the latest edition of the Kirin Tor Monthly for an up-to-date list). Polymorphing into creatures like oozes, ethereals, silithid, and worst of all dragonkin is severely punishable which brings us to


Rule# 3: Polymorphic debaucheries are to be disposed of in a timely and DISCREET manner - The Public need not bear witness to the horrendous abominations wrought from a botched polymorph. Accidents happen, and the Kirin’Tor understands this. However public viewing of creatures like the Were-Whale, Mur-Elf, Amphibious Worgen, Flying Ooze, Grypho-Hippo-Wyvern, Qiraji Bunny, and the infamous “Blue-Checkered Cube” give us all a bad reputation.

Rule #4: Do not polymorph a creature into another more powerful creature - While this looks like plain common sense, we feel obligated to quote Mildly Severe Claims Disaster Case 8791-E, Labeled, “Magus John Quint: Liquefied by Sickly Deer turned Violently Confused Molten Giant.”

Rule #5: Do not polymorph anything that is halfway through a portal - This has yet to not cause an explosion. This is also covered in “Thinking with Portals: A Memorandum on Proper Portal Usage.”

Rule #6: Do not polymorph inanimate objects! - We can’t believe the Kirin’Tor is receiving reports of this, but such a heinous act caused the development of the brand new Highly Severe Claims Disaster Case 1-A, “My Kingdom For A Horse: The One Hundred and Fifty Reasons Why A Kingdom Should Not Be Turned Into A Horse.”

<This goes on for hundreds of pages>

Thinking With Portals - A Memorandum

It is not our intention to replace popular transportation methods such as ship, zeppelins, and flightmasters. These are cheap, practical, and safe methods of transportation. Portals, when used properly, are just as safe and certainly faster. HOWEVER, in practice portals have a history of being a burden on any society in which it is offered to the general public. Of all the major spells developed and maintained by the Kirin Tor (including polymorph), portal technology is the closest to becoming banished from anything but emergency usage.

Why all the trouble? First, Ley Lines don’t grow on trees. Massive traffic through a Line from all over Azeroth wears down the infrastructure and must be periodically replaced. We charge the mage for every portal via reagent taxes, and encourage mages to pass off these charges to those using the portal. But these taxes don’t even begin to cover the time cost of replacing a Line, only the materials.

Remember that a portal most used is a portal most efficient: More persons using a single portal causes no further stress to the Ley Lines, and is encouraged. A “Portalpooling” program is in the works that will give tax breaks to mages who create portals for no less than (5) persons. Read your latest issue of “Kirin Tor Monthly” to see the progress of the Portalpooling program.

Second, while a properly used portal is just as safe as your average zeppelin trip (maybe more so considering the engineering practices of goblins), an improperly used portal can potentially yield dire results. Here is a list of immutable regulations for appropriate portal usage:

Rule #1: Do not create a portal to anywhere but the designated Kirin Tor drop-off zones. The most dangerous aspect of the portal spell is its vast potential. We realize it’s easy for a mage to create a door to anywhere, so our only way to combat such potentially deadly acts is to make it punishable by death. Special Issue License D-6 permits open portal usage, but is rarely issued. Speak with your local Portal Trainer about qualifying for this license.

Rule #2: Create a portal in the proper place, and use it in the proper way. Do not create a portal beneath the feet of someone. Do not linger halfway in and out of a portal. The portal is not a garbage disposal. The portal is not a shield. Do not use a portal like an umbrella, or any kind of shelter from the elements.

Do not back out of a portal after partially entering it. Do not try and “grab” the edges of the portal, either from the inside or the outside. A portal does not create “handlebars” to assist usage, and disruption of its boundaries is dangerous.

Rule #3: Never force or trick anyone to go through a portal. Not only is this a great way to lose repeat customers, it’s also incredibly dangerous (See Rule #2).

Rule #4: Do not have someone who is polymorphed enter a portal. This has yet to not cause an explosion. This is also covered in “Polymorphic Rules & Regulations.”

Rule #5: Do not remove the liquid filter from a portal spell. Portals innately prevent large amounts of flowing water through them so that they can be cast underwater. To allow for water elementals to use a portal, this filter can be omitted when casting. Do not omit this when underwater! We feel obligated to mention Moderately Severe Claims Disaster Case 34-zz: “The Great Lakeshire Drought & The Great Ironforge Flood of 24 A.D.”

Rule #6: Standard Portal dimensions are 3 yards, 1 foot, and 3/4 inches tall, 2 yards, 8 feet, 9 and 15/16 inches wide. Double-wide portal creation requires Special Issue License G-16, and is commonly issued to mages with a clean portal record of 8 years or more. Speak with your local Portal Trainer about qualifying for this license.

<This goes on for hundreds of pages>

Personally, the last three just look like a bit of a “troll” in a sense, but they are still there in-game and deserve to be recognized. But, to the question at hand which is posted above:

So, my main question is. What do you think of these books? Do you think these are proper guidelines which -should- be seriously looked at when considering the option to play a Mage?

Additional information (Extracted from deep dark articles of Wowwiki):

In your character’s eyes, you have spent years studying the arts of magic, so don’t be afraid to get a little cocky of yourself from time to time. You can belittle a Warrior for being a “brute” or “barbarian”. Priests and Paladins are extremely religious and more than likely, they wont like you too much. Paladin’s believe that Mages hate the “Holy Light” and believe you will NOT ever be cleansed of your evil ways, no matter what you do.

Mages are the overall damage dealers on WoW, but they aren’t very good at melee or taking damage. If you take a hit, make it devestating and make sure people know you’re hurt. After all, you’re wearing cloth armor and you’re not the strongest person in the world. If you’re pretending to be a strong muscly Mage, make a Warrior.

Alchemy - Alchemy is a great job to choose mainly because all you have to do is make magical potions, which fits your role perfectly.
Herbalism - The best thing to choose for money making or making some well-deserved potions with Alchemy.
Engineering - Not the first choice for most Mages, but it counts as a logical pursuit and could fit well with you if you do it right.

“The Four Laws (Extracted from Wowpedia)”

Magic is Powerful.

Magic in Azeroth is the difference between a slave and a master, a foot soldier and king. Few races and nations can operate without powerful mages and warlocks. The use of arcane magic is growing; historically, each time this has happened before, a great disaster shortly follows. However, even though the history of the arcane is well known, mages and their patrons invariably come to the same self-serving conclusion: It won’t happen to them.

Magic is Corrupting.

Magic corrupts the soul; if the humblest person in Azeroth became a practitioner of the arcane, by the time the practitioner reached the higher levels in their art, all traces of her humble roots would be lost. Magic breeds pride and arrogance. Magic corrupts the body; it ages the caster before their time and hastens the blight that the world inflicts on things fair and beautiful. Those who claim that only Necromancy and Fel Magic have a corrupting influence are fooling themselves.

Magic is an Addiction.

When one feels the power of an arcane spell coursing through one’s body as it’s being cast, resisting the urge to cast it again is difficult. Frequent use leads to a desire for more and, eventually, to a desire for the evil fel energy.

Magic attracts the Twisting Nether Like Flies to Honey.

The Burning Legion has invaded Azeroth three times, drawn by the power of the Well of Eternity and those who employ it. Magic is a literal gateway drug that allows dark titans such as Sargeras to bring evil influences to the world. Those who employ arcane magic must deal with demons and other servants of the Twisting Nether.

Necronomicon: guide to necromancer RP by Vredd

“All too soon, my choice was made. Too late did I realize that such power does not come
 without a price.” - Archlich Kel’Thuzad

Contents

  1. Introduction
  2. Capabilities
  3. Races
  4. Classes
  5. Appearance
  6. Raising the dead
  7. Minions
  8. Personality
  9. Conclusion

Introduction

As described in “The Schools of Arcane Magic – Necromancy”:

Necromancy is the study of magic involving the dead. It is highly illegal and should be avoided at all costs. I discuss necromancy here only because it is our obligation to have a basic understanding of the magic employed by our enemies - and make no mistake, any practitioner of necromancy is your enemy. Necromancers and their followers are the enemies of all living things. Their influence must be avoided at all costs.

Necromantic magic has many functions beyond simply raising the dead. Masters of this tainted field of magic can conjure festering diseases, harness the shadows into bolts of incendiary energy, and chill the living with the power of death. Necromancy can also be used to reconstruct the flesh of undead creatures, allowing them to function again even after the foul monsters have been destroyed.

Capabilities

As we can see from “The Schools of Arcane Magic – Necromancy” as well as other sources, necromancers do have a number of capabilities beyond raising the dead, though this does remain the bread and butter of the class.

I’ll list some of the capabilities the necromancer will or may have based off of what we have seen in-game:

Raising the dead - this is a no brainer; simply put, a necromancer isn’t a necromancer if they don’t have this ability.

"Conjure festering diseases" - we can only assume that this refers to abilities similar to the ones death knights use i.e. Blood Plague and Frost Fever. Also this has been seen before since necromancers are often responsible for the spreading of plagues, such as the one spread across Lordaeron.

"Harness the shadows into bolts of incendiary energy" - this most likely refers to Shadow Bolt which, though used by warlocks, is in fact also a necromancer ability. This can be seen from mobs such as the Anub’ar Necromancers in Azjol-Nerub and the Dark Necromancers in Stratholme. However, necromancers appear to harness the shadows in a number of other ways too, such as the Auchenai Necromancers who use Drain Soul (also used by warlocks) and an ability called Shadow Mend.

"Chill the living with the power of death" - since most necromancers are former mages, it wouldn’t be too far a stretch to assume that necromancers use darker and far deadlier forms of frost magic. Death knights use these sorts of abilities, even having an entire specialization dedicated to them.

Cripple - in Warcraft 3, this ability was used by the necromancer unit to slow a target’s movement and attack speed, as well as reduce the target’s damage dealt. Besides this however, many necromancer mobs throughout the game use it too, including the Death’s Head Necromancers in Razorfen Downs, and the Shadowy Necromancers in the Battle for Mount Hyjal.

Corpse Explosion - this rather fun ability has been used by necromancers. The Scholomance Necromancer mobs use this ability as well as the Acherus Necromancers who use a variation called Ghoulplosion. Also, death knights used to possess a minor glyph which allowed them the use of this ability, though it didn’t deal any damage.

Unholy Frenzy - unholy death knights will be familiar with this ability. This was also used by the necromancer unit in Warcraft 3 where it had a similar effect, in which attack speed is increased however health is drained. Other necromancers who have used this ability include the Shadowy Necromancers in the Battle for Mount Hyjal.

Bone Armor - similar to Bone Shield used by blood death knights, many necromancer mobs use this ability in which it absorbs damage taken, like Power Word: Shield. Examples of mobs who use this ability include the Malefic Necromancers in Icecrown and the Thuzadin Necromancers in Stratholme.

Soul Tap - this ability is similar to Drain Life and was used by the Thuzadin Necromancers in Stratholme. It leads to the idea that necromancers may use similar life draining abilities.

Drain Mana - a former warlock ability used by the Dark Necromancers in the Culling of Stratholme.

Races

Practically every race is capable of becoming a necromancer. After all, necromancy is ultimately another school of arcane magic. In that case, any race who can become a mage is capable of becoming a necromancer. Also, with the death knight class, every race except pandaren is shown to use necromancy. Here is a list of all the playable races and the extent to which it is possible for them to become a necromancer.

Alliance

Humans - many humans crossed over to necromancy surrounding the events of the Third War, tempted by power, immortality and as Kel’Thuzad described, “an ideal society free of all the burdens the existing one forced upon its citizenry”. Therefore, they make up most of the Cult of the Damned and are highly capable of becoming necromancers.

Dwarves - though all dwarves can become adept in arcane arts, the Dark Irons are the ones who study far darker forms than their Bronzebeard cousins, even bringing warlocks into Ironforge’s ranks. Dwarves are therefore also highly capable of becoming necromancers.

Gnomes - gnomes are found in the Cult of the Damned, and really there’s no reason why a gnome wouldn’t attempt to delve into the dark arts. Their curiosity is often far greater than that of other races, and so necromancy may tempt a gnome or two. Also, they’re shown to be powerful users of arcane magic, and so one could easily become a powerful user of necromancy.

Night Elves - necromancy is the enemy of all living things and the balance of life and death. It would therefore be strictly forbidden by night elf society. Necromancy upon night elves was witnessed during the War of the Ancients, and only one night elf wasn’t disgusted by it: Illidan, and we all know what happened to him. Despite this, night elves are capable of wielding arcane magic, especially after accepting the Highborne back into night elf lands. So the possibility is there.

Draenei - though draenei would completely forbid this, as it goes against their reverence of the Holy Light, we have seen draenei necromancers in Auchenai Crypts. Therefore it’s possible for draenei to become necromancers, however note you’d be exiled and disgraced by draenei society and possibly even executed.

Worgen - worgen are ultimately cursed humans and so would be just as capable of wielding necromancy as regular humans.

Horde

Orcs - as mentioned before with Gul’dan’s necrolytes, orcs are more than capable of wielding necromancy.

Trolls - troll necromancers have been seen. Zalazane is an example and Zanzil could also be considered a necromancer. Despite this, Zalazane’s death was due to his usurping of the domain of Bwonsamdi, the troll loa of the dead, who wasn’t too pleased with him for this. So you may have to keep that in mind as a troll necromancer.

Tauren - tauren, like night elves, would also view necromancy as an enemy of nature and so would react in the same way. Tauren necomancers are possible, however, as we have seen tauren mages among the Grimtotem tribe, so it isn’t that far fetched to suggest one of them may have gone down a darker path.

Forsaken - Helcular and Gunther Arcanus are both examples of Forsaken necromancers. Sylvanas would have recruited many necromancers into her ranks, but only for the sole purpose of sustaining her race.

Blood elves - high elves will also count here. Dar’Khan Drathir and Instructor Malicia are examples of high elf necromancers and the elves make up quite a bit of the Cult of the Damned. Due to their lust for arcane magic, both blood elves and high elves can easily stumble upon necromancy.

Goblin - as we saw from goblin warlocks and shamans, goblins will exploit any form of power just for profit, and so because of that, I don’t see why a goblin wouldn’t try and exploit necromancy. How he’d gain profit out of it I’m not sure, but it would certainly be interesting to see RPed. I hear undead minions make good cheap labour.

Neutral

Pandaren - this is an interesting one. Though you have pandaren mages, the pandaren very much respect their dead and so necromancy would not be accepted nor tolerated. Pandaren necromancers could still be possible but having a good reason for them becoming one would be difficult to play out. It should be noted however that we have not seen any pandaren use necromancy throughout the game with them even being the only playable race who can’t become death knights.

Classes

As necromancers are not a playable class, it’s important to use a class that best suits how they’re both described and seen in lore and in-game. There are four main classes which work best:

Unholy Death Knights – since Legion, unholy DKs have become even more necromancer-like than they were previously. They still retainin their ability to raise a minion and keep that minion out as a “pet”. Aside from this however, they also make use of diseases like Virulent Plague as well as the emphasis on Festering Wounds; they can summon a variety of other undead minions such as a gargoyle, an extra skeletal minion through All Will Serve and even an abomination through Sludge Belcher; finally, with their artifact weapon they can summon even greater armies of the dead in addition to the classic Army of the Dead spell.

Despite this, problems with the death knight include that they can’t wield staffs (however this can be replaced with a tome or a polearm) and they’re undead, meaning that using them to RP living necromancers will not be the best idea. Therefore there are other suitable options include:

Affliction Warlocks – an affliction warlock is a borderline necromancer due to how they dabble with souls and use shadow magic to casts various curses and afflictions. For instance, the Haunt spell is rather necromantic in nature since it states that it sends a ghostly soul into the target. In the section below, you will see how there are a number of warlock gear sets which can be used to brilliantly portray a necromancer.

Shadow Priests – shadow priests clearly use shadow magic and so could also make use of the Realm of Shadows the Scourge uses. In Icecrown you do see Cult of the Damned mobs in Shadowform who are casting Mind Flay. Therefore shadow priests could work.

Mages – most, if not all, necromancers are former mages, and as we saw from Darkmaster Gandling in Scholomance, when you become a necromancer you don’t necessarily ‘unlearn’ your previous abilities. Therefore, you could RP a necromancer who continues to incorporate spells they learned as a mage. Frost mages would most likely work best however, because as mentioned before, necromancers possess frost-related abilities.

The biggest problem with these other options however is that they can’t raise the dead, which some would argue, makes them unable to roleplay necromancers. In the ‘undead minions’ section I’ll present ways to compensate for this.

Appearance

Cloth gear works best for necromancers, though there isn’t really any reason why they wouldn’t wear something a little heavier, as they generally don’t move around much and instead send in their minions. The key really is to use “dark-themed” gear, after all a necromancer is a very shady person and not the most attractive looking person either. In the RPG books it states that necromancers “gradually take on the characteristics of the dead — hollow eyes, shambling gaits, pallid and sunken skin, foul odors and so forth”, and though this is technically non-canon info being in the RPG books, the appearances of necromancer NPCs nonetheless support this idea.

Take this set as an example of a necromancer look, or alternatively look at the various necromancer mobs throughout the game such as the ones I mentioned in the abilities section: [Dead link, removed]

Raising the dead

I thought I’d dedicate an entire section to this as it’s something that as a necromancer you’ll frequently be doing.

In order to raise the dead, unlike the death knight’s Raise Dead ability, you’ll need a corpse. This should be pretty obvious, but what it means is that the necromancer can sometimes be limited and have to rely on offensive and defensive magic due to the lack of corpses.

Despite this however, it can be argued that sometimes a necromancer will summon rather than raise the dead, from a place known as the Realm of Shadows. For example, in Acherus we see the trainers creating minions for their disciples to fight, however Acherus is a big metal fortress in the sky. Therefore, the best possible explanation for this is that these undead minions weren’t raised and were instead summoned from the Realm of Shadows. This will therefore give you a way to create an undead minion without the need of a corpse. For more information on this realm, see:
http://wowpedia.org/Realm_of_Shadows

Most of the time however, you’ll raise the corpse of a fallen soldier in battle. If you’re in the midst of battle and someone falls you can therefore raise them into undeath to do your bidding, which is of course, aid in killing your enemies. Necromancers will most often not be found in a place without some trace of death, which is why many are found scheming in the Plaguelands.

Undead minions

Necromancers can raise/summon a variety of minions, and as we see throughout the game, they come in all shapes and sizes. Some of the types of undead that necromancers can summon or raise can be seen here: >>http://wowpedia.org/Undead

However I will list some of the main types:

Ghouls - seen from both the death knight’s Raise Dead ability and the fact that ghouls are seen to act as the shock troops for the Scourge such as during the Battle for Light’s Hope Chapel.

Skeletons - the ability to raise skeletons was the main ability used by the necromancer unit in Warcraft 3. They fall into two types: skeletal warriors and skeletal mages.

Geists - executed criminals reborn as undead due to necromancy.

Zombies - in Stratholme we saw thousands of these, with all of them being reanimated from the corpses of Stratholme citizens. Should be noted however that zombies are in fact reanimated corpses who have not yet completed the transition into the “true” undead form of ghouls.

Unfortunately, affliction warlocks, shadow priests and mages don’t have the benefit that death knights have of actually raising the dead. Death knights don’t have to worry about this section as they can simply use either Raise Dead, Army of Dead, or even Raise Ally. Non-DKs on the other hand, read on.

There are a couple of approaches to compensating for the lack of raising the dead:

Items - there are items in the game which can briefly summon an undead minion, such as Book of the Dead, Antique Cornerstone Grimoire and Abracadaver. Other than these there are probably other items in the game which have similar effects that I haven’t listed, so look around and see what you can find.

You can have someone RP a minion for you - this can be done in a number of ways. Any class can use Noggenfogger Elixir and so RP a skeleton. As skeletons are the basic form of undead a necromancer can raise, this can work very well. Even better if they’re a mage and so can RP a skeletal mage. The rogue T10 armor is highly reminiscent of geists and so a rogue wearing this gear can RP one. Even the undead race in general could work as a minion as they’re, well, undead.

Pets - another thing you can do, as suggested by some, is use some of the various undead battle pets you can obtain (thank you to Elenthas for listing these):

  • Restless Shadeling - Early morning spawn near Karazhan (Resembles a Shade)
  • Fossilized Hatchling (Troll Necromancers) - Fossil Archaeology (Skeletal raptor)
  • Ghostly Skull - Dalaran Vendor 40g (Floating Skull)
  • Lost of Lordaeron - Tirisfal Glades spawn (Resembles blue ghost)
  • Macabre Marionette - Day of the Dead (Resembles a humanoid skeleton)
  • Unborn Val’kyr - Rare spawn around Northrend (Resembles chibi Val’kyr)
  • Sen’jin Fetish (Troll Necromancers) - Argent Tournament 40 Seals (Floating tiki head)
  • Scourged Whelpling - Rare(?) spawn in Icecrown (Plagued whelp model)
  • Frosty - WotLK Collectors Edition (Resembles frost wyrm whelp)
  • Stitched Pup - Gluth, Naxxramas (resembles Gluth)
  • Blighthawk - Western Plaguelands (Resembles undead hawk)
  • Sinister Squashling - Hallow’s End (Resembles a sinister squashling)
  • Withers - Darkshore Quest/Vendor(?) (Resembles a grey, withered treant)
  • Cockroach (Various) - They’re cockroaches, there’s a lot around.
  • Disgusting Oozeling - Rare World Drop (Resembles a black ooze)
  • Arcanomicon - Hillsbrad Foothills, near Dalaran Crater (Resembles floating magic book)
  • Jade Oozeling - Hinterlands (Resembles smiling green ooze)
  • Arcane Eye - Deadwind Pass, possible rare spawn(?) (Floating blue eye)
  • Toxic Wasteling - Love is in the Air event (Green non-smiling ooze)
  • Viscidus Globue - Viscidus, AQ40 (Resembles Viscidus)
  • Darkmoon Eye - Darkmoon Pet Supplies Rare Drop (Giant orange Darkmoon Eye)
  • Ethereal Soul Trader - TCG Reward, super rare and expensive! (Resembles Ethereal)
  • Gusting Grimoire - TCG Reward (floating magic book)
  • Living Fluid - Primordius, Throne of Thunder, LFR Difficulty(?) (Resembles blood-red ooze)
  • Nordrassil Wisp - Mount Hyjal (Resembles Wisp)
  • Spectral (Tiger) Cub - TCG/Battle.Net World Championship Shanghai 2012 (Resembles spectral tiger cub)
  • Viscous Horror - Primordius, Throne of Thunder (Resembles darker blood-red ooze)
  • Devouring Maggot - Howling Fjord (Resembles Maggot)
  • Mr. Grubbs - Rare Drop Eastern Plaguelands (Resembles Maggot)
  • Son of Animus - Dark Animus, Throne of Thunder (Resembles a mini-Dark Animus)

Personality

Though not all necromancers are the same in terms of personality, there are a few general character traits which would likely apply to all:

-As someone who frequently toys with the balance of life and death, you don’t value this balance in any way other than a tool for you to defeat your enemies.
-You’re unlikely to gain any ties with anyone, instead carrying a callous view that they’re all flesh and bone, ready to be manipulated.
-You’re also very likely to be a megalomaniac, relishing in the ability to summon and command minions who obey your every whim as well as seemingly being able to have control over death itself.

Of course, take these away as mere pointers and not necessarily defining character traits. Ultimately all necromancers are individuals and so will have their own unique qualities as well as these aspects of their personality.

Conclusion

Thank you for reading my guide and hopefully it will help anyone interested in roleplaying a necromancer out there.

An Indepth essay on Night Elf politics by Barlowe of the Earthen Ring

It’s hard to tell, but the broad approach of the Night Elven authorities seems to be that they don’t meddle in very many things
but when they do, they do it with an iron fist.

I had a long discussion about this on another forum once but it seems to be inaccessible, so I’m going to see about getting hold of it. In the meantime


The Sisters of Elune are described on Wowpedia - citing an official Blizzard encyclopedia now seemingly also inaccessible - as “the major active night elf political faction”, fulfilling “the role of magistrates, officials and the like for the night elf government.” Their highest members are “privyt to the government’s most major secrets.” The Night Elven government is basically a theocracy: the Temple is in charge, with the priestesses representing Elune’s will on earth and the Sentinels as the Temple’s military wing enforcing Her dictates. The Cenarion Circle is an alternative centre of power, but not one likely to offer any kind of political opposition or strife when led by Malfurion, effectively married to the Temple’s head. Certainly the druids are not supposed to mess with politics and government. Things seem a little different with Staghlem there, just as the situation now is generally more complicated than before the war. There are also many semi-independent forest creatures, Ancients, Dryads, Grovekeepers, etc, who presumably operate their own community power structures distinct from the Temple but loyal to it as long as it protects the sacred forests of which I would assume mainstream night elves to consider themselves the divinely-appointed stewards.

If you check out the wowpedia page on ‘Night Elf’, most of which is ripped from lore books, you’ll find that “virtually all remaining kaldorei consider it their sworn duty to maintain the safety and balance of the natural world.” This idea of a universal duty does not really sit well with the idea of a forgiving authority; neither does their description as “a strict but just and sometimes even compassionate people.” Compassion and mercy exists, but within rigidly-defined boundaries that I suspect are made up of explicit laws and implicit social taboos in equal measure. Remember especially that their entire social organisation is effectively a response to one of the worst wars Azeroth has ever seen - and a response to the form of government that allowed that war to happen. That means they are a revolutionary state (they did after all purge the mages), and revolutionary states are not known for their laxity.

Towns and villages seem to be ruled by councils of their elders, maybe elected semi-democratically, who are left to draw up and enforce their own local mores as long as they don’t transgress against the Temple. I tend to go out on a limb and imagine that many other forms of mini-society are possible as long as they don’t mess. So, for example, my character in times past was part of an all-male scholar cult venerating Aviana (messenger-goddess of knowledge) as well as paying respect to Elune, tending to barrows full of ancient texts. In my own personal and mostly private conception of Kaldorei lore, there were a few such cults, who were allowed to exist as long as the Temple was assured that their primary loyalty would be to Elune’s order. Technically the night elves are polytheistic and worship the Ancients and various demigods too, but I’m pretty sure they consider Elune to be the ‘ruler of the gods’ as it were, so you may well have a situation where little devotional cults are allowed, but remain subordinate to the state cult, i.e. the cult of Elune.

So in short a weird mixture of anarchism and authoritarianism - anarchism within certain bounds, swift and merciless state action to maintain them. Maive offers a hint as to just how “swift and merciless” it would be. Until recently these bounds unquestionably excluded use of the arcane (at least among natives), but I’m not sure what the situation is now. It may be like Death Knights in Stormwind - it’s allowed on the condition that it’s accountable to a particular group/faction, i.e. the exile mages’ court. The bounds still very strongly exclude all fel, demonic and shadow magic, and may also forbid unsupervised or large-scale employment of technology.

Similarly, the class system is both simple and strange to us. Before the Sundering, the Highborne were an incredibly hierarchical society; I think of it like an ornate bauble of a government enforcing rigid and fine distinctions between a thousand classes of nobility. The Sisters of Elune (i.e. the Temple - I reckon Night Elves would say “The Temple” in the same way that Americans say “Washington” or “The White House”) were one of the few merit-based organisations. Even the army of the old regime was class-based. Lore says the Temple were the ones who reorganised the army and who were the main organisation taking charge immediately after the apocalypse. So class doesn’t exist as such. The big distinction is: are you a civilian, or are you a Priestess/Sentinel? If you’re the former, who cares? And if you’re the latter, you have your own structures of rank. Of course in such a long-lasting and static society there might be quite ossified ideas about what one does with one’s life, producing many fine gradations that aren’t quite in a hierarchy - town elves, councillors, scribes, craftsmen, wanderers, hunters, religious cultists, etc
 so maybe class is just like the organisation of society generally: pluralistic but dominated by a unitary distinction.

All of this fits very well with the lore’s claim that Kaldorei are ‘contradictory’ creatures - “both highly spiritual and pragmatic, an often sophisticated paradox.” The parodox here is how a strict, powerful state maintains a pluralistic society. Of course, maybe it’s not that much of a paradox after all: a society that is so long-lasting, where old people stick around for so long, and where the same faces are seen for hundreds of years, is going nowhere fast, and will generate extremely strong social taboos that may actually regulate people’s individual behaviour as strongly and as harshly (with de facto punishments like rumour and ostracisation) as laws might otherwise. That said I don’t think the majority of night elves around now are the same ones that were alive in the Sundering. I have my doubts about the limits of any mind to cope with proper immortality, and I think it is indicated in lore that many Kaldorei, after a few hundred or a couple thousand years, wander off and just kind of disappear. Maybe they follow a sort of thousand-year curve from youthful vigour through responsible adulthood to reclusive old age to wild wandering to eventual disappearance. Maybe ritual suicide is a common thing, but maybe it’s taboo to let anyone see it happen, so everyone just ‘disappears’. And of course some do genuinely stick around for ten thousand years. It probably depends on the individual. I deliberately avoided the problem by playing quite a young night elf - only a few hundred years old and very sheltered.

In any case, since the Kaldorei are also described as “hono[u]rable to a fault”, I think this paradox combines with an OOC lore paradox to give us a decent conception of what night elven “honour” means . The OOC paradox is: how is it that the Night Elves have maintained a 10,000 year empire that is supposedly utterly without political strife, when no possible conception of intelligent creatures and their behaviour allows for that long without any arguments? And anyway, how would anything be interesting without arguments and conflicts? Maybe the answer is that night elven honour is about drawing a distinction between talk and action, or rather between minor and major action.

You can talk all you want, disagree with someone, spit on the ground before them. But when it comes down to it, when you’re threatened, you have your duty and you do it. Night Elves may argue, but they’ll drop the argument in a second to fight Orcs. And it may be a pluralistic society, but when the enemy appears on the horizon, everyone falls into place, ready to fight and die. Barlowe, with his decidedly un-kaldorei pseudonym, would prefer to think of himself as having entirely abandoned the traditions of his people. But his analytical brain manages to be willfully blind to the fact that he advocates exactly this kind of behaviour. As a doctor, he treats his patients even though he thinks most of them would be better off dead. And his frequent criticism, from a Republican perspective, of Royalist ‘honour’ - that it’s about allowing your stupid emotions and stupid pride to pollute your ethical behaviour, that you so often choose not to help someone because they offend you - is also in fact a disguised criticism from a Kaldorei perspective of human behaviour in general. Honour among elves: you do what you like with your life, but when duty calls you to protect the forest, that’s your goshdarn job; you say what you like to your friends, but when the war begins you stand to attention.

Of course, there’s one big thing we’ve forgotten: gender. In WoW, Blizzard made it so that females and males were all equal because they did not want the controversy of having an in-game race that was actually sexist. But, wanting to have their cake and eat it, their lore is full of statements that gender was overwhelmingly divided before the Third War. Any player characters now will be dealing with the legacy of that divide, whether or not they’ve got over it.

During the Long Vigil, the Kaldorei were a matriarchy. That means that all the apparatus of political power was in the hands of females, which means that a lot of attendant ideology will have grown up around the divide. Since men had some of their own power structures, it won’t exactly be the same as how women have been treated in our own history: you should think in terms of a ‘divide’, equal and equally bitter on both sides, than exactly oppression. Nevertheless, men were locked out of the highest levels of political participation (though they were probably able to be village elders or serve on similar councils) and that will have had an effect. They had their own structures.

If you’ve already read the link above you’ll have seen that I imagine cults to have been one of these ‘outlets’ for male participation. It seems to me ludicrous to propose that every male was a druid, though a big proportion of them might have been. Men must also have been threaded through the ordinary lives of some communities, but, depending on the place, might have had their little corners: imagine a village where most of the population are women but where sometimes young women go out to court the all-male charcoal burners on the edge of the nearby forest, or the all-male fishermen who live by the river. And of course, there were wanderers: transient populations travelling the limits of the empire, just passing through.

What myths would this create? Well, as Nhani (a night elf RPer on my own realm) argued in the link I have failed to find and intended to summarise but have in fact spent a good couple of hours building upon in full that females would have a broad belief in men’s unsuitability for government. This was supported by the vanished encyclopedia’s reference to “a common belief that the deepest mysteries of Elune can only be comprehended by women”, which I think gives broad assent to the idea that gender norms and gender myths are incredibly important to Kaldorei culture. Nhani reasoned that females might see government as their own business, because they’re stable, compassionate, social, communal, responsible creatures who stick things out and care for territory like a mother bear. They might equally consider males to be inadequate for ruling because they’re savage and volatile, propelled by instincts, by their anger and sexual desire. Of course, my feminist convictions demand I claim that these attitudes probably came about from each sex’s place in the structure of government (i.e. women are seen as good for government because they ARE the ones in government, and government always justifies itself), rather than the other way round. Imagine the Sentinels going to war assisted by a company of all-male mercenaries; imagine a matriarch’s attitude to these soldiers (“savage things, but good as a weapon”). Males ruined the empire before because of their petty striving and their starry-eyed slavery to Azshara; tussling with each other for her affections, their drives towards sex and death collaborated in their destruction. Females, on the other hand, have created an order that still stands after ten millennia.

Male attitudes to females might conversely owe much to the duality between the two most prominent female divinities availabl: Elune and Aviana, the mother and the harpy. Of course, Aviana’s a pretty benevolent diety, but for thousands of years her harpies have raged out of control. For the male with strong sexist beliefs, females might represent solace and care, peace and stability, but also grasping possession, the strictures of government, winding you in rules, trying to enfold you in her wings. These opposites combine in the figure of Azshara, the beautiful, smiling head of government who dispenses her affections and favours in accordance to vicious power politics. Really misogynist night elves with no first-hand experience of the old regime might well talk in private about major continuities between it and the new one. Naturally I don’t mean to overstate the case: there are probably plenty of males who are okay with women in government. Either way, after thinking about these kind of attitudes in the night elves, I realised they were once again on display in my character, even though he’s an ostensible humanelf. ADULT CONTENT APPROACHING While I have never bothered to fully imagine his sex life, being unsure whether I’d prefer it to be filthy and active or rare and frustrated, I can see him seeking comfort in the bed of a particular favoured harlot for a few months before deciding that he has to ‘kick’ the ‘addiction’, never seeing her again, and eventually falling off the wagon into a different pair of arms. Nobody escapes the legacy of 10,000 years of gender separation.

What would that separation have meant in practical terms? For a start the sexes may have wished to stick to themselves. Literacy might be more common among females than males, because the females operated the government and thus had to run its bureaucracy and courts (although in such a long-lived society maybe everyone learns to read and write at some point). It may mean female domination of the literary canon, though, at least post-Sundering. It may have created intricate courtship rituals if courtship between males and females is seen as ‘crossing a divide’. It may also have resulted in a form of sexual conservatism as regards role-swapping, even sexual role-swapping. I would expect the figures of men and women equipped with the genitalia of their opposites to crop up frequently in Kaldorei oral and written culture, either as objects of revulsion or of satire; likewise the image of the eunuch or castrato and the image of the masectomised amazon. It would likely mean that swear words and curses were specific to the genders: females might profanely refer to violatory, acid-dripping members, while men to thunderous, toothy cavities. Both genders would mix this language with invectives against the fel and the arcane.

Meanwhile, the Darnassian language (quite why it’s called ‘Darnassian’ is difficult to work out) probably has gendered terms for inanimate objects; as an example, imagine that ‘sword’ is gendered as male. This isn’t implausible (language will be continuous with language before the Sundering) and would cause lots of jokes about females grasping swords etc etc. If your night elf doesn’t speak very good Common, consider having him or her refer to individual objects as “he” or “she”, perhaps even developing your own scheme to work out which ones would be gendered which way, taking into account the structures of gender before and after the Sundering, and at whic point the object would have been more common. An astrolabe could be female, because male mages consulted them and ‘viewed’ them (this wouldn’t have changed ever since, there being few astrolabes in Kaldorei use); a bow on the other hand might be female, because it is a primary weapon of the Sentinels. Cue jokes from the males about females grasping bows and caressing their strings. You just can’t win! Of course, in this society, maybe it’s the females that make jokes about the men trying to operate a bow, and failing miserably because it doesn’t respond to them. Or being impaled by swords.

A Guide to Quest Herbs by FĂ©ral

This is just a listing I’ve been drawing up of plants, herbs and cures, poisons and so on not found in Herbalism, but rather in various quests throughout WoW. It’s hardly comprehensive, but I figured that if anyone wanted RP fuel (i.e. if you’ve a particular malady that needs remedying and a long journey for a cure is in store, or if you’re in a zone on a campaign between events and gathering something up might be useful), that such a list might come in mildly handy. I’ve a cross-referencing list afterward so you can search by zone or use if you like.

Additional notes: If you know of any not on this list, shout and I’ll try to add them as soon as possible; same thing goes for any errors. Some OOC information has been given a slightly IC flavor. Plain and common things such as carrots aren’t in here. I’ve tried to be as accurate as I can but some things are unclear, ex. whether something is magic, or simply natural in its healing properties. Lastly, I’m not suggesting that everyone must take things like burning seeds or Emerald Acorns IC–it’s just there for the sake of being as complete a list as possible. Use it if you want, how you want, but common sense applies.

Key
(M) - Magic
(H) - Healing
§ - Poison
(D) - Dark Magic / Plague

Aloe Thistle (H)
Description - Spiked, thick green leaves growing in clusters
Location - Karnum’s Glade, Desolace
Uses - Unspecified, but if similar to reality, then the liquid within may be used topically for burns and other skin issues.
Source - Quest: A Time to Reap

Azure Snapdragon (H)
Description - Deep blue, faintly-glowing orchid-like plants with violet-blue, oak-like leaves
Location - Near Azure Watch, Azuremyst Isle
Uses - The bulbs of these rare plants are claimed by some to be a panacea, or cure-all. They are used to waken a night elf from her coma, though mental trauma seems to knock her back out, so the herb’s efficacy could be debated.
Source - Quest: An Alternative Alternative

Bileberries (D)
Description - Disgusting fruits with pus-like ichor and leathery skin
Location - Blackhorn’s Penance, Mount Hyjal
Uses - Harvested from purple, orchid-like plants known as Wailing Weeds, which are corrupted by demonic presence. These plants fight back and are mobile once attacked, and fighting one will agitate others nearby as well. The berries, once harvested, are crushed into a pulpy liquid which absolutely stinks. This “bottled Bileberry Brew” can be poured down the throat of the newly dead to reanimate them as a thrall, for example for questioning, for a mere minute or two. The body will remain broken, voice wavering, and mind subjugated.
Source - Quests: Seeds of Their Demise/A New Master

Bitterblossom (M) (H) (?)
Description - A tall, stalklike reedy plant with sagging foliage and spiky, lavender-colored flowers
Location - Goldrinn’s Shrine, Mount Hyjal
Uses - The buds are heavy with stored liquid; the plant grows right around the water’s edge. It is combined with Stonebloom and Darkflame Embers (a cool-to-the-touch stone even when still burning, found in Twilight braziers) to create a draught which, when drunk, snaps Old-God-brainwashed people of various races from their state. It is unknown whether it can cure advanced madness, or merely wipes away brainwashing. The “cleansing draught” must be boiled, and is chunky and reeks of rotted cabbage.
Source - Quests: From the Mouth of Madness/Free Your Mind, the Rest Follows

Blackroot (H)
Description - A grassy herb growing along riverbanks
Location - Western rivers of Grizzly Hills
Uses - The juice of this plant is a laxative.
Source - Quest: Just Passing Through

Bloodberries (M)
Description - Red berries on thick green bushes
Location - Isle of Quel’Danas
Uses - This bush grows wild in many areas of Azeroth, and has long been considered merely a nuisance. Those exposed to the power of the Sunwell, however, and thus potentially other arcane sources, can be distilled into an elixir that is consumed to enhance one’s natural abilities.
Source - Quest: Open for Business

Bloodbloom §
Description - Small leafy plant, green and red, with hues of orange and violet
Location - Valley of the Four Winds
Uses - This plant leaches minerals out of the soil, leading to its dark crimson tint. It is used along with Cave Lily, Ghostcap and Violet Lichen to create a “wounding poison” used on Virmen.
Source - Quest: Haohan’s Vote III: Pure Poison

Bloodkelp (M)
Description - A reddish seaweed
Location - Carried by the naga of Alcaz Island, Dustwallow Marsh
Uses - Bloodkelp can be used as a reagent to power divination spells. It can also stain clothing red, perhaps finding use as a dye, were it not so difficult to obtain.
Source - Quest: I See Alcaz Island in Your Future

Bloodthistle (M)
Description - Small green bush with bright scarlet flowers resembling roses or tulips, with yellow pistils and a pungent smell
Location - Eversong Woods, near areas of high Sindorei magic usage
Uses - This is often used by blood elves to enhance their magical abilities for a short time. It causes withdrawal afterward; frequent users are sometimes known as Thistleheads, and there’s some indication that Shattrath, at least, rules Bloodthistle illegal.
Source - Various lore sources, including Quest: Of Thistleheads and Eggs


Bogblossom (M)
Description - A very fragile plant, green with an orange cap
Location - Growing atop the giant mushrooms of Zangarmarsh
Uses - These may explode violently if mishandled. When combined with equal parts ancient lichen and dreaming glory, and then mixed in a vial of moonwell water, Bogblossom creates the Ward of Wakening: a viscous, shimmering potion. When this is forcefed to a druid whose spirit is in the Emerald Dream, it forcibly wakens them, leaving them vulnerable for a time as their spirit returns.
Source - Quest: The Ward of Wakening

Briaroot (M)
Description - Unknown
Location - Azshara, presumed
Uses - Carried by the Blackmaw furbolg of Azshara, Briaroot is brewed into a bitter, pungent herbal tea with spicy overtones. This tea will place one into a trancelike state where the imbiber will begin to speak the tongue of the Blackmaw furbolg.
Source - Quest: A Pale Brew

Burning Seed (M)
Description - A tiny, brown seed
Location - Firelands
Uses - These seeds emanate power enough to mark them as having come from Nordrassil itself, though they are twisted black by the Firelands’ flames, harnessing the essence of fire granted to the Druids of the Flame. Consumption by normal druids twists their feline form, at least, into one of fire.
Source - Item Tooltip

Burstcap Mushroom (M)
Description - A soft, spongy fungus, black and pulsating, with sickly-green outgrowths
Location - Zangarmarsh
Uses - These can explode if not handled properly. The Darkspear witch doctor situated in Zangarmarsh insists that these are powerful, and uses them to read omens.
Source - Quest: Burstcap Mushrooms, Mon!

Cactus Apple
Description - Small, red fruits resembling apples
Location - Cacti of Durotar
Uses - It is said that nothing will cool you off quicker than a Cactus Apple Surprise made from these fruits. Whether this is a magical effect or a healing one, or simply fresh taste, is unknown.
Source - Quest: Galgar’s Cactus Apple Surprise

Cave Lily §
Description - A beautiful, small white lily
Location - Dark, damp caves in Valley of the Four Winds
Uses - Combined with Bloodbloom, Ghostcap and Violet Lichen to create a “wounding poison” used on Virmen.
Source - Quest: Haohan’s Vote III: Pure Poison

Cave Mushroom (H)
Description - Unobtrusive fungus: short, dull pink-grey with paler spots
Location - Clustered in pairs in the caves of the Storm Peaks
Uses - These are ingested to slow the poison of Jormungar stings long enough for antitoxin to be obtained and administered.
Source - Quest: Cave Medicine

Coconut Milk
Description - Viscous, white liquid
Location - Coconuts such as those growing in Un’goro Crater
Uses - Can be used as a replacement for mechanical oil in some machines, as well as nutritional.
Source - Quest: Repairing A-Me 01

Crying Violet (M)
Description - Small, delicate purple blooms with yellow eyes
Location - Felwood
Uses - These flowers, which shiver their petals at the slightest sound, are used to ‘bind words’ to carry the voices of the user over a distance to the listener. It may also be used along with other arcanist-favored herbs to infuse glass vials. These vials can then be used to gather and purify fel-corrupted moonwell water, used to cleanse demonic corruption and so on.
Source - Quest: Crying Violet/Purity From Corruption

Dahlia’s Tears (M)
Description - Golden butter-colored flower with broad green leaves
Location - Ruby Dragonshrine, Dragonblight
Uses - Growing in soil cleansed by red dragons’ breath, this plant imparts a feeling of hope even on merely touch. They can be infused with dragon magic to create a powerful, magical cleansing cure.
Source - Quest: Dahlia’s Tears

Darkblossom (H)
Description - A spiky, dark violet flower with yellow pistil and green leaves
Location - Darkmoon Island
Uses - Used for everything from treating wounds to seasoning food, as well as being pretty to look at, the exact blends used for this flower’s various applications are known only to members of the Darkmoon Faire.
Source - Quest: Herbs for Healing

Death Cap
Description - Bright gold with white spots and blood-red “veins” at the base
Location - Caves of Darkshore
Uses - Presumably toxic, this fungus was combined with Scaber Stalks to produce a potion of unknown purpose by local night elves
Source - Quest: Cave Mushrooms

Doom Weed
Description - A small, spiky green-and-violet bush
Location - Graves of Tirisfal, north of Brill
Uses - Rumored to be used by the Forsaken for unknown, but undoubtedly nefarious, purposes. Easily confused with many other local plants, including the similarly-named Gloom Weed.
Source - Quest: Doom Weed

Dreadshade §
Description - Red, spike-petaled, green-leaved and -pistiled flower
Location - Venomous Ledge, Dread Wastes
Uses - This musky-scented flower is an extremely potent poison. It is said that even one drop of dreadshade nectar can stop a kuchong’s heart. They appear to be safe to handle, but not to eat. The exception is the local wildlife, who consume dreadshade, causing them to become quite venomous. It is unclear how the wildlife can eat it, however–perhaps having evolved a resistance, or perhaps only certain species are affected.
Source - Quest: A Shade of Dread

Dreamleaf (M)
Description - Green-leaved, evergreen-looking bush
Location - Around the shrine at the eastern side of the Pools of Purity, Valley of the Four Winds
Uses - A slender-branched sprig of Dreamleaf, coated in sticky leaves, can be brewed with lotus root to make a tea. This tea allows one to have “the Golden Dream,” actually a vision of the Vale of Eternal Blossoms in reality. The knowledge on how to brew this tea is held by the Pandaren of New Cifera.
Source - Quest: The Golden Dream

Drycap Mushroom (H)
Description - Beige-pink, thick mushroom
Location - Cave at the Great Fissure of Hellfire Peninsula
Uses - This very rare mushroom can be made into a healing salve which restores strength to debilitated people, for example those who have drunk contaminated water.
Source - Quest: A Debilitating Sickness

Emerald Acorns (M) (H)
Description - Large Acorns
Location - The Emerald Dream
Uses - Infused with a powerful restorative magic, can used for healing and cleansing.
Source - Quest: Hope Within the Emerald Nightmare

Emerald Shimmercap (M) (H)
Description - An eerily-glowing green mushroom whose surface shimmers with the energies of the Emerald Dream
Location - The green pools of Felwood
Uses - This fungus is infused with the magics of the Emerald Dream, and does not feed from the fel of the pools, but rather works to cleanse it. It can be consumed as a mushroom paste to cleanse fel taint from those afflicted; it seems to bind to the energy while still in the stomach, and is then vomitted back out.
Source - Quest: A Slimy Situation

Fel Cone (D)
Description - A pinecone billowing with green smoke
Location - Beneath the trees of Teldrassil
Uses - Used, at least, on demons to temporarily polymorph them, twisting their form into that of a frog in the example seen.
Source - Quest: Seek Redemption!

Fenberries (H)
Description - Red berries on green bushes (Fenbushes)
Location - Wetlands
Uses - These bushes, growing at the water’s edge, are often muddy when found–but can be washed and prepared into a dwarven folk remedy for hangovers.
Source - Quest: Fenbush Berries

Fire Lotus
Description - Unknown, but likely fiery or crimson in appearance
Location - Kun-Lai Summit
Uses - This plant is used as an incense by the Grummles of Kun-Lai to inspire bravery even in the most reluctant or cowardly of individuals.
Source - Quest: Instant Courage

Flushbloom
Description - Unknown
Location - Alterac (?)
Uses - Little is known of this herb bar that it is, or was, addictive and that Lord Aiden Perenolde of Alterac was a user.
Source - Book: Lands of Conflict

Fulgore Mushroom
Description - A small, green mushroom that gives off a soft glow
Location - Zangarmarsh, near Teldredor
Uses - Used as a light source; propogated through spores.
Source - Quest: Fulgore Spores

Fuming Toadstool (H)
Description - Sickly yellow cap, cream stalk
Location - Damp areas among the crumbled stones of the Ruins of Lornesta, Darkshore
Uses - Can be mixed (with unspecified ingredients) into a salve which will close wounds and lessen pain.
Source - Quest: Unsavory Remedies

Ghostcap §
Description - Pointed and slender, grey-purple mushroom with violet spots, giving off an eerie glow
Location - Caves in the Valley of the Four Winds
Uses - Used with Bloodbloom, Cavy Lily and Ancient Lichen to create a “wounding poison” used on Virmen.
Source - Quest: Haohan’s Vote III: Pure Poison

Haze Leaf (M)
Description - Weedy-looking, green-stemmed and purple-flowered plant
Location - Northwestern Grizzly Hills
Uses - Mixed with Waterweed fronds to create a vial of visions, then mixed with troll mojo to communicate at a distance with a particular troll. It is unknown how the elixir is attuned, nor how it can be adapted to others.
Source - Quest: Vial of Visions

Hellfire Spineleaf (H)
Description - A golden-brown, spine-leafed plant
Location - Southeastern Hellfire Peninsula
Uses - This rugged plant can be either consumed for sustenance or made into a salve to dull pain.
Source - Quest: Preparing the Salve

Imperial Lotus (M) (H)
Description - A stalk of pale flowers growing over “ugly” green leaves; gives off a pungent odor
Location - Ruins of Dojan, Krasarang Wilds
Uses - According to folklore, Lotus Tea will cure any Mogu poison or curse; in addition it is used to impart strength to those in pain or depressed.
Source - Quests: Herbal remedies/Lotus Tea

Kafa’kota Berry
Description - Pink berries growing on pale, grey-green bushes
Location - Kota Peak, Kun-Lai Summit
Uses - When eaten or brewed into a drink, these berries give intense energy bursts followed by periods of lethargy or even withdrawal. A “gourmet” version is brewed from berries predigested by the mountain goats and plucked from their droppings.
Source - Quest: Gourmet Kafa, various in-game lore, buffs, debuffs and tooltips

Limes
Description - Green fruit. They’re limes!
Location - Carried by pirates of Stranglethorn
Uses - Limes are crated in barrels and taken to sea, and then eaten in key lime pies or drunken in sweetened juice to prevent scurvy.
Source - Quest: The Bane of Many a Pirate

Lunar Fungal Bloom (H)
Description - Tiny clusters of pale silvery-white mushrooms
Location - Caves of Darkshore
Uses - These add potency to a poison-curing salve which is based on the poison itself (ex. tainted water), which is mixed with earthroot for its curative properties.
Source - Quest: Gathering the Cure

Magmolia
Description - A small, lily-like white flower
Location - Lava lakes of the Molten Front
Uses - This continues to give off heat even after removed from its heat source.
Source - Quest: Steal Magmolias

Mao-Willow
Description - Cattail-like flowering branches, fluffy light and prickly to the touch, of delicate violet and lavender shades
Location - The fields of Townlong Steppes
Uses - These are made into a soothing paste and layered between bandages to create poultices for wounds.
Source - Quest: A Proper Poultice

Marrowpetal § (D)
Description - Oddly heavy for its size, blue-green with bright violet petals
Location - The bottom of Stillwater Pond, Tirisfal Glades
Uses - Combined with briny sea cucumbers and Xavren’s Thorn herbs, and possibly other ingredients, to create a particularly painful and virulent plague. When consumed, the concoction turns the imbiber into a ghoul; they die shortly thereafter.
Source - Quest: Variety is the Spice of Death

Meadow Marigold
Description - A large, healthy, fragrant flower, gold-orange in color
Location - Fields of Valley of the Four Winds
Uses - This is used as a dye, food flavoring and coloring, and a traditional decoration during Day of the Dead ceremonies. (OOC note: the food bit is a real-life quality of the flower. The real version tends to smell rather pungent rather than fragrant, however, so there may be various differences.)
Source - Quest: Yellow and Red Make Orange

Moonleaf
Description - A silvery-leafed, bushy plant
Location - Blackwald, Gilneas
Uses - Moonleaf grows on its own or in large patches near the tree Tal’doren. When a feral, uncured worgen is nearby, the scent of this plant aids their mind in growing clear for a time. It is also used in the ritual cure ceremony that allows worgen to gain mastery over their forms.
Source - Comic: Curse of the Worgen; Quest: Preparations

Moonpetal Lilies (H)
Description - White lilies with tall golden pistils, and bright magenta/flame-colored interiors
Location - Water’s edge in Shadowglen (Teldrassil)
Uses - These can be combined with other (unnamed) ingredients to create an antidote to spider venom.
Source - Quest: Iveron’s Antidote

Muddlecap Fungus § (?)
Description - Clusters of large, blue-gray mushrooms with orange beneath the caps
Location - Drak’agal, the waterlogged area near the Argent Stand of Zul’Drak
Uses - These mushrooms, which apparently smell quite bad, yet are eaten, can be consumed (with troll mojo or perhaps alone) to muddle the mind of the imbiber. Tooltip and quest text seems to indicate that it’s eaten for this effect, perhaps recreationally.
Source - Quest: Mushroom Mixer

Murkweed § / (D) (?)
Description - A small, spidery purple bush with green leaves.
Location - Eldritch Heights, Dragonblight
Uses - Toxins in Murkweed render the imbiber unconscious, so powerfully so that their spirit is “fooled” (Murkweed elixir is said to separate the body from the soul for a short time), allowing them to enter the “world of the dead” or “world of the forgotten” and speak with the spirits of the dead.
Source - Quest: The Murkweed Elixir

Mushan Urine (H)
Description - Not an herb.
Location - Pandaria, ex. Townlong Steppes
Uses - The urine of Mushan beasts, gathered sometimes as whole bladders from slain animals, serves as an excellent natural antiseptic.
Source - Quest: Natural Antiseptic

Musquash Root
Description - A huge, thick, spike of a root
Location - Erupting from the soil beneath Loch Modan’s dam, Wetlands
Uses - When mixed with a Tear of Tilloa, it can be brewed into a poisonous drink. The creator calls it Blackclaw Stout, though this may not be well-known outside of underground warlock circles. The drink tastes simply like a stout that packs quite a punch. The imbiber then falls dizzy, feels hot, and then dies.
Source - Quest: A Noble Brew

Netherdust Bush
Description - A pink-based, blue-green-tipped bush that sparkles with nether energy
Location - Netherwing Ledge and surrounding area, Shadowmoon Valley
Uses - The pollen of the Netherdust Bush is used by Dragonmaw orc mages and shamans, for unknown purpose–perhaps as a mana source.
Source - Quest: Netherdust Pollen

Olemba Seed (M)
Description - Fist-sized seeds taken from pale, glowing blue cones
Location - In and around the trees of Terokkar Forest
Uses - Olemba seeds contain an oil that can be used to coat a weapon, seeming to somehow enhance the intellect and casting ability of the wielder. (Note: generally, OOC buffs aren’t included in this guide, but these effects are mentioned in the quest text and NPC dialogue)
Source - Quest: Olemba Seed Oil

Pine Nuts
Description - Small nuts obtained by roasting pine cones
Location - The best are from the trees of Thunder Bluff
Uses - These can, quite simply, be eaten. (OOC note: simple foods are not generally included, either, but pine nuts are not mentioned much and so are likely not well-known)
Source - Quest: Pining for Nuts

Plague Tangle (D)
Description - Twisted, decayed grasses
Location - Western Plaguelands
Uses - Growing around the corpses of diseased animals, plague tangles seem to absorb the plague and can be used to generate it anew.
Source - Quest: Latent Disease

Prayerblossom (H) (M)
Description - Broad, spear-shaped leaves with a vertical stalk of butter-colored blooms
Location - Swamp of Sorrows
Uses - Said to grow skyward even in the darkest shadows, and to have an affinity with the Light (perhaps in the form of hope), these flowers are used to soothe even great pain. They are also used in cures meant to combine various elemental reagents to call upon the Light.
Source - Quest: Prayerblossom (there are A/H versions)

Razorthorn Root (M)
Description - A small, thorny root buried under hard-packed dirt
Location - Razorthorn Rise, Hellfire Peninsula
Uses - The roots are used as a reagent by Shattered Sun herbalist-alchemist Mar’nah, though their exact purpose is unclear. The unusual aspect is their acquisition, which often involves slaying a Razorthorn Flayer, then using its pheromone glands to entice Razorthorn Ravagers to dig the roots up.
Source - Quest: Discovering your Roots

Root Trapper Vine (H)
Description - Vines taken from slain lashers
Location - Azure Watch, on Azuremyst Isle
Uses - When properly treated, these vines can be broken down into a healing ointment.
Source - Quest: Medicinal Purpose

Rotberries (D)
Description - Small red berries growing on green bushes, which pulse with a faint, red glow
Location - Eastern Plaguelands (far northwest)
Uses - Purportedly used, along with bits of the undead, in counter-plague research. They are said to “taste like sweet, sweet death” though whether that’s a flavor or they’re deadly isn’t clear.
Source - Quest: Counter-Plague Research

Rot Blossom (D)
Description - A reddish, almost cabbagelike flower
Location - Tranquil Gardens Cemetery, Duskwood
Uses - This plant grows “in strange places” and tends to flourish on dead things. It is used to brew “zombie juice,” described as an alcohol potent enough to wake the dead–except it’s involved in necromancy.
Source - Quest: Gather Rot Blossoms

Ruby Lilac (M) (H)
Description - Broad, spearshaped green leaves that glow faintly red, with a veritcal stalk lined with pink blossoms
Location - Ruby Dragonshrine, Dragonblight
Uses - The power this flower holds is said to be strong enough on its own to create a vaccine for local wildlife, which protects against the plague of undeath.
Source - Quest: In Search of the Ruby Lilac

Sanguine Hibiscus
Description - Blood-red, spike-petalled flower with a “passionate” fragrance
Location - The Underbog of Zangarmarsh
Uses - Eaten by the local denizens; the Sporelings have a variety of unnamed purposes for it.
Source - Quest: Bring Me a Shrubbery!

Scaber Stalk
Description - Blue mushroom with pale, cream-colored spots and green “veins” at the base
Location - Darkshore caves
Uses - Combined with death caps to create a potion of unknown purpose, by a local night elf.
Source - Quest: Cave Mushrooms

Scalding Shroom
Description - Undersea mushroom or mushroom-like plant, with a blue stalk and golden cap
Location - Northwestern Abyssal Depths, Vashj’ir
Uses - Can be used to treat and preserve corpses.
Source - Quest: Scalding Shrooms

Serpentbloom (M)
Description - A low-growing green plant with red and violet tips and center
Location - The Wailing Caverns of the Barrens
Uses - Said to hold untold power in its ability to prevent druids from falling into Nightmare.
Source - Quest: Preemptive Methods

Serpent’s Scale
Description - A pale-stalked, orange-brown-capped mushroom with a slightly “hairy” appearance. Pungent-smelling and soft and spongy to the touch.
Location - The Jade Forest, north of The Arboretum
Uses - Said to be healthful (though tough and not particularly tasty) to cloud serpents, providing important properties and nutrients for them.
Source - Quest: Serpent’s Scale

Shadelight Truffle
Description - A faintly-glowing golden-orange fungus with a white base
Location - The Skyrange of the Valley of the Four Winds
Uses - This rare fungus is only used for flavoring foods, and is replaced by spore replanting when harvested.
Source - Quest: The Truffle Shuffle

Shimmerweed (M)
Description - Unknown; stored in baskets.
Location - Dun Morogh
Uses - Grown by the trolls of Dun Morogh and used in their rituals, this plant is also used by adventurous dwarves experimenting with new brews. They claim that Shimmerweed has a unique taste. (Note: this may simply be hallucinogenic rather than magical!)
Source - Quest: The Perfect Stout

Spideroot
Description - A thorny root
Location - West of Halfhill, Valley of the Four Winds
Uses - The sour-tasting liquid within is used in the concoction of a local farmer’s weed-killer; it nourishes plants while killing off weeds.
Source - Quest: Growing the Farm I: A Little Problem

Stoneblossom (M) (H) (?)
Description - An egglike, dried “fungal bloom”
Location - Grows in clusters in the Shrine of Goldrinn, Mount Hyjal
Uses - It is combined with Bitterblossom and Darkflame Embers (a cool-to-the-touch stone even when still burning, found in Twilight braziers) to create a draught which, when drunk, snaps Old-God-brainwashed people of various races from their state. It is unknown whether it can cure advanced madness, or merely wipes away brainwashing. The “cleansing draught” must be boiled, and is chunky and reeks of rotted cabbage.
Source - Quests: From the Mouth of Madness/Free Your Mind, the Rest Follows

Tarblossom
Description - A beautiful green plant with reddish-tinted leaftips and red-and-violet flowers.
Location - Within the Lakkari Tar Pits of northern Un’goro Crater
Uses - This highly-valued and rare flower is prized for both beauty and durability, with its petals being tougher than leather.
Source - Quest: Hard to Harvest

Tear of Tilloa §
Description - A tiny white-blue flower
Location - Manor Mistmantle, Duskwood
Uses - When mixed with Musquash Root, it can be brewed into a poisonous drink. The creator calls it Blackclaw Stout, though this may not be well-known outside of underground warlock circles. The drink tastes simply like a stout that packs quite a punch. The imbiber then falls dizzy, feels hot, and then dies.
Source - Quest: A Noble Brew

Terokkar Chokeberry (M)
Description - Red berries plucked from green bushes
Location - Terokkar Forest
Uses - One of many reagents used to neutralize dark Arakkoa wards, by combining said reagents into a charm.
Source - Quest: The Final Reagents

Thornwood Trees
Description - Thick, dark-barked trees with curling roots, red-pink leaves and massive spikes (man-sized or larger) that act as thorns
Location - Drak’Agal, the waterlogged area near the Argent Stand in Zul’Drak
Uses - The dead roots of these trees resist moisture and can be burned as firewood even when taken directly from the water.
Source - Quest: Creature Comforts

Thorny Stankroot (H)
Description - Hideously smelly, very thorny large and pale silver-green root, with green foliage
Location - The Twilight Highlands
Uses - When steeped in water it boils into a powerful cure-all for gryphons and possibly birds, though it gives humanoids terrible cramps.
Source - Quest: Roots’ll Do 'Er

Violet Citron (H)
Description - Clusters of dark blue flowers
Location - Dampsoil Burrow, Townlong Steppes
Uses - The pollen has a strangely acidic, citrusy smell and is a component used to counteract mantid poison, particularly potent in young swarming mantid. The venom will chew through skin, infect blood and make for a slow and excruciating death if not treated. Violet Citron must be “mixed properly” (how is not specified) and will then eat away at the poison without doing any “lasting” damage to the body. It is applied infused in bandages.
Source - Quest: Treatment for the Troops

Violet Lichen §
Description - Thorny purple moss
Location - High altitudes in the Valley of the Four Winds
Uses - Mixed with Bloodbloom, Cavy Lily and Ghostcap to create a “wounding poison” used on Virmen.
Source - Quest: Haohan’s Vote III: Pure Poison

Volatile Blooms
Description - Spiky red-orange shrubs
Location - Low-altitude green regions of northeastern Kun-Lai Summit
Uses - Even the smell of the red-hued blooms burns the nose. The plant has an affinity with fire, whether due to oil within the leaves, magic, or something else is unstated. It is easily flammable, to be kept away from open flames; hands are to be washed after handling. Many can be gathered and brewed in an unspecified mixture to create a rather effective explosive liquid.
Source - Quest: Handle With Care

Water Poppy (H)
Description - A silvery-green, bushy herb with a flowery base and a larger violet flower on top
Location - The water at the Drak’sotra Fields of Zul’Drak
Uses - Used in a salve that binds to bandages, which are then used to greatly reduce pain.
Source - Quest: Something for the Pain

Waterweed (M)
Description - Bushy green underwater plants
Location - Northwestern Grizzly Hills
Uses - Mixed with Haze Leaf to create a vial of visions, then mixed with troll mojo to communicate at a distance with a particular troll. It is unknown how the elixir is attuned, nor how it can be adapted to others.
Source - Quest: Vial of Visions

Wiggleweed §
Description - Strangely-glowing seaweed with a tantalizing pattern growing across the stem
Location - Grown around the Vashj’ir stronghold near Deepmist Grotto
Uses - Fed to prisoners; extremely addictive, causing severe bowel pain due to withdrawal illness. It may be used simply to keep prisoners from fleeing. One may be able to slowly lower dosage of the sprouts they eat until the addiction is gone.
Source - Quest: What? What? In My Gut?

Winter Hyacinth
Description - Colorful, somewhat spiky purple and blue flower
Location - Grows only on the ice flowing from the Ironwall Dam of Icecrown into Crystalsong Forest
Uses - Rare and seemingly only decorative.
Source - Quest: A Worthy Weapon

Witch’s Bane (M)
Description - A large, fern-like green bush with layered, violet-red flowering stalks
Location - Grows all over the northern peninsula of Dustwallow Marsh
Uses - When burned, for example as a torch, the smoke will draw out “evil,” exposing it from where it hides.
Source - Quest: The Witch’s Bane

Wolfsbane
Description - A small, thorned and coiled green-brown root
Location - Northern Grizzly Hills, around Silverbrook
Uses - Repels worgen, though efficiency, range and effects are unstated.
Source - Quest: Wolfsbane Root

Wyrmtail (H)
Description - A plant of green, coiled stalks that seem to pulsate
Location - The Dragonmurk and Wyrmbog of Dustwallow Marsh
Uses - Wyrmtail can be used to help heal wounds and to dull pain.
Source - Quest: To Catch a Dragon by the Tail

Xavren’s Thorn (D)
Description - Golden-orange plants with paper-thin, razor-edged leaves
Location - Rocky cliffs northwest of Brill, Tirisfal Glades
Uses - Combined with Marropetal and briny sea cucumber, and possibly other ingredients, to create a particularly painful and virulent plague. When consumed, the concoction turns the imbiber into a ghoul; they die shortly thereafter.
Source - Quest: Variety is the Spice of Death

Herbs by Location

Eastern Kingdoms

Alterac Mountains - Flushbloom
Duskwood - Rot Blossom, Tear of Tilloa
Eastern Plaguelands - Rotberries
Eversong Woods - Bloodthistle
Gilneas - Moonleaf
Isle of Quel’Danas - Bloodberries
Stormwind City - Blood Nettle
Stranglethorn Vale - Limes
Swamp of Sorrows - Prayerblossom
Tirisfal Glades - Doom Weed, Marrowpetal, Xavren’s Thorn
Twilight Highlands - Thorny Stankroot
Vashj’ir - Scalding Shroom, Wiggleweed
Western Plaguelands - Plague Tangle
Wetlands - Fenberries

Kalimdor

Azshara - Briaroot
Azuremyst Isle - Azure Snapdragon
Darkshore - Death Cap, Fuming Toadstool, Lunar Fungal Bloom, Scaber Stalk
Desolace - Aloe Thistle
Durotar - Cactus Apple
Dustwallow Marsh - Bloodkelp, Witch’s Bane, Wyrmtail
Felwood - Crying Violet, Emerald Shimmercap
Mount Hyjal - Bileberries, Stonebloom & Bitterblossom
Mulgore - Pine Nuts
Teldrassil - Moonpetal Lilies, Fel Cone
Orgrimmar - Blood Nettle
Un’goro Crater - Coconut Milk, Tarblossom
Wailing Caverns - Serpentbloom

Northrend

Crystalsong Forest - Winter Hyacinth
Dragonblight - Dahlia’s Tears, Murkweed, Ruby Lilac
Grizzly Hills - Blackroot, Haze Leaf, Waterweed, Wolfsbane
Storm Peaks - Cave Mushroom
Zul’Drak - Muddlecap Fungus, Water Poppy

Outland

Hellfire Peninsula - Drycap Mushroom, Hellfire Spineleaf, Razorthorn Root
Shadowmoon Valley - Netherdust Bush
Terokkar Forest - Olemba Seed, Terokkar Chokeberry
Underbog - Sanguine Hibiscus
Zangarmarsh - Bogblossom, Burstcap Mushroom, Fulgor Mushroom

Pandaria

Krasarang Wilds - Imperial Lotus
Kun-Lai Summit - Fire Lotus, Kafa’kota Berry, Volatile Blooms
The Dread Wastes - Dreadshade
The Jade Forest - Serpent’s Scale
Townlong Steppes - Mao-Willow, Mushan Urine, Violet Citron
Valley of the Four Winds - Bloodbloom, Cave Lily, Ghostcap, Violet Lichen, Dreamleaf, Meadow Marigold, Shadelight Truffle, Spideroot

Other

Firelands - Burning Seed
Darkmoon Island - Darkblossom
The Emerald Dream - Emerald Acorns
The Molten Front - Magmolia

Herbs by Property

Dark Magic/Plague

Bileberries, Doom Weed, Fel Cone, Marrowpetal, Xavren’s Thorn, Plague Tangle, Rotberries, Rot Blossom

Healing/Painkilling/Cures

Aloe Thistle, Azure Snapdragon, Blackroot, Cave Mushroom, Dahlia’s Tears, Fenberries, Fuming Toadstool, Hellfire Spineleaf, Imperial Lotus, Lunar Fungal Bloom, Mao-Willow, Moonpetal Lilies, Mushan Urine, Prayerblossom, Ruby Lilac, Thorny Stankroot, Violet Citron, Water Poppy, Wyrmtail

Magical

Bloodberries, Bloodkelp, Blood Nettle, Bloodthistle, Bogblossom, Briaroot, Burning Seed, Burstcap Mushroom, Crying Violet, Dahlia’s Tears, Dreamleaf, Emerald Acorns, Emerald Shimmercap, Hazeleaf, Waterweed, Moonleaf, Netherdust Bush, Olemba Seed, Razorthorn Root, Serpentbloom, Stonebloom & Bitterblossom, Terokkar Chokeberry, Witch’s Bane

Poison

Bloodbloom, Cave Lily, Dreadshade, Ghostcap, Muddlecap Fungus, Murkweed, Tear of Tilloa, Violet Lichen, Wiggleweed

Other/Unknown (includes herbs whose exact method of operation is undefined):

Cactus Apple, Coconut Milk, Darkblossom, Death Cap, Fire Lotus, Flushbloom, Fulgor Mushroom, Kafa’kota Berry, Limes, Magmolia, Meadow Marigold, Pine Nuts, Sanguine Hibiscus, Scaber Stalk, Scalding Shroom, Serpent’s Scale, Shadelight Truffle, Spideroot, Tarblossom, Volatile Blooms, Winter Hyacinth, Wolfsbane

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Lovely initiative, this! (Do let me know if you’ve finished posting everything, I’ll delete this one. :o)

Also, I’m very tempted to write a Human guide, and a Paladin one


I have everything that was salvaged up now, sans a thread of useful transmog appearances by Aerandul where the pictures were hosted on an unfortunately now broken upload service.

Guides that are up to date and accessible help everyone, even if it’s just with inspiration! :smiley:

The feeling when it takes 5 mins to load the thread. ;p
Awesome work, Rog! I’ll try and remember to use this thread whenever it’s needed!

Great summary, but I was just considering regarding this: While no doubt the -vast- majority of Worgen in the Alliance are from Gilneas, what of those Worgen who are Kaldorei in origin?

I’m not overly well-read on the details of Worgen lore - and from skimming the details, it looks like the guide in question was written sometime around Cataclysm or Mists of Pandaria. A re-write or update from someone more intimately familiar might shed some light on the topic. :smiley:

For now, this section of the Wowpedia page about Worgen lore might be worth a read.

cool

Added this thread to start fleshing out the essays/discussion list, since it already contains a few good pointers, and no doubt will get some more as time progresses.

Exceptional and stellar work as always Rog, if only now we can get Blizzard to sticky this. Shame we lost the old forum layout with all the helpful threads.

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Added this thread of toys that serve as a good inspiration for toys, trinkets and effects that can help enhance visuals in roleplay: Useful Trinkets for Roleplay

A useful thread to keep active.

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Goodness. It’s almost humbling to see a guide again after more than 10 years after I created it (The Crusader’s Guide), being still used in a ‘Useful threads’ section, despite me being a bit more ehm
grey now. Ahem.

It also makes me blush a little to see it’s a little bit filled with typo’s and it’s a -little- bit outdated. Perhaps when I have a bit more time I could spent some time to spruce up the original and repost it (as I believe the original one is now lost to the ether with the forum swap).

Thanks for retrieving the original guide and archiving it for future use. :slight_smile:

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Feel free to give me a prod when/if you decide to make an updated version, I’ll swap out the old version :slight_smile: Glad to see there’s still plenty other “oldies” around.

Added this thread:

https://eu.forums.blizzard.com/en/wow/t/lore-tidbits-6/

To begin fleshing out out the essays and discussions category again (and to keep this thread open) - if anyone has other noteworthy threads to add to this category, do get in touch!

A useful thread to keep current.