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  1. The breadth of demonic corruption isn't fully explored in Warcraft, though there are enough examples to draw more than enough conclusions for the sake of RP. This will replace Raz's current interpretation of Fel Corruption + Purification. It's primarily meant to propose a more dynamic, freeform system of corruption with guideline rather than absolutes - and to simultaneously update the sources used in the material. Fel is incorrectly thought to be a drug, or like one, by many. It would be more accurate to call it a poison. A single sip will crawl through your bloodstream and taint your soul. Fel may look like a sickly, green fluid - but it's described to be the most intoxicating substance in the universe of Warcraft. The Tomb of Sargeras Audiodrama refers to it as "sweet" like candy, and upon even a single taste, any mortal would obsess over finding more. This is one of the many reasons why demons and Fel are fanatically feared by many races of Azeroth. Keep this in mind, Fel is not addictive because it grants power (although that does help), it is addictive because it latches onto the soul and drives a person to lethal obsession. Conventional Warlocks have a myriad of ways to avoid or control the addiction to Fel. This typically involves various gimmicks to avoid the actual consumption of Fel, such as using Soul Gems to power their spells - rather than consuming life force as fuel, for instance. These gimmicks are annoying and tedious but it's a small price to pay to avoid direct consumption of the universe's most dangerous substance. Upon consuming Fel, no matter the amount, the first thought your character will have is that they want more. Depending on the amount, this could be anything from a small yet significant desire, or a large, obsessive fixation - one that can drive someone to murder for their fix. Use good judgement when it comes to this - think about any addictive substance; When it becomes a regular part of your diet, the withdrawal will become even more brutal. At the very least, it would take anywhere from a month to drop even the subtlest of cravings. Depending on the amount of Fel one consumes, several changes in both the body and mind will occur. Even small amounts can lead to paranoia, anger, and reckless behavior. Larger amounts will accentuate those feelings, but several physical mutations will occur, such as brute strength, horns, wings, scaled skin and more - these changes are usually reserved for those who delve far into Fel, but can happen to the unsuspecting addict nonetheless. There are special cases when it comes to consuming Fel, and special consequences for them. Consuming Demonic Blood is the most unique of these circumstances. When a living demon offers its blood to a mortal, and that mortal consumes the blood, an immediate shift in behavior can be noticed in the mortal. They will violently mutate into a demonic hybrid, both in body and mind. These are commonly called "Felsworn". They are recognized by their tall, muscular bodies and obtrusive mutations such as glowing eyes, horns, wings, or scaled skin. They are hateful creatures who serve both their addiction to Fel and the one who supplies it. Only when the demon dies can its servants call themselves free - but the addiction and mutations will still remain in some fashion, possibly for generations to come. Consuming a dead demon's flesh, heart or soul is a similar, violent way to transform yourself into a demonic hybrid. You will receive similar mutations - there is almost no difference save for a few, all of which happen within the mind. A consumer of demonic flesh and souls will experience wild, horrific visions after their first consumption. This will drive many to insanity - those who survive this will live with violent, suicidal tendencies (whether it be reckless behavior or outright self-loathing depends on the character, but they will not care for their own safety). Above all else, they will have no specific master - but they are very prone to becoming slaves to the Legion, as the addiction to Fel is still very real. Unless they can serve themselves, a la the Illidari, they are certain to fall into the Legion's hands. Removing your addiction to Fel can usually only happen in the initial stages. Blood elves have learned to stave off their corruption by attuning themselves to nature, arcane, or other forms of magic. Even Holy magic is a good substitute. This process could take months, and even afterwards, the possibility of one falling to Fel once more is still likely. Purging the corruption, rather than substituting it, is also possible - however it is much more harmful and usually requires a third party to help and even restrain the Fel consumer. With a significant amount of magic, one can theoretically purge the Fel from another's soul. The mutations will remain in some form and the addiction will linger, but after some rehabilitation, it's possible to mentally recover. It could take upwards to a week or more for a character to regain sanity after this process, and it could take far longer for their addiction to disappear.
  2. Demonic Souls A demonic soul is a soul which is tethered to the Twisting Nether. The soul is bound to that plane, and can only be destroyed in the Twisting Nether or places like it - such as Nathreza, or Argus. Demons innately have these souls. You can acquire a demonic soul as a mortal, such as Illidan or the PC Demon Hunter, by becoming powerful enough via Fel magic. The risk is of course, being turned into a minion of the Legion - But, that is a risk you must take for immortality. Satyr are not innately demons... :) Source: Demonic Death Hypothesis: Demons are immortal outside of the Twisting Nether, with the exception of places leaking with its energies or the energies of the Burning Legion. Their spirit is not only bound, but tethered, to the Twisting nether. This means that their souls do not only return to the Nether, but are constantly chained to the Nether and instantly begin to search for a new body once their connection with the body is severed. This is why Demonic Souls cannot be slain on mortal planes. The soul is not entirely present in an area of Order - An area in the mortal universe. Demons can only be permanently slain within the Twisting Nether, or in places suffused with similar energies of Disorder. Not even Demon Hunters or Warlocks can bypass this law. Furthermore: When slain on a mortal plane, demons leave Soul Fragments in their body which can easily be extracted. Demon Souls will be fractured upon death, and fragmented pieces will retain the memories and personality of the body who shelters them. It is possible to absorb these fragments as fuel to your Fel magic, to trap them, and to interrogate them. Other uses may be theoretically possible. If the fragments are released, it will disperse into the mortal plane until it quickly withers into nothing but lifeless energy. The true 'anchored' soul of the demon has already returned upon physical death, and the energy left behind is forfeit. Stealing a greater demon's entire soul (Nathrezim/Eredar/Pit Lord/Etc.) on a mortal plane is a strenuous effort and not a viable way to imprison them. Only certain artifacts can do this successfully. It's better to imprison the demon physically, like in the Vault of the Wardens. The sources that lead me to these conclusions: ​This explanation safely wraps together the seemingly contradictive evidence of Legion, Illidan, and Chronicles, with very few logical leaps.
  3. How have you chosen to title your lore modification? : Based on the RPG levels of some races, I have come with the idea that Sauroks could have it too. Some boons come out of logic, some out of thinking, some out of ingame mechanics such as some npc having special spells even without seeming to have any class related to them. What is your lore application doing? : It is basically gives some more respect to the Saurok considering that they are still a race, and since there is a good, even if little, amount of players playing Saurok pc, I thought that even the Saurok were worth of having some stuff that the other races do. How does Warcraft support your lore change? : The Saurok, being a mutated lizard-men, are able to swim and stay underwater for a good amount of time. This is due to their nature of being near to water places, having webbing under their armpits and between their fingers. The boons that they receive are nothing too odd since, even if a shitty example, some npc that are more dangerous have more life and resistance. This can be a little way to explain why they do, instead of just saying they are "rare" ; "elite" ; "boss". INTRODUCTION Saurok were created by the Mogu (although the Skumblades choose not to believe this) for one purpose, war. They were turned into the perfect shocktroopers, they lusted for battle and cared little for anything else. Thus Saurok have little concept of property and no concept of money, this has hindered their development as a race. Though possessing the intelligence for civilized life they simply cannot sate their instincts to hunt, raid, kill, and steal. Without conflict Saurok become restless and violent. This is not to say they are mindless savages. They are capable of reason, barter, and conversation. Not every Saurok will mindlessly attack anyone on sight, though travelers should be ready for a fight any time they are in the territory of one of the tribes. Do's: Behave in a very honor bound or ritualistic manner. Saurok as a whole value strength in battle, they'd be quick to tell of their glorious battles and victories. Fight. And hunt. A lot. If a Saurok killed something today, it was a good day. This doesn't mean relentlessly hunt down player characters, but sparring is a good idea to sate the addiction for the taste of blood. Barter. Saurok don't really have a gold based economy, any gold they would obtain would likely be used as a trophy for their successful raids. It's not to say that Saurok couldn't learn that they can trade gold for weapons and armor, but they certainly wouldn't understand the economy like every one else. It'd be highly unlikely for a Saurok to say "Ten gold for this sword? That's far too much!" Don't: Settle down. Saurok don't do this. Your not going to have some Saurok building a house and raising his kids with his wife. They have almost no concept of property, the only thing they consider theirs is their weapons and armor, everything else is temporary. This doesn't mean that they couldn't interact with civilized folks, but they aren't really in their element doing so. Enjoy peace. Saurok hate peace. Peace makes you weak. They don't have the capability to like a world where no one kills each other. You won't ever see a Saurok walk into town saying that he's tired of blood shed, he's not like the other Saurok, and that he wants to go run off somewhere. A Saurok's idea of peace is not killing someone that moment, that's about as much peace as they can promise. Go into business. Saurok find it much easier to steal what they need, have it given to them as tribute, or just barter for what they have. You'll never see a Saurok open up a tavern, start a blacksmithing business, own a farm, or have a firm concept on the economy in general. In short, blow all the money you make in one place, it makes to difference to you, you're a Saurok. LEVEL UP TAB 1 Level : + 2 Strenght OR +2 Agility, -2 Charisma and "Underwater Enhancement" 2 Level : + 1 Stamina and "Thicker Scales" 3 Level : "Enhanced Spikes" Underwater Enhancement The saurok is naturally used to water and from it receives a lesser evolution, granting it more breath underwater and more swimming speed. (20 Minutes underwater breath, 40% swimming speed.) Thicker Scales The natural armor of a saurok gets harder, becoming capable to hold on more blows then it normally would. Enhanced Spikes The spikes of the saurok evolve, becoming bigger, sharper and thicker, granting it a more intimidating look and a passive greater natural defense. Unique Tribes The saurok divide in a wider group of tribes, each one living and specializing in different ways. Depending on which tribe the saurok is, it will have different starting items, statistics and skills. Here is the list : Bladescale - The Bladescale tribe have are a very small tribe, yet seem to specialize in skinning and the usage of blades. Their NPCs utilize a few warrior abilities so it is safe to assume that they are mostly, if not entirely warrior based. Beyond that they have an affinity for skinning and most likely are exceptional leather workers. Bonus towards lightly armored or unarmored targets, able to inflict deeper and cleaner wounds. Skilled skinners, able to flay their victims and prey with more efficiency, yielding more leather as a product. Skilled leather workers. Any member of this tribe is able to craft leather armor that is of the highest quality. Start with superior leather armor. Darkhatched - The Darkhatched inhabit the Ancient Passage and are almost never seen outside of it. They are born and raised in a dark environment and thereby have a better sense of sight in darkness then others. They also seem to have an ability to use shadow magic, as seen with the spell "Death Nova". It can also be surmised that they are adept in sneaking through shadows cast by torchlight to elude and ambush those who wish to gain passage through their cave. Their Oracles also utilize nature magic and have been known to utilize Wrath and Entangling Root. Skill in either stealth, ambushes, and are less detectable at night. Skill in shadow magic or nature magic. Superior night vision, making them more adept during fights in darkness. Able to detect enemies that attempt to sneak through darkness. Deepscale - Although appearing on the wandering isle they may have a mainland settlement on Pandaria. They are masters of navigating the sea and can swim at much higher speeds then most Saurok tribes. They're skilled during at sea raids and dive deep to evade detection while coming up on ships. They also are able to hold their breath much longer then most, akin to turtles and other water dependent reptiles. Greatly increased air supply while holding their breath. Fast swimmers. Masterful navigators in the open ocean. Able to burst from the ocean at great speeds to ambush enemies. Hatescale - The Hatescale tribe inhabits the Veiled Stair and seek to reclaim land lost to the Pandaren. As name would imply they are motivated by spite and vengeance and make excellent berserkers. Along with this they have they have evolved poison glands that allow them to inflict poison damage to their enemies and even spit globs of poisonous fluid onto their victims. Able to generate rage faster then most tribes. Able to inflict poison bites or spit poison during combat. High resistance to poison damage inflicted on them. Skilled in traversing mountainous regions. Mistblade - This tribe has made a home in one of the most dangerous places on Pandaria, they are native to the Dread Waste and thereby do battle with the Mantid almost constantly. They revere amber almost as much as the Mantid themselves. Though not able to craft with amber as the Mantid do they are often seen sporting Kyparite weapons that they pull off the corpses of their defeated enemies. It can be assumed that due to their battles with the Mantid that they develop a relatively thicker hide. Battle hardened against the never ending onslaught of Mantid, thereby able to combat them much more efficiently then most natives of Pandaria. Able to start off with a Kyparite weapon, instead of having to seek one out. Moderate resistance to bladed weapons. Exceptional skill with Kyparite weapons. Muckscale - Also inhabiting the Dread Wastes, these Saurok are often seen fighting Kyparite Pulverizers. Their Oracles are also seen using powerful lightning spells. Due to their constant struggles against the Pulverizers it can be assumed that they've developed the ability to resist blunt force trauma much better then most other tribes and are able to fight off users of earth related spells and abilities. Very skilled with lightning spells. Moderate resistance to blunt weapons. Skilled against users of earth spells. Skilled against earth elementals, earth spell users, and golems. Paleblade - Little is known about this tribe, as they are frequently mind controlled by the Mogu. It can be assumed that any of this tribe that manage to escape their Mogu mind-slavers host a resistance to mind control and illusions. They also have been seen using the ability Vanish, which may offer insight into their abilities. The exposure that they've had to the Mogu could be observed by them and utilized to their advantage. High resistance to mind control and illusion spells. Able to vanish from sight. Adept with using illusions spells that they've learned. Skilled in stealth as a result of their ability to vanish from sight. Riverblade - This tribe inhabits the waterways of Krasarang and are experts in swimming and navigating through streams, creeks, and rivers. They have developed the ability to detect the subtle changes in the flow of rivers to know when prey is upstream. Their Oracles have been seen using lightning attacks, which they use to help attack enemies that would become wet as a result of their environment. Experts at navigating narrow bodies of water like rivers, creeks, and streams. When downstream of a perspective opponent they can gain information as to their size, number, and direction of travel. Skilled swimmers, able to skim at high speeds. Adept with Lightning spells. Skumblade - Skumblade inhabit the Isle of Thunder and worship their god Kros. They are the only tribe that is evident of doing so. They do not believe like other Saurok that they were created by the Mogu, instead choosing to believe they evolved from Kros. They revere strength above all else and are masterful warriors. Despite their Saur-Priests using magic the majority of them do not and see dependence on magic as a form of weakness. They also seem to be able to call upon Kros to judge them as worthy and become gifted with a stamina buff Power Word: Dinosaur. One of their beliefs is that they must collect rotting remains of their fallen enemies and prey to breed savaging insects and disease to scare away intruders, it can be assumed that they are host to an incredible immune system as a result. Ability to use Power Word: Dinosaur, to grant them greater endurance and physical stamina in combat. Masterful Warriors and melee combatants. High resistance to disease. Skilled in all manner of melee weapons. Slitherscale - Native to the Wandering Isle, this tribe hunts cloud serpents and even robs their nests to eat their eggs. an ability observed is for them to consume a rotten egg of a cloud serpent to send them into a type of frenzied state where they are able to deal more combat damage. Due to their nature of hunting these creatures they've developed an advantage over flying enemies, and are resistant to elemental attacks that they've endured as a result of fighting cloud serpents. Able to consume collected eggs to deal more damage in combat. Highly skilled against flying opponents. Moderate resistance to elemental spells. Vilerongue - These Saurok excel on mountains and cliffs, they are incredible climbers and use this to their advantage when ambushing opponents. Like some Saurok they've developed venom glands that they can use to spit poison or inflict poisonous bites on their enemies. They've also been seen using the ability Wind Slash, which creates a miniature tornado that they can send at enemies. Able to cut through the air and create a tornado to attack enemies. Poison spit and poison bites. Skilled climbers, able to scale sheer cliffs with ease and speed. High resistance to poison. Wildscale - Seen in Krasarang Wilds, this tribe seems to hold skilled herbalists. They are able to utilize indigenous herbs to craft potions and poisons from their environment. Beyond that they are seen to be excellent hunters, surpassing other Saurok. They often use speed and agility to subdue and kill their prey. Advanced knowledge of herbalism. Skilled in the ways of agility and speed. High endurance for running, and posses speeds even higher then other Saurok, who are all very fast on all fours. Skilled in tracking and hunting, making them much better against beasts then other Saurok. _____________________________________________________________________________________________________________________________________________ If you have any suggestions write them down. This is an idea I got while looking at a Saurok npc and spoke with Raz a little about it. Since I didn't want to be special or have "custom" things, I decided to develop this idea further and here it is. I did my researches, some knowledge I had before, and I just hope some of you will enjoy it. I also thank Drez for assisting me into making this little idea born. Cheers! And also Sorel for some suggestions. Join the hall of mentioned people! A big thanks to Vykax for making that kick ass list, specifing better the tribes and giving them precise stuff unlike I did XP. PS. I know people doesn't like RPG, but this is something that can be easily took ingame without stats or shit, I just wanted to make it "clean" on a Rpg point of view, that's all.
  4. The explanation for the Night Elven Shadow Priests is vague or non-exisant. There is only one sentence on the source of divine powers of the Night Elven Wardens. I have decided I will try and use my own knowledge of the faiths in WoW to clarify both. This will take some time, so bear with me, however all feedback is appreciated. How have you chosen to title your lore modification? : The Duality of Elune – clarification on the Night Elven Shadow Priests in addition to the tenets and faith that drives the divine powers used by the Night Elven Wardens. What is your lore application doing? : Introduction In the World of Warcraft MMO, the priest class shares the same abilities independent of the race choice. However, the implication stands that racial beliefs still play a role, with the priest class actually having some racial special abilities in the vanilla and Burning Crusade expansions. Thus, roleplay-wise, a Night Elven priest would most often be a priest/priestess of Elune, while a human priest is a priest/priestess of the Holy Light, and perhaps a forsaken priest is a priest of the Forgotten Shadow. However, all priest classes have a degree of access to divine shadow abilities. Game-mechanics wise, a priest has access to both in some degree, while RP wise, it is more common to specialize in a certain domain, due to the sheer differences of the values and tenets each faith represents. While it is obvious that humans/dwarves and forsaken invoke the power of the divine shadow through the faith of the Forgotten Shadow, it is highly unlikely Night Elves would find appeal in such faith, as it is extremely different to what they were used to for millenia. This clarification aims to clarify and add an additional way to explain how the Night Elven priest gains access to the shadow aspect of his/her class. This will allow night elven priests an alternative to the forgotten shadow, and give them the power of the divine shadow while staying true to the racially implied faith, the worship of Elune. To do so I will be using a theory based on the similarities between the faiths of Elune and Holy Light, as well as the very principle of the duality between good and evil, order and chaos often portrayed in the Warcraft lore. In addition, this clarification/addition will expand upon the divine aspect of the Warden class and attempt to give a proper explanation behind the faith that drives their divine spellcasting as well as the philosophy that allows the faith to stay in relative harmony with the society they serve, as it is observed in current Warcraft lore. Why am I doing this, you might ask? "Why the fuck would you even care you stupid nerd, wtf get a life u little piece of shit Ireckum8". Calm down, I will explain. While, there is really no practical reason to expand upon this lore mechanically, I find that giving it a clearer explanation would GREATLY improve the RP-experience. Now, there is actual philosophy to be learned, a faith to explore. Now, there is more than just "lol its evil shadow" or "lol I just blink cos I believe in justice wutnot umadm8". Through this clarification/addition I wish to improve not just my roleplay experience, but the roleplay experience of all those willing to explore the concept of Night Elven Shadow Priest, Night Elven Warden, or simply Night Elven philosophy. This is the custom lore behind this clarification/addition (spoilered). Short explanation: The Watchers were the first to invoke the basic powers of the divine shadow. The priests of the Sisterhood, who are said to be the ones to become the first Wardens explored the Night Warrior aspect of their goddess more extensively than the Mother Moon aspect, so that they could be stronger warriors themselves, and embody the values of righteous wrath, vengeance and zealous strength. The Night Elven Shadow Priests came to be after Tyrandes attack on the Watchers. Scriptures containing ancient teachings on how to invoke the darker aspect of their Goddess leaked into the Sisterhood, and few bold priests decided to follow up on the teachings, exploring the path. The abilities of a Night Elven shadow priest are entirely similar to that of a Priest of the Forgotten Shadow, simply derived from a different faith and philosophy. The Night Elven priests exploring the path end to call themselves "Umbral Priests" or "Priests of the Duality" and are not necessarily evil despite the powers they wield. However, like all priests, they are susceptible to corruption. Priests of the Duality still revere the ancients and nature, like the regular priests of Elune do. In fact, they see their faith as an alternative way to serve their goddess, while not forgetting the tenets and principles of the more orthodox way to interpret their Goddess. Important: A Night Elven Shadow Priest channels the emotion of wrath, vengeance and despair to enter an agonizing and bitter state of mind as they remember all the pain, death, betrayal and injustice that their people and society were victims off. That helps them invoke the Night Warrior Aspect of Elune in a far greater way than any conventional Night Elven priest. Elune extends the help to the Shadow Priest and gives him/her a powerful weapon to destroy his/her enemies in the form of divine shadow, which they can use to cast divine shadow spells we are normally used to shadow priests using. The Goddess grants them the power that they need to avenge their people, so that their hearts may be once again at peace. However, the agonizing state of mind that the shadow priest has to enter slowly chips away at the priests personality, and in time he/she will become gloomy, pessimistic and merciless. A Night Elven Shadow Priest loses their ability to heal the more they gain their divine shadow abilities, becoming more distant from the Mother Moon aspect of their Goddess. A Shadow Priest willing to completely immerse themselves in the power the Night Warrior Aspect is much less likely to heal others, gaining the ability to heal depending on the pain they inflict. (Basically like Shadow Priests ok) The Priests of the Duality do not display their powers or practice their faith in public, as their way of interpretation of the Goddess is considered outlandish and unorthodox by the rest of the Kaldorei Society. However, practising the faith is not considered a crime, and if found out may only result in social condemnation and disrespect. In RPG terms, a Night Elven priest of the Duality gains access to Death and War domains. However, all summon undead spells summon spirits of vengeance from corpses of the fallen appropriate to the spells strength. How does Warcraft support your lore change? : The Faith and powers granted by faith in Elune and Faith in the Light bear undeniable similarities. In fact, Prophet Velen himself, perhaps one of the wisest beings known in Warcraft Universe have noted that there are undeniable similarities between a powerful Naaru and Elune. While, I do believe that Elune is not a Naaru, I think that the wise Prophet would not mention this to High Priestess Tyrande without thoroughly thinking over his statement. Naaru do infact teach that no Light can exist without shadow. My second point is that the faith of The Holy Light has a direct counterpart - the Fogotten Shadow, which is not necessarily evil and can be used with altruistic intentions, but still causes pain and death to all living things. In addition, while the Night Elven Wardens clearly revere Elune and are not evil, their abilities seem to have deep connections to the abilities that shadow priests display both in their causes and appearance, such as shadow step, shadow strike, mind affecting spells such as hold person e.t.c. Their abilities have a deep affinity for the shadow, namely the summoning of Avatar of Vengeance - a being which all livings things fear. Clarifications on the other hands are there to correct the occasional oddities of Blizzard Lore. Some things may be retconned, such as how Dæmon's functioned in the RTS Warcraft, where Nathrezim and the Burning Legion came from and their relationship, and the clarifications are set to amend that. They may also be used as custom lore to fill in an intermediate step that is very plausible, possibly suggested, but never actually distinctly clarified and serves purposes of bolstering the lore of the said thing it clarifies. Sources: War of the Ancients Trilogy: The Demon Soul, chapter 8 The Sundering, chapters 4, 18,19 Stormrage: chapters 2,5. World of Warcraft - The Roleplaying Game (p. 38-40, p.70-73, p. 67-70) World of Warcraft - Alliance Players Guide (p. 68, p. 129-130) Warcraft RPG - Magic and Mayhem (p 22-23 p. 53-55) ...are all sources that I have used to create the application in its current form (mainly for harmonization purposes), in addition I have browsed the official forums for a possible explanation of why night elven shadow priests exist to see what theories are going around: