#tuskarr lore
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thegreatyin · 2 years ago
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rip jim the stone man you would've done numbers in any other game i just know it
tbh the biggest flaw of the earthen as WoW's latest faction-neutral race is that (while they aren't released yet) as it stands i don't really see a reason why they are neutral at all. they're dwarves. like all of their buddies are on the alliance side why would they join the horde
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skymagpie · 1 year ago
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Language in World of Warcraft is the most unstable story and world building element - different languages come into play whenever the plot needs a language barrier which is very rarely in fact, and then language is never an issue, so much so that we are just to assume that everyone is using a spell that helps them understand different languages, thus rendering them pointless.
Back in the earlier lore, language barriers were a big deal, Khadgar could not understand the orcs hence why he was impressed that Garona knew Common and she was able to breach the divide between humans and orcs through this. The language was an important story element, not only on a technical level, but on a more symbolic level. And on a technical level, Khadgar had to enchant a ring that would help him communicate with other races in their own language. These were issues that had to be dealt with and it showed interesting character and lore traits by how these characters dealt with them.
However in modern WoW, unless literally everyone has a translator ring on them at all times, many things do not make sense. Why would a civilization of Highborne who were under a dome for 10.000 years suddenly understand both Orcish and Common? Why would the Highmountain Tauren not have their own dialects given that they were also cut off from the rest of the Tauren and the Horde? Even if we are to assume that they had contact with the Night Elves from Val'sharah, why would the Night Elves teach them Common instead of Darnassian? Not to mention the Dragon Isles being cut off from the rest of the world for thousands of years and yet the Tuskarr perfectly understand us and we understand them perfectly.
Of course all of this can easily be explained with A Magic Ring or a Magic Scroll, but this is like adding and element and then removing it. Yeah different languages are necessary and you can't have all these cultures all share the same language, but also by just magically removing it as an obstacle or a problem, it's like you never had it. It becomes flavor, rather than a cultural element. Yes, this is an MMORPG, but even if we had a magical ring of translation on us at all times, I wish the language barriers were more present where NPCs would ask us to be translators and mediators between different groups because of this barrier.
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bewareofgoldshire · 2 years ago
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now that I’ve had a month to cope, I felt like writing down my thoughts about WoW: TWW because I need to release the voices in my head. anyways
CONS:
1. Earthen are fucking dumb. the Dracthyr didn’t have the greatest initial impression, but at least it was damn unique and new, with an actual mystery surrounding their origins. their storyline in 10.0.7 and 10.1 was more impactful than the bonds between most of the main characters (with the exceptions of the black dragon brothers and kalec and his flight).
granted, I can’t really judge the Earthen based on their lore in TWW, but Blizzard’s continued recycling of the core races breaks my fucking patience. tuskarr, nerbuians, sethrak, and even naga would be better options for a new playable race, and players ACTUALLY ASKED FOR THOSE IN THE PAST. Earthen do not justify their existence as a separate race just because their have “new” skin textures or whatever.
MID
1. Alleria’s new model. idk it doesn’t stand out. she looks kinda cool, but her color palette doesn’t make her stand out enough considering she’s a central protagonist. maybe i’m too used to Dragonflight where the loading screen alone has more color than any TWW concept art so far.
2. hero talents? i was really excited about these at first, but it just feels like an extra portion of the talent tree that doesn’t affect the aesthetic of the specs at all. of course, it’s still in development, but the reviews of the first four hero talents left me underwhelmed.
PROS
1. Anduin is FUCKING BACK BABY. yeah, i’m pretty excited to see where they take his character. i don’t really want to talk about his lesbian hair cut since it’s been done to death. but I did go through the five stages of grief when I saw it on battle.net during blizzcon so that’s fun.
2. Xal’atath is BACK BABY. not much to say, i just think she’s pretty.
3. Alleria is BACK AGAIN BABY. idc if i just based her new look, i still adore her. can’t wait for her bisexuality arc (and i need her to divorce what’s-his-face and marry ME)
4. warbands are sick as hell, and transmog themes for characters are going to be insane. argent crusade themed warbands? scarlet crusade themed warbands? dark ranger themed warbands? communism warbands? anything is possible
5. delves are a really cool way to explore a new area. i don’t believe WoW has had anything like them before, unless you count Shadowlands (because technically the Maw and the rest of the realms were stacked), but I sure as hell don’t.
i guess that’s it. overall, sound like a solid expansion. i’m kinda sad Dragonflight is ending, mainly because a lot of its thematic beats never reached a fulfilling conclusion, but Metzen is back so maybe the story will be managed better despite the insane time constraints.
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warcraft-lore-archives · 4 years ago
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Cultural Beliefs About the Afterlife - Tuskarr
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Compared to several of Azeroth’s native races, the tuskarr have some of the most intricate beliefs about death and the afterlife. Many of those beliefs are so important to the tuskarr that they play a significant role in kalu’ak cultural practices and their day-to-day lives, from how they worship their ancestors to the various rituals they perform in honor of the dead.
According to the non-canon RPG, the tuskarr see the afterlife as a trouble-free paradise in which both fishing and whaling – two activities integral to their way of life – are plentiful [RPG: Dark Factions, pg. 22, 88, RPG: Manual of Monsters, pg. 105]. Their cultural beliefs dictate that those who want to make it to the afterlife should engage in certain social behaviors the tuskarr view as positive. Examples include marriage, bearing children, and hunting, among other things [RPG: Dark Factions, pg. 88].
Once a tuskarr dies, it is believed that Karkut, their death deity, walks the earth to gather their spirit and take them to the afterlife [Quest: Preparing For the Worst]. Karkut is also responsible for protecting and watching over the spirits of the fallen [Quest: Cowards and Fools, Quest: The Son of Karkut, Quest: Spirits Watch Over Us]. Interestingly, Death Knights are said to bear his mark [Quest: The Son of Karkut].
Not unlike the tauren, tuskarr ancestor spirits are a significant part of their culture – so much so that some of their more notable ancestors are ceremonially placed in large stone statues specially prepared by tuskarr craftsmen [Quest: Leading the Ancestors Home, Quest: Picking up the Pieces]. This sacred ritual is carried out by a shaman, who uses implements – some of which are hundreds of years old – to guide the spirits into their new homes [Quest: Leading the Ancestors Home, Quest: Picking Up the Pieces]. From there, the ancestors of the tuskarr can watch over and protect their living kin. Some even go so far as to heal the sick and offer advice to those who ask for their guidance [RPG: Manual of Monsters, pg. 105, Quest: The Honored Ancestors].  
Tuskarr legends are rife with mention of “coffer corpses,” better known as independent undead with no connections to the Scourge. Though they may show up frequently in tuskarr tales, modern kalu’ak death practices have somehow made the occurrence of real coffer corpses rare, although it is unclear why [RPG: Manual of Monsters, pg. 199].
The tuskarr have different death rituals to honor those who meet their end at sea or fall in battle [RPG: Dark Factions, pg. 22].
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hadoriel · 1 year ago
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Hey, as somebody who's been playing WoW for about a decade now and is deep into lore and all that... Some of these points seem a bit outdated. I totally agree with you that the game's narrative needs to be constantly doing better, especially since there's a lot of old stuff over the course of the franchise that has either aged badly or was never looked at critically enough (I mean, it was born from a bunch of white American dudes, so there was a lot of bias they'd just never confronted when they created it)
But I do think that, overall, we're making strides in the right direction. I mean, some of it is awkward, like every side couple being gay in Dragonflight as over-correction, but at least we're no longer at the stage of 'everyone headcanons a main character as queer to the point one of the writers goes on Twitter to yell at them and frantically claim the character isn't gay' from the Pandaria years. Heck, they finally caved and confirmed Chromie as trans, after they made her character joke about in in HOTS a decade ago. And although her story isn't spotlight, she's still there, talking about taking her humanoid form, in several quests. Flynn and Shaw got a whole book together, traveling part of the world
Orcs, Trolls, Tauren etc have been heroes for a while. I think a better solution is rather, when an Orc is a hero (a la Thrall), he shouldn't be made more humanized (like giving him eyebrows??) and/or they should be given better spotlight (instead of, say, us saving Baine in Shadowlands for him to just sit in a corner... literally). We do have a lot of characters from 'monstrous' races that could be in the spotlight, lots of really cool ones, too! In fact, that's one thing that I love about Warcraft's worldbuilding, is that there's so many characters that aren't human. But Golden really loved Anduin, so we keep getting him, there's a lot of elves, and Thrall is pretty much the default Horde character to choose from when they don't want to build up someone else. I'd love to see Ji and Aysa again tbh. Talanji would be nice. Point is - we DO have heroes of those races. It's just that they either don't get enough spotlight or, in Thrall's case, they humanize them too much
This will probably be up in the air for a while. I remember my hackles being raised at Drustvar's storyline, because that was so recent, and yet the overarching plot of the zone was 'the native people here are evil legit witches and our colonizer ancestors killed them - we need to kill them again' with a token couple of 'good' people of the native culture who hole themselves up in a cave and lament how evil their brethren are. So, yeah, we do need to keep talking about this, though I think it's a bigger issue than just WoW, of course
I think they've been successful at this. The Tuskarr in Dragonflight tell actual Inuit tales, have actual Inuit names, and were approved by actual Inuit people, for example. Goblins seem to be working towards a new future with Gazlowe in charge. I was pleased that the centaur were matriarchal without being evil (as is stereotype - even as recently in WoW as the blood trolls in Nazmir) and the archeologists were espousing modern archeology ethics, like returning their finds to the people they belonged to
Have you seen the new character coming in War Within? The black half elf lady with the prosthetic shield arm? I do think they're trying. But unfortunately the toxic gamer bros have been calling her a 'diverse checkbox' character and getting mad, even though we know very little of her so far besides being a major character. Yes, it took WAY too long to add darker skin tone options for player races. But they are moving forward
"... mansplaining to a PoC coded monster that his government system is inherently wrong" - I think you're talking about Anduin here, yeah? Who was he saying this to? For some reason my brain keeps going to his dumb conversations with Sylvanas instead orz. Nonetheless, the Light is... unfortunately Christian-based and it makes me uncomfortable, as a non-Christian, but I do think they've also been trying to diversify the Light so that the Christian elements are uniquely a human culture thing. There was a big ruckus over it regarding the Paladin hero talents a bit ago on Twitter, actually. I don't think we've even touched human Light beliefs since, what, Cata? I just generally think Anduin could've been a good character, had he not been treated like he was always right, and then dragged through the mud as a forced attempt at being a foil for Sylvanas' insanity through SL
Anyways - I don't think, just because Warcraft has some issues, it should be outright banned in random polls, especially when we DO have canon queer characters now valid for the blog in question. I don't think anyone should really bother poll blogs about 'ugh I hate this media it's so bad!!' unless it's like... actually overtly offensive outright. Which WoW isn't
To OP poll blog themselves, sorry for the reply ramble. Please don't ban Warcraft because of a random anon lol ;; It's a big and old franchise, has problems, but it's nothing like... bad bad awful ban worthy
I'm not asking you to pull Mathias Shaw, I just want more people to be aware that white queer characters doesn't equal wokeness and the general exclusion of non whites from LGBTIQA discussions.
I also criticize media like World of Warcraft so the writers will eventually get the message that stuff like this is offensive and they should do some damage control like:
Stop depicting orcs, trolls, tauren and countless other "monsters" as purely evil villains, let them be heroes too.
Admit the countless white colonizing characters did wrong and that people like Zul'jin were wronged.
Tone down the racial coding a little bit and don't do it for new races they create.
Stop having all prominent human characters be white and for god's sakes, tone down the white savior vibes!
No having characters like a blonde blue eyed white guy from ersatz europe that worships ersatz christianity mansplaining to a PoC coded monster that his government system is inherently wrong unlike Ersatz Europe's absolute monarchy does NOT equal talking down toxic masculinity, it (unintentionally?) endorse a white supremacist vibe. PS: Did you get my other Warcraft Ask?
I know! I was just putting that in the tags because I've had problems with people making assumptions about what I stand for as a person before based on "allowing" a certain media to go through. Not targeted at you specifically! Although my knowledge of WOW is severely limited personally, I agree with everything you're saying here! Also yes, I did, I'll post it after this one. I've been holding off on answering certain asks because I just don't have the time to do thorough research right now, so I'm glad you elaborated on what you meant!
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neechees · 2 years ago
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I'm having a tough time deciding if the Tuskarr from WoW are racist. I'm Indigenous myself and personally haven't been a fan of the past racism in World of Warcraft (IE the Tauren), but the new race of Inuit-coded Walruses just rubs me the wrong way, even though they're actually pretty true to Inuit culture. If you have an opinion on it, do you feel like this is a case of making the only Indigenous people animals, or do you think there's other things wrong with them?
I don't play WoW so I know very little of the lore, but just based on the fact that I know about the Tauren AND the fact that they now have two cultures modeled after & coded to be Indigenous makes me think we're already off to a bad start. I also cannot be a judge for how accurate or respectful the portrayal is to Inuit & Inuit culture since I'm not Inuk, but again I also already get a bad vibe from it. If your game only has Indigenous people coded as animals & not humans, then that's already racist. It'd be different if EVERYONE was animals or if they also show up as humans, but so far I've only heard Indigenous coded ppls in WoW as just animals, & at least one of those was done very shitty.
Maybe this is a question for @britomartis, who I know knows about WoW stuff
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quenthel · 2 years ago
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ok ill give it up. new wow lore stuff is actually very fun esp w the dragons.
Like Kalecgos was just this weirdo who fucked the sunwell and then dated Jaina for 2 seconds and then abandoned her when she got angry that Garrosh blew up her home. Like most dragon writing was highkey sexist w a million r*pe scenarios forever but they are excavating all that p well and by that i mean rewriting that bit of the lore.
Like Kalecgos going from that to becoming like a weird dad and being all like “yes my close... colleague Khadgar :)” and eating soup w the tuskarr and just trying to find the rest of his flight to unite them is very sweet. I also love that they made Senegos relevant again and his humanoid form is an old troll and he tells stories abt how he loved to play katamari with the bugs around the graveyard and shit. I also just generally loved the new quests abt the blue dragonflight bc so far the ones i saw were all weird losers. Conceptually they are very cool bc they are the wizzer dragons but they are all losers it seems and i love that (minus Stellagose bc she rules and she should get a gf).
I also love Wrathion Sabellian and Emberthal, like the black dragonflight stuff ig is very nice. I also like that Emberthal is clearly into that other female drachtyr who is the healer and that her humanoid form is just a tall guy. Ik its a bit cheap to make dragons the trans characters bc of the visage stuff but still its nice. I just wish they made Alexsztrasza’s boytoy Krasus plot relevant i want him to be the ultimate wifeguy to ever exist.
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katieskarlette · 3 years ago
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Ding 69!  (Nice.)
I finished the Ohn’ahran Plains--and damn whoever gave it a name that’s so hard to spell.  :P  Centaurs just aren’t my jam so it was a bit of a slog, but it was worth it in the end for the green dragonflight stuff--and the ducklings!  I was also pleasantly surprised to find those ruins in the north where some of Neltharion’s leftover Order magic was causing havoc.  Any day I run into black dragonflight lore is a good day.
Still, it was a breath of fresh air to meet up with my Kirin Tor peers in Northrend 2.0 Azure Span.  The baby Tuskarr are so cute it hurts (although I wish they had more voice lines, because as adorable as they are it gets repetitive.)   The strains of Grizzly Hills music mixed in predictably sparked nostalgia.
I did a big chunk of the Azure Span, and met “Sindragosa.”  She’s so pretty and nice, which makes it even sadder what happened to the real her, but still cool to “meet” her.  I had to log off for the night just after Kalec activates the Azure stone and Khadgar comes to announce that Raszageth is attacking.  It sounded urgent, but damnit I need to sleep sometime!  LOL
Kalecgos saved my butt a few times fighting gnolls.  I still haven’t died, although without Cauterize I would have racked up a few deaths tonight.  I got down to 4% fighting waves of elementals at that one tiny shrine in Ohn’ahran Plains...and got an AFK dracthyr killed in the process.  Oops, sorry, random evoker who bit the dust.  I also had the nasty surprise of those infected herbs around the gnoll areas in Azure Span.  Thankfully Ice Block clears the debuff and heals me.  The druid who was harvesting the same herb as me one time didn’t have that luxury, and as I mounted up to fly away I heard the familiar male night elf death cry.  Heh.
I forgot to get the numbers before I logged off, but I continued to level fishing and herbalism, maxed out skinning (actually I think I did that last night, come to think of it...) and got cooking to 30.
I’m still off work tomorrow so I should be able to finish Azure Span, ding 70, and move on to Thaldraszus (which is also hard to spell, darn it...)
P.S. I see I have several asks in my inbox, which I will answer when I’m not 2/3 asleep and braindead from playing WoW all day.
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goldencommon · 6 years ago
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Slow holiday week at work? How about a highly subjective and opinionated look back at the top ten most powerful decks I’ve played against? This is only counting Standard (and some decks from before the Standard/Wild format split).
#1 - Miracle Rogue (2014-2015) – It may be hard to understand how insanely powerful this deck was if you didn’t play the game at launch but consider its key cards which were eventually nerfed: Preparation, Conceal, Cold Blood, Blade Flurry, Leeroy Jenkins, Gadgetzan Auctioneer. Play the Auctioneer on 5 and draw a million cards. Can’t put pressure on the Rogue? You lose to Leeroy/Shadowstep/Leeroy/Shadowstep/Leeroy. Fill the board to put on pressure? You lose to Deadly Poison + Blade Flurry. A high-skill deck difficult to master, it was truly terrifying and has never been surpassed.
Did I play it? No, as a noob I did not grasp the playstyle at all and was still in training wheels “I just play midrange decks” mode.
#2 - Patron Warrior (2015) – Another deck with a high skill ceiling, it took a while for people to catch on to the power of Patron Warrior. But with pre-nerf Warsong Commander granting Charge to a conga line of Grim Patrons and overclocked Frothing Berserkers it wasn’t unheard of to do 100+ damage from an empty board. The only worthy rival for the #1 slot on this list.
Did I play it? Not when it was in Standard, but I played a lot of the post-nerf Wild version of the deck in 2016.
#3 - Midrange Shaman (2015-2016) – I could just say “Turn 1 Tunnel Trogg into Turn 2 Totem Golem” to elicit a shudder, but let’s also recall the pre-nerf versions of Spirit Claws, Rockbiter Weapon, Flametongue Totem and Tuskarr Totemic, let alone the accursed 4-mana 7/7. No fancy combo here, this deck just beat the shit out of you with overstatted minions played on curve plus the occasional RNG highroll on totems. This deck was never killed off by nerfs, it just evolved (lol) into new forms until rotation.
Did I play it? Yes, Shaman was my favorite class in the early years. Not my fault that Blizzard showered it with riches for a full Standard cycle.
#4 - Odd Paladin (2018-2019) – The Odd/Even decks enabled by Baku the Mooneater and Genn Greymane proved to be such huge balance headaches that those two cards were rotated out of Standard a year early. Odd Paladin had access to Corridor Creeper, which at 5/5 was one of the most broken cards ever printed, and Level Up! which was an instant “I win” card if you already had board control. This deck had a short reign at the top before feeling the thwack of the nerf bat but remained viable until Baku rotated. You may think I’m forgetting Secret Paladin on this list—it had a much longer reign, but Odd Paladin is abbreviated O.P. for a reason. WELL MET
Did I play it? A little, though aggro decks aren’t my thing. I played more of the post-nerf deck in Wild where it remained strong.
#5 - Cubelock (2018-2019) – there were 10 Warlock cards in the Kobolds & Catacombs set and all 10 of them saw competitive play (yes, even Cataclysm, barely). If that isn’t a setup for one broken mother of a deck then I don’t know what is. Similar to Patron Warrior it was a bit of a joke at first, until players discovered how easy it was to generate waves of charging Doomguards. The Carnivorous Cube which gave the deck its name was surprisingly never nerfed and the deck lived a long and fruitful life cheating out huge demons until rotation banished Bloodreaver Gul’dan. This was my favorite deck to play of any on the list, especially since it smoked Odd Paladin.
Did I play it? Yup, the Control version with N’Zoth, the Corruptor and Rin, the First Disciple may be my all-time favorite deck.
#6 - Undertaker Hunter (2015) – Bring out your dead! This wasn’t the last time an easily-buffed 1-drop would break the meta but it was the most frustrating. Webspinner, Haunted Creeper, and especially Mad Scientist were fellow Curse of Naxxramas cards all ready to buff the dreaded Undertaker. If you didn’t have a way to kill off Undertaker IMMEDIATELY you were going to die. It was as simple as that. Pre-nerf Leper Gnome, Starving Buzzard, Unleash the Hounds, Ironbeak Owl and Hunter’s Mark were in the deck as well to keep damage flying at your dome. Undertaker wasn’t nerfed for six months, until nerfing some of those other cards still hadn’t helped. Disgusting.
Did I play it? No, in fact it calcified in me a hatred for the Hunter class that I never really got over. I had zero ranked Hunter wins until relatively recently.
#7 - Quest Rogue (2017-2018) – This deck was immediately recognized as powerful, though it took time to refine. The pre-nerf version of the Caverns Below Quest only required you play four minions with the same name (eventually nerfed to five) and then made all your minions 5/5s (eventually nerfed to 4/4s). The fact that it took multiple nerfs of a single card to weaken (not even kill) this deck tells you how strong it was.
Did I play it? Yes, though I dare say I wasn’t very good at it. But before the nerfs, you didn’t have to be very good to win with it.
#8 - Evolve Shaman (2019) – a unique entry in this list thanks to the Doom in the Tomb event which allowed Evolve to return from Wild to break the Standard meta. Similar to how One Night in Karazhan added more juice to an already despotic Shaman set years earlier, the addition of Evolve just tightened Shaman’s stranglehold on the ladder. Able to set up a winning position as early as Turn 3 or 4 with Evolve + Desert Hare, the deck can also play and win the long game with either the Corrupt the Waters Quest to add value, or go with an Overload/token aggro strategy. Evolve will go back to Wild with the release of Descent of Dragons soon but Shaman… Shaman finds a way.
Did I play it? Yes, but not as much as I played Quest Shaman prior to the rotation experiment.
#9 - Midrange Druid (2014-2015) – I learned a lot of my Hearthstone basics from playing this deck: tempo, value, when to push face damage. It didn’t do anything fancy, just played medium-sized minions and chipped away at your face until hitting the magic number of 14, the amount of damage pre-nerf Force of Nature + Savage Roar could do from an empty board. Cards in this deck to later be nerfed included Innervate, Wild Growth, Keeper of the Grove, Force of Nature, Ancient of Lore and Big Game Hunter.
Did I play it? As I mentioned above this deck is what helped me to understand the game, not simply play the game. I’d have to check my old posts to be sure but it was probably the first deck to get me to Rank 5.
#10 - Raza Priest (2016-2017) – Reno Jackson (the original, full-heal Reno) was still in Standard in 2016 when Priest gained Raza the Chained (not to mention Kazakus). Once Shadowreaper Anduin was printed late in the year the combo setup was complete: set your hero power cost to zero with Raza, then “machine gun” your opponent with Anduin hero powers. If the Priest had both key cards on curve then you were as good as dead. Raza was only nerfed before rotating to Wild. Mind Blast has recently been Hall of Fame’d to prevent similar combo decks in Standard in the future.
Did I play it? Not in its Standard form but in Wild with Dragons it was fun (though not as dominant).
What do you think? What am I missing? Secret Paladin, Mech Mage, Zoo Warlock, Big Priest, Handlock, Pirate Warrior...?
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the-wolfs-raven · 6 years ago
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the basics.
Name: Tarvasha Winterscale aka Tara Haalos Nickname(s): Tara, Vasha, Tarva, Mom, Mama Age: 29 Race: Half-Elf Gender: Female Sexuality: Pansexual Marital Status: Single, divorced Server: WrA primarily
physical appearance.
Piercings: None.  Tara’s body is pretty scarred and her ears are very sensitive, so it’s never been something she’s really thought of. Hair: Burgundy waves with a violet sheen (natural, current illusion), white (current natural state (life-drained via magic use)) Eyes: Violet-Blue Height: 6′0″ Build: Lithe, skinny
Distinguishing Marks: Violet crescent moon on her palm (Mark of Winterscale), various scars from her time as a slave, hysterectomy scar, Horde symbol cut into her back.
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Common Accessories: Wears flowers in her hair/on her person on occasion.  A red braided necklace made from cloth taken from her daughter’s father.  Carries a large dark violet satchel with seemingly endless holding space.
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personal.
Profession(s): Trader, brothel madam, entertainer, merchant, a jack of all trades, really. Hobbies: When Tara gets some time to herself, which is quite rare these days, she can often be found reading, cooking, fishing, or simply laying amongst a field of flowers.  She does enjoy a bit of painting from time to time as well.  Tarvasha is also a natural linguist and will spend a good deal of her time conversing with people of various different languages. Languages: Fluent - Darnassian (Quel’dorei and Modern dialects), Common, Orcish, Goblin, Zandali, Thalassian, Pandaren.  General speech - Ravenspeech, Draconic,  Dwarven, Gnomish, Taur-ahe, Draenei.  Simple words - Nerglish, Ursine, Tuskarr.  Read Only - Titan, Eredu, Qiraji Residence: Pandaren Heartland Birthplace: Felwood (Formally the Tranquil Glades) Religion: Loosely follows the lessons of the Wild Gods Patron Deity: If she were to choose one?  Aviana Fears: Enslavement, imprisonment, etc.  Cages, collars.  Minor fear of demons that is lessening over time.  Abandonment, estrangement, isolation.
relationships.
Spouse: Divorced (formerly Jake Fletcher and Theodore Gorister) Children: Taria Fletcher, Morwen Blackfeather Parents: Shalandrala Winterscale (corrupted Highborne), unnamed human mage Siblings: Mythsaerin Winterscale (half-brother) Other Relatives: Nyxaria Soulthorn (Sisters by Bond), Nylveaeleas Sagefang (Godmother)
traits.
Extroverted / In Between / Introverted Disorganized / In Between / Organized Close Minded / In Between / Open Minded Calm / In Between / Anxious Disagreeable / In Between / Agreeable Cautious / In Between / Reckless Patient / In Between /  Impatient Outspoken / In Between / Reserved Leader / In Between / Follower Empathetic / In Between / Apathetic Optimistic / In Between / Pessimistic Traditional / In Between / Modern Hard-working / In Between / Lazy Cultured / In Between / Uncultured Loyal / In Between / Disloyal Faithful / In Between / Unfaithful
additional information.
Smoking Habit: Smokes frequently.  Tobacco cigarettes, hookah. Drug Habit: Stimulants to keep her awake over days at a time, opium to bring herself back down, potent hallucinogen called Lover’s Kiss to ease her into sleep, a myriad of other occasional narcotics and depressants. Alcohol: Moderate alcoholic
rp hooks.
Sisters in Sin: Tarvasha worked for the Sisters in Sin brothel as a dancer, bartender, and, eventually, a full Sister.
Blue Wolf Imports: She owns Blue Wolf Imports in the Mage District in Stormwind, a sort of curiosity shop with a hookah lounge aesthetic.
Gilded Cage:  Tara is the acting Madam of the Gilded Cage brothel in northern Elwynn.  Though she has less time for logistics, she does still perform her duties and entertain on occasion.
Former Slave:  If you spent any time amongst the orcs (and were privy to their slave dealings) from the beginning of their settlement in Kalimdor ‘til about a year prior to the assault on Northrend, it is possible for you to have noticed her in passing or paid to use her depending on your involvement with the orcs.
Trader/Merchant: For the majority of the last six years, she has used the names Tara Haalos and Vasha in her trade dealings.  There are few people who have not at least heard of Trader Haalos, and she has contacts and routes all across Azeroth and beyond.  Most are perfectly legal, but she does have a fair amount of illicit endeavors as well.
Minor Witness:  Tarvasha was present at the trial of Garrosh Hellscream as a character witness who had been abducted and tortured by a Quartermaster (and her former slaver) who had been appointed to that position under Hellscream’s reign.  The widespread knowledge of Quartermaster Oog’tar’s dishonorable activities is what sparked them to call her to the stand.  She made a small statement about the orc and was dismissed shortly afterwards.
Blacktalon Agent:  When her daughter was mortally wounded in Pandaria, Tarvasha entered into an agreement with Wrathion to provide covert and informative services for him in exchange for saving her child’s life.  Tara is still an active agent, though she doesn’t see work very often.
Heartland Home:  Tarvasha lives in the Heartland of the Valley of the Four Winds in Pandaria.  She has been a common sight in Halfhill for the last three years as well, having bought land to cultivate a particular flower that she makes into sweets every spring.  It was also a central hub of trade for her when she first began making contacts in the mist-shrouded land.
other information.
There are many adult themes surrounding Tara.  I am more comfortable RPing with people 18 and older.
Tarvasha is a neutral character and has documentation allowing her to trade and sell her wares in Horde cities.  However, that doesn’t mean she’d be particularly welcome, as her human blood is obvious.
Tara is on a lot of drugs.  A LOT.  Most of them are uppers so she can keep up with all of her work, but its always possible she’ll just up and pass out on someone.  She’s also got a fair tolerance for many different types of drugs and toxins.
The woman hardly sleeps.  Because of this, she wears a lot of concealing makeup to hide the ugly dark circles under her eyes.  
Tarvasha is prone to up and disappearing for days, weeks, or even months at a time while tending to business.  She tries to stay in touch with friends and family, but is always grateful when they’re understanding of her frequent disappearing acts.
She is a lore-bendy character.  However, I am more than willing to simply disclude those things as they are not essential to her character and most are things that would not be brought up/discussed anyway.
I try to be very chill, but I’m still human and I can still get overwhelmed or upset by things.  Don’t be afraid to talk things out with me, because I’d rather we both be happy with the RP than having things be one-sided or forced.
I do also have two children and a job, so my availability can be sparse.  I seem to have an easier time RPing over Tumblr than Discord, but, overall, I prefer in-game RP.
I don’t read for fun outside of RPing.  I also don’t write outside of RPing or building my characters’ stories, so talking about events and plotlines OOCly is extremely beneficial to me.  I take a lot of care not to be a metagamer, and I have a hard time making split-second reactions, so having a chance to think about how she would realistically react allows me to put out a better, more character-centric story.
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demon-of-darkmoon · 2 years ago
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Allied Races: Do We Need More?
Short answer: No, but actually yes.
Greetings again! Today I wanted to muse a little bit over the idea of having more allied races.
While we don't necessarily truly need more allied races, they would certainly bring more benefits than deficits to the game. More allied races in general will not work as an answer to fixing broken or buggy mechanics, and so in that regard we don't need them. However, having them would certainly work in Blizzard's favor.
Consider how you came about playing your main. Perhaps you thought long and hard about exactly what race you wanted and why. Did you consider their racial abilities? Did you choose that race for a particular appearance you wanted to use? Perhaps lore played a part in your decision to create that human paladin or orc shaman of yours? 
Regardless of your reasoning, there were factors which contributed to the creation of that character. From this standpoint, allied races would add more to the overall feel and enjoyment of the game.
Personally, there are many potential races I would love to see become playable as an allied addition in the future. Most notably, I am forever holding out hope of receiving an option to play either a broken or taunka. In both cases where these could have been added, we instead saw nearly-identical options to their already-playable relative races (with the broken being a relative to draenei and the taunka being related to tauren).
With the current relevancy and overall revamp on the tuskarr, it would be nice to see a neutral allied race. Although neutral races as a concept are used very sparingly (with only two existing playable examples, being the pandaren and the newly-added dracthyr of Dragonflight), the tuskarr have been neutral long before their big Dragonflight revamp. Furthermore, with their relevance within this expansion it would make sense to incorporate them into a playable race, but having them all join either just the alliance or just the horde goes against all currently existing lore and overall understanding of how they interact with the playable races.
Another interesting race I would enjoy seeing become a neutral playable option would be the brokers of Shadowlands. While most of the races in Shadowlands would, in lore, be difficult to make playable (due to the fact that they are either canonically spirits who have passed on or are native creatures to those realms who would likely be unable to pass beyond the Shadowlands), the brokers are understood to be a race not initially native to Shadowlands explicitly and who could then, in theory, leave the realms of death and potentially enter Azeroth. Do I think Blizzard will ever make them playable? It's unlikely. Their designs would not allow for a lot of unique customization options and would be difficult to allow players to use. However, they would be a neat addition that, from a lore stand-point, could work.
Overall, there are so many non-playable races in the Warcraft universe that could be fun for players to have access to. Furthermore, additional races are a great way to increase a player's options for customization. Even if a certain race isn't an interesting one for one player, it would still be beneficial overall to give the player base more options to make their character feel truly like their own.
I avoided discussing appearances that would resemble other races for this post because they could easily be added as an appearance instead. While I would love for them to be given as an allied race with their own customization options and unique racials, we do have existing examples in-game of races that were included into an existing playable race as extra customization options (the most notable examples to-date being the high elf customization options for void elves and the dark ranger options for void, blood, and night elves). That does not mean I am against these appearances being added or that I don't want them to be available as anything less than an allied race. I just feel that they are a separate topic of conversation to be saved for another discussion. Even if some of these examples could easily be an allied race, a majority of their discussion would still be focused solely on physical customization appearances.
The Demon of Darkmoon signing off x
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pretendtobeanelf-blog · 7 years ago
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Originally posted to Facebook 12 June 2018
There was an official World of Warcraft tabletop game back in the day. It may be the platonic ideal of a lazy D+D conversion. Spellcasters somehow get even more powerful while martial classes go untouched. Ranger gets split off into three separate classes, one for shooting, one for animal companion and one for tracking which may be the worst serious base class I've ever seen in a D20 game. What is interesting is that they got a lot of behind the scenes lore documents and quite a bit of stuff showed up in the RPG that wound up making it into the game proper. The elemental princes, Tuskarr, the curse of flesh, the Old Gods, they all cropped up here first. Also apparently the Orcish cultural weapon is a set of wolverine style claws, and I'm trying to decide if that's better or worse than the Tauren cultural weapon being smacking guys in the face with a totem pole.
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collectionsload782 · 4 years ago
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World Of Warcraft Lich King Download Mac
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World of Warcraft: Wrath of the Lich King is the second expansion set for the massively multiplayer online role-playing game (MMORPG) World of Warcraft, following The Burning Crusade. In the wake of the Sunwell's purification, a period of suspicious silence swept over the world. As if on cue, the undead Scourge launched a massive assault. Author: Blizzard Entertainment. License:Freeware (Free) File Size: Runs on: Mac OS X 10.3.9 or later. World of Warcraft: Wrath of the Lich King for Mac OS v.1.0. The Lich King Arthas has set in motion events that could lead to the extinction of all life on Azeroth. Clamxav free mac antivirus software.
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Product DescriptionEdition: StandardAmazon.comFans of World of Warcraft, prepare for Blizzard Entertainment's next installment -- World of Warcraft: Wrath of King Lich. In this latest expansion, something is afoot in the cold, harsh northlands. The Lich King Arthas has set in motion events that could lead to the extinction of all life on Azeroth. The necromantic power of the plague and legions of undead armies threaten to sweep across the land. Only the mightiest heroes can oppose the Lich King and end his reign of terror.The tuskarr, a walrus-like race of nomadic fisherman, inhabit the icy Borean Tundra. View larger.Half-giant warriors, the vrykul, once inhabited the land. View larger.You'll enjoy exploring Northrend and all its environments and dungeons. View larger.Explore Northrend and battle the Lich King with World of Warcraft's first hero class character -- The Death Knight. View larger.One of many new environments, Dragonblight is an arctic wasteland surrounded by dense forests. View larger.Many strange and terrifying creatures inhabit this frozen continent. View larger. Enter the Death KnightThis expansion adds a host of content to the already massive existing game world. Players will achieve soaring levels of power, explore Northrend (the vast icy continent of the Lich King), and battle high-level heroes to determine the ultimate fate of Azeroth. As you face the dangers of the frigid, harsh north, prepare to master the dark necromantic powers of the Death Night -- World of Warcraft's first Hero class. No longer servants of the Lich King, the Death Knights begin their new calling as experienced, formidable adversaries. Each is heavily armed, armored, and in possession of a deadly arsenal of forbidden magic.If you have a World of Warcraft account with a character of at least level 55, you will be able to create a new level-55 Death Knight of any race (if on a PvP realm, the Death Knight must be the same faction as your existing character). And upon entering the new world, your Death Knight will begin to quest to level 80, gaining potent new abilities and talents along the way. This expansion allows for only one Death Knight per realm, per account.New Environments in Northrend AwaitJourney through the remote, diverse lands of Northrend and explore Dragonblight, Grizzly Hills, Borean Tundra, and Howling Fjord. Named for bones of perished dragons and majestic shrines to the fallen creatures, Dragonblight is an arctic wasteland surrounded by dense forests.Not everything is frozen in Northrend. The lush mountains of Grizzly Hills are the ancestral home to the furbolgs, who have grown accustomed to relative peace. Although their tranquility is being challenged by trappers, goblins, and ice trolls, Grizzly Hills remains a vast and dangerous wilderness.The southwestern tip of Northrend is home to the sprawling Borean Tundra. The Horde has established a dominant presence in this icy portion of the continent and has formed a bond with the tuskarr, a walrus-like race of nomadic fisherman. Magical energy is afoot in the region, and it has caused increased tension.High above the Great Sea at the southeastern tip of Northrend lies the Howling Fjord. Ancient mythology holds that a race of half-giant warriors, the vrykul, once inhabited the land, founding a prosperous civilization. They mysteriously vanished, leaving deserted villages and abandoned temples. In present times, the Alliance and the Horde have come to Howling Fjord to confront the Lich King. Strangely, this has prompted the return of the vrykul, who are attacking the Alliance and Horde settlements. Howling Fjord presents a difficult challenge on two fronts: withstanding the vrykul's onslaught and battling the evil Lich King.A Multitude of MonstersStrange and terrifying creatures inhabit the frozen continent of Northrend, such as Nerubian Viziniers, Plague Eruptors, Shoveltusks and Flesh Giants, to name just a few. Half-spider, half-humanoid, the viziniers utilize sorcery and high intelligence to emerge as the rulers of Nerubians' underground kingdom. The Plague Eruptors are walking corpses created by the Lich King's evil experiments to spread horror and chaos across the living world.Massive curved antlers make it easy to identify the Shoveltusks. These grumpy beasts are very dangerous, territorial, and best left alone. The Flesh Giants are nothing short of nightmarish abominations. Cobbled together from the pieces of giant body parts, the Flesh Giants employ tremendous strength to carry out the Lich King's wishes.The World of Warcraft: Wrath of King Lich expansion pack allows you to engage in epic siege warfare. The pack presents the first Hero class and allows you to transform your Death Knight's look with character customization that even include hairstyles and dances. You'll enjoy exploring the Northrend and all its environments and dungeons, filled with some of the deadliest creatures -- and greatest treasures -- on all of Azeroth.System RequirementsMinimum RecommendedOperating System PC: Microsoft Windows XP or Windows Vista (with latest Service Packs) Mac: Mac OS X 10.4.11 or newerCPU PC: Intel Pentium 4 1.3 GHz or AMD Athlong XP 1500+ Mac: PowerPC G5 1.6 GHz or Intel Core Duo processor PC: Dual-core processor, such as Intel Pentium D or AmD Athlong 64 X2 Mac: Intel 1.8 GHz processor or betterGraphics Hardware PC: 3D graphics processor with Hardware Transfor and Lighting with 32 MB VRAM, such as an ATI Radeon 7200 or NVIDIA GeForce2 class card or better Mac: 3D graphics processor with Hardware Transform and Lighting with 64 MB VRAM, such as ATI Radeon 9600 or NVIDIA GeForce Ti 4600 class card or better PC: 3D Graphics processor with Vertex and Pixel Shader capabilities with 128 MB VRAM, such as an ATI Radeon X1600 or NVIDIA GeForce 7600 GT class card or better Mac: 3D graphics processor with Vertex and Pixel Shader capability with 128 MB VRAM, such as ATI Radeon X1600 or NVIDIA 7600 class card or better.Memory PC: 512 MB (1 GB for Vista)Mac: 1 GB PC: 1 GB (2 GB for Vista)Mac: 2 GBHard Drive Space 15 GB of free spaceAll Platform Requirements Keyboard and mouse, required for controls. Other input devices not supported. Active broadband Internet connection required to play.
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Product DescriptionEdition: StandardAmazon.comFans of World of Warcraft, prepare for Blizzard Entertainment's next installment -- World of Warcraft: Wrath of King Lich. In this latest expansion, something is afoot in the cold, harsh northlands. The Lich King Arthas has set in motion events that could lead to the extinction of all life on Azeroth. The necromantic power of the plague and legions of undead armies threaten to sweep across the land. Only the mightiest heroes can oppose the Lich King and end his reign of terror.The tuskarr, a walrus-like race of nomadic fisherman, inhabit the icy Borean Tundra. View larger.Half-giant warriors, the vrykul, once inhabited the land. View larger.You'll enjoy exploring Northrend and all its environments and dungeons. View larger.Explore Northrend and battle the Lich King with World of Warcraft's first hero class character -- The Death Knight. View larger.One of many new environments, Dragonblight is an arctic wasteland surrounded by dense forests. View larger.Many strange and terrifying creatures inhabit this frozen continent. View larger. Enter the Death KnightThis expansion adds a host of content to the already massive existing game world. Players will achieve soaring levels of power, explore Northrend (the vast icy continent of the Lich King), and battle high-level heroes to determine the ultimate fate of Azeroth. As you face the dangers of the frigid, harsh north, prepare to master the dark necromantic powers of the Death Night -- World of Warcraft's first Hero class. No longer servants of the Lich King, the Death Knights begin their new calling as experienced, formidable adversaries. Each is heavily armed, armored, and in possession of a deadly arsenal of forbidden magic.If you have a World of Warcraft account with a character of at least level 55, you will be able to create a new level-55 Death Knight of any race (if on a PvP realm, the Death Knight must be the same faction as your existing character). And upon entering the new world, your Death Knight will begin to quest to level 80, gaining potent new abilities and talents along the way. This expansion allows for only one Death Knight per realm, per account.New Environments in Northrend AwaitJourney through the remote, diverse lands of Northrend and explore Dragonblight, Grizzly Hills, Borean Tundra, and Howling Fjord. Named for bones of perished dragons and majestic shrines to the fallen creatures, Dragonblight is an arctic wasteland surrounded by dense forests.Not everything is frozen in Northrend. The lush mountains of Grizzly Hills are the ancestral home to the furbolgs, who have grown accustomed to relative peace. Although their tranquility is being challenged by trappers, goblins, and ice trolls, Grizzly Hills remains a vast and dangerous wilderness.The southwestern tip of Northrend is home to the sprawling Borean Tundra. The Horde has established a dominant presence in this icy portion of the continent and has formed a bond with the tuskarr, a walrus-like race of nomadic fisherman. Magical energy is afoot in the region, and it has caused increased tension.High above the Great Sea at the southeastern tip of Northrend lies the Howling Fjord. Ancient mythology holds that a race of half-giant warriors, the vrykul, once inhabited the land, founding a prosperous civilization. They mysteriously vanished, leaving deserted villages and abandoned temples. In present times, the Alliance and the Horde have come to Howling Fjord to confront the Lich King. Strangely, this has prompted the return of the vrykul, who are attacking the Alliance and Horde settlements. Howling Fjord presents a difficult challenge on two fronts: withstanding the vrykul's onslaught and battling the evil Lich King.A Multitude of MonstersStrange and terrifying creatures inhabit the frozen continent of Northrend, such as Nerubian Viziniers, Plague Eruptors, Shoveltusks and Flesh Giants, to name just a few. Half-spider, half-humanoid, the viziniers utilize sorcery and high intelligence to emerge as the rulers of Nerubians' underground kingdom. The Plague Eruptors are walking corpses created by the Lich King's evil experiments to spread horror and chaos across the living world.Massive curved antlers make it easy to identify the Shoveltusks. These grumpy beasts are very dangerous, territorial, and best left alone. The Flesh Giants are nothing short of nightmarish abominations. Cobbled together from the pieces of giant body parts, the Flesh Giants employ tremendous strength to carry out the Lich King's wishes.The World of Warcraft: Wrath of King Lich expansion pack allows you to engage in epic siege warfare. The pack presents the first Hero class and allows you to transform your Death Knight's look with character customization that even include hairstyles and dances. You'll enjoy exploring the Northrend and all its environments and dungeons, filled with some of the deadliest creatures -- and greatest treasures -- on all of Azeroth.System RequirementsMinimum RecommendedOperating System PC: Microsoft Windows XP or Windows Vista (with latest Service Packs) Mac: Mac OS X 10.4.11 or newerCPU PC: Intel Pentium 4 1.3 GHz or AMD Athlong XP 1500+ Mac: PowerPC G5 1.6 GHz or Intel Core Duo processor PC: Dual-core processor, such as Intel Pentium D or AmD Athlong 64 X2 Mac: Intel 1.8 GHz processor or betterGraphics Hardware PC: 3D graphics processor with Hardware Transfor and Lighting with 32 MB VRAM, such as an ATI Radeon 7200 or NVIDIA GeForce2 class card or better Mac: 3D graphics processor with Hardware Transform and Lighting with 64 MB VRAM, such as ATI Radeon 9600 or NVIDIA GeForce Ti 4600 class card or better PC: 3D Graphics processor with Vertex and Pixel Shader capabilities with 128 MB VRAM, such as an ATI Radeon X1600 or NVIDIA GeForce 7600 GT class card or better Mac: 3D graphics processor with Vertex and Pixel Shader capability with 128 MB VRAM, such as ATI Radeon X1600 or NVIDIA 7600 class card or better.Memory PC: 512 MB (1 GB for Vista)Mac: 1 GB PC: 1 GB (2 GB for Vista)Mac: 2 GBHard Drive Space 15 GB of free spaceAll Platform Requirements Keyboard and mouse, required for controls. Other input devices not supported. Active broadband Internet connection required to play.
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belfrygargoyles · 5 years ago
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sometimes i genuinely want to make a project out of rewriting world of warcraft lore but there are some things i just. dont know how to even begin to address.
like the tauren. and the trolls. and the taunka, tuskarr, goblins, pandaren, etc.
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breadknight-likes-things · 5 years ago
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Bread’s Game Journal 05/31/20: Wrath In The Frozen North: A Northrend Retrospective, Part 2: Borean Tundra
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This is the post wherein I rant about how wrong people are when they say Borean Tundra is a bad zone, or call it names like “Boring Tundra”.  Why would do such a thing?  Because Borean Tundra rules, and is a far better introductory chapter to Wrath Of The Lich King than it seems like anyone wants to give it credit for!  This was the other of the two options available to players at the start of Wrath of the Lich King, and the one I originally chose because I figured it would be far less crowded than Howling Fjord, which had been hyped up by all the people on the forums at the time as the place to start your journey.  By comparison it almost seemed like most people had forgotten Borean Tundra was even an option presented to them.
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The Magnataur dens would later come into play in some of the expanded universe books, but good luck finding any npc outside of this zone who seems to remember than terrifying threat even exists to begin with!
I knew right away that the lack of attention given to BT was wrong, because this zone hits you over the head with some pretty awesome stuff just as soon as you arrive.  Weather you’re coming in by boat (Alliance) or Zepplin (Horde), you’re immediately greeted with some epic sights.  Weather that be a half built castle under siege or an absurdly imposing iron fortress surrounding on all sides by nightmare creatures, it’s cool as hell.  The landscape is a barren, well, tundra, but that doesn’t mean it lacks personality, as I feel people often claimed of it.
In fact, Borean Tundra is easily on of the most diverse zones in Northrend visually.  The orange and red grasslands are a personal favorite of mine, the farms that the Horde and Alliance attempted to set up have been overrun, and the ridiculously big new Magnataur enemies are the only reason any patch of said grasslands remain free of the scourge to begin with.  Further north the geysers and salt flats add in a new flavor to the questing than you were introduced to with the grasslands.  Most notably, Coldarra exists off to the left side of the zone and it’s....sort of it’s own zone?  But also sort of not?  Coldarra is an interesting area, it more or less exists just to house a couple instances and a handful of quests.  From a lore perspective it’s fascinating, but there isn’t much to actually do there.
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Draw distance isn’t great, but you can see a little of what I mean with the northern diversification of the zone with the geysers off to the right and the plains off to the left, leading down into Scholozar Basin.
Quest wise, Borean Tundra is far cooler, and quite a lot more diverse than I feel people ever mention!  In just this one zone there’s the beginnings of the war against the scourge, the introduction of Garrosh Hellscream as a major character, the introduction to the heel turn of the Blue Dragonflight, and our first look at how the Scourge actually operates in their Northrend strongholds, along with the first hint of their ultimate goals.  Also notable are some silly fun quests helping out a tribe of friendly Murlocs, working with the Tuskarr for the first time (Blizzard, allied race, please!) and everyone’s favorite NYC stereotypes, the goblins up to their weirdo schemes in the geyser fields! I remember this opening zone feeling truly special compared to Hellfire Peninsula before it.  That one actually had a lot of similar elements but it didn’t have nearly as strong of a sense of place as this zone did, and still does!  A thing I forgot to mention in the post before this one was that Northrend was really the last time Blizzard designed zones in a way that felt like they were really trying to sell this place as a world all it’s own.  I actually quite enjoy the theme park style zones we have now, which filter you through all sorts of great environments on your way to level cap, but this old style is really something to behold today.  Even more so than Outland, Northrend thrives on empty space.  Borean Tundra especially feels massive in a way zones just aren’t made like anymore.  That said, if you think this zone feels like it’s massive in scale....just wait until we get to Storm Peaks!
Bread’s Coveted Best Town Award: Warsong Hold
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There’s really no way this would go to anything other than Warsong Hold.  Who would have guessed at the time that in just a couple short years, this absurdly imposing steel fortress would end up serving as the basis for the grand redesign of Orgrimmar!
Random Screenshot Of The Day:
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Oh sure it looks awesome, makes for a great desktop background, but good luck enjoying it when dungeon finder throws you into The Oculus and you just.....hate everything for an hour.....the things we do to power level....
Stray Notes:
- Was gonna write a thing on Utgarde Keep tonight but decided to just jump right into Borean Tundra!  Maybe tomorrow!  Dragonblight is up next, that’s an extremely interesting (and ridiculously large) zone!
- Played a bit more of my second play through of Jedi Fallen Order today!  That hidden early double bladed light-saber kind of seems like it just uh....shouldn’t have been hidden?  If that makes sense?
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warcraft-lore-archives · 4 years ago
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The Folk & Fairy Tales of Azeroth Lore Facts
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Editor’s Note: “Some of the tales you’ll encounter here may be rooted in canon, or they may be another traveler just telling a tall tale.” 
Eyes of the Earth Mother
Though the Earth Mother heard the whispers of the Old Gods, she could not be swayed by them (13).
Pregnant, the Earth Mother sought a place away from the Old Gods’ corruptive influence to give birth to her children. Unable to find such a place, however, she decided to shape the world and, in doing so, create her own safe haven (14). 
All of Azeroth’s lands, waters, and even the elements themselves came forth at this moment. They were suffused with enough of the Earth Mother’s essence so soon after their inception that they kept the Old Gods’ powers at bay (14). 
The Earth Mother gave birth to twins: first An’she, a beacon of life and warmth, then came Mu’sha, who was to bring rest, tranquility, and healing. The elements called them the “sun” and the “moon” (15). 
Eventually, both An’she and Mu’sha developed connections with the elements. An’she found himself able to wield the light and warmth of fire while Mu’sha maintained some control over the tides and winds (15-16). 
The twins even went so far as to use the elements to create weapons to spar with. Mu’sha opted for a bow and arrow, whereas An’she’s weapon of choice was a set of blades (16).
To keep her children safe from the Old Gods’ ever-present influence while she slept, the Earth Mother took both An’she and Mu’sha up into her eyes. Their power was so great that she had to keep one eye open at all times (16).
This, however, meant that Azeroth no longer received An’she’s warmth or Mu’sha’s guidance of the wind while the Earth Mother rested. Cold slowly spread across the land and blizzards raged until she finally woke again (18).
The Earth Mother’s cycle between periods of sleep and awakening would come to form the basis of the seasons as we know them, with her time of work the summer and her time of rest the winter (18).
As the twins grew in power, they developed the ability to bring on the change of seasons at will, though they took care to do it slowly and give the world time to adjust. As the Earth Mother rested, An’she and Mu’sha continued to tend to Azeroth from behind her eyes (19). 
After waking at one point, the Earth Mother found that there was new life walking the earth. Plucking wheat from the plains to sprinkle over them, the Earth Mother called them “Shu’halo,” - the tauren (19).
Just as the Earth Mother taught her children, both An’she and Mu’sha taught the Shu’halo in the ways of the elements and caring for the land (20). 
When the Earth Mother next slept, however, the Old Gods extended their influence to the tauren, causing them to grow violent and turn on their own kind (20).
Saddened to see the tauren fall to such corruption, the Earth Mother shed a single tear. She realized that the land was no longer able to hold the Old Gods’ power at bay, meaning anything it touched could be corrupted (21). 
Knowing that she was not safe for her children anymore because of her own connection to the land, the Earth Mother removed An’she and Mu’sha from her eyes and laid down in despair (21-22). 
The single tear that the Earth Mother had shed became a blue baby, later named “Lo’sho,” or the Blue Child (22, 24). 
Seeking to put an end to the Old Gods after what they had done to the tauren and the despair they instilled in their mother, An’she and Mu’sha fought against some of the eldritch beings’ manifestations. During the battle, An’she was wounded grievously. Though Mu’sha sought to heal him with wind and water, he continued to bleed (24).
The Earth Mother, stirred by her distant children’s dismay, eventually found her way to them. She urged them to take Lo’sho and go to the heavens so they could protect Azeroth from above, while the Earth Mother chose to root herself in the earth and prevent the Old Gods from ever claiming her children (26-27).
Mu’sha, the moon, continues to follow An’she closely across the sky so she can keep tending to his wounds (26). 
One Small Tuskarr
The tuskarr etch their clan and family symbols into their tusks. Though this is customary, some do engrave other symbols - such as marks indicating deeds of great distinction - into their tusks as well (32, 36). 
The catch master, who weighs the tuskarr’s catches, has a counting staff adorned with cords in the colors of each of the clan’s active fishermen. In accordance with how big a tuskarr’s haul of fish is, the catch master ties a single knot or more into their respective cord. These knots can be traded for tools, weapons, and coins, among other things (32-33). 
A single knot is customary for those who meet basic requirements, while additional knots are allotted to those who catch more (33). 
One can also earn knots from other tasks, such as fine embroidery, though they do so at a much slower rate than those who fish (38). 
Food is shared equally among the tuskarr (33).
The tuskarr perform nomadic journeys that take them to various kalu’ak towns. While the fishers take their own boats, most of the mothers, adolescents, and children trek across the ice (34). 
Fishing practices are passed down from parent to child. Though it is unclear if that is “law,” some of the tuskarr refuse to teach others to fish if they are not their own blood, going so far as to withhold information about the currents and places fish gather (36).
Tuskarr sometimes dye their moustaches (36).
It never gets fully dark in Northrend (38).
Oacha’noa is the tuskarr’s deity of both the sea and wisdom. Her symbol is that of a kraken (39). 
The spearhead on most tuskarr weapons is made of sharpened bone (42).
A type of manta ray known as the stargazer can be found in Northrend’s waters (44).
The tuskarr can survive in water so cold it would kill other races native to Azeroth in mere minutes (45).
The tuskarr typically fly kites for fun, though they have been known to use them to send signals to others at great distances (48).
Lay Down My Bones
According to Vulpera beliefs, the first of their kind was born from the magic of the desert. Though they are a nomadic people, an old tale about an artifact called the Wailing Bone claims the desert calls their bodies back to where they began when they die. To ensure they find their way back, the vulpera follow the Wailing Bone (55-56). 
Once one of their own has passed, it is customary for the next of kin to carry the bone at the head of the caravan while the vulpera wander in search of the proper place to bury them. The journey may take anywhere from days to weeks, but when the Wailing Bone begins to cry, the vulpera know they have found their loved one’s final resting place (56, 61). 
A poem is carved into the Wailing Bone: “Wander, roam; bring me home, / Down paths at my behest; / Among the stones, lay down my bones, / So I, at last, may rest”. Few can read the script it is written in, but most all vulpera can recite it from heart (54). 
Two vulpera, frustrated at their inability to find their elder’s final resting place, neglected their duty and left his corpse in a river in the hopes that it would bring him there for them. Refusing to obey the Wailing Bone caused it to crack. From that night on, the vulpera of the caravan found themselves cursed for failing to heed the Wailing Bone (62, 65).
Cracking under the pressure of the curse, the two negligent vulpera ultimately died gruesome deaths at each other’s hands. One of their bones was made into the next Wailing Bone (65).
A caravan always needs a Wailing Bone (65).
The Uninvited Guest
One goblin adage goes like so: “Every great goblin invention was born from necessity, bubble gum, or an accident” (69).
The goblins have a nursery rhyme: “In the dark of night and bright of day, / Keep in your hand a tossaway. / Guard your fortune, mind your greed, / Or else the Uninvited Guest will feed” (70).
The Uninvited Guest is a goblin boogeyman of sorts who is attracted by greed so egregious it offends even the dead. It is incorporeal, invisible, and has the ability to move through walls (76).
The Uninvited Guest feeds off of greed, but it can never be satisfied. It will latch onto its host like an invisible parasite to feed, inciting strange charitable behavior in them until they have given away all of their earthly possessions (76-79). 
A “tossaway” is a shiny gold-painted coin stamped with the face of the very first trade prince. These fake coins get their name from the way goblins quite literally toss them away in a symbolically superstitious act to protect themselves and their fortunes from the Uninvited Guest (70, 74). 
Tossaways were invented by Slixi Boompowder, the wife of one of the former trade princes of the Steamwheedle Cartel, after her own run-in with the Uninvited Guest. She only escaped from it because she distracted it with actual gold galleons, which inspired her to create the tossaways (83).
Legend has it that the Uninvited Guest still roams Azeroth to this day, looking to feed off of hapless greedy goblins (84). 
Klaxz Boompowder was one of the former trade princes of the Steamwheedle Cartel. His rival was Rikter Hogsnozzle, the trade prince of the Bilgewater Cartel (70-71).
Tradition dictates that goblins are buried with their most valuable possessions so they can enjoy them at the Everlasting Party, the goblin afterlife. They are then given burial gifts by other goblins from their own riches, though most goblins are too greedy to truly part with anything important (73).
Once the coffin is sealed, goblins dance on top of it to usher the deceased on to the Everlasting Party (75). 
Prominent goblins typically serve as pallbearers while goblins contractually obligated to serve as pack mules carry the rear (75). 
The goblins used to employ golden galleons as their form of currency, but it fell out of fashion. Nowadays, they are incredibly rare and expensive (74-75). 
Trolls have a tale about an invisible evil that sucks the souls from living beings and leaves them mad. It can only be seen in the light of a full moon (80). 
Sister is Another Word For Always
Vereesa felt Sylvanas’ death at the hands of Arthas the moment it happened (89-90). 
Sylvanas’ eyes were gray as a high elf (91). 
In the midst of her sorrow at her sister’s death, Vereesa sought many escapes. At first she tried to sleep, but when rest and forgetfulness would not come, she embarked on a journey across deserts and forests with little in the way of proper food or nourishment except that which she found (90, 93). 
It is very possible Vereesa perished at some point on this journey, for she came across a spirit healer, though she was told it was not yet her time. The spirit healer offered Vereesa a deal: if she could bring her the willing soul of Sylvanas without ever touching her, the spirit healer would restore her to life (96-97). 
When Sylvanas first died at the hands of Arthas, it seems as though the Arbiter sent her to Ardenweald (98-99). 
After she struggles to locate her sister in Ardenweald, Vereesa is inadvertently pulled into the Maw. There, she still has difficulty finding her, and is told by the Jailer that Sylvanas is not there - at least, not yet. He then urges her to leave, telling her she does not belong there (99, 102-103).
Eventually, Vereesa spots a silver glimmer she knows to be Sylvanas, though it is only a fragment of her soul (103-104). 
Before she can escape with the soul of her sister, the Jailer stops Vereesa and inadvertently tricks her into touching Sylvanas, rendering her deal with the spirit healer null and void (106). 
At the end of this journey, Vereesa awakes at the foot of a statue, her memory of the experience hazy (109). 
The Paladin’s Beast
Uther is originally from Stratholme (117).
Introduced as a fable beloved by the princelings and princesses of Lordaeron, the Paladin’s Beast is a tale that follows a young Uther as he finds himself in a mysterious and unfamiliar land. Determined to prove himself and bring back a prize to his fellow paladins, Uther joins a tournament put on by a foreign kingdom despite the protests of its princess. Though he is a strong warrior, she insists the beast of the tournament kills every knight who challenges it. Still, Uther refuses to back down, confident that his faith in the Light will give him the strength he needs to prevail. However, the princess’ words hold true, as every knight who goes to fight the beast before him perishes. When it is his turn, Uther decides to stay his hammer rather than fight, remembering the princess’ words. The beast withdraws, defeated by his act of compassion. It is revealed afterward as Uther goes for his prize that the princess actually was the beast all along, cursed to fight in the tournament for disobeying her father and breaking the royal lineage. She casts a spell on Uther, making it so that when he returns to Lordaeron, he will not remember anything of who she was or his experience there until the day he finds himself in a fiery field. Though the fable ends there, it is said that Uther dreamt of the silver kingdom and its princess for many years to come. It was not until his final moments, trying to fell a beast with weapons rather than compassion, that he would fully remember the princess and her story (111-127). 
For Lies and Liberty
Most undead do not get all of their memories back immediately once they are raised (or given free will). It takes time and encouragement (133-134). 
On the long-standing issue of whether or not undead have ichor or blood running through their veins, it appears one Jeremiah Pall still has blood in his body, though it has stopped moving on account of his still heart (134).
The story of the “Fearless Flyer” - a man known as Captain Whitney - is famous among some of the Alliance forces. According to the man himself, Whitney and his outfit had been fighting orcs for months to no avail when he hatched a bold plan to launch himself by catapult into their camp and take them by surprise, hence the nickname the “Fearless Flyer”. This story, unfortunately, turned out to be nothing but hyperbole. As it stands, a drunk Whitney accidentally got tangled up in nets, fell in the catapult, and was unceremoniously flung into the orcish camp. Believing themselves to be under attack, the orcs retaliated and killed most of the unsuspecting humans while Captain Whitney hid (136, 142). 
Stones, Moss, and Tears
Though female elves traditionally mark their faces after they have achieved a rite of passage, they can continue to add embellishments to commemorate any further deeds (155).
At least one kaldorei lorekeeper was charged with knowing the name of every Sentinel and recording details of their more noteworthy battles (156).
The Bloomblade druids were one of the oldest, unbroken lines of night elf druids (158). 
A species of insect known as glowmoths migrate through Mount Hyjal every autumn (164). 
The Embrace
The White Lady and the Sun were charged with keeping watch over Azeroth as it dreamed (171, 176). 
Though she loved the people of Azeroth dearly, the White Lady found herself growing lonely and in want of a family (173). 
The moon cycles are thought to be the White Lady turning away and hiding her face in her sorrow, though she would always look back upon Azeroth to watch over it (174).
It is said that the White Lady loved Azeroth and its denizens so much that a child - the Blue Child - was born of that love (174-175).
The Blue Child, ever curious, began asking the White Lady questions about the mortals that weighed on her heart, as she could not answer (176).  
One night the White Lady woke up to find the Blue Child gone. Unable to find her, she swore off her charge until the Blue Child was returned to her (177-178).
Without her guidance, the planet sped up and the tides ceased. The White Lady was only convinced to return to her duty after the Sun urged her, telling her the Blue Child might return if she had the moonlight to guide her (178).
The White Lady began to glow even more brightly over time in the hopes that her child would see, her light quickly growing to rival that of the Sun’s. This, too, caused problems, for crops burned and navigators could not see the stars to travel by (179). 
Upon seeing the terrible effect this was having on Azeroth’s denizens, the White Lady dimmed her light and retreated (181). 
The Blue Child ultimately returned from her long travels to her mother. They embraced in the sky, creating a beautiful eclipse (182).
Ever curious, the Blue Child was bound to grow restless again and leave for the stars, but the White Lady knew she would always return (183). 
When the moon turns red, it is a sign of her anger (177). 
Why the Mermaids Left Boralus
Back when Kul Tiras was still a Gilnean colony, Boralus had hardly any walls or structures protecting it from the wind or sea. More often than not, when the Great Sea churned at the city’s edge, it took houses, ships, and even men down into its depths. So many would drown in these incidents that those remaining covered them with weighted nets, causing them to sink to the seafloor (187-188, 190). 
Many of the roads out of Boralus flooded during great storms, making it deadly to try to leave the city on foot or by ship (198).
The Kul Tirans declined to build a seawall for fear that it would have done nothing and also because repairing it after a storm would have been just as dangerous as the storms themselves (188).
Most of Boralus’ early inhabitants were seamen of some sort, whether fishers, sea priests, sailors, or pearl-divers (188). 
During storms, the tidesages would act as a makeshift seawall and use their power to cut the waves before they made it deeper into the harbor (199).
Mermaids appeared quite openly near Boralus in its early days. Though they lived much deeper than most could naturally dive, they liked to sit on the rocks and watch ships go by, among other things. Most lived in temples beneath the sea that belonged to Kul Tiras’ former inhabitants (189, 191). 
According to superstition, sighting a mermaid was bad luck and presaged many inauspicious things including a doomed voyage, a brutal winter, and poor fishing. They were also seen as the harbingers of storms (189-190). 
Tidesages were (and still are) always the first and last to disembark from a ship. As a result, they usually went down with their ships (191).
The tidesages’ unrivaled dedication, combined with the frequency of drownings and shipwrecks, often meant they died young (191). 
Mermaids are spawned from eggs and leave no corpses when they die (191, 203).
The mermaids had very little understanding of the Kul Tirans’ mistrust towards them (191). 
Mermaids have some power over the rocks and water - granted to them by the Tidemother from birth -, but they use it sparingly because it is finite. Once a mermaid runs out of magic, they die. As a result, mermaids can live up to five hundred years (192). 
Mermaids consider sirens lazy and murlocs deplorable (192).
According to legend, the bubble seaweed in Boralus Harbor is actually discarded pearls. A mermaid by the name of Halia fell in love with a tidesage and kept secretly gifting them to her as a token of her affection. The tidesage, Ery, was far too pragmatic for such a gift and dumped the pearls back in the water every time (195).
The mermaids believe that the Tidemother will give tails to those who slit their feet from toes to heels and walk into the harbor at dawn (197). 
According to legend, Boralus’ great stone seawall was formed through the combined efforts of dozens of mermaids and one lone tidesage. A virulent tempest had come upon Boralus one day, taking men and ships alike with it. Though the city’s tidesages gathered to push back the waves, all but one were lost to the storm over the course of five long days. The last remaining tidesage, Ery, persisted despite her exhaustion while the mermaid Halia, too afraid to watch her lover perish, began using her own magic to craft a seawall. Though the storm repeatedly broke it down, her fellow mermaids joined her, ultimately expending their magic and sacrificing themselves to raise a wall so grand it towered over even the mightiest of ships and waves. Ery herself nearly died after this, though Halia saved her by invoking the Tidemother. She cut Ery’s feet from toes to heels and dragged her into the harbor, performing the ritual necessary for her transformation into a mermaid (198-203).
All but one of the mermaids - Ery notwithstanding - perished to save Boralus, which is why none are seen there today (204-205).
As a result, the sailors of Boralus now see mermaids as a symbol of the highest honor, good luck, and sacrifice (205). 
During calm sunsets when the red of the sky is reflected in the harbor, sailors refer to it as “Ery’s blood,” after the tidesage who fought the storm so valiantly. Ery’s blood is a sign of good weather to come (205). 
The Courageous Kobold and the Wickless Candle
Kobolds tell a sleep-time story (209).
Kobold families live together in caves. They have their own nests, but congregate in common areas for stories, among other things (210).
Some time ago, the Whiskersnoot kobold tunnels crumbled, submerging the Whiskersnoots in total darkness. They lived like that for generations, having decided it was no longer safe to dig higher after the cave-in. This spawned a saying: “Never pick above your snout, else the darkness snuff you out!” (210-211). 
Granny Whiskersnoot, however, dug just a little bit upward every day until one day she broke through to a light above. She intended to lead the other kobolds to it, but could never find her way back through the tunnels again. It wasn’t until her granddaughter persisted in finding it that they made their way back above ground (211, 222). 
The kobolds think of the sun as a “Wickless Candle” (211). 
Visage Day
On a dragon’s Visage Day, they choose what mortal form they will take. This is significant, as it shows the Aspects trust them to adopt the guise of one of the mortal races and walk among them. It is the dragons’ hope that through choosing a form to embody and relate to mortals, the more mortals can understand dragons in turn (228, 234). 
Onyxia, on the other hand, maintains dragons choose visages that allow them to control the mortals (241). 
In accordance with tradition, the Visage Day ceremony occurs on the uppermost level of Wyrmrest Temple. Each of the Aspects are usually present for members of their own dragonflight, though Alexstrasza herself has been known to officiate on occasion. It is also customary for each flight to send emissaries (243). 
During the ceremony, all attendant dragons take their own mortal forms in honor of the dragon whose Visage Day it is (245). 
Before they publicly choose their form, the dragon in question traditionally makes a proclamation (245).
The Visage Day ceremony can be delayed (244). 
Nozdormu has helped many bronze dragons prepare for their own Visage Day (230).
When Nozdormu sits in the sands at the heart of the Bronze Dragonshine, intricate patterns form around him (233). 
Both Kalecgos and Chromie performed a short incantation to assume their mortal forms, though Nozdormu did not appear to need to (234, 236, 246). 
Kalecgos says that he chose a half-elf form - which he calls a “blend of mortal worlds” - in order to symbolize his own attempt to blend together the dragon and human worlds (237). 
Onyxia, on the other hand, opted to take the form of a beautiful human woman to better manipulate mortals (241). 
The dragons often go by nicknames in their mortal forms because they find their full names sound too formal to humans (238). 
The drakonid were fashioned by the dragons to be helpful and loyal (238).
The black dragonflight practices how best to inflict pain (239). 
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