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    Release Notes (Mini Patch 830 - "No Tricks, Only Treats!") Finally, a patch that allows you to decorate the abode for your things that go bump in the night! We are well into Spooky Season, but with this update, it never has to end! Don't worry, though, for those of you who aren't into having a live-in monster year-round, we've got you all covered as well! We've got stuff for ghouls, we got stuff for goblins, but scariest of all, we've got stuff for humans. Developer Credits - Taldor, Quizley, Skylar, T, Slate, Gwetha For a full list of IDs, scroll to the bottom of the post or look here Release date: October 2022 Highlights 1. Forsaken Objects (.look object eps_fk) Ogregine Forsaken Windows (.look object eps_fk_window) 2. Forsaken WMO's Have you ever wondered what Gilneas would look like if the Forsaken kept it for themselves? Now you can! Or you can simply use the buildings for other purposes! (.look object eps_fk) 3. Hallow's End Decorations and Candy For the.. hoard? Assorted candy piles to represent your true treasures and loot hauls this Hallow's End! Candy Buckets and Barrels (.look object eps_candybucket/eps_storehouse_barrel_hallowed) Candy Piles (.look object eps_candypile) Enchanted Fires (.look object eps_fire) Spell Objects (.look object eps magicenergy) In smoky, cosmic and aquatic versions. 4. Goblin Objects! Goblin Recolors! Mechagon items reskinned for a more goblin appearance! The following screenshot is only a small representative of a much larger collection of items! (.look object eps_gb) 5. Hearthglen, Stratholme, and Scarlet Human WMOs / Dalaran Sewer WMOs! A continuation of the collection of human nation retextures! (.look object eps stratholme, eps scarlet, eps hearthglen) The following screenshot is only a small representative of a much larger collection of items! (.look object eps_7dl_sewerhut) 6. Assorted Banners and Blank Signs (.look object eps banner) (.look object eps blank) 6. Vulpera Buildings! (.look eps_vulpera) Credits Taldor - Human Nations Buildings Quizley - Goblin Objects, Banners, Forsaken Tower Skylar - Forsaken Windows Slate - Candy Texture, Barrel and Bucket Repaints, Blank Signs T - Enchanted Fires, Forsaken Objects, Forsaken WMO's, Vulpera Objects, Candy Piles, Spell Objects, Food Retextures, OGREGINE Gwetha - Blank Signs, Assembly & Forum Post and a special thank you to Kekie for the use of their ! For a full list of IDs below or here Epsilon Wants YOU! If you feel like you can help us as we continue to make developments to the server, we're currently on the lookout for addon creators/object modellers/retexture artists to join our team. In time this will open up to items/creatures perhaps, but right now our technology is developed to work with these fields. For addon creators, please contact Azarchius on discord. For object related modders, please contact T on discord with an album of what you can do, their user is AJT#0715, or T in the user list. Thank you! That's all folks!
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    Chaos has long been a central part of the Great Dark Beyond. It fuels entropy, causes disorder, and is the lifeblood of demons– beings brought into existence by the inherently chaotic interplay of the fundamentally opposite forces of light and dark. Whereas other universal forces are bound by perceptions both natural and unnatural, chaotic beings act on their own accord at all times: They are never beholden to a concept as set-in-stone as “fate” or “destiny”, and only use those terms to take advantage of lesser things. While demons are the main observers of this fundamental power of the Universe, being fueled to the core by its energies and thus unbound from mortality in realms where they are truly vulnerable, mortals have begun the worship of Chaos as a force – or, in a way, representatives thereof– ever since they had made contact with the Twisting Nether. Chaos worship takes many forms, however. Some are outwardly destructive, others inwardly destructive. Some worship outside forces in the form of Fel-gods or demon princes, others worship disorder itself, and some worship nothing yet take great reverence in the Fel’s capability to defy the natural order. One thing, however, remains consistent among all these interpretations of Fel-worship: All of them inevitably lead down the path of corruption, dark magic, and darker deeds. Commonly, worship of the Fel manifests in three ways: • The Great Burning Shadow, wherein the devoted worship Sargeras, known also as the God of Fel and Flame, as a force of destructive nature that will eventually burn away heretics and ascend believers into demonhood, • Demon Cults, wherein the devoted align themselves to a figurehead besides the Dark Titan, instead seeking to fulfill their deity’s will in in exchange for power, • Divine Entropy, wherein the devoted worship Chaos as a fundamental force and allege it is possible to exert one’s will over the universe through a certain worldview, mindset, and Fel practice. Following the formation of the Burning Legion, Sargeras was widely worshipped as a god of destruction, rebirth, and domination by the more religiously inclined demons within the Crusade. This rapidly extended to the mortal vassals of the Legion until those too became converted into the demonic war legions serving the Dark Titan’s plans. However, even after their demonic ascension, many demonic agents still worshipped Sargeras as a deity: Most commonly are the Shivarra and Eredar, incidentally also the most commonly seen greater demons, who lavished praise upon their god in order to incite their servants to spread disorder and sow chaos. Following the War of the Ancients, many meddling demonic lords sought to enact their Dark Lord’s will across Azeroth. Incidentally, these demons found it more profitable to erect cults of personality around themselves: Through this, a steady stream of income was able to be funneled towards these demons: Souls, fuel for Fel magicks and also a source of power and energy for their kind. These demonic cults were often centered around the worship of the demon in question, who offered their worshippers magical powers to defeat enemies or subjugate their peers, or mystical “untold riches”. Although many were small in number, the propensity for demons to sow chaos made it difficult for these cults to remain in secrecy for a long period of time. Sooner or later, the sect would be exposed, and the demon either banished or forced to relocate. Following the impriosnment of Sargeras and the breaking of the Burning Legion, large pockets of demons have split from the Sargerite ways of worship. Eons-old Shivarra have re-commandeered Legion command centers to create Nether-Monasteries, devoted in their entirety to perpetuating the pre-Crusade belief of Divine Entropy; that is, the way of Chaos as a natural force. Although this form of religion has only now begun to spread among mortal kind, it has rooted itself rapidly in a world beset by disasters that not even miracles can apparently prevent, and where every occurrence seems predetermined by an even greater force to those initiated in the paranatural truth of things. Chaolytes differ from other worshipers of Fel magicks in that they do not offer concessions to a higher power, and do not perform daily rituals – not exactly – to appease any deity. Instead, Divine Entropy focuses in its entirety on enabling a chaolyte to forge their own path, disseminating the basic knowledge in conjuring Fel magic among its practitioners and telling them a simple truth in the universe: Your destiny is your own. • Dominance • Ambition • Violence • Power The Fel intrinsically changes, corrupts, and destroys anything it comes into extensive contact with. Demons operate on a similar manner, invoking dominant personalities, violent tempers, and power-hungry mindsets. Many Fel-worshipers, be it theistic or self-centered, seek to embody the traits the Fel appears to possess as a supernatural force. As demons and the Fel seek to dominate and control the things they come into contact with, exerting one’s dominance and power over others – be it people or the environment – is considered a sign of competence, power, and ability among Fel-worshipers. Ambition is a necessary value among all sects devoted to Fel magic, as the ruthless Sargerites and demon-cultists will always seek to outperform one another and will do anything to appear as a more promising servant in their masters’ eyes. Chaolytes, however, tackle ambition in unique ways: They view sedentary life as a challenge, and thus seek to gain power – be it in the form of knowledge, physical strength, or other metaphysical forms thereof – in order to grow as an individual. Violence is an intrinsic part of the Fel, and thus an intrinsic part of the way its users and worshipers inevitably act. Violence is the language of chaos, and believed by Chaolytes to be one of the five keys to infinite power. As Fel users deepen their understanding in this accursed magick, their mindsets inevitably drift to cruelty and misdeeds that could, or perhaps should, be done unto others. Power is the ultimate display of status among Fel-adjacent faiths, as those with power often gain the most authority. By embodying the destructive powers of the Fel, worshipers can destroy their competitors and take their place, and forcibly take what they want from others. • Weakness • Compassion • Humility Antithetical to the nature of Fel magic are mindsets that contradict its nature, and mindsets that discourage its proliferation. Weakness is considered a sign of worthlessness, and being seen as weak among Fel-worshipers is equivalent to being seen as cattle: To be called a weakling is to be called incapable, and food for demons; the gravest insult. As Fel magic seeks to gain power through violence, domination, and power, acts of compassion and good-heartedness are fundamentally incompatible with the mindsets of Fel-worshipers. Theistic cultists and Sargerites believe that unconditional compassion towards anything signifies an unnecessary and irrational attachment; and thus a weakness that can be exploited. Compassion is an emotion that will eventually completely dissipate within a Fel-worshiper as they deepen their corrupt path into the dark arts. Although it serves a devotee to placate their masters, humility in the face of lesser acolytes is considered a sign of weakness. Ruthless ambition is key to attaining power; eschewing an opportunity to give it to someone else is a habit that will be exploited by all who can see it until one’s usefulness expires. Although increasingly varied in their forms of worship, there is a certain overlap among Fel-based religions, particularly theistic varieties. • Sacrifice • Not only do demons thrive off of the suffering of others, the killing and offering of flesh or blood of a victim, be it man or beast, is capable of conjuring Fel energies. As Fel magic is inherently a sacrificial form of magic, sacrifice is deeply associated with it – both large, in the form of victims, and small, in the form of bloodletting. • Arson • Although Fel worshipers generally do not perform funeral rites for their deceased on account of its nature as a cult-like faith, fire is considered a non-magical embodiment of disorder and chaos. Pyres, effigies, bonfires, and other forms of fire are created in order to pay respect and observance to the force, or to evoke a weak channel to one’s deities. • Soul-Draining • Those versed in the dark magicks of Fel are capable of draining the life and soul energies from a person. As the soul is the truest and fullest part of a being, trapping and destroying it to fuel one’s magic rather than delibitating oneself is considered an act of reverence to the Fel. Souls are also commonly offerings to demonic masters, who gorge on the spirits of mortals to sate a never-ending hunger. • Summoning • The summoning of demons is perpetrated by many worshipers of Fel magic, most particularly the theistic variations. By conjuring forward denizens of the Twisting Nether as minions, worshipers demonstrate power over the Fel, and thus competence and dominance over the chaotic and dangerous force. Additionally, the presence of demons naturally sows chaos in the surroundings of worshipers: Demonic cults often summon many demons in service of their masters in order to raid settlements or wreak havoc in their surroundings. • The Throne of Kil’Jaeden, Outland • ◦ The infamous site of Mannoroth’s Gift, wherein the orcs were first subjugated by the Burning Legion. The fel energies that permeate it now make it exceptionally close to the Twisting Nether, and make the area a common target for demon cultists seeking to commune with their dark masters. Saturated with fel energies, the Throne of Kil’Jaeden is a ripe place for demon conjuring. • The Hand of Gul’Dan, Outland • ◦ This massive volcano is the greatest sign of dominion. Created by the Shadow Council, it looms over an entire countryside devastated by its felborne presence. Revered by many demon-worshipping sects, it is seen as the ultimate display of someone imposing their will on their world. • The Dark Portal, Eastern Kingdoms • ◦ A testament to the powers of Fel magic, the Dark Portal remains a monolithic reminder that attempting to counteract the Fel conjures a terrible consequence. Now, it remains the paramount example of a gateway fueled by these dark magicks, and is a marvel of spellcasting and Orcish masonry alike. • The Blasted Lands, Eastern Kingdoms • ◦ Considered holy land for the destruction inadvertently wrought by Khadgar and the Alliance in their attempt to close the Dark Portal. This red wasteland, once a damp and heavy swamp, is seeping with demonic energies and crawling with the denizens of the Twisting Nether. Being within the immediate vicinity of the Dark Portal has caused the local wildlife to become corrupted, as this interdimensional gateway radiates Fel energies to everything nearby. • The Tomb of Sargeras, Broken Isles • ◦ The Tomb of Sargeras is a legendary temple said to hold countless Fel secrets and tomes of demonic knowledge. Although ruined by demonic corruption and the reclamation of its area by the Armies of Legionfall, many demonic cults still seek out the tomb of legend to behold the face of a god’s corpse. • Argus • ◦ Although unreachable to the average mortal, Argus is the homeworld of the Eredar, and the Fel-burning world that appeared in the skies of Azeroth for over a year. It is, in Sargerite lore, considered to be the seat of power for the Burning Legion, and a most sacred place to any theistic Fel-worshipers. The core faith of the Burning Crusade’s forces is known as The Great Burning Shadow, and the Sargerite followers put great stock into their deity – the Dark Titan, the Destroyer himself. Ever since Sargeras’s fall to the Fel and the creation of the Burning Legion, demonkind has lauded the Evil One as the ultimate embodiment of their chaotic nature. His goal aligned with theirs: To destroy everything that could be destroyed, and to remake it into an entropic, burning Universe in which demonkind reigned supreme. The Great Burning Shadow took hold among the Burning Legion’s demonic denizens after the shattering of Mardum, the Plane of Banishment. Although many demons had grown to despise Sargeras the Defender to the core of their immortal soul, their subsequent freeing by Sargeras the Daemon Lord had him lauded as a god. It is here where he gained the title of “God of Fel and Flame”, among others, primarily from the many covens of Shivarra that were imprisoned upon Mardum. Over the course of millennia, Sargeras’s deification solidified itself into the core principle of demonic worship: Sargeras was, to the Legion’s forces, the ultimate being of chaos, and the ultimate harbinger, and unable to be truly killed. Instead, within Sargerite lore, it is believed Sargeras can only be delayed – and that the destruction and rebirth of the universe is inevitable. • Deceitfulness • Discipline • Fervor The great plan of Sargeras has been quietly operating for over thirteen thousand years. In this time, many truths were learned by the Dark One: Among them is that pure, rabid strength is nothing without a capable mind. As such, the organized servants of the Dark Titan bestow great power upon those who are able to think on levels similar to themselves. Those with silver tongues, who can manipulate outsiders into joining their cause and turn armies against one-another with words alone are said to carry a ‘Demon Tongue’ – a derogatory term used in the First and Second Wars against warlocks claimed as a term of respect towards warlocks and leaders. The demonic hordes employed by the Great One were, at first, directionless and violent, squabbling among one another for leadership. Now, the Burning Legion operates like a singular organism: It spreads, destroys, and reclaims the souls of its victims with the unison of a handful of warriors whilst operating on the scale of planets. Even in cults like these, however, all members must operate the same. The Destroyer of Worlds smiles upon the cogs in his dark and burning machine. The feverish devotion to the Master is one of the most virtuous things in the eyes of agents of the Burning Crusade. Those who truly and inherently believe the gospel of Fel are seen closer to chaotic perfection than anyone else, second only to those who are blessed with a demonic form themselves. It is through this fervor that agents of Sargerite cults are willing to kill and die for their dark masters. • Apostasy • Cowardice • Compassion To resist the true gospel of Fel is considered a crime punishable by death to Sargerites. If one cannot be swayed to serve the Dark One in his plan, then they are an obstacle to the ultimate fate of the universe. Those who are led astray from the word of the Destroyer and doubt themselves are viewed with incredible scrutiny, as well. In the deeply regimented, shadowy ranks of Sargerite cults, any mind that is not fully devoted to the cause is a mind that may be swayed and made to divulge information like a leak in a ship. Due to its inherently violent nature, the fervent Sargerites put great stock in dying for the cause, no matter what. Routing in battle or seeking mercy at the hands of the enemy are both considered unforgivable sins, even if the demonic messengers of their cause appear to do the same – the masters of the Legion are not beholden to these petty vices, and must always be protected in either case. Compassion breeds attachment, and while the Sargerite cults do indeed seek the end and rebirth of all things, there is an ulterior motive for the apparent distaste for compassionate people – the vexing whispers of the Fel despise goodness in all forms, and thrive on suffering. The many warlocks, Fel-gorged sycophants, and myrmidons of the Legion’s mortal cults all suffer from these voices in their head. They cannot help their cruelty, and enjoy it all the same. Expressing compassion in a genuine manner is not only hard to comprehend, but also a sign of attachment to this imperfect world. • Profanement • ◦ A central part of Sargerite identity is to tempt non-believers and opponents of their faith to believe in their destructive god. Although subtle methods, such as advocacy, temptation, and deception may work on some, there always are factions and groups that are led astray from the path of the Fel. If they cannot join on their own accord, then their faith must be stamped out with violence. By defiling holy sites, defacing holy symbols, and slaying holy people, devotees of Sargeras can whittle away hope from their victims until their shell of resolve breaks. • Fel Baptisms • ◦ The awakened mortal worshipers of Sargeras are deeply aware of the battle they fight: That the will of Sargeras is not only that to destroy and profane the Titans’ creation, but also to deny the forces of Shadow – the true enemy – a foothold in reality. In order to combat this possibility, warlocks of Sargerite cults have adopted a means to bring them closer to the divinity of Fel and Flame: By infusing water with demon-blood and washing themselves with it, Sargerite warlocks believe they cleanse themselves of the doubts instilled by them of the Old Gods, and come closer to being part of Sargeras’s infinite army. Indeed, the demonic corruption diluted within the water does at least bring them closer towards one goal: Slowly, they corrupt themselves with Fel magic until they mutate physically. • The Awakening • ◦ Sargerite cults operate on a massive, sprawling scale, and while the demonic lieutenants of the Ravager of Worlds sometimes refocus this demonic worship onto themselves, the most disciplined and loyal ones ensure that nobody besides the most dependable mortals understand the reality of the universe. Through this careful plotting, an inner circle forms within these cult-branches: On the outer side are the surface-dwellers, who know only of the Destroyer’s name, and often have only a cursory interest in the ultimate goal. Within the shadows, however, lurk the awakened: Those who know and understand the goal they must work towards. To cross the boundary, one must be loyal to the Legion’s doings, and truly begin to understand. Facilitating this understanding is often done by an awakened leader who puts forward a single challenge to the prospect: Recite the names of the worlds destroyed by Sargeras. Initially, only a handful are given to the prospect, who is required to remain in isolation and meditate on the universe’s history with the names of these planets as a mantra. In due time, this mantra opens the prospect’s eyes to more names, and soon darker truths: Visions of the destruction of countless worlds by the Evil One’s very own hands. Only when the prospect’s throat is hoarse and cramped from speech are they considered awakened to the reality of the universe. While The Great Burning Shadow is an organized and disciplined faith, the term “Demon Cults” applies to the countless lesser cults that have existed for millennia and have been in service to particular demonic entities of varying power. Deeply disconnected, these cults have very little in common with one-another, although certain parts of their doctrines, virtues, and vices overlap. Many demon cults were, at one point Sargerite cults such very similar to the Shadow Council and its derivatives and sister-organizations. However, the intervening millennia after the War of the Ancients and years following the Burning Legion’s second invasion of Azeroth have helped to realign many lesser lieutenants of the Dark Titan to focus on their own survival instead. After all, the servants of one demon can simply be made to serve the Legion’s goals when the time comes. Through this inherent shift in focus, the demonic masters of these cults often only truly care about one thing: Sating their own appetite and lust for anguish, destruction, and mortal spirits. As a consequence to this, demon-cults have largely formed their own bodies of belief around their deity or deities, implementing their own forms of worship that their demonic gods look at with mild entertainment as they await a sacrifice of flesh, blood, and spirit. • Devotion • Opportunism • Brutality Commonplace among the largely unrelated and independent demon cults is the submission and utter devotion to their demonic masters. Through supplication and fervent praise, members of demon cults seek to aspire to greatness and acquire powerful boons from their gods. The initiated and enlightened members of a cult are often very much aware how much power a demonic bargain can bring. Through both their leaders and their demonic allies, cultists are often goaded into acting for their own gain – ruthlessly outperforming others in dirty, underhanded ways in order to gain an advantage themselves. Members of demonic cults vie for the attention of their dark masters, and would gladly stab one another in the back if it meant they could increase their own status within the cult’s ranks. The greatest honor, however – and the greatest affront to infidels – is the acts of brutality these demonic cults almost always indulge in. In order to appease their demonic lords, cult members are expected to make more than sacrifices to their masters. In fact, they are expected to kill in their name at all times. This inevitably leads cults down two paths: Silent murder, and massacres. Bold cults seek to ensure their name is heard across their realm of influence. They raid villages and townships, burn their victims on stakes, and torture them alive so their screams can echo throughout the streets. Make no mistake, however, as even the silent cults who try to hide themselves will slay an innocent man in an alleyway and butcher their remains to create a horrific work of tortured art for others to witness afterwards. The true difference between them lies in their expression: Loud cults will ensure everyone witnesses the act; silent cults will only allow others to see the end result. Not only does stir fear in potential enemies, but it also acts as a form of test: The weak ones will reveal themselves, while the strong ones will slowly become less and less attached to their humanity. • Doubt • Fellowship • Sentimentality The many disconnected clans and cults devoted to demonic worship put great stock in the decrees made by their dark masters. As their demonic lord is indeed very real, and often grants very real blessings to their servants, those who doubt its strength or seek to sow it among their members are often put forward as sacrifice immediately. A meritocracy like this, disorganized as it is, is very fragile, and in turn the figurehead must ensure they remain in control over the other mortal worshipers. Among many cults devoted to demonic worship, the vast majority of members are quick to realize that all of their fellow cultists are out to benefit only themselves. Opportunism and cutthroat politics are rampant among demon cults, and as a consequence, relationships operating on any level beyond the cult’s hierarchy or pragmatic benefits are looked down upon as a sign of attachment and humanity. Showing a critical weakness such as these quickly allows other members to exploit that very weakness through a variety of means. All of demonkind strives to wreak havoc and destruction in its surroundings, and in turn the demonic masters of virtually every cult try to ensure its members are capable, willing, and unwavering in their want to perpetuate their master’s will. As a consequence, those who find an attachment to their surroundings, be it through familial love, or their environment, are driven to dehumanize themselves. Being unable to come to terms with the loss of one’s home and people – when they should be happy to do so – is considered sinful among many demon cults. • Living Sacrifice • ◦ The most prominent overlap among these few and far inbetween cults is the abduction and sacrifice of a victim, most commonly sapient, and most commonly of a relatively sophisticated culture. By way of sword, axe, dagger, or simply mauling, the victim is murdered in the presence of their demonic lord – and its spirit is drained by an effigy or altar to be feasted upon. • Communion • ◦ Commonly, these demonic cults are small in scale and tightly woven. Similar to a secret society, the only individuals that are truly “in the know” are the few members who understand and comprehend what they worship. In order to understand their masters’ goals, these enlightened members of the inner circle perform dark rituals to call upon their demonic lords for guidance, orders, and evil blessings. • Ordeals of Loyalty • ◦ Commonplace within many demonic cults is the requirement to prove oneself worthy through trials and ordeals. These can take many forms, from tests of physical endurance or strength, to mental challenges or riddles, to dark rituals or sacraments. The specifics vary from cult to cult, but the one constant is that these ordeals are not for the faint of heart – only the brave or the foolhardy need apply. Commonly, prospective members of the cult are only considered true members if they perform one of these ordeals. Before the ascent of the Dark Titan, demonkind followed a radically different and, generally, much more destructive state of mind. The Shivarra, who had in the earliest days of creation known and tangled with demonkind before in spite of their very mortal selves at the time, eventually experienced a radical shift in their body of faith. Deeply religious and divided into the strictest social castes, the Shivarran peoples believed every member of their society was destined to serve in one part of their community, their station revealed in a rite of passage. These destined stations were known as the Winding Paths to An-Xeh-No, and among them were merchants, priests, and warriors. An-Xeh-No is a Shivarran word translatable to “enlightenment”. The destinies associated with being a merchant, priest, or warrior were known as “Enlightenment by Prosperity”, “Enlightenment by Praise”, and “Enlightenment by Preservation”. Following a series of wars, a fringe group of Shivarra turned to the Fel, although were too fervent in their own beliefs to fall prey to demonic influences. Instead choosing to adopt a philosophical yet agnostic stance on their faith, these Shivarran fringe groups codified their mindsets into the philosophy of Divine Entropy. While not a religion in and of itself, Chaolytes strive to dominate destiny rather than serve it. They believe that the ultimate way to An-Xeh-No was to defy their destiny; to reach Enlightenment by Power. By the time of the Evil One’s ascent to demonhood, Divine Entropy quickly began to decline within Shivarran society. With a very real deity of Fel (and an agreement made between it and the Shivarra), demonkind quickly began to embrace The Great Burning Shadow as a means to rally and organize under their new god. The Shivarra were perfectly suited to perpetuate this newly codified faith, as their perception of the Dark One allowed for a very deep understanding of His philosophies. In the aftermath of the Burning Legion’s breaking, select Shivarra have shifted back to practicing Divine Entropy. In a lawless universe where all demons seek to carve out their own pockets of power, where there are no gods or masters, more demons (and mortals) have begun to view the resurging philosophical faith with increasing interest. True Divine Entropy’s goal is to ascend to demonhood, but not to be beholden to any greater power’s whims. More moderate derivatives thereof have begun to exist, primarily focusing around reaching An-Xeh-No through independence from benefactors and masters. Although their ultimate goals vary, there are very few differences in the tenets and philosophical acknowledgements of true and toderate Divine Entropy. • Ambition • Independence • Strength • Determination Practitioners of Divine Entropy put great stock in furthering themselves, and while it lacks the characteristics of a proper, organized religion, the codices of Divine Entropy still dictate mindsets that may help guide Chaolytes down the ten steps to An-Xeh-No: Ambition is core to Divine Entropy: It is through aspiration to greater heights that one betters themselves, and becomes closer to enlightenment. Without constant improvement, stagnation occurs; thus, an orthodox practitioner of Divine Entropy always tries to aspire to grow more powerful, smarter, stronger. Outside forces are considered shackles by Chaolytes. Being the servant of a greater force means a Chaolyte cannot think or act for themselves. Because of this, practitioners of Divine Entropy strive to be as independent as possible in the ways that matter – be it by acquiring their own livelihood on their own terms, harvesting their own sustenance, or simply destroying lesser people to take what was theirs. The path to enlightenment is riddled with challenges. In times of hardship like this, it is required for a Chaolyte to display their strength – the outwards projection of their power – in order to remind the universe they are in control. Displays of strength are considered virtuous among Chaolytes, and a sign of respect among them. Reaching An-Xeh-No is a perilous path, and there are many times wherein fate seeks to fetter a Chaolyte to its shackles again. However, to spit in the face of destiny and remain resolute in the path is a deceptively dangerous act to accomplish: To portray this resolve and project it outwards is a sign of mastery over one’s destiny. • Submission • Sloth • Ignorance • Love As mentioned before, outside forces are shackles to Chaolytes. Submission is a sign of weakness, and evidence that the person in question cannot dominate their destiny. Those who are in service of others, mortal or demonic, are believed to be unable to reach enlightenment unless they begin their path anew. In the eternal quest for self-improvement, there are many tempting hurdles and pitfalls that appear the perfect place to stop. However, as one settles down to rest, they may not realize how quickly time passes. Sloth is a perpetual stalker of the Chaolyte, as abandoning the quest for distractions both physical and metaphysical may tempt one to abandon it altogether. Although rest and relaxation is considered a benefit sometimes, it is imperative to indulge these pleasures only sometimes – and only in a measured, controlled manner. The power of the Fel is something paramount to orthodox Chaolytes. Those who are ignorant of the potential inherent within Chaos are considered not apostates, but astray; maybe not able to consider the potential of disorder yet, but capable in the future. Those who actively oppose the Fel’s power, however, directly oppose their practitioners as well. Thus, enemies of the Fel are often viewed with hostility – priests, paladins, and magi who make it their duty to hunt down warlocks and demons. Love is only one form of the intrinsic sentimentality of mortal kind. However, it is also the ultimate prison. Sentimental attachments are an instinctual desire, and ever-pervasive. To overcome love and attachments like it is the greatest challenge a Chaolyte may face, and in turn they view those committed to these attachments as hopelessly lost in their mortality. • The Ten Steps to An-Xeh-No • ◦ A central facet of Divine Entropy is the path to enlightenment by power, codified by a set amount of steps one must take throughout their course to enlightenment. While the classical paths in Shivarran faith had incredibly varied amounts of steps, those within Divine Entropy involve ten: 1. Knowledge of Power – The understanding of Fel magic, and the realization of its inherent power, and potential to enshackle oneself to the Wrong Gods (also known as demons). 2. Will to Power – The practice and study of Fel magic, in a practical sense. To use it in offensive, defensive, and utilitarian manners. Also extends to ambitiousness in life, overcoming inherent weakness, and overcoming fear. 3. Edict of Power – Whereas the Will to Power concerns itself with overcoming inner conflicts, the step of the Edict of Power decrees speaking to benefit oneself (either by way of lies or the truth) and displaying power through speech. 4. Acts of Power – Acting to benefit oneself practically in any way possible; to acknowledge only one’s own authority, and to display power through actions, be it benevolent or malicious. 5. Wealth from Power – Using one’s powers, be it literal Fel magic or philosophical power, to accrue wealth. Although abstract in its definition, Shivarran Chaolytes considered “wealth” to be material resources, jewelry and ornaments, but also power over others in the form of command, favors, and other means. 6. Wisdom from Power – Meditating on the nature of Fel magic to further one’s understanding from the deepest facets of its nature. Also extends to learning from the past to improve upon oneself. 7. Detachment through Power – Freeing oneself from the sentimental attachments of mortality such as love and other desires. Divine Entropy’s belief in demonic immortality implies it is impossible for an immortal and a mortal to coexist like so without one party being the subject of another. 8. Passion through Power – Indulging oneself in their accrued power and/or wealth. Extends to gluttonous pleasure, carnal pleasure, homicidal pleasure, and destructive pleasure. Divine Entropy believes there is a difference between pleasure and attachment, viewing the latter as an addiction to preserve something and the former as a means to indulge the senses. 9. Control through Power – Using one’s power to exert control over their surroundings. Often, this is depicted in the destruction of environments, creation of cults of worship, or wanton slaughter. However, it is not limited to such: Lay Chaolytes find a more grounded alternative to this in controlling land, businesses, or people through favors and influence. 10. Enlightenment by Power – By having walked the nine previous steps, it is believed a Chaolyte is in full understanding of their own power, and capable to transcend into demonhood. The process of doing this is said to be revealed on the tenth step, where one becomes enlightened. • Meditation • ◦ Divine Entropy revolves heavily around accruing knowledge on top of power. It is believed that by meditating on the nature of the Fel, it is possible to discover more about it – and thus, about what one should aspire to be. By taking hold of the innate urges the Fel provokes and indulging in them in a controlled manner, it is said one can glean almost any secret from the Twisting Nether. • Thysics • ◦ A thysic is an offering of energy to enlightenment, and takes any form: foodstuffs, objects, people, meat, and plants are all observed as relatively equal as the type of offering does not matter; instead, it is the fact it is made. By laying forward a suitable offering and reciting a mantra, Chaolytes destroy the object in question with Fel magic to consume its inherent energy, whether it is little or much. A great emphasis is made on the control of this form of consumption; wanton draining of life energies will inevitably cause oneself to grow addicted to the sensation, and become a slave to desires. • Indulgent Baths • ◦ Prepared with various herbs, a small amount of felblood, and a variety of fruits, indulgent baths are designed for relaxation and fel infusion at the same time. Within these baths, the Chaolyte is advised to cease thinking – a form of meditation in and of itself – and to, very slowly, call upon the Fel to feed upon the waters and the things within. Over time, the liquid may heat up, and the fruits floating in the water will turn to ash if the Chaolyte is advanced enough on their winding path. Indulgent baths are a deceptively difficult exercise, as one has to make conscious effort to metaphysically reach out and consume the energy within the fruits.
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    Hello Epsilon, recently I've been busy with an exploration movie going over some of the more interesting prototypes in WoW from 0.x to 10.0. A sizeable chunk of that had to be shot on Epsilon so with the help of a few friends I decided to convert the cut 8.0.1 island expeditions and other early maps to 8.3.0, here's a link to the full folder. Most are rough early iterations but a few are highly detailed and would likely be interesting not just for exploration but for RP too. Note: these are not custom Noggit maps, these are simply ports from 8.0.1. For a way to convert from Wrath someone with technical and C# knowledge would need to update/fix this tool. Otherwise the tools I used are uploaded and documented here: ADT converter, WDT converter. Also for some reason sometimes Epsilon patcher doesn't always load custom map files on first log-in. Abandoned Mines An unreleased island expedition set in a mining town. Link: https://mega.nz/file/NcNFBJhR#wAPNcQZLDq-26X1y_PsuFlsooNEaJSM2CKL7gM7B8X4 .worldport 1916 1 2 2127 Katalina Island Another island prototype with some cool tech and easter eggs present. Link: https://mega.nz/file/pFsFAB4L#tsESCqTZ7PmliE7WJ5BUeev14farXmi9F0lFMBqGphU .worldport 6193 -2372 2 1889 Swamp Island Prototype Prototype island expedition set in a swamp. Link: https://mega.nz/file/tMETCC4S#8wrOo_3azepjmyjsQjPRqri1ereVOad6xa9j-AWXdKc .worldport 2731 1041 0 1887 Jaina Arena In Battle of Dazar'alor the arena is a server-side game object, there was a prototype with it being terrain-based. Due to technical reasons it's not on the actual raid mapid but is bundled with the swamp island. Link: https://mega.nz/file/tMETCC4S#8wrOo_3azepjmyjsQjPRqri1ereVOad6xa9j-AWXdKc .worldport -8299 3018 3 1887 Islands420 Wonderland The first island on this mapid, a copy of bone town from Draenor with environment resembling a snowstorm. Link: https://mega.nz/file/sd8B2SjI#VuUHXWHq-aR0NhZK46E-L0E5vTqZW0IHaUNOjPk_uOE .worldport 2065 -2446 31 1896 Islands420 Mushroom Island The second island is a modified copy of timeless isle overgrown by mushrooms. Link: https://mega.nz/file/sd8B2SjI#VuUHXWHq-aR0NhZK46E-L0E5vTqZW0IHaUNOjPk_uOE .worldport 1669 2493 5 1896 White Mesa Islands A series of small islands with a mix of legion and bfa assets. Link: https://mega.nz/file/MYlz1SKD#RfBiQnf86watMdWM-tS4tf1IynSWgirKot54vqLBmWc .worldport 1726 2427 58 1885 Nazjatar Level Design Kit A version of Nazjatar shipped by mistake with a level design kit. Link: https://mega.nz/file/lMVQRYrA#3ny1CbIsGtTi8LNLHSdVMEXcTOtpyY2lX_AZth-fR1I .worldport 1674 2206 100 1718 Nazjatar Unknown An unknown early version of Nazjatar unreferenced in the files. Goes bundled with the previous patch. Link: https://mega.nz/file/lMVQRYrA#3ny1CbIsGtTi8LNLHSdVMEXcTOtpyY2lX_AZth-fR1I .worldport 762 -6806 -202 1718 Sinkhole Island Another cut island expedition, though more rough and early than the ones above. Link: https://mega.nz/file/dAkiGLIT#r3p_rMnv8nA5yIzjwjvsQjzlaD78rtyO4-RML-c0XUY .worldport 14432 14351 88 1881 BFA Level Design Map A devmap showcasing Blizzard's level design process, techniques and resources. Link: https://mega.nz/file/5J8HjK6D#mAttbzru_uvlyRtxha4mkrOLEAwC1w5chl-cN38td5Q .worldport 14397 14589 31 2168 Mechagnome Island Another island expedition, very rough. Link: https://mega.nz/file/BZUgEaSB#YGZvFutbEwBHWnzpi9KPl08J_wb4gK94KxCtx04h9WI .worldport 915 1297 39 1809 AI Test Map A copy of old Arathi Basin modified to resemble an island expedition layout. Link: https://mega.nz/file/kBVBCSjK#X8ej7eNZXPdI6hAP2C-2eemqVPHLzExjFyd-jIT0yr0 .worldport -16009 -15960 -27 1685 Snake Cave A series of prototypes for Temple of Sethralis. Link: https://mega.nz/file/MEFUnC7a#smXVXipeh7VaYfn3THecR5DjVxIC6AainulVfqz_xGA .worldport 2717 2784 -105 1690 Nzoth A really old version of Nazjatar with Nzoth present in the second part of the zone. Link: https://mega.nz/file/cVtw1TgK#r1yVsdNLafBRVZ7dHio84jikyEpC1lXrVhg7T-CWt-k .worldport 473 -283 -94 2117 Assassins Scenario Drustvar An early version of Drustvar from pre-alpha. Link: https://mega.nz/file/ZVkGTAjA#ipUXZoEuTSvcLNdRY4F97zcS_c2jARqaZDAZta6BwJ4 .worldport 1476 3133 324 1890 Islands Cursed A really messy prototype island expedition. Link: https://mega.nz/file/IJ8AnbLQ#ZAiMrk57nLKivzjbrwirrpDLpiE3COKI6OOBKhfbCBg .worldport 1514 891 251 1891 Underrot An early version of underrot. Link: https://mega.nz/file/5M1D2ZCA#FlGhFP43fNxMBf-FPdG2DCmaL-VhytvO5d1YJeMjQXM .worldport 563 1415 100 1841 KulTiras 8.0.1 version of KulTiras, no time-accurate WMOs, there is a model kit present though. Link: https://mega.nz/file/RMFn3CKZ#1KGqWLus2WTSn8QVPUb0pAdlf8bXn-fjgrvy39gjZeI .worldport 2605 -5428 7 1643 Zandalar 8.0.1 version of Zandalar, no time-accurate WMOs. Link: https://mega.nz/file/Rd1ElJyR#RdxqPdwXDEDdPLxcWvaGkoXNzkbkN89d7LUgdVYDdLE .worldport -2770 2375 4 1642 GM Island It is ported to the new alpha format that will work with non-classic Kalimdor. Link: https://mega.nz/file/5IVmBCqB#QjbKGEjjctO0oSbuWKxzIXn-IT9Q1mCMR2EepVILEc8 .worldport 16222 16264 14 1 Enjoy! Have fun exploring, if you have any questions regarding how it was done or if I've screwed anything up feel free to reach out on Discord implave#7038.
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    The Epsi Horror Picture Show results are IN and if you're like us, all of the entries will make you howl with delight! The competition was stiff this year and not just because some of them are forsaken! We want to thank everyone who entered this competition and all of the judges as well! Our judges were Gwetha, Slate, Kitty and Mindscape! The winners this year receive the temporary title 'Spookster' in the Epsi discord and bragging rights that have no expiration! Judge Comments: Some random skeleton, hahaha! Very clever! I love how well put together it is! The nails, the expression, the text! W o w! Varian Wrynn's Ghost is a clever producer! What a perfect tribute. From funny credit texts to the visual finish that makes it look like a VHS wrapping, this has everything. IIt even looks like it was taken from a VHS tape, Varian Wrynn’s ghost should be proud! Judge Comments: Really love how true it is to the original poster! Like even the tire, and the mini men, and the fork the little guy is holding?! AND THE TOWER, TOO! The attention to detail is mindblowing!!! Detail-oriented, fun, with a great composition. Love it. Could this get any more perfect? When’s the show times? 🦇 The contest criteria was so popular this Hallow's End that even staff members couldn't resist putting together some ghoulish creations! We had enough entries that we put together a panel of players to judge the results! A special thank you to Coda, Belethe, Corgi, and Sophie for being our judges! 🦇 Judge Comments: This poster floored me because I went back and forth trying to figure out if the house was built like the rest of the scene. Amazing work and reference to the conjuring. 5 out of 5 on this one. Entirely produced using in-game assets, and yet it has the same color-grading and lighting as the original image. You even put in a bespoke recreation of the house from the poster. Incredibly well-done. OK this is brilliant. That's really all I can say about it. It's just good.
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    a command that could let us access spell visual kits without having to find some obtuse spell that might affect other people or have other unwanted visuals would be really cool i think it'd also help enhance other things like ArcSpell, allowing you to do things like use spell visual kits to make a proper custom pre-casting effect or something before doing other spell effects 🙂
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    Something I started a long while back is now finally (mostly) complete. This patch replaces the faces for the original three skin tones for Nightborne males with... less angry-looking faces. Can't change the expressions completely, but the textures are edited. Download here and expand directly into the patches folder at: Epsilon8300\_retail_\Patches https://drive.google.com/file/d/1Q1wg8QtZjlrJMeE4aN44a5qM1NHdTWNR/view?usp=share_link The gif only displays one skin color because this one shows the details best. The dark blue, greenish blue, and whitish blue in the gif are edited in this patch.
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    Hello! Here's a (relatively bare bones) guide on how to restore cut Blizzard maps or port your own custom Noggit maps to work on Epsilon. Converted files should work on both 8.3 and 9.2.7. Disclaimer: the tools referenced in the guide are not owned by me and some links lead to different private servers. To comply with the rules and permissions, this guide is hosted on the WoW modding website. Here's the link. Depending on what you want to do it can be a walk in the park or a bit of a head-bashing session: - Editing wrath-era maps is easy - Making custom flatlands is also easy - Creating a map from scratch will take a bit of time - Editing more modern maps would require some tools and knowledge - Fully custom, maps that are not even in the listfile are the most complicated ones But everything is equally doable if you are determined enough. I do try to cover the basics of WoW clientside modding, provide some context, list useful tools and resources. Go over ADT conversion, WDT editing, potential issues and give an example of me converting Programmer Isle to use on Epsilon. If you just want some cool Blizzard maps to explore feel free to look here, those are already packaged as patches. I will try to keep the guide updated as more convenient tools come out and the knowledge of the community grows. If you have any questions feel free to ask them on discord implave#7038. Have fun!
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    In the beginning... ...we thrived just as any other living creature has. For the longest time we have fought; through civil conflicts and genocide we have managed to regather ourselves and rebuild. We have learned from our past mistakes, we have paid penance for our sins and we have fought to create a better world. Through our blood and sweat, flowing with passion and determination, we have endured in the hopes of providing a life of comfort and security for our later generations. Such a tragedy it was then, when the Gods deemed us unfit to live, and sentenced us to our deaths. I remember the day the omens started; our end. How do you find the will to go on when the very Gods now demand you lay down your lives and submit to their re-origination. It has been sixteen years since our annihilation begun. Sixteen years of hopeless struggle against a plague specifically designed to twist and eradicate all life. Designed by the Gods... I cannot begin to count the men and women and children who have given their lives so that we all may continue to fight. I cannot admit how severely we are losing, regardless of their sacrifice. The casualties in the millions by the first year, we have been steadily losing on every front. Every time we find a weakness, we are thwarted. Every time hope begins to shine, we are stamped out under the cold boot of the Prah'nahanni and its diseased legion. Hope faltered. Its flame eternally extinguished. Until our Maji found a tome. Four years ago our elder Maji were researching an old tome in the Library of the Lord and Lady. The tome was ancient, the text predating many civilizations. Upon deciphering the pages, the eldest Maji contacted the Order of August, a covenant of all the nation's businesses and leaders, and spoke of a life changing discovery. As we gathered, the old Maji revealed the location of a gateway that was built by the gods, leading to a place only known as Sister. This strange old majick put off many of the Order, since most majicks were regulated or outlawed. But the Gateway… it was worth the risk. It was agreed that I and a few other nation's leaders would set out to secure the gateway's location. We set up a foothold around the gateway, putting together a makeshift fort in case of Prahlioth incursion. Once fortified. the Maji spoke the words, and the ancient gateway exploded with light. It was silent at first, then a loud crack and clap of thunder shook the ground. The air tore in half like a punctured piece of parchment and on the other side, we glimpsed a desert. Elated by the success of this portal, uncertainty began to settle in. What we would find in this world recorded only as Sister? We cross the portal, ten Conquirants, to scout the Far-lands of Sister, determined to find what lie on the other side. Unfortunately, our Conquirant expedition was shortly put into custody after we passed through the strange gateway, arrested by Sister's natives. After we were released from our captors for trespassing on a holy ground, we discovered we were let loose in a land called Uldum, in a world not called Sister, but Azeroth. We ventured out into the world, and oh the sights we saw. Great clans lead by green-skinned creatures- Orcs in their tongue. Giant stone ruins of such grandeur belonging to an ancient civilization; the Kaldorei. Me and my compatriots stumbled upon many wonders of the Far-lands. A massive city of white stone lead by Leothil, a gathering of nature worshipers and powerful druids by Starseeker, a holy order- an Iron Sacrament. I've ventured to the outposts of the mighty Horde, became allies with those of the Forsaken, explored the great empire of Silvermoon through its numerous trials. I've witnessed the Deathbringer and spoke to Soulforges, imposing and powerful. By the gods, you’ve even fought off your progenitors and convinced them your world is worth preserving. Of all my time on this world wandering the lands and hearing your tales for four years, I've come to a conclusion... You are as destructive and chaotic and sinful as us, which raises a question... Why do you deserve to live, and we don't? The Races of Talahmnord...
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    i don't understand, it literally says at the top line that when using spaces in the blueprint name you need to use the id or chatlink.
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    Two ideas, depending on how much more work it would take to make one vs the other. The main idea - A new command that allows phases to create 'sequences' of prepared commands, which can then be triggered to run by teleporters or gossips, bypassing the permissions checks usually on the command. For instance, say you want an NPC gossip on-click to trigger apply a spell effect onto a group of objects, but that requires member/officer permissions. A sequence could be created using '.go group sel #id' and then '.go group spell #spell'. Preferred if they can be put on delays too per command, so that it can do something like "after 1 second, also then '.go group move down 100' to effectively hide the group." Command idea would be: phase forge sequence - create $name // name may be redundant, but I thought it might be better to call things by name instead of ID if possible since if you delete a sequence and all the ID's shift, your teleporters & gossip menus all need updated (i.e., gossip uses sequence 2, but you delete sequence 1 and now sequence 2 doens't exist, or is now what sequence 3 was before, so your gossip / teleporters do the wrong thing..) - delete #id - info #id - list // list all sequences by Name & ID - run $name // runs the sequence - useful for testing or running them outside of gossip/teleporters if needed (i.e., for DM's) - requireofficer #id // toggles if the sequence requires officer to run from '.phase forge sequence run' command. All sequences can be run from gossip/tele despite this. - condition - add $condition_type ... (specify options for that condition type) - condition_type's example: [hasitem: #itemID #num !shouldRemove (bool)] - remove #cond_id - list - step .. - add #sequenceID #delay $command - remove #sequenceID #stepID - modify #id #delay $command // may not need this - just tell them to remove the step & re-add it Second Idea is just a much simpler version without delays & without steps, just prepared commands that can be made, and then Arcanum could be used to automate them also.. IMO tho, sequences are the more secure version, because handling the sequence on the server means it can be ran from a single gossip click, so your sequences could still be set to require officer for running, unlike thru arcanum which would have to use the 'run' command, which would require it to have open permissions. .phase forge preparedcommand - create $name $command - delete #id - list - requireofficer #id - run $name - condition - add $condition_type ... (specify options for that condition type) - condition_type's example: [hasitem: #itemID #num !shouldRemove (bool)] - remove #cond_id - list Also adding commands for a gossip options & teleporter triggers to run a sequence/preparedcommand when clicked/activated also 🙂 Basically, end goal is being able to 'script' gossip & teleporter triggers to make things happen, or make phase DM's more equipped to more quickly run some commands together. (i.e., imagine being able to remake this: https://youtu.be/392THJV0Lwg?t=28)
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    We shiver with antici… pation. Lock your doors, draw your drapes, and cover your mirrors, Spooky Season is here! This year, we ask ritualists of the cul-- Players of Epsilon to celebrate their creativity and love for all that is grotesque and haunting, by recreating iconic posters from their favourite movies - or making something original but chilling nonetheless. 🦇 Forward this to ten friends before midnight or you'll turn! 🦇 The contest entries open October 12th and close October 27th so we can have the results in time for Halloween! The following is an example entry: Example image by Slate What we’re looking for: We want images that mimic movie posters from the horror genre. They can be parodies, homages or original concepts! These should have some basis of creation within Epsilon, but you may use outside programs to touch them up for your final presentation! Rules: 💀 Your image must be one png, please don’t submit more than one image per contest entry. 💀 You may participate twice, once solo and once with a group. 💀 You can use Narcissus or any screenshot enhancing software. You can enhance or edit the image however you like. 💀 Group submissions are allowed and encouraged, make sure you credit every participant. 💀 You can have an original idea or homages/parodies of horror movies in popular media. 💀Your screenshots must include player characters from within Epsilon that can include builds and mogs, be sure to ask permission from creators if you use mogs, builds or blueprints that weren't created by your team. 💀 All entries must comply with Epsilon’s Community Rules for public spaces as found in the Epsilon Discord server under #the-rules. To win: 💀 Submissions will be judged on 3 criteria: creativity, fun and execution. Skill in photo manipulation might help, but it’s not going to be a deciding factor in what constitutes a winning submission. 💀 There will be 2 winners decided, one winner for solo applicants and one winner for group submissions. 💀 Winners will receive the role ‘Spookster’ in the Epsilon Discord (Winners from previous competitions will have their roles replaced with ‘Victorious’.) And of course, the ever-popular: bragging rights. To Enter: 💀 Create your movie poster and send the image to Gwetha or Kitty on Discord (Gwethulu#3309) (Jαnnα ~★#1000), along with the name of your submissions and the names of all the people who also participated including Discord names for their potential titles and a public name they’d like to be known by when the submissions are announced. 💀 Include the title and any blurb you would like to be shared about your concept.
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    PHASE OPTIMIZATION You have just finished building your phase. NPCs, roleplay areas, fine details, lighting and all. Whether it took you days, weeks, months or more, you feel a certain satisfaction in a job well done, and you are preparing to unleash your build. However, you find that in your quest to manifest the perfect fantasy world, tavern or island, you have also created an environment that is conducive to severe frame loss, and the accessibility to your build is therein stunted by performance issues. How might you resolve this issue, might you ask? Don't worry, you won't need to shave off any of the hard work you've committed to your project by deleting anything. Let's talk optimization. In source games such as Counter-Strike, Half-Life or Team Fortress 2, "areaportals" are a way for the game to remove certain areas or objects from rendering when they are no longer able to be perceived. However, since World of Warcraft's engine and consequently Epsilon does not share this feature, your game is currently rendering everything within a set radius. Throughout the course of this guide, you will be able to emulate the function of areaportals to allow players in your phase to perceive what you want them to perceive, while leaving things that they cannot see from the spot they are currently standing in to go unrendered until they approach, causing your phase to be much more easily accessible to others throught a variety of hardware specs. The Commands The following will go into detail on how to to optimize your phase for better performance via a series of three commands: .gob set vis $visibility, .gob mass vis $visibility $entryID $radius, and .phase shift $zone/area vis $ultralow/low/med/high .gob set vis $visibility is our individual visibility command. It affects nothing but the gobject you have currently selected with .gobject select (or .gob sel). The $visibility variable is measured in in-game units, which you can measure for yourself by using .gps $direction (forward/back/left/right) $units. .gob mass vis $visibility $entryID $radius is the mass variant of the above. The first of the two new variables, $entryID, is a string used to identify a particular gobject (as opposed to GUID, which identifies a specific instance of an object in your phase) and you can acquire a gobject's entryID via selecting it and clicking "Copy Entry" from the textbox. The second variable, $radius, determines in what radius around you will this apply to objects that fit the criteria of your $entryID variable. The $radius is also measured by in-game units. In each of these commands, for each variable, if you use "-1" in place of a normal input, the command will translate that to infinite or all available targets. For instance, a -1 $visibility will make your object be visible from as far as the game engine will allow, a -1 $entryID will cause the gob mass vis command to target all objects within the specified $radius, and a -1 $radius will affect all objects on the map within the specified parameters of the $entryID variable. Suffice to say, this feature should be strictly used in moderation. The last command, .phase shift $zone/area vis $ultralow/low/med/high is a command that will modify the render distance of players within said zone. You can use this in conjunction with the above to adjust visibility on an area or zone basis to allow easier navigation in high gobject density areas of your phases. Visibility Priority So, what objects should receive -1 visibility? Landmarks: Discernable, unique objects that mark the area and can be seen from afar. A notable example of such an object might be the Stonewrought Dam in Loch Modan, or the world tree Nordrassil at Mount Hyjal. Buildings and structures, as they are just as important to see from afar. Water tiles. Terrain objects, such as Epsilon rock arches. Trees, depending on the density of your location. If your build features a sparse amount of trees with very few dotted along the landscape, having a -1 visibility on trees would be beneficial. If your trees are densely packed together, you may find that it would be wise to keep them only within a certain range of visibility to draw in the illusion of a dense forest without having to render in the forest entire. Once the -1 visibilities are out of the way, we can move on to the rest of the objects, which should be at your discretion. Keep in mind the comparison to areaportals above, in that you should decide object's visibility via the maximum distance that such an object could be perceived. In terms of objects spawned en mass, like foliage, rocks and such, the .gob mass vis command will come in handy and allow you to discern the visibility of these objects in specified areas or throught your entire phase with ease. Objects in buildings, as you might guess, should be limited to a visibility that would allow them to be seen from every corner of the rooms they are in, but no further for maximum optimization. Should you follow the instructions of this guide, I am certain you will find your phase to be far more accessible with far fewer performance issues when navigating your build. 🙂
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    The orcish traditions of shamanism have been a central part of the clans’ cultures for millennia since their emergence. Tracing their origins back to ogre shamanism, the orcs have inherited their ancestors’ deep reverence for the elements, compounding it with a similar reverence for their ancestors – whom they value for protection and guidance from the afterlife. This tradition of ancestral worship has most likely emerged following the earliest breakaways of the early orcish clans from their ogre ancestors and oppressors, who vengefully hunted and killed orcs as a means of intimidating their foes and slaves. Shamanism, however, appears to be intrinsically connected to the orcish people and their ancestors that are capable enough to practice it: Instinctively, the descendants of Grond appear drawn to the base elements and nature, and thus revere and worship these forces and their very real personifications in order to ensure their people live in peace and prosperity among them. However, the practices of shamanism are deeply varied among the orcish clans, even if their general subject of worship appears to be the same at large: Within each clan, only some aspects of the elements may be deeply revered for their guidance, while others are less revered in a cultural sense. While the Furies of Draenor and the Elemental Lords of Azeroth are very real entities with very real names and powers, the orcish people have spent many years giving reverence and worship to ancestor-spirits and lesser deities they consider to be inextricably linked to nature. Among these is Goldrinn, known as Lo’Gosh to the Tauren, and as Nelwor’gora (among many other names) to the orcish shamans of Draenor. This hunter-spirit, often depicted as a wolf, worg, or garn, has been deeply linked to Orcish culture despite being a very real Azerothian deity that the orcs have only begun to learn about after their exile to Kalimdor. Detailed below will be a common ground among orcish shamanism, while further elaboration will be made thereafter on the intricacies of some of the most populous or central clans. • Honor • Taming One’s Surroundings • Ancestor Reverence • Strength Most commonplace across all orcish societies are these core virtues: Orcs act honorably as a central part of their society, even if their definition of honor varies from other peoples’ interpretations of the word. Through this abstract code of honor, orcs seek to revere the elements, their ancestors, and their blood – which is a sacred part of orcish society. Bonds are made in blood, allegiances forged in blood, and warriors marked with the blood of their enemies. With their instinctive reverence to the elements, and their line traced directly to the giant Grond, orcs are innately predisposed to taming and harnessing the nature around them. Through regular hunts, crafty trapping, and a constant tug of war for resources such as wood on Draenor, the orcs have developed a tight culture around dominating their held territories and the things within. Consequently, the lack of a challenge on Azeroth has made them able to destroy swathes of land with comparably little challenge: The tug of war between orc and nature is considered a central part of oral history, where orcish shamans recite songs about heroes on their great hunts against beasts or their victory over living nature like the Botani. Commonplace across almost every single clan is the concept of ancestor worship and reverence. The spirits of one’s forefathers are immensely sacred to the orcs, and second only to the elemental spirits themselves: To upset one’s ancestors is a grave offense, almost as grave as to taint a blood oath. Ancestral worship has been recorded for an immensely long time among orcs, and not without reason: It is said that orcish shamans are able to see the spirits of their forefathers and directly ask them for guidance if necessary. Among the orcs, strength is a great virtue, especially in a religious context. To show perseverance and strength in the face of hardship is to make good on the hope and promises given to the elemental spirits at the time of one’s birth, and thus it commands great respect to have fought in a war and survived, even if they had lost, provided they did not dishonor themselves by retreating in cowardice. • The Use of Arcane Magicks • Dishonor • Weakness • Greed Among the pre-Horde clan societies of the orcs, magic, unlike their own shamanism, was viewed with immense distrust, as it had great power in corrupting the values of the orcs – and also the land around them. In the early modern era before the Horde, orcish shamans would denounce arcane forms of magic as ‘ogre warlockery’ in order to keep orcish would-be spellcasters away from them. To act dishonorably is among the most egregious vices within orcish society and religion. To bring dishonor to oneself is to bring dishonor to one’s family and ancestors, and is usually done through acts of violence against the non-combative – that is, murder – or by showing cowardice in the face of battle, depending on the clan. An extension of this vice is weakness, which is a lesser crime but shown as ‘un-orcish’ behavior: Acting ‘too politely’ can be considered weakness in the eyes of certain orcs, and so can apologies. Greed and deception are evil deeds among the orcs. In a tight-knit tribal structure, hoarding the resources of the clan for oneself or intentionally misdirecting one’s people is not only dishonorable but worthy of exile even on its own. Orcish society is deeply intertwined with the oral history, traditions, and practices of orcish shamanism. As a consequence of this, many of the practices performed by the tribal societies of the orcish people directly overlap with the more spiritual aspects of their religion. • Ancestor Worship, in the form of prayer and meditation ◦ In times of hardship, shamans and spiritual orcs may beseech their ancestors for guidance, oping to be given a sign through direct intervention or a different means. • Newborn Rituals ◦ Among the orcs, newborn children are given a ceremony within a pool of water, wherein the father would proclaim the child as his, and the chieftain and his son would bless the child thereafter. The elder shaman of the clan would perform a rite beseeching the ancestors and elemental spirits for a blessing and protection of the child. • Culling Hunts ◦ A common practice among orcish society was to cull the wildlife around a settlement if it became dangerous. wIn doing so, the native orcs ascribed these overpopulations to challenges given to them by gods of the wild or the elements. For example, an exceedingly large pack of wolves hunting and competing with the orcs was seen as a hunting challenge by Nelwor’gora, while an excess of Talbuks may have been seen as a bountiful gift by another deity. • Funeral Pyres ◦ Orcs have, for as long as their history is recorded, burned their dead. Orcish tales speak of the Sporemounds and the Botani, which parasitically used orcish victims as hosts for a variety of purposes. In order to keep the carcasses of their dead from being co-opted by these beings of living nature, it is theorized that the orcs have decided to cremate their dead to leave nothing of use behind. • Music ◦ Orcish cultural music and spiritual music are inextricably linked, as are many parts of their society. Hunting songs, epics of honorable battles and wars long past are more often than not rooted, at least in part, in shamanic legend. Many orcish songs are cognate to, originate from, or created with the intent to perpetuate shamanic lore. Music is so central to orcish society that, in battle, large orcish forces tend to focus their minds with mounted drummers that play rhythmic beats to heat the blood of warriors. • Communion Feasts ◦ Many orcish clans perform gatherings on sacred days throughout the year, wherein they perform rituals, eat, drink, and are merry, and perform ecstatic ritual dances in honor of their ancestors and religions. Among some clans, it is said that the louder a feast is, the more of their ancestors can hear them and join in. • The Om’Riggor ◦ Through this rite of passage, orcish children pass into adulthood. The objective is simple: Find and slay a talbuk, alone, with only one weapon and no armor to protect oneself. Once it is dead, the performer of the om’riggor has to paint their face with the animal’s blood, which is then tasted by the elder shaman of the clan. If deemed genuine, the orc is considered an adult, and given the privileges and reponsibilities of a full member of a clan. Modern orcs adapt the om’riggor ritual to their surroundings. For example, on Azeroth, many orcish children born in durotar and the Barrens perform their first hunt alone and against wild boars, plainstriders, or sometimes zhevras. Compared to the dangerous and protective talbuk, however, these animals are a lesser challenge, and the practice is criticized by some orcish traditionalists to have been ruined by Azeroth’s “weak-blooded beasts”. • The Walk of Spirits ◦ Even in the early days of orcish shamanism, young prospective shamans were tested by their clan elders to see if they could see the spirits of the dead. After the landing of Oshu’gun, the mountain of spirits, the orcs were able to use a central holy site as their place of reverence for their ancestors. Every few years, when children in the clan have reached an appropriate age, they are brought to sites like Oshu’gun – prior to its landing, they were sites of battle, sites of funerals, or even the throne of the elements in some rare cases – and asked if they can see the spirits of their ancestors. In the modern day, this ritual is performed in graveyards or memorials of war, where the spirits of the dead are believed to linger. • The Gora’Lohn, or Honor of Heroes ◦ A festival prepared in the memory of a previous clan chieftain, performed in their honor to remember them. This feast lasts an entire day, but festivities in the honor of the chief last an entire week. Although the exact dates vary, the Gora’Lohn is usually hosted in autumn, and dedicated entirely to the current chieftain’s father or predecessor (usually these are interchangeable). In the modern day, the orcs host a festival in honor of Grom Hellscream, who liberated his people at the cost of his own life, and because he is considered by the vast majority of orcs to be the last chieftain of the old Horde to die honorably.. This festival is usually hosted at the same time of the year in the autumn, coinciding with many other Azerothian harvest festivals. On Draenor: • Oshu’gun, the Mountain of Spirits ◦ Oshu’gun has been sacred to the orcish people ever since its fall from the sky. Here, the orcish shamans communed with their elders and met during the Kosh’harg festival. • The Throne of the Elements ◦ Not only was this the site of a sacred shaman temple before its destruction at the hands of the ogres, but it is also immensely sacred ground for its inherent presence of the elemental furies. It is here where prospective shamans were sent in search of purpose. • Nagrand ◦ Nagrand intrinsically resembles the Great Hunting Ground known as the orcish afterlife. For this reason, and because of Oshu’gun’s presence within it, Nagrand is considered sacred land to the orcs. • Shadowmoon Peak, present-day Hand of Gul’dan ◦ Before the destruction of Draenor, the Hand of Gul’dan was an inactive volcano and the highest peak in Shadowmoon Valley. Here, the Shadowmoon clan would travel and gaze at the stars, believing they could discern holy meanings from their arrangements. On Azeroth: • Demon Fall Canyon ◦ The importance of Demon Fall Canyon cannot be understated to the modern orc: It was here where Grommash Hellscream freed the orcish people from the yoke of the evil demon lord Mannoroth, and also the grounds of his funeral. To make a pilgrimage here is considered giving an honor to the last true chieftain of the Horde. • Hammerfall ◦ Although it once served as an internment camp, the orcs of Azeroth revere Hammerfall as an area of great honor, as their liberator and former warchief, Orgrim Doomhammer, was slain at this site while liberating the orcs. • Frostwolf Valley ◦ Frostwolf Valley is considered sacred by the Frostwolf clan, as it resembles their native ancestral home of Frostfire Ridge. Additionally, it was this place where the orcish reverence of the elements and ancestors was preserved for many years until its proper revival at the hands of Thrall. As one of the closest clans to tradition, the Warsong clan has spent many generations fighting with the remnants of the Gorian Empire and its cousin ogre tribes, who constantly vie to enslave the orcs of Nagrand. As a deeply battle- and survival-centric clan, the Warsong people’s beliefs have mutated to align to their now innate battle for survival – one that is more egregious than other clans’. For years beyond counting, the Warsong clan has been raided by ogres of a variety of tribes and city-states, and in order to combat these threats, this clan puts great emphasis on strength, battle, and intimidation. Through these foci, the Warsong clan has invented a variety of techniques to instil fear into its enemies – techniques that quickly became the stock for shamanic rites soon thereafter. Additionally, its value of strength makes it one of a variety of clans who extend the rite of a newborn, and may – in times of hardship – drown disabled or weak children at birth. Although the Warsong clan is not known for this practice (it is performed rarely, and only through the consent of parents), there have been records of sacrifices made to the elements in this manner: A lost life would, in this case, be viewed as a life given to the spirits of the world. The Warsong clan’s constant struggle with the ogres has led it to become very inventive with its crafts and weaponry, however: Sturdy catapults, spear-throwing levers, and bolas are among a few tools independently invented by the Warsong clan (although others have invented them on their own as well). The namesake of the Warsong clan, however, is not a myth: the Warsong orcs have a long tradition of domestic and military singing, the latter of which takes the center stage in battle: Orcish drummers are accentuated by the heart-wrenching hollering and shouting of orcish warriors as they enter battle, their own voices backed by the constant, high-pitched screaming of bullroarers. When in battle, the Warsong orcs are among the most terrifying things to combat, as the combined cacophony sounds like an army of screaming demons descending upon one’s position. In spirituality, the Warsong clan is deeply connected to the wind fury Kalandrios, known to the orcs as “Kal-tros”. Through this connection to the elemental air, Warsong practices and traditions deeply relate to the nature thereof: They are nomadic, never settling down in an area for more than a few months, and perform unconventional warfare against their large, violent Ogre counterparts. “Fighting like the wind” is a common expression among the Warsong clan, and suggests one should fight carefully and lead the enemy on. More than other clans, the Warsong deeply worship their ancestors, and put great stock on the name of their fathers and predecessors. Many Warsong elders hold their ancestors’ titles to honor them, an example of this being Golmash, Grommash, and Garrosh Hellscream. • Cunning • Breaking a Wolf • Trophy-Gathering • Independence As their nature of struggling against their enemies is everpresent, the Warsong clan puts great favor on the ingenuity and cunning of warriors: Unconventional tactics and guerilla warfare are a commonplace tactic among the Warsong orcs, who are the only orcish clan to perform such tactics on a large scale. Due to their nomadic nature, it is expected of any orc to learn how to break and ride a wolf. With the added speed, the Warsong orcs have long relied on these beasts to relocate quickly if an area becomes unsuitable to live in. As mentioned above, a central part of Warsong society is the displaying of one’s glory in battle: This means that trophies of any kind are greatly valued – in a societal sense – among this clan. Skulls, teeth, bones, skins, and horns all are equally valued as spoils of a hunt or trophies of a slain adversary. This extends to other orcs, as well. Through their constant battle with their surroundings, the Warsong orcs also put great stock in an independent warrior: Someone who can care for themselves and the clan is greatly valued among the Warsong orcs, who scoff at weakness and try to root it out for the good of the clan. • Weakness • Dishonor • Greed • Cowardice The orcs put great stock in the martial aspects of a clan member, and through this, put great emphasis on the shame brought on by displays of weakness. This includes the inability to persevere in hardship, and certain societal aspects, but orcs generally refer to weakness as ‘setting aside their clan’s values’. Dishonorable acts carry greater weight here than they do among certain other clans: The Warsong clan builds its entire identity on the honorable glory sown by battle and crusade, and thus performing dishonorable acts is enough grounds to be slain, or marked an exile – which some orcs consider a worse fate than death, as a clanless orc has no place to go. Every member of the clan must pay their tithe to the chieftain, most often in the form of valuable resources – food, materials, or drink. Greedy orcs are considered dishonorable, especially if they hoard vital resources rather than distributing them to the clan. Most egregious of all vices among the Warsong orcs, however, is cowardice. The Warsong thrives through battle and hardship, and through this single fact alone, orcs that give up or rout during battle are of no worth to a Warsong orc. Being called a coward is a grave insult to a Warsong orc. Through their deep war-focus, the Warsong orcs have many martial traditions that extend into their social life. • War-Hymns ◦ Known among the orcs as “Lok-tra”, these songs are sung both in battle and during festivals and often stage a great battle held by the orcs against any number of adversaries. Although orcs of any clan may know or sing these songs – during a Kosh’harg festival, songs like these spread across clan boundaries – a true Warsong hymn is unique in its own right. The singing drummers of the Warsong have helped perpetuate the art of war-drumming among the Horde of Azeroth. The Tauren and Troll people both have adopted the art for morale and intimidation. • Axe-Blooding ◦ Warsong orcs deeply value their weaponry as much as the beasts they ride. When given a new weapon, it is considered ‘unblooded’, and will need to be proven to be able to take a life. Similar to an om’riggor rite, newly-armed Warsong orcs strike at dangerous enemies to bleed and kill them, with the intent to paint their weapon in its blood. This rite is not commonly performed on any weapon, but a crafted blade or axe heirloom may be proven in such a manner to claim glory. • Tattooing ◦ After performing their om’riggor, orcs of the Warsong clan are given tattoos by a shaman-inker of the settlement. These tattoos are deeply personal and tied to one’s bloodline, and often take the shape of geometric, branching roots across the upper body of a Warsong warrior. This breaks up the orc’s body, making them appear imposing as the ink darkens their skin in these patterns. • Howling Grooves ◦ The Warsong orcs’ tradition of cutting grooved holes into their weapons is long-standing. These holes allow for weapons like axes to ring out with terrible whistling noises, which the Warsong clan uses as a means to intimidate its enemies. Certain oral traditions say that the origin of this practice dates back to ancient Warsong wind shamans, who used the fury of the air to project terrible sounds across the fields of Nagrand whenever the Warsong would go to war. • Decapitation & Tophy-Taking ◦ When defeating their enemies, Warsong orcs decapitate enemies they consider to have fought them honorably. These heads are often skinned and stripped of flesh to create decorative skulls – trophies for the warrior – and are seen adorning the family tent of the owner. During their om’riggor, Warsong orcs additionally take the bones of their first kill. Trophy-taking has fallen out of favor among the modern day orcs, as the modern Horde views it as barbarous to mutilate the bodies of the fallen. Certain orcs, in spite of this, still practice these customs on their slain enemies. • The Trial of the Garn ◦ Among the Warsong orcs, becoming a wolf rider was not a simple matter of taming a beast and riding it: Instead, the aspiring rider would have to undergo a series of trials collectively known as the Trial of the Garn, or the Trial of the Wolf. These trials include carrying a heavy boulder on one’s back into enemy territory, and decorating this rock with the trophy of one’s foes – usually a head. Provided they survive this bloody ordeal, the aspirant would have to travel to the clan’s wolf hunting grounds and challenge the largest beast of its pack and subdue it. However, subduing and taming a beast is not the end, as a wolf could revolt at any moment. In order to ensure the beast would be broken, the rider would take it to the tallest peak of Nagrand to ensure its loyalty. This test was two-fold, however: If the beast was disloyal, the rider would be thrown to their death. This death would be considered an honorable failure. In modern-day Azeroth, these trials have fallen out of fashion for a variety of reasons. Most prominently, the clan structure of the modern Horde has waned to the point that many of the practices are no longer recognized. Additionally, wolves on Azeroth are broken much easier compared to their Draenor cousins. The Shadowmoon clan was among the most peaceful clans before the Horde of Draenor and the clan’s corruption within Outland. When the orcs first migrated out of Gorgrond, this clan’s ancestors found their home in the country of their namesake: Shadowmoon Valley. Far from the Gorian empire, the fledgling clan was able to live in relative peace. A deeply spiritual people, the Shadowmoon clan had long used the incredibly clear skies of their homeland to glean past the atmosphere and to the stars, believing they could interpret meanings, and signs of the future, from their arrangements. Although shamanic at the core, the Shadowmoon orcs viewed their religion much different compared to the other clans: The elements were beings upon Draenor, not unlike the orcs themselves were, and their innate connection to these primal forces meant that the clan’s shamans viewed them less as deities and more as powerful ‘worldly things’ that coexist with them. In lieu of the deep elemental worship the average orc was known for, the Shadowmoon clan deeply revered and worshipped their ancestors. Centuries long traditions helped shape the clan’s society around astrology as they recorded constellations and events within the night sky. By scarifying themselves with markings derived from these constellations, the shamans of the Shadowmoon clan are able to attain a deeper connection to the world around them – both to the afterlife and their ancestors, and the Elemental Spirits that may ordinarily be impossible to comprehend. Necromancy – in the strictest sense, communion with the spirits of the dead – was a central shamanic rite within Shadowmoon culture. When the clan faced an impasse or was required to make an important decision, shamans would convene with their elders to call upon the spirits of their forefathers in order to find a solution. This two-fold reliance made the Shadowmoon clan incredibly wise. Although the clan communicated with their spirits in a more direct manner than the other clans would, concepts considered to be ‘dark magic’ or ‘shadow magic’ were not only frowned upon, but grounds for exile and death. Dating back to when the Draenei first arrived on their world, the Shadowmoon orcs became witnesses to a being they came to know as the Dark Star. Although it could grant them eldritch magicks, it also turned the practitioners of this art insane, and led them to perform atrocities such as enslaving the spirits of their ancestors. From this point onwards, the Shadowmoon clan has viewed the Dark Star as a devil-persona, and considers eclipses to be a manifestation thereof. The nature of the Shadowmoon orcs’ worship and their focus on astrology made them outliers in orcish society, as no other orcish clan understood the value of stargazing. Additionally, some orcs erroneously believed their past encounter with the Dark Star to be a cult within the clan, and considered their shamans to be warlocks and evildoers. The propensity of the Shadowmoon to communicate with their dead more regularly than others has drawn the concern of certain shamans and other orcish clans. Inversely, the elder shamans of the Shadowmoon clan are known to be among the wisest and smartest orcs on Draenor. Their distance from the Gorian Empire allowed the Shadowmoon clan to enjoy relative safety from the Red Pox, however, and as a consequence of this, they are the only orcish clan to conventionally bury their dead – although Shadowmoon orcs are traditionally interred within dry, cold crypts, where they desiccate and naturally mummify. Shadowmoon Peak was considered a valuable place and very connected to the astral world by the clan until its corruption and eruption at the hands of Gul’dan. The Shadowmoon Burial Grounds were holy ground for the clan, as the underground cave was very rarefied and cold. The deeper caves were incredibly dry, allowing for interred remains to naturally mummify with very little help. Their focus on coexistence and cooperation with the elements has historically made the Shadowmoon clan a society in which all elements are respected equally. Through a deep spiritual connection with the world around them, their shamans are fearless and wise, yet quite superstitious. • Perceptiveness • Erudition • Wisdom • Stargazing As a peaceful and astrological culture, the Shadowmoon orcs value perceptiveness among their people. Being aware of one’s surroundings is considered an astronomer’s trait and signifies an aptitude in dealing with spirits. The willingness to learn, as well, contributes to this. The Shadowmoon clan has been a scholarly folk, cataloguing constellations and stellar events for hundreds of years. Being open-minded and willing to understand the unknown is considered a virtue to Shadowmoon shamans, who spend much of their time discerning astral events. Whereas knowledge is gained simply by learning, wisdom is gained from experience and age. Although nobody starts wise, the Shadowmoon clan values aspirations to wisdom, and generally listens to the experienced members of their clan or group. Astrology is, as described, a central part of Shadowmoon culture and religion. Through this, the orcs discern the will of the gods, signs from their ancestors, and events that may occur during their lifetime. The act of merely trying to understand and interpret the stars is considered virtuous among Shadowmoon orcs. • Brashness • Ignorance • Disrespect • Defiling the Dead Contrasts to their peaceful, knowledge-seeking nature are considered socially unacceptable and incompatible with their clan. Brashness, ignorance, and disrespect all fall under this umbrella of vices, which earn the slow but certain exclusion of an orc of that kind from their social circles. Brash or rushing orcs are considered unable to control their temper, and thus unable to control their spirit. As spiritualism is a central part of their culture, the Shadowmoon clan believes those unable to control their spirit are at risk of ‘darkening themselves’ – a term closely aligned to insanity and a fall to dark magic. Ignorant orcs – that is, those who make no effort to learn or understand concepts or strangers – are marginalised in Shadowmoon society. These orcs are fundamentally incompatible with the clan’s culture, and many orcs that cannot be made to learn may be given exile instead. Orcs showing constant disrespect to their elders may be given the same offer: To leave the clan. Generally, the Shadowmoon clan does not perform executions or killings for transgressions, but among the most evil crimes within Shadowmoon culture is to defile the dead – be it spiritually or physically. Burning the dead of the Shadowmoon clan is considered a grave offense, but torturing their spirit is considered unforgivable and only punishable by death. • Burials ◦ Being far away from the Gorian Empire, the Shadowmoon clan historically was far removed from the swelling epidemics of the red pox. Consequently, their funerary customs evolved to inter their dead in dry underground crypts, dressing them in thick fabrics and masking them with a death mask bearing their birth constellation. Within these burial grounds, their bodies would naturally mummify, and be of no threat to anyone. • Astrology ◦ Although primitive and not beholden to some vital technology, the keen eye of the Shadowmoon orcs has allowed them to catalogue many stellar and lunisolar constellations. The major constellation visible at the birth of an orc is considered a central part of their identity, and is believed to control many aspects of their personality and destiny. ▪ The Seer takes the vague shape of an eye in the skies of Draenor. Orcs born under this constellation are believed to become perceptive, forward-thinking mystics. A quality often ascribed to those born under the Seer is their ability to grasp the aspects of shamanism and magic easily. ▪ The Tome is seen in the night sky as an open book. Being the only clan to have invented books on Draenor, the Shadowmoon clan believes the Tome to be a sign of powerful magic and represents an aptitude for knowledge. It is believed that rituals performed during the period of the Tome are more powerful, and that an orc born under the Tome is a quick learner. ▪ The Staff takes the appearance of a long rod, and is able to be seen by the naked eye as two columns of stars directly next to one-another. Alone, this constellation is of little importance but represents wisdom and authority, but combined with the Seer and the Tome, this constellation – once, every 547 years – becomes the Revelation. ▪ The Revelation is a constellation that only appears once every 547 years, and is a combination of the Seer, the Tome, and the Staff, in a vertical order. Viewed head on, it appears as a staff with an opened book as its headpiece, wherein a magical eye appears from the pages. Shadowmoon orcs believe that during this celestial event, stellar magic can be performed, and magical energies “can be tasted in the air”. The last time this constellation appeared was Year 600 of the King’s Calendar, or 8 years after the Dark Portal’s opening. It is only visible from Draenor, or Outland. ▪ The Consumption is a lunistellar constellation in which the moon eclipses the sun above Shadowmoon Valley. It is said that during this period, the Dark Star reappears in the sky, and dark magic seeps up from the earth. Orcs born during this constellation are believed to be cursed, and are often exiled from the clan and sent to the Throne of the Elements to be cleansed. Many times, orcs born under the Consumption are driven mad by visions of darkness, and become demented, cave-dwelling apostates known as pale orcs. ▪ The Diamond is a constellation of four stars in the shape of a diamond. It represents great wealth, and is often interpreted – among other constellations – as a sign of prosperity for the clan. Orcs born under the Diamond are believed to become wealthy or become prosperous members of the clan. ▪ The Chieftain is a constellation vaguely resembling a humanoid with a raised weapon. The Shadowmoon clan has long interpreted this sign to depict a chieftain with their weapon raised in victory, and believe it is an omen of greatness. The celestial Chieftain is believed to bring greatness to the clan if offerings are made towards it. • Spirit-Speaking ◦ The Shadowmoon clan has long used spiritual shamanism to call on the souls of their ancestors from beyond the grave. Shamans perform this ritual in an official setting, and almost exclusively do so for important familial or clan decisions. Devious and deceitful, the Laughing Skull clan has long been viewed with distrust by almost all other clans. Inversely, their relations with the Draenei – up until the rise of the Horde – were surprisingly smooth. In their native land of Gorgrond, the Laughing Skull have grown to become bloodthirsty and savage, constantly hunting and warring with the local beasts and other orcish clans for resources and spoils of war. Unlike the other clans, the Laughing Skull appear to lack the conventional orcish sense of “honor”, and instead perform unconventional battles and make unsteady promises that are often broken. However, not all customs are lost among the Laughing Skull. As they had historically performed constant battle with the Botani – among other beasts in Gorgrond – they have developed a custom of burning their dead, often without ceremony, but gathering their bones as mementos. The ever-present skull motif of the Laughing Skull had a very unique origin: Whereas other clans would paint themselves or inscribe tattoos to influence their enemies, the Laughing Skull’s bloodthirsty and savage ways involved treating skulls with a special mixture derived from plants and fruits to soften the bones. Afterwards, the skulls would be shaped into masks, dried, and treated for hardening. Through this, the Laughing Skull orcs would wear the bones of their ancestors as armor or ornaments to intimidate their enemies. The bones of their enemies were largely ignored, although certain bones (such as the humerus) were often taken as trophies. A prevalent belief among the Laughing Skull was that removing certain bones from a slain orc would mean they lose that limb in the Great Hunting Grounds – thus, removing the humerus meant they would be “unarmed” – in more ways than one – when in the afterlife, and thus unable to hunt. The Laughing Skull clan finds this funny. The Laughing Skull clan is considered an ‘open clan’ – one of few – and allows any clanless orc to join their ranks if they can prove their worth. Initiation rituals are reminiscent of an om’riggor rite, wherein a prospective member must hunt a beast and bring back not its blood, but its skull. After this, they must fashion it into their mask, upon which they would be accepted into the clan. Prospective members would acquire their own Laughing Skull mask after a certain time spent in the clan. Additionally, the Laughing Skull are reverent of Kalandrios, but worship the Fury of the Winds in a very particular manner: Whereas clans like the Warsong would embody the physical aspects of the air through a nomadic structure and hit-and-run attacks, the Laughing Skull clan has a deep elemental connection to the air. Through this, the clan’s shamans spend much time meditating on what they call “whispers on the wind” – messages carried through the air via magical powers. With these whispers, the Laughing Skull are said to perform divination, interpret omens of the future, and discover secrets about their surroundings and outsiders within them. It is regularly implied that this reverence of air-shamanism is the basis upon which the deceitful and treacherous nature of the clan is built, and why the clan has more than once betrayed their allies. • Adaptability • Audacity • Unpredictability • Humor Being borne from one of the most savage parts of Draenor, the Laughing Skull have formed a religious value in being able to adapt to one’s surroundings. Commonly, however, this trait manifests itself in seemingly illogical choices, sudden changes in opinion, or even complete sways in attitude at complete random – whenever it seems necessary to do so. In spite of this, the many oddities within the Laughing Skull form its members into audacious and brutal warriors, and in turn this fearlessness is highly valued among the clan. Instead of putting the blade to those who show fear, they are given exile if they cannot overcome it – exile that would make them a clanless orc, and thus a potential foe (or victim) of the clan. The unpredictable nature of a Laughing Skull orc is what keeps their plans from ever being truly uncovered. The ever-changing nature of their spirit and personality means that while other orcs may distrust them, it is exceedingly difficult to glean the truth from a member of the clan. Being hard to read in such a manner is considered a trait of great skill among Laughing Skull orcs. In spite of their brutal upbringing, however, the Laughing Skull orcs are a jovial people – they have learned to cope with the harsh realities of their surroundings by taking it lightly, and putting little value on things such as life, wealth, or personal belongings. Commonly, these orcs are considered insincere and psychopathic, especially for an orc, and can be seen chuckling to themselves whenever their enemies fumble or submit. • Brashness • Ignorance • Disrespect • Defiling the Dead Contrasts to their peaceful, knowledge-seeking nature are considered socially unacceptable and incompatible with their clan. Brashness, ignorance, and disrespect all fall under this umbrella of vices, which earn the slow but certain exclusion of an orc of that kind from their social circles. Brash or rushing orcs are considered unable to control their temper, and thus unable to control their spirit. As spiritualism is a central part of their culture, the Shadowmoon clan believes those unable to control their spirit are at risk of ‘darkening themselves’ – a term closely aligned to insanity and a fall to dark magic. Ignorant orcs – that is, those who make no effort to learn or understand concepts or strangers – are marginalised in Shadowmoon society. These orcs are fundamentally incompatible with the clan’s culture, and many orcs that cannot be made to learn may be given exile instead. Orcs showing constant disrespect to their elders may be given the same offer: To leave the clan. Generally, the Shadowmoon clan does not perform executions or killings for transgressions, but among the most evil crimes within Shadowmoon culture is to defile the dead – be it spiritually or physically. Burning the dead of the Shadowmoon clan is considered a grave offense, but torturing their spirit is considered unforgivable and only punishable by death. • Bone-Chimes ◦ A commonplace fixture among the traditional Laughing Skull orc is a bone chime, often made from the smaller bones of an ancestor. These bone chimes are believed to ring out when danger is near. Commonly, the finger bones are said to be used in the creation of these chimes. • Laughing Skulls ◦ Through a careful application of reinterpreted Botani alchemy, the Laughing Skull orcs have devised a way to weaken and soften bones temporarily. With this method, clan members bend and reshape orcish skulls into masks with wide, cruel grins on them, their original shape distended and lost. In the modern day, this practice is all but lost as many of the necessary ingredients are not available on Azeroth or Outland. The only means of acquiring the needed plants and fruits are either through Draenor, or through the involvement of druidic magic. • Kindlings ◦ In lieu of an official funeral ceremony, Laughing Skull orcs use a fast-burning oil to incinerate the remains of a fallen ally or enemy. In the event of a clan member’s death, the orcs often perform a festival to honor the loss – although it is very often a jovial event with partying, hollering, and drinking. • Wild Hunts ◦ Once every year, during the winter season, the Laughing Skull clan performs a large-scale raid across all of their territory. Indiscriminately, they attack breakers, primals, and other natives in their land, only gathering items of value or bones or other trophies, but never vital resources (aside from ravager carcasses, which they gather whole). Although these wild hunts never gather any form of substantial loot, the Laughing Skull clan still performed this ritual up until the introduction of Mogor the Ogre as chieftain. • The Rite of Harvest ◦ The secret ways of the Botani have been open to the Laughing Skull for many years in their constant struggle. Through this insight, the clan has developed a particular reverence for a certain naturalistic ritual involving pollen, ravager blood, and certain plants taken from the Botani themselves. With these spoils, the clan shamans can create a dangerous but potent fertilizer that can nurture and accelerate the growth of plants rapidly. Within merely a day or two, an entire harvest can be finished through this sacred rite. In spite of this, the fertilizer’s volatile nature and Botani origin has caused it to remain secluded in Gorgrond, as the shamans feared it could cause the emergence of more Botani-like monstrosities in other parts of Draenor. Inversely, these regular rituals have allowed the Laughing Skull to be completely self-sufficient in regards to food and drink. • Skull-Initiations ◦ A cultural and religious focal point of the Laughing Skull clan is to allow outsiders to join their clan once they’ve proven their reliability and trust. Similar to an om’riggor, the Laughing Skull send their prospects on hunts against dangerous ravagers or primals, with the end result being to return their head or skull, along with their own weapon covered in the blood or vital fluids of their victim. In either case, it is treated into a mask, which will be worn by the prospect upon their success. Afterwards, they will be given a true laughing skull mask after they have remained within the clan. This indeterminate period has no name and varies from orc to orc, and is entirely dependent on the elder shaman’s and the chieftain’s individual feelings on the prospect. • Wind-meditation ◦ Shamanism is widely spread within the Laughing Skull clan, at least in its more primitive forms. Many members of the clan learn to meditate to the sound of the air, and many more interpret strange meanings from their contents. It is thought to contribute to their inherent unpredictability. Regimented and highly advanced, the Blackrock clan has by far dominated Draenor as the most technologically powerful society. Through their deep tradition of discipline and fire-and-earth worship, the Blackrock orcs have become a deeply disciplined, steadfast, and passionate people. Known for their namesake ore, the clan has closely guarded the secrets to smelting and working this ancient metal for their own benefit. In their deeply militarized culture, Blackrock orcs are considered defenseless until they come of age and perform their om’riggor. In their growth to adolescence, young orcs are forbidden from cutting their hair, instead commonly growing it out into long tails, braids, or manes. Upon reaching adulthood, however, an orc’s head is shaven clean, and dependent on their burgeoning skills they are given a particular form of training. In the last century, shaman were given training on calling forward powerful elemental spirits. Warriors were deeply familiarized in battle tactics and spent most of their time honing their martial skills and learning how to fight. Both of these social classes were taught blacksmithing, but shaman-smiths were more often seen running the forges while the ordinary blacksmith would perform the labor. The Blackrock clan was one of the most populous clans of Draenor, dominating much of the barren parts of Gorgrond. With special shamanic forging techniques, the Blackrock orcs were able to smelt and work blackrock ore into weapons and armor that were nearly indestructible. Blackrock culture has been some of the most modern, and while still referred to as a clan, its sheer size and population made it closer to an independent nation than the orcs would admit. In recent times, orcish culture slightly intermingled with Draenei fashion, birthing more complex garments among the Blackrocks up until the advent of the First War. Through a healthy balance of practicing and meditating on the elemental furies Gordawg and Incineratus, many Blackrock orcs develop a very strong sense of discipline and self-control, while allowing for violent bloodlust and passion during times of war and peace respectively. Respect and wisdom are incredibly vital in Blackrock society, but both are ascribed to belonging to leaders, rather than elders. While the Blackrock clan reveres its ancestors, they respect the word of their leaders to a fault: Almost any order given to a blackrock orc will be followed to the letter. It is considered a very grim tiding, and an insult, if a blackrock leader’s authority is challenged, and it is wise to follow through with this challenge than to back down. The industrious nature of the Blackrock orcs is fueled by constant working on shamanically enhanced forges: Fire spirits heat these blast furnaces up to immense temperatures, allowing the orcs to smelt Blackrock ore at any location. With one half of the workforce training how to fight, and the other half making weapons, the entire clan could be equipped rapidly. Blackrock society was so regimented that, after reaching adulthood, orcish warriors would be assigned to live within a legion: A large group of orcish warriors that would, in time, grow to become like family. Within these legions, brotherhoods and blood-oaths are formed, and rarely ever broken. The loyalty to one’s legionnaires is only surpassed by the loyalty to one’s leader. • Discipline • Determination • Strength • Loyalty • Industriousness • Stoicism Discipline is among the core principles of the Blackrock orcs. From a young age, members of the clan are taught to listen to their superiors – not their elders – and given extensive teachings on their place in the world in relation to others. This training is expanded upon once they become adults, and has become a core part of Blackrock society and religion. Orcs discipline themselves by meditating and attuning themselves to the stubborn and resolute nature of earth, and often loosen and rile themselves up by attuning themselves to the passion and aggression of fire. By being as resolute as their namesake metal, the Blackrock orcs can overcome almost any hardship they face. Determination is greatly valued in any orc, and many captains and warleaders respect the most resolute warriors in their group, regardless of their rank. Raw strength is a great motivator, and contests such as the Trial of the Black Hand help emphasize this. The strongest warriors are considered the most effective, even if the most resolute are the longest-lasting. Strength is one of the core disciplines of the Blackrock clan. Loyalty, however, rules above all: The Blackrock orcs value loyalty and respect to a fault, and will almost always see through any orders given to them by their leaders. Disobeying a chieftain or superior is considered a grave insult and dishonorable, and orcs rarely ever challenge the authority of their superiors unless they are absolutely convinced they must do so. When not in war, the Blackrock orcs spend much of their time toiling in the workforce. Blackrock smiths create weapons and armor, blackrock tailors and leatherworkers create clothing and garments and tents, and blackrock butchers cleave apart animal flesh to feed town-sized camps of orcs. An extension of their determination, Blackrock orcs strive to attain a true balance within their emotions. Although virile, young warriors may be hard to control, the wizened battle-seasoned soldier has had a lifetime of experiences, and often uses this to control themselves. Stoic warriors are considered worthy of respect. • Sloth • Cowardice • Weakness • Negligence • Disloyalty In their constant industriousness, the Blackrock clan views slothful orcs as a waste of space, and many are physically “encouraged” to return to work. Lazy orcs are often exiled rather than killed. Cowards and weaklings are viewed with incredible hatred by the Blackrock orcs. In recent times, they are compared to Frostwolf or Shadowmoon orcs, who are both noted for their tendencies towards peacefulness. If a Blackrock orc is seen unable to fend for themselves, be it domestically or martially, they are put to death. Cowards seen routing battle or jumping at their own shadow are also put to death in the most regimented societies. Undisciplined orcs are considered ‘lesser weaklings’ in Blackrock society. Although they are not killed or exiled, they are considered fodder for the wolves, and remain in the work- and fighting force. Many of these orcs are ridiculed and bullied by their clanmates, while some eventually become relegated to the duties of peons. Disloyalty is among the most egregious offenses to a Blackrock orc. Traitors of any kind are almost immediately put to death, although many are given an opportunity to fend for themselves – although these duels to reclaim one’s honor are often little more than summary executions. It is through this intrinsic dislike for treachery that the Laughing Skull clan is considered an enemy of the Blackrock clan. • Elemental Forgelighting ◦ Through a secret techno-magical invention, the Blackrock shamans have developed a way to channel the fires of an elemental spirit directly into a blast furnace with enchanted bellows. This shamanic device is commonplace in Blackrock society, but requires special rites by a shaman to be activated and used. • Drill-Rites ◦ Both in war and in peace, the Blackrock orcs spend much of their time honing their skills. Drill-rites were commonplace in the Blackrock clan, the old Horde, and the Dark Horde, and featured shamanic instructions for sparring fights against legionnaires. Sparring legionnaires would enter the ring and duel to a knock-out or until one fighter falls to the ground, at which point the victor would choose another warrior who wasn’t beaten to continue the fight. These drill-rites would last for hours, and may be paused for food and drink and leisure breaks. The ultimate victor would be praised and given a festival ceremony, as well as a blessing by a shaman, but the losers would not be dishonored – instead, the victor would preside over the next drill-rite with the shaman to pass on the title of victor. • The Ken’harg Festival ◦ Unrelated to the Kosh’harg festival, the Blackrock orcs are known to celebrate the period in which the sun shines the hottest. Believed to be related to Incineratus and the furies of fire, the Blackrock orcs spend this time performing festivals with smoked meats, roasts, and bloodmead. • The Trial of the Black Hand ◦ Although the Blackrock clan’s members spent many years perfecting their skills, once a year during the Gora’Lohn festival, the Blackrock clan calls upon its members to perform a trial of strength and resilience. Given only a bag, they are instructed to travel deep into the caverns within Gorgrond, where massive deposits of coal are found. Forced to dig with only their hands, the contestants are instructed to gather as much as they can possibly carry. The act of breaking through the coal-bearing stone requires great strength and resilience, and following the trial, many contestants are bloodied and injured, while their hands are blackened with coal. As the wounds heal up, the coal that entered their flesh settles down as long-lasting but temporary black stains on their hands and fingers. • The Fury-Smiths Festival ◦ Following the Trial of the Black Hand, the Blackrock clan begins its next contest: A contest of smiths, of which all entrants are instructed to use all their powers, skills, and tools to create a weapon in honor of the previous chieftain. The winner would be decided by the current chieftain, who would many times wield this weapon to battle in order to commemorate the person who forged it. During the last festival, Blackhand’s very own weapon was forged in a contest like this. As easily the darkest and most vile clan of the orcish people, the Bonechewers are close cousins to the Bleeding Hollow, and originated from the same group of migrants to Tanaan before a core split in their culture. Whereas the Bleeding Hollow clan’s founders were resilient against the insanity-inducing powers found deep within the caverns of Tanaan Jungle, the Bonechewers embraced the violent and repulsive thoughts that came from them – in a place as unhospitable as the jungle, it was viewed as a blessing, rather than a curse. The Bonechewers are far-removed from the traditional shamanic practices of the orcs, much like their related clan. While the Bleeding Hollow have accustomed themselves to blood magic, the Bonechewers put great emphasis on the crude natural connection between the flesh of one’s enemies and the powers held within. The Bonechewers are the only clan who ritualistically cannibalize both their own clan members and their enemies, a practice they’ve come to consider vital as the wildlife of Tanaan is ever present and ever hungering. Although they do no longer worship the elemental furies, the Bonechewer clan is siad to honor their ancestors and worship them by using their bones in weapons, armor, and jewelry. Cannibalism has been a central part in the culture of the Bonechewer clan, and in turn has replaced many ordinary aspects of orcish tradition. The Bonechewers perform savage rites of cannibalism as funerary rites, forms of execution and exile, and certain Bonechewer families even cannibalize their own offspring if they are born weak or disabled. Funerary cannibalism is often observed in the Bonechewer clan, but only members of the deceased’s family are permitted to eat of his remains. Consuming the flesh of a dead warrior as an outsider to the family is considered dishonorable and an insult, as it is commonly believed that the flesh is a vessel of power for the orcs, and certain organs hold certain unique attributes. Immense value is placed on blood in Bonechewer culture, and it is considered a sacred life-giving and life-taking liquid. Bonechewer orcs regularly drink blood and prepare meals with blood. The clan’s most well-known blood-adjacent creation is Bloodmead, which was a widely spread beverage across orc cultures. During the Kosh’harg festival, Bonechewer orcs would prepare many casks of Bloodmead. To the clan, it is considered a holy drink. The Bonechewer clan puts immense value in blood lines, and in turn the small clan has certain families with immense power attached to their name alone. Similarly, members of a family are protected and highly valued among one-another. Young, virile warriors are often raised with the expectations that, one day, they will consume their parents or even brothers. • Loyalty • Ferocity • Fearlessness • Unscrupulousness • Cunning The Bonechewer clan puts great emphasis on family and their small structure as a clan. In turn, they value loyalty and brotherhood dearly: Bonechewer warriors may readily know one-another on a first-name basis, as the villages they hail from are often small and tight-knit communities. Betrayal of any kind is looked upon as a great dishonor by Bonechewers, who believe that bonds of blood and clan should never be broken, unless one member has dishonored themselves. As natives to the violent Tanaan Jungle, ferocious and fearless warriors are considered deeply valuable to the clan and are believed to carry great power in their flesh and blood. To fight brutally and without hesitation is a trait of importance among the Bonechewer clan. Fighting honorably is impossible in a region like Tanaan. Through this, the Bonechewer clan has developed a deep belief of “victory, no matter what”. Bonechewer orcs are reputed to fight in an unfair manner, but unlike their Laughing Skull cognates do not try to hide themselves: They fight head-on, brutally so, yet try to gain the upper hand with violent means. Strength alone is not enough to dominate the wilds, however: Brutality must be matched with cunning, as otherwise one is left open to attack and an easy kill. Bonechewers value intellect in this sense, believing that an orc should always have a back-up plan. For this reason, Bonechewer hunting grounds are often trapped in a variety of ways to ensure intruders have as much trouble as wild game. • Weakness • Cowardice • Poor Battle Etiquette Within the jungles of Tanaan, great and strong and fearless warriors are born. However, the Bonechewer clan has never had the time or will to coddle the weak and cowardly. Those who could not be made to learn or fight to dominate their land are considered wastes of life, and are subject to exile if they were not killed at birth – killing them now would be considered a waste. Additionally, the Bonechewers put great value in great warriors, and respect them on all sides through any hatred: both allies and enemies are given equal respect if they can prove their worth as a warrior, and in turn fights involving these are given a wide berth. Although they fight with dirty and brutal methods in engagements, the Bonechewers never interfere in a duel – but always try to ensure that a worthy fighter is given a proper death. Seeing an orc neglect this, and leave an enemy who had proven their strength as a fighter to bleed out, is considered greatly dishonorable and a sign of weakness. • Ritual Cannibalism ◦ Observed commonly among the Bonechewers is a form of ritualistic cannibalism that holds great importance to the belief structure of the clan. Bonechewer clan-members are consumed by their family, often presented whole and butchered in a rite, while enemies are often eaten by the fighting party that killed them. The clan puts great emphasis on the flesh of a deceased enemy, and believes that anything that bears flesh and organs has powers hidden within that flesh. Cooking meat is considered unnecessary and even bad practice, as it is believed the powers within the flesh evaporate as it roasts. The fragrant smell of meat has also historically brought predators to Bonechewer encampments. ▪ The muscles are believed to contain the strength of a being, spread across its entire body, and thus it is often eaten raw, and eaten first. ▪ The eyes are implied to carry the perceptiveness and awareness of an orc, and if eaten, can improve the eyesight and awareness of another. ▪ The brain is where much of the self lives, but is believed to carry dark powers that very few can truly master. Brain matter is rarely eaten, but certain warriors do so to challenge themselves. Some fall into insane, rampaging bouts of anger as a consequence, and it is believed that doing so has made the orc realize things about the universe that should not be known. ▪ The bone marrow is considered to hold the resolution and steadfastness of an orc, and is often sucked from the bone. In some cases, stews are prepared with orc bones, although these cooked feasts do not occur often. ▪ The reproductive organs are believed to hold virility and are said to grant rejuvenation. ▪ The intestines are not eaten, but instead saved and used for other purposes such as sausages. Any left-over flesh from the initial feast – orcs can only eat so much, after all – are commonly turned into sausages and other meat products that are eaten afterwards. ▪ The lungs are believed to grant the imbiber a powerful voice that can terrify anything with a roar. After consuming the lungs, it is commonly observed that the imbiber lets out a roar to commemorate the fallen, or to claim victory over the deceased. ▪ The heart is believed to contain the soul of an orc: Eating the bloody, raw heart of one’s family is believed to connect their spirit to the imbiber, and allow them to remain in contact forever. The heart is almost always eaten only by one person, as it is believed there is much more to be gained from the experience of communing with a spirit than raw strength. ▪ The blood is believed to contain the life-essence of an orc. Drinking it is implied to lengthen the life of the imbiber and grant them resilience, and is usually done with great care. • Seeing-Journeys ◦ Commonly, shaman of the Bonechewer clan perform rites wherein they imbibe psychoactive mushrooms commonly found in the Tanaan Jungle. These mushrooms have profound effects on the perception of reality, and are able to induce a trance-like state. In times of hardship, these “seeing-journeys” are performed by Bonechewer shaman in order to grant them visions of the future and guide the clan. These mushrooms are often also brewed into less effective but still psychedelic beverages known as Sight-Ale. Members of the clan are said to drink it recreationally, and believe it can help recenter an orc’s mind after the “journey”. • The Bloody Path ◦ When a warrior must prove themselves, members of the Bonechewer clan often send them on grand journeys across Draenor. Armed with their weapon and armor of choice, they travel the world in order to gain power. By challenging warriors they find suitable to duels, they seek to test their mettle, and with every victory they add their picked-clean skull to a bundle – and consume their heart and flesh to gain their strength. The amount of skulls they carry after their return implies their gained strength, and the gathered skulls are proudly displayed in the tent or hut of the warrior. • Blood-Markings ◦ Although not as versed in blood magic as their Bleeding Hollow cousins, the Bonchewers still perform cruel, dark wizardry of their own kind. By painting themselves with the blood of a beast or an orc, it is believed they can summon great, terrifying power in battle. The markings are abstract and simple, yet slowly cover the entire warrior in a complex veneer of blood.
  15. 1 like
    Not a list of phase members. Not a list of currently active players within the phase as that could be used for harassment. Just a simple player count of people currently online on the phase would do. As of writing this there are currently thirteen phases being advertised with no easy way to determine whether there is someone actively roleplaying there or not. Loading into each one takes time. Furthermore with a good number of phases being populated by NPCs, Track Humanoid does not help with finding people as much as one would hope. As a result the only recourse is to load into and move through each individual phase and search for players that way. This also takes time and is very discouraging, especially after having dug through a number of other phases that are apparently empty. The vanity of drudging through these ghost towns dies off pretty quickly when one is there solely in search of role, and or play. I understand some might be worried that this encourages a type of mob mentality of people only visiting one phase, however I would like to remind those people that having said people there engaging in roleplay instead of standing around start is a net positive for the RP community as a whole. Please implement this function. If people really want to go to other phases, the option to do so is still very much open.
  16. 1 like
    sometimes i forge items and want to see all the items i forged in general, but i can only search ALL forged items or filter them by name. itd be nice if we had a distinction between them like .lo blueprint and .lo blueprintpublic so i could look at a list of all my own forged items only
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    Hey there, it's everyone's least favourite Naga Rper, cloaca joke! I mean Adarsha! Back in the olden days of 2020 I wrote a kind of summary on Naga things, compiling all that mess in one place, and I thought I'd maybe share it with y'all, since Naga RP is kind of popular these days! I would not exactly call this a guide and no one should feel compelled to follow a word I say, but maybe it could be useful if you don't want to scour a thousand wikis for obscure dumb sources. With this, I want to make a disclaimers right here: - Naga have VERY LITTLE OFFICIAL LORE. Most substance comes from the old RPG stuff, but other than that it's usually very barebones and changes from expansion to expansion to suit the narrative. While I will avoid highly personal headcanons and custom lore, I will be using both RPG lore and Speculation to fill the gaps, which will be marked as such. With that in mind, let's gooooooo! 🐍🐍🐍 🐍 BASIC INFORMATION 🐍 The Naga are a race of amphibious snake people who live in the depths of the ocean and along its shores. Originally, they were known as the Highborne: the elves that ruled over the Kaldorei Empire under Queen Azshara. Following the War of the Ancients and the implosion of the Well of Eternity, the elven capital (Zin-Azshari) and its inhabitants (and like a whole big fucking chunk of the world) were sent to the bottom of the Ocean, where Queen Azshara bargained with the Old Gods (specifically N'zoth) and secured their survival through their transformation from Elf to Naga. Since then, they have become a race of their own (meaning that not every Naga "used to be a Night Elf, you know") with their own culture and society. 🐍 CULTURE 🐍 🐍 BIOLOGY 🐍 🐍 NAGA RELATIONS 🐍 🐍 NAGA MAGIC 🐍 🐍 NAGA FORCES 🐍 Now for the messy bits! 🐍🐍🐍 🐍 ILLIDARI NAGA 🐍 🐍 NAGA AND N'ZOTH 🐍 🐍 NEUTRAL NAGA 🐍 🐍 MORPHS AND NATIVES 🐍 That about covers it! Please remember that some of these sources are obscure, gathered from the flavour text of dropped items (naga molting), mounts (that bloatray airsacs are used to ease breathing on the surface) etc. I intend to source everything that isn't speculative here, but I am only human and it will take a hot minute before I get all the links! Until then, take my word for it! Or don't! The beauty of having such little lore and so much wiggle room with retcons over loyalties, faith, biology, etc. is that disagreements can be easily handwaved! Oh, this Illidari Naga doesn't like Azshara anymore, and this one does! Oh, this one heard whispers from N'zoth and this one didn't! Oh, this one can shoot venom from their spikes and this one can't! You don't have to align with a singular canon. There's ways these concepts can coexist IC without conflict. And with that in mind, I once again reiterate that this is not a guide! If you want a super anti-Azshara Illidari Naga, or a super mind controlled N'zoth Naga, or a man who doesn't like serving women, that's all fine! This is just a bit of help to those that are interested!
  18. 1 like
    Changelog (Patch 830.2b - "Shifting Sorcery") Release date: 17 July 2021 Here you'll be able to read up on changes, big and small, made to various parts of the server. Legend • White - This was not changed. Also used for contrast. • Green - This was added. • Red - This was removed. • Yellow - This was changed. Highlights WMO attribute edits You can now change the name, ambience, music and intro sound that plays inside a WMO, both custom spawned & blizzlike versions. Area, Zone, WMO Music Soundkits The area, zone and wmo music commands now support specifying soundkits rather than Blizzard's limited ZoneMusic collection. Water, Vertex Shading Shifting It is now possible to remove water, or vertex shading from a map (or chunks of the map). Examples of vertex shading is the purple blurs beneath Brill; blackened ground underneath campfires and WMOs; and tinted terrain in Mechagon. Preamble WMOId, DoodadSetId & GroupId This update introduces the .phase shift wmo manual commandset. These commands require a rather comprehensive understanding of how WMOs work in World of Warcraft. This section aims to provide some brief details about the matter. A WMOId is a (typically) unique ID assigned to each WMO displayid. For instance, the Goldshire Inn WMO uses the file "goldshireinn.wmo" and has an arbitrarily assigned WMOId of 53. A DoodadSetID or NameID is an ensemble of objects that will only display if the spawned WMO has its DoodadSet set to that ID. So far, this data can only be set in the ADT (and thus is not possible for players to manipulate with their custom spawned WMOs). With the goldshireinn.wmo, there are three DoodadSets associated with it: Deepwater Tavern in Menethil Harbour, Lion's Pride Inn in Goldshire and the unnamed and mostly empty variant when you, the player, spawn it. A GroupID is a section of the WMO, which is sometimes used to provide sub-area names while inside the WMO. For example, inside Ironforge you will have the Great Forge, Hall of Explorers, Military Ward, Hall of Mysteries, etc. If you want to affect the whole WMO, you make changes to the GroupID "-1", whereas if you want to affect a small section of it, you will use its GroupId. New Commands and Features .phase Subcommands added: .phase shift wmo .phase shift wmo list [$search_string] Lists all WMO overrides that are in effect in your phase. If $search_string is used, only show the area overrides with that edited name. .phase shift wmo list next Displays the next 50 results of the previous command. .phase shift wmo root These commands affect the entire blizzard spawned WMO you are in quite like a zone affects an area (Ironforge, Lion's Pride Inn, etc.). .phase shift wmo root name $new_name Replaces the name of the Root WMO you are in with $new_name. If you enclose a colour code between two $ signs, the text following it until the next $ will be coloured (e.g. $81B558$Coloured Text$ will appear as Coloured Text) .phase shift wmo root ambience #ambience_id Replaces the ambience that plays in the Root WMO you are in with #ambience_id. .phase shift wmo root music #music_id [#music_id2] Replaces the music that plays in the Root WMO you are in with #music_id. If #music_id2 is specified then instead creates a new Zone Music entry with #music_id & #music_id2 as sound kits and will play #music_id at day and #music_id2 at night. .phase shift wmo root intro #intro_id Replaces the intro sound that plays in the Root WMO you are in with #intro_id. .phase shift wmo root remove Removes all Root WMO overrides applied to the WMO you are currently in. .phase shift wmo sub These commands change the section of the blizzard spawned WMO you are in rather than the whole WMO (Hall of Explorers in Ironforge, Hall of Arms in Ironforge) .phase shift wmo sub name $new_name Replaces the name of the WMO section you are in with $new_name. If you enclose a colour code between two $ signs, the text following it until the next $ will be coloured (e.g. $81B558$Coloured Text$ will appear as Coloured Text) .phase shift wmo sub ambience #ambience_id Replaces the ambience that plays in the WMO section you are in with #ambience_id. .phase shift wmo sub music #music_id [#music_id2] Replaces the music that plays in the WMO section you are in with #music_id. If #music_id2 is specified then instead creates a new Zone Music entry with #music_id & #music_id2 as sound kits and will play #music_id at day and #music_id2 at night. .phase shift wmo sub intro #intro_id Replaces the intro sound that plays in the WMO section you are in with #intro_id. .phase shift wmo sub remove Removes all area overrides applied to the WMO section you are currently in. .phase shift wmo manual These commands change the attributes of a WMO found by the three data points you provide it: The WMO Id (interchangable with "RootId"), DoodadSetID and GroupID. WMOs you spawn will rarely have a DoodadSetID that is used by Blizzard WMOs, so this is the only method to change them. .phase shift wmo manual name #WMOId #DoodadSetId #GroupId $new_name Replaces the name of the WMO section you are in with $new_name. If you enclose a colour code between two $ signs, the text following it until the next $ will be coloured (e.g. $81B558$Coloured Text$ will appear as Coloured Text) .phase shift wmo manual ambience #WMOId #DoodadSetId #GroupId #ambience_id Replaces the ambience that plays in the WMO section you specify with #ambience_id. .phase shift wmo manual music #WMOId #DoodadSetId #GroupId #music_id [#music_id2] Replaces the music that plays in the WMO section you specify with #music_id. If #music_id2 is specified then instead creates a new Zone Music entry with #music_id & #music_id2 as sound kits and will play #music_id at day and #music_id2 at night. .phase shift wmo manual intro #WMOId #DoodadSetId #GroupId #intro_id Replaces the intro sound that plays in the WMO section you specify with #intro_id. .phase shift wmo manual remove #WMOId #DoodadSetId #GroupId Removes all area overrides applied to the WMO section you specify. .phase shift water .phase shift water adt $on/$off Removes or restores all water on the current ADT. .phase shift water map $on/$off Removes or restores all water on the entire map. .phase shift water reset $CONFIRM Restores all water shifts on the map. .phase shift mccv .phase shift mccv adt $on/$off Removes or restores all vertex shading on the current ADT. .phase shift mccv map $on/$off Removes or restores all vertex shading on the entire map. .phase shift mccv reset $CONFIRM Restores all vertex shading shifts on the entire map. .lookup Subcommands added: .lookup wmo [$search_string] Lists the WMOId, DoodadSetId and GroupId of all WMOs for use in the phase shift wmo manual commands. If $search_string is used, the list only shows WMOs that match the $search_string in one of three ways: The WMO matches the gameobject name entered in $search_string; the WMO displays the area name text $search_string; or the WMO Subsection displays the area name text $search_string. Command and Feature Changes .phase .phase shift area music #music_id [#music_id2] The #music_id2 is now supported as an optional parameter. If specified, then it will instead create a new ZoneMusic entry using #music_id and #music_id2 as SoundKits and will play #music_id at day and #music_id2 at night. .phase shift zone music #music_id [#music_id2] The #music_id2 is now supported as an optional parameter. If specified, then it will instead create a new ZoneMusic entry using #music_id and #music_id2 as SoundKits and will play #music_id at day and #music_id2 at night. .gps GPS will additionally display the WMOId, DoodadSetId and GroupId of the blizzard spawned WMO you are in. This information can be used in .phase shift wmo manual Bug Fixes Crashes Various efforts have been undertaken to improve server stability and fix causes of crashes. End of Changelog Glossary Below is a list of common terms you will encounter when reading changelogs and using commands on Epsilon, to help you understand how a command might work. Syntax The structure of a command, composed of strictly arranged words (arguments and/or parameters) required to be met for the command to be performed. Think of it as the grammar of programming, where all computers are grammar nazis who won't do what you ask if you don't write perfectly. How you see Epsilon's changelog and in-game use of syntax is not what it tends to look like in actual programming. Parameter Parameters in our case are used to structure the specific command it is you wish to perform. Argument Arguments in our case are used to tell the parameters which data type(s) to use when performing the command. Example: Syntax = .phase forge npc displays add #display_id %scale %weight In the case of Epsilon, is the same as: Syntax = .parameter parameter parameter parameter parameter argument argument argument .phase forge npc displays add 100 2 5 The arguments (green) tell the preceding parameters (white) to: "Add" #display_id "100" at %scale "2" with %weight "5" to the targeted forged NPC. Data types Floating Point - Symbol % A real number, accepts decimals. World of Warcraft does not count more than 6 decimals. .mod scale %scale = .mod scale 1.063523 Integer - Symbol # A natural number, does not accept decimals. .gobject spawn #display_id = .gobject spawn 175490 String - Symbol $ A sequence of characters, typically forming one or multiple words. .summon $name = .summon Bob the Builder Optional - Symbols [ ] When a single data type is encased in brackets, it means it's an optional argument and is not required in the syntax for the command to function. .phase forge npc displays add #display_id [%scale] [%weight] #display_id is required but [%scale] and [%weight] are optional. When two or more data types are encased in brackets, it means that though they are optional, if one is specified then both are required for the command to function. .gobject teleporter add [#guid] [#icon "$text"] [#x #y #z] [#orientation] No argument is required as the command uses player position by default, however [#icon "$text"] requires both arguments to be specified to work.