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Erkor

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Everything posted by Erkor

  1. Turning a gobject too many times will, eventually, create a noticeable discrepancy in the degree of turning: Depicted above is me rotating a tile by 90 degrees five times, wherein the fifth revolution it gains a floating additional 0.00008 degrees. While this alone isn't a problem, this is cumulative (but seems to cap out at 0.000031?): While it might not be noticeable in some environments, certain precise tile builds suffer greatly from this as the discrepancy in angle will cause edges to catch light or player collision: (Visible above: two corner-wall build prototypes wherein the second one was rotated by 90° to align with the pyramidal corner section. The tiles do not align flushly where they should.) To reproduce: spawn object .gob turn 90 repeat approx. 5 or more times rogue degree shifts appear
  2. Erkor

    Morphing help

    are you sure you're using the displayID and not the entryID of the npc in question there's a handy dandy command to find displayIDs in-game: .lookup display creature [modelname here] using this will display every existing morph associated with that model; for example in the ethereal's case, it'd be: .lookup display creature etherial please note i've spelled it etherial instead of ethereal because the guy at blizzard who named the model and its associated files doesn't know english or something these five-digit numbers (19630, 19631, et cetera) are DisplayIDs of an NPC, which you want to use in combination with .morph: Here I have morphed to DisplayID 19631, still in the frame, which is an ethereal with black armor and red energies. the creature lookup only gives you the entryIDs for NPCs, and if you don't know the model name, you can use .npc info to display things including the displayID: i hope this helps
  3. no but i also havent encoutnered it in months maybe it was just a mysterious hiccup or me having early onset alzheimers
  4. bruh i have no idea anymore i swear it was broken at some point and now it works /thread i guess?????????????????????
  5. to elaborate: if you enter your own phase and go to any zone that has skybox models (e.g. outland zones; some draenor zones), they don't get removed or omitted in any way. this means trying to apply, for example, a skybox from elwynn forest will change the lightdata (and, i'm sure, the gradient) but the changes in the skydome will be completely invisible due to the massive skybox object obscuring it i have tried this with the skybox command and the skybox spell command, and neither allow me to circumvent this issue possibly a solution: if there is a way, allow players to manipulate LightParams in some way? that DB file seems to have an entry (LightSkyboxID) that dictates which skybox model is being used, and if people can edit that entry, they could change or remove the skybox models to make unique looks or allow zones like outland to be used in non-outland roleplays (because the terrain is so unique)
  6. mmm please i hope this is possible please mmmm
  7. 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
  8. The Church of Light has been a central fixture of human society for over a thousand years. Although the earliest origins of Light worship among humans is a mystery, the Church of the Holy Light was founded upon ancient scriptures made by a priestess named Mereldar, who is said to have been the sister of the legendary general Lordain. Within these writings, she codified what she considered to be “visions of Light” and a code of spreading benevolence, respect, good deeds, and compassion throughout one’s life. Through prayer and meditation on the Light, Mereldar wrote, one could conjure “the power of good”, in the modern day simply known as the Light, to perform miracles, and inherently spread goodness in one’s life. Indeed, the Light, over time, naturally predisposes its user to perform morally good and altruistic deeds, regardless of prejudice. The Church of Light has spent many years in its early history organizing and homogenizing the divergent early religions of the Light in order for all of humanity to be united under this gospel. Although its role was, historically, very passive, and its members were scholars of the mundane and arcane both, holy priests of certain abbeys often traveled out of their homelands as missionaries or caregivers, spreading the Light’s benevolence to other races such as the early dwarves, following their emergence, and the high elves of Quel’Thalas who intermingled with human society. There is no specific being the Church worships but rather the supernatural, primal “force of goodness”: It is believed in the Church that through invocations of the holy Light a person can move towards holy enlightenment and true, unconditional benevolence. In order to facilitate this enlightenment, the clergy has historically operated on a level independent from the kingdoms: In times of war, priests of the Church of Light would perform triage and healings upon anyone wounded in battle, unconditionally, no matter whose side their patient fought for. This centuries-old tradition of unconditional triage is said to embody the virtue of compassion and has been observed even in the most unconditional battles: Priests of the clergy have been reported to nurse wounded gnolls and even gurubashi trolls to health with the Light’s blessings in the Gnoll Wars and Gurubashi War respectively. Following the second war, the Church of Light underwent a core change: Historically, the Light has always been viewed as a force of goodness and protection. Although there were isolated instances of humans using the Light in a manner considered “destructive”, the perpetrators of these acts were almost always considered abusers of the Light’s benevolence and excommunicated from their churches. This practice of excommunication dates back centuries to the border-wars between the kindoms of Alterac and Stromgarde, wherein the Alteraci government formed the “Priesthood of Alterac” – a splinter-group of the Church of Light not beholden to the church’s greater authority across the seven kingdoms, and thus not beholden to the traditional duties of a priest of the Light. With the Horde’s invasion of Lordaeron, however, the clergy has opted to canonize a force of retribution within the Light – Paladins. Their creation was, at first, controversial among the Lordaeran League of Bishops, but quickly viewed as necessary. With the creation of the Order of the Silver Hand, however, its presence became cemented in the world as an order of warrior-priests embodying the three virtues to bring retribution against evil. In the modern day, the Church of Light is known as one of the most widespread religions on Azeroth, and is the origin of a variety of orders devoted to the Light as a power. Historically led by an Archbishop, elected from the League of Bishops, has led the Church, its schools of thought, and its public image. Following the Shattering, however, the Church has been unable to elect a new Archbishop in the stead of Benedictus. Priests of the Holy Light often put great respect and emphasis towards all life, and shun “destructive” beings or things. A long-standing misconception within the Church’s writings – which are still based off of Mereldar’s first scriptures – is that the unknowable arts of magic are inherently destructive, corrupting, and evil. Texts commonly cite the tendency of wizards to grow apathetic towards others, and their often clinical and logic-based view of reality as signs of “corruption of magicks”. This alleged fact of wizardry is a misappropriation of Mereldar’s scriptures, and while technically correct, cross-referencing is impossible without access to the original texts. Guided to spread the Light’s benevolence, ecclesiastical missionaries often find their way to other cultures to spread their word, although always in a peaceful manner. This behavior, in turn, has caused multiple different peoples to adopt the Light’s worship under the Lordaeran – and, by extension, Stormwindian – Church of Light. Through this expansionism, the churchly canon has expanded to accommodate member-species such as dwarves, high elves, and even gnomes with practical knowledge. Until the rapid progress in medicinal technology and practice, priests of the Light were the only people readily available to heal extensive and severe injuries, illnesses, or other afflictions of the body and mind. The churchly canon has made public a variety of reading materials said to elaborate on the anatomy of humans, elves, and other “catalogued” species, although the antiquated information is considered far removed from actual facts and closer to “partly educated guesses” by experts of modern medicine. • Respect • Tenacity • Compassion • Altruism Respect, Tenacity, and Compassion are the three core virtues of the Church of the Holy Light. As it is written by Mereldar, the sister of Lordain and first priestess, these three virtues are necessary to embody the goodness that the Light’s radiance bestows upon its users. Respect must transcend hatred, and must be practiced towards all living and uncorrupt beings. To respect one’s opponent in the field is to acknowledge a connection present in all living things, and thus a step taken closer to enlightenment. Tenacity must be practiced in times of hardship, as calls for the Light will only be answered by those who have not given up the will to overcome the darkness that surrounds them. Compassion must exist in spite of rivalry, difference, and misunderstanding. Compassion encompasses the good thoughts performed before any good deed, and must be practiced indiscriminately. Altruism, be it lesser or greater, is considered deeply virtuous. To give alms to the poor and take on hardship to alleviate others’ is considered one of the greatest deeds that can be done. Enduring in the place of others is considered a great act of altruism, and self-sacrifice is considered to be the ultimate act of selflessness. • Wrath • Cruelty • Unholy Acts • Greed • Wickedness Where respect and compassion do not exist, wrath thrives, and helps spurn and fan the flames of violence and battle constantly. Wrath encompasses hatred, intolerance, ignorance, impatience, and all other outwardly negative emotions in the liturgical context. Although it is considered a vice, it is considered worthy of penance. Cruelty is described in the Church as acts of wickedness relating to the body, but not necessarily out of wanton malice. For example, forcing an injured enemy to endure suffering is considered an act of cruelty, as are unconventional forms of attrition, such as burning foodstuffs or slaying livestock. While it is worthy of penance to the church, it requires a rite of repentance for the sinner to be considered absolved of this act. Unholy acts are described in Mereldar’s scriptures as dark, wicked, and destructive magicks. Although the early human societies – before the founding of Dalaran – did not have a true comprehension of magic, it is commonly accepted in the modern day that wizardry that affronts life (necromancy, fel magic, and shadow magic) is considered “unholy”. Unholy acts are not worthy of penance unless the perpetrator is found worthy in a trial. Greed is a lesser sin and considered worthy of penance by a rite of altruism – giving alms to the poor or helping in church-organized events intended to help the public. Wickedness is a major sin and is broadly defined as conscious, evil acts done unto others with no regard for the repercussions. It is considered worthy of penance only if the perpetrator is considered worthy in a trial. Wickedness constitutes murder, theft, and many other wicked acts done unto others. • Prayer ◦ Those reverent in the Light perform prayers on a relatively common basis, although not as a form of worship. Instead, these prayers are commonly pleas for protection, prayers for healing, or philosophical reassurances. Prayer is a central part of the Church of Light, and many of its miracles are intrinsically connected to prayers in order to invoke a spiritual state. • Charity ◦ Considered a virtuous act, members of the clergy and reverents in the Light are often seen practicing charity and giving alms to the needy and poor in order to spread goodness to those around themselves. • Confessions of Penance ◦ If a person has sinned or performed an evil deed, it is considered virtuous to confess one’s sins and make penance for these actions. Although sometimes done in privacy, these rituals are often performed in an abbey among other repentant sinners and one or more priests (or confessors) who would absolve the repentant after their confession. Commonly, a sinner confesses their act, and is then instructed to recite a prayer of goodwill – a declaration not to commit evil again. After every present person has made this prayer, the confessor(s) would perform a closing sermon. This sermon involves the use of the Holy Light, uplifting the spirits and resolution of the people present. • Rite of Repentance ◦ If a sinner has performed a deed worthy of penance, sometimes it is required to “undo” this sin by spreading benevolence in turn. In the case of cruelty, for example, the conducting priest may offer – although they are well respected, the Church does not carry any power to command anyone in a legal sense – the repentant to spend a certain time helping a missionary. Although the repentant can decline the offer, it is considered virtuous to accept it – and a reassurance of one’s wickedness should they deny it. • Funerary Rites ◦ Commonly, members of the Church of Light bury their dead in the ground, but not before reciting psalms and prayers to send the spirit of the deceased to the afterlife. In between these recitals, the conducting priest performs a blessing upon the coffin or the body of the deceased, each intended to grant the soul strength as it passes on to the afterlife. With each flash of light performed by the conducting priest, the attending are instructed to recite a farewell to the spirit. These funerary rites may be performed without a burial, or during the burial. • Excommunication ◦ The act of excommunicating someone from the Church of Light is much more official a practice than it may be led to believe. Those who perform misdeeds in the clergy’s eyes, abuse their station or holy blessings, or are found to consort with dark powers are often subject to an official Trial of Excommunication: Within this trial, the defendant has only one proper chance to defend themselves and contest allegations made against them. If, however, the evidence outweighs their defense, the defendant is excommunicated, stripped of any and all blessings they may possess, and considered banished from the lands of the Church. The mere act of excommunication, and the sudden and abrupt dispelling of sacred blessings placed upon the body, is often enough punishment to traumatize a wielder of the Light into being unable to consciously use their powers. • The Suffusion ◦ When a new member is inducted into the order of the Silver Hand, or organizations related to it, a series of rituals is performed in order to confirm the validity of a the squire’s induction. Following these affirmations, often made by mentors and senior comrades of the squire, the conducting priest – often high priest of the clergy, a bishop, or (in very rare cases) the Archbishop himself – performs a ritual to intrinsically bless the Paladin with the Holy Light. The ritual of the Suffusion results in an oppressively hot feeling at first, but as the Light’s blessings mellow out, the heat turns to a comforting and reassuring warmth. Suffused paladins are immune to disease and possess great resolve and a radiant aura of the Light.
  9. oops forgot a page break between laughing skull and blackrock and no matter what i do it wont actually add one now oh well haha
  10. 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.
  11. Erkor

    Morphing help

    use .morph while targetting nobody
  12. This is still not working. Terrain holes do not appear in Deathknell. Coordinates are: 1940.657837 1573.292236 82.286560 1931 6.244702
  13. A slight rewrite happened. Changes are: Some edits in the practices Some edits in the history Changed the personification of the Sun to be a less literal one; Belore is not a 'person', but a force given a name and made an entity. Added racism
  14. Alah'Belore Religious Practices of the High Elves A custom-lore elaboration of Quel'Thalassian religious practices, for roleplayer use and modification History Although originating from a minority splinter within Kaldorei society, Alah’Belore – or the worship of the Light of the Sun – is most commonly associated with the modern-day High Elves and Blood Elves. Ancient Kaldorei history dates the worship of natural spirits as a core tenet that progressively realigned itself to cosmic entities over the course of only a few hundred years. As the Kaldorei became deeply versed in the arts of arcane magicks, they began to look to the stars above Kalimdor – aptly named the Land of Eternal Starlight – and began to worship the cosmic entities there. Perhaps inspired by or cognate to the similarly ancient worship of the astral bodies of the Tauren, Mu’sha and An’she, the Kaldorei adopted these entities to their own worship, naming them Elune and Belor. In this ancient time, however, Elune was the mother of the night, and Belor was the father of the day. While Elune hides her children in the night, Belor uncovers secrets in the day: Even in modern-day Darnassian, the word ‘belore’ is a verb denoting the ‘uncovering’ of something. An apt translation would be to ‘bring light’ to a thing or concept. Alah’Belore was never worshipped on a large scale within Kaldorei society until the Sundering. After Kalimdor was split in two, Highborne cultures living outside Ashenvale and Hyjal began to see increasingly common returns to a natural day-night cycle. This belief spread among the secular Highborne cultures from Eldre’thar to Lathar’lazal and even Eldre’Thalas, although never truly caught root as a major sect of Kaldorei religion until the Highborne exile of 7000 BDP. In this timeframe, however, the Highborne had steadily begun to drop their reverence to Elune. Following the Sundering and the marginalization of the Highborne people within Kaldorei society, many denizens of these cities turned either to atheism or the worship of magic and magical powers. Following the Highborne exile and the foundation of the Sunwell, however, the tongue spoken by the Highborne evolved, and the dialects of Darnassian they spoke began to transition to a new language. Belor became Belore, gaining a suffixed ‘e’ in a linguistical shift, marking the proper origin of the Sun as a force-slash-deity. The worship of the sun was galvanized following the creation of the Sunwell, which even now glows a bright gold like the sun within Quel’Thalas. Alah’Belore’s independence from Kaldorei worship had a tumultuous origin, as Quel’thalas organized and reorganized itself. Only after the proper establishment of the High Home’s government and structures did the reverence of the Sun as a proper force/deity take root among the High Elves. Unlike their ancestors, the Night Elves, the Quel’dorei are much more secular in their beliefs, stemming from their Highborne forefathers’ obsession with discerning the transmundane. In recent history, Alah’Belore and worship of the Sun have begun another reformation. With the rekindling of the Sunwell through the remains of M’uru and the infusion of the Holy Light in its magical waters, certain High Elves have begun injecting customs related to Holy Light worship into their regimen. Virtues As a part of their inherent yearning for knowledge, the Quel’dorei have adapted their sun-worship to reinforce these magocratic ideals. Virtues for the Sun-worshipping High Elf include: Cynicism Sincerity Intrigue Distrust Independence Although reverence of the sun is unequivocally vital to the religion of Alah’Belore, skepticism of one’s surroundings and, indeed, the universe, is considered a virtue – and thus looked upon favorably in the eyes of the religious. Although dependent on the sun and the Sunwell, Quel’dorei are instructed to grow independent of each-other. Additionally, strangers are considered to be ‘awash with darkness’ until they ‘bring themselves to the light’ and introduce themselves and their intentions. Inherent distrust is a virtue among the High- and Blood Elves for this reason. Vices Alah’Belorean vices are almost direct inversions of their virtues, highlighting a focus on the structure of society and its subterfuge-laden interactions. Gullibility Ignorance Indecisiveness Dishonesty Dependence or Inaptitude Gullible and ignorant high elves are considered to be primitive and brutish, not unlike Trolls, while indecisive elves are considered mentally clouded by darkness. Wastrels that cannot function on their own are considered simple-minded and among the worst castes of society. Many of the poor are considered unable to care for themselves and thus are regarded with distaste. In spite of being founded on discerning the unknown, the Quel’dorei are insular and prejudiced towards outsiders, whom they view as ‘clouded in darkness’ due to their disconnect from the Sunwell. As an inherently mistrustful society, strangers – especially strangers from another species – are considered inherently malicious and must earn their trust rigorously. Indeed, much of the knowledge-adjacent practices of the High Elves are almost entirely performed within Quel’Thalassian society, or within the purview of arcane magic, but only very rarely (if at all) towards outsiders. Practices As Belore is a deity focused on the discovery of hidden things – particularly magical knowledge, intents, or character in the context of Quel’thalas – and perseverance, many of its customs are related to gaining new knowledge and endure hardships. Generally, worship of Belore is done in privacy, and public congregations are eschewed. Religious canon is commonly taught by families or magisters – spellcasters who intertwine their secular arcane practices with the religious practicies of Alah’Belore. Many of the worshipers of Belore are in fact very cynical of god-worship, but still believe that certain forces of the universe must have a mind behind them. Among the most common worship practices involve: Sunwashes, the practice of using “sun-blessed water” to wash one’s spirit for protection and blessings Sunwashes are performed by taking water from any body of water in Quel’Thalas (according to religious canon, it must be from the Sunwell, but adjacent bodies of water such as Lake Elrendar or Stillwhisper Pond) and imbuing it with magic, saying a prayer to the Sun and washing oneself with it by pouring the water over each shoulder, then the head. The Rites of Verse, a daily liturgy consisting of a morning, noon, and nighttime prayer The Rites of Verse are prayers performed every day. The morning prayer thanks the sun for lighting the day, the noon prayer lavishes the sun with praise, and the nighttime prayer asks the sun to light the next day after its rest. These daily prayers exist partly to reinforce the customs of Quel’thalas, but also stem from a deeply-rooted inversion of Kaldorei beliefs: High Elves believe themselves exposed at night, and feel that darkness brings out treachery. Conjurings and Transmutings, the act of ‘sacred’ spellcasting as opposed to ‘mundane’ spellcasting – the difference being in the use-case As opposed to simply magical conjuration and transmutation, the religious Conjuring and Transmuting focuses entirely on summoning foods or drinks related to worship, or transmuting materials into things of religious significance. Among these area, in increasing importance: Silver, Truesilver, Mithril, Gold, and Arcanite. Pilgrimages, wherein worshipers travel to the Sunwell Pilgrimages are not entirely common in Thalassian society, especially in the modern day, but travels to the Sunwell are permitted by high elves and blood elves. The Sunwell is a deeply sacred place to High Elves, and its radiant energies are said to bless pilgrims with longevity and good health. ‘Official’ practices performed by the Magisters are less commonplace, and more official, and are almost only seen within Silvermoon City: The Exhorations, speeches and prayers performed in public on the days of equinox and midsummer The Exhortations are a ten-part liturgy performed by one or more magisters, or the Grand Magister, over the course of a holiday. Among the exhortations are praises to Silvermoon, calls for perseverance, a recital of the Exile of the Highborne, and a call for silent prayer. The Exhortations transition into nighttime, and end precisely at midnight. Sunlight Rites, wherein the magisters perform magical acts in praise of the Sunday Sunlight rites are not exclusively performed by magisters, but rural areas rarely bear the magical staff to perform a sunlight rite. Rites like this are a complex series of spells designed to conjure up a vivid imagination of the sun, and is often performed as a blessing to an entire settlement. Hymns Although worship and praise is performed in privacy, many thalassian hymns exist that are of religious significance to the people of Quel’Thalas. While some are songs of praise and glory, others are lamentations.
  15. repeat and permanent should be interchangeable in this context. if .npc emote 1 r doesn't make them repeat the talking animation on loop then its definitely a bug
  16. • Race: Human • Sex (Male/Female?): Female • Type (Animation/Mesh/Texture/Interface?): Mesh • Description: Sleeves on human females are not two-sided. • Evidence (Screenshot):
  17. partially for posterity and for notification in case my tech support mention went unnoticed: Classic maps (EK, Kalimdor) do not support any shifting beyond texture shifting. Doodads cannot be shifted, names cannot be shifted, celestial bodies cannot be shifted in, and spell skyboxes cannot be shifted in either. I imagine part of the problem is connected to the same issue that the Infinite Flatlands have with being unable to add celestial bodies(? razmataz mentioned this earlier today iirc)
  18. This was phaseid 89482. i helped build on it so i know
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