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Xileas and Drakael references
First post<3
Kinda nervouss
wip
Avarra for a little joke
Dreaming of Ashenvale housing zone
merithra!!! daughter of the dream!! my baby girl finally got her own model <3
So I love Druids in WoW. I love their lore, their diversity & complexity, but the magic they use and how they use it is hard to untangle for RP. A new quest in Hallowfall may explain how Dreamwalking works!
Some spoilers ahead if you haven’t done “The Last Mage” in Hallowfall.
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In “The Last Mage” we learn that teleportation can use memory as an anchor point. It can use something as simple as a plant's memory of where it was grown. This means that plants hold memory. We’ve recently been introduced to memory magic with the Kyrian and the Primus in the Shadowlands who use Anima as a source of their magic. Since non-sentient life can hold memory it may be that memory is linked to Anima and thereby Spirit and Decay, meaning you may be able to access memory via these raw elemental pathways.
This then could explain how Druids in WoW are able to Dreamwalk and physically teleport to the Dreamway without arcane based teleportation. Since most of the trees in the Dreamway are connected to G’hanir in some way (via the acorn used to plant Nordrassil) it means you are literally traveling a spirit/memory network of G’hanir, the Mother Tree. That in turn poses an interesting question about the origin of G’hanir & how Amirdrassil connects to the Dreamway. Since we know Elune is connected to the creation of Amirdrassil’s seed and that She offers seeds of trees in The Legend of Elun’ahir as a part of her portfolio and habits it may be an even larger network of seeds and trees connected to Elune and spans the cosmos (See Thiernax). Further proof that it may be Elune’s memories is the fact that your character casts a moon spell effect and you are bathed in moonlight as you cast Dreamwalking. As an added note we’ve also seen this type of non-arcane teleportation magic in Ardenweald with Marasmius’s fungal network which again likely uses anima, spirit, and/or decay.
Since all life, sentient and non-sentient, has memory and spirit it provides some more clarity on other things like how Malfurion is able to speak to trees (essentially he is witnessing their memories) and more context regarding the Wild God, Aessina. This connection of spirit with all things may explain why she is “the center of the web of life.” She is essentially a Wild God of Spirit connecting all living things. It is no shock then that she is found deep in the oldest and wildest of forests where the concentration of Spirit from old trees is strongest for her and wisps to manifest. It too could explain why those that are deeply devoted to a particular forest and the spirit of that forest become wisps to serve in death because their spirit is so closely tied to that one place.
This may also expand our understanding of the Ancients of Lore, War, and Arcane as well. We already know that Ancients have vast knowledge and wisdom and pass this knowledge on to Druids, but this access to Spirit and the memory of the plant life may be the source of their knowledge making them vital tutors in this interconnected web of life.
It may be that the environment that an Ancient is from or tends to informs what they will become - an Ancient in a peaceful place with many Druids may become an Ancient of Lore, an Ancient from a land that has seen continued conflict may become an Ancient of War, land that has been heavily influenced by the Arcane may become an Ancient of Arcane. We also see that the biome they are from affects them as well. We see this with the coral like Ancients in Nazjatar and the Ancients on Dreanor that reflect their biomes in how they are formed.
This web of life/spirit in nature may also be why Blight and Fel corruption are so hard to cleanse and why it affects the elements as well. Both Blight and Fel may use the spirit of the land and nature to continuously fuel itself making it a magical runaway fire that is almost impossible to control. Fel in particular seems to use Spirit like kindling. Nearly every zone you go to that has been touched by the fel is either in a state of decay or completely barren.
The corruption of Spirit poses an interesting concept as well. If Spirit is the conduit of memory then perhaps Decay acting as Spirit’s elemental counterpart is the conduit of madness and why it pairs so well with the Void. This lines up with things like the Emerald Nightmare and Shadow Flame, both have connections to the Void and both drive those corrupted by it to madness. While the Void and its infinite possibilities and whispers may be the source of madness, the element of Decay may be the channel by which it is able to make contact.
With a network of memory like this there is no need for recorded history. Just like Druids of our own history, knowledge is passed down from Teacher to Student, Shan’do to Thero'shan and on Azeroth the forest itself may be your teacher if you are able to listen.
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For Roleplay of a Druid, all of this may offer your character a new reason to hold a grove, a certain forest, and the land so sacred because they hold ancient memories that can be passed down. Also maybe this might help players see the enigmatic network of knowledge your Druid might have access to.
Also in my personal opinion this all means that D&D spells like “Speak with Plants” and “Transport via Plants” are viable spells for Druids in WoW rp with all the concepts stated above as long as your character has a memory of that tree/plant and your dm’s permission of course!
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Hope you enjoyed my deep dive into this concept and I would love to hear your thoughts! I have a ton of more theories about the cycle of life from the Druidic perspective, World Trees, the Nightmare, Thros, and more. One day I'll get around to posting them.
Alexstrasza doodle because my tablet died again 🥹🥹🥹
🪶☀️Elor'belo -- The Long Sun festival☀️🪶
In a moment of autistic genius, I came up with a whole new kaldorei holiday, centered around a long-distance hippogryph race. Big ol' info dump incoming.
Throughout the year, as the nights and days lengthen and shorten, Elune and the sun (or An'she, as I'll call it/him from now on. I know that's the tauren name but I think it works for the kaldorei to call him that too) are constantly in a race against each other. As An'she tires in winter, the days shorten and Elune overtakes him. Then as she tires in summer, the nights shorten and An'she overtakes her.
So, every year on the summer solstice, the day Elune is most tired from racing An'she, kaldorei hippogryph riders race him in her stead. They race from dawn to noon, traveling east to west and ending at the peak of Mt. Hyjal, the highest point on Kalimdor, to intimidate him with their racing prowess even when he is highest in the sky. Then as he falls, exhausted, Elune can continue the race again. In 7-8 hours, the racers cover almost 350 miles/~560 km. They start in eastern Hyjal the moment dawn breaks, then fly down to Ashenvale, then weave back up through the mountains to the peak of Mt. Hyjal.
Now, since the in-game world is TINY, I've decided to approximate Kalimdor's "real" north-south length to be ABOUT 4,000 mi/6,400 km. That makes it a bit smaller than South America. Or, because this is how my brain processes distance: Sam and Frodo would have to walk their path from the Shire to Mordor 2-3 times (depending on who you ask) to cover the same distance.
With that in mind, here's a rough approximation of the route, using the wonky proportions of the in-game map because I haven't made my own yet (</3):
The race has changed over time. Historically, it went from dawn to dusk, starting in Azshara, going through Ashenvale, some years going as far west as Darkshore, then ending on Mt. Hyjal. But over time and as circumstances on Kalimdor changed, the race was shortened both in time and in length. Lots of riders and hippogryphs alike would become dangerously exhausted during the historic 14-16 hour long race, Azshara is mostly Horde territory now, Darkshore is... not doing so hot right now, and so on.
Here's a, again, very rough approximation of the historical route:
And that's the "official" race, which is often initiated and attended by the High Priestess and Archdruid themselves. There are multiple smaller festivals/races across Kalimdor, but they all follow the same concept: race An'she east to west from dawn to noon, and end at the highest point possible. Some places even still run from dawn to dusk, as some believe the health risks are just something one has to deal with when racing a god, and that they're worth it to race on Elune's behalf.
Besides the race itself, the night prior there's always a huge festival with food and song and dance to hype up the racers. And the night after the race there's even more, this time with additional ceremonies, prayers, and offerings to Elune to help her get her "second wind" as it were.
Importantly, the overall spirit of the race and festival is one of friendly competition. The kaldorei aren't, like, ideologically opposed to the sun lol. It's vital for most life, and they know that. They race An'she to keep things fair between him and Elune.
And, of course, Elor'belo exists as a way for people to get together and enjoy good food and music, and cheer for their favorite racer(s). Here's some of the sorts of characters you might see competing because I need practice drawing hippogryphs anyway:
Miscellaneous notes:
The race distance is meant to be almost the maximum distance someone could ride in the time given. Only about 20% of racers can even do so with minutes to spare, with the remaining 80% finishing in the early-to-mid afternoon. But in the event someone does reach Mt. Hyjal well before noon, there's a second leg that takes them through Nordrassil's branches up to its very top. Very few people have ever completed that second leg before noon, and it's a very good omen for the rest of the year when someone does.
Different species of hippogryphs have different top speeds and stamina levels. Each has its own pros and cons when it comes to a race like this, which relies on both speed and endurance, and you'll always see a wide variety in the competitors.
On a related note: In the days of Queen Azshara, hippogryphs were selectively bred for different appearances and endurance levels, etc., like horses. That practice ended after the Sundering because in the new, more druidic culture of the kaldorei, it became a bit of a controversial topic to breed creatures as intelligent as hippogryphs. As a result most of those breeds are extinct now, but a handful of them are still kicking around with their own self-sustaining populations. That piebald one pictured above is an example.
The quel'- and sin'dorei have their own version of Elor'belo where they race Elune on the winter solstice. Since there aren't very many Thalassian words (with translations), and no fanmade dictionary I'm aware of, I'm thinking of just calling it Elor'elun ("Long Moon").
Baldur by Faun is the song that gave me the idea for this entire thing. I highly recommend giving it a listen, it's a bop.
I know that it's been a while, but I was thinking fondly of this post and excited about how all flying mounts now have dragon flying. Would you ever host this event in-game with hippogryphs? I think it's doable!
Cathedral of Eternal Night: Lost Sanctum of the Sisterhood of Elune
Cathedral of Eternal Night, perhaps called "Azshal'adora" in Darnassian.
These were the uppermost chambers of the Temple of Elune, now known as the Tomb of Sargeras. The corrupting emerald fires of fel magic slowly creep through the entrance of these once hallowed halls, but remnants of the Sisterhood's formery glory still endure further into the Cathedral.
Hall of the Moon:
When traversing the dungeon, there are rooms to the side of the main path that may be opened and fully explored. These circular spaces contain what could be old moonwells, outlined with pillows and embraced by floating flowers overhead. These were likely places of meditation or communion with Elune, but I could also imagine these pools being used for healing, cleansing, scrying, stargazing, etc.
Perhaps a coincidence, but when inspected closer, these flowers have eight main petals; similar to how there are eight notable phases of the moon. (I wonder if eight is considered a lucky or holy number in Kaldorei society?)
Windows of stained glass adorn the walls and the ceilings here, filigree and diamond-shaped motifs (like the Tears of Elune) being repeated in the lower levels of the temple as well. Despite this being an indoor place of worship, it's clear that keeping moonlight visible/sensed was important in the Cathedral. In some rooms, it appears that the moonlight from outside shines directly into the pools, perhaps imbuing them with lunar blessings. This could have also just been a way for priests of Elune to feel closer to Her even when inside.
Countless scrolls and bookshelves can be found in all rooms, many of them housing a plethora of desks. Eerily, some still have an open scroll or book laying atop their surface with bookmarks in place, untouched by the sands of time.
I'm curious as to what texts are hidden here, but I suppose there's a few obvious things that come to mind. They could be prayers the Sisters were trying to commit to memory, songs of the Elunarian faith, stories/legends about the Well of Eternity, sacred texts of the Goddess, students' notes/textbooks, and more; as this could have also been a place of learning for newer inductions into the Sisterhood as well.
Perhaps the writings in this repository could make for interesting RP adventures in retrieving old texts, relics, lore about ancient Kalimdor, or attempts at discerning old Elunarian spellwork, prayers, stories, etc!
The small tabletop game on the right also caught my eye. Pieces of arcane crystal float above the board, maybe an old version of Kaldorei/Highborne chess.
Another detail in some of these areas are the looms resting to the side of the moon-pools: this could have been a place where mooncloth or holy vestments were created or blessed, as evidenced by one of the sub-zones here being called "Sacristy of Elune." A sacristy is a place where "a priest prepares for a service, and where vestments and other things of worship are kept."
Chapel of Tranquil Song:
An easily missed side-room leading up the first set of stairs is the Chapel of Tranquil Song. It is a small church with two sets of pews, and a fallen crescent-harp. This room further reinforces the idea that music and song have been a prominent aspect of Elune worship, and I think this could be an interesting take on healing in RP as well. Calming singing and instruments like the harp could possibly help heal wounds alongside the lunar magic of the Goddess, akin to an Elunarian bard.
The Twilight Grove:
The next level of the Cathedral is called "Twilight Grove," a large platform housing ethereal flowers that glow like stars with a font of moonlight (almost like a silver lake) pouring in through the ceiling. Agronox's dungeon journal entry describes these as the "Hanging Gardens," which he once tended to before his fall to corruption. I find it interesting that these plants seem to flourish hanging upside down, rather than growing on the ground level. Some petals and leaves also seem to be translucent, reminiscent of a spirit or the like.
I am unsure what these herbs are exactly, but perhaps they are specifically nourished by moonlight. Maybe priests of Elune utilize celestial herbs of some kind that bolster the magic granted by the Goddess, grant visions/spiritual boons, or emanate a calming aura in places of worship. It could also be that mundane herbs may be grown near a moonwell or a font like this one, and with time are imbued by Elune's blessings.
Chapel of the Sentinels:
This chapel is yet another Legion reference to a group called the Sentinels existing before the War of the Ancients. The others mentioned are in Tel'anor (resting place of WotA heroes) upon the plaques of the Windstrikers and Latara Feathersong.
Windstrikers: "Marksmen without peer, their skill with a bow was an inspiration to generations of archers. Their family developed the gauntlets the Sentinels wear, carefully articulated mail links that empower our archers to this day."
Latara: "Here lies Latara Feathersong. A huntress of the Sentinels, she led the vanguard in many campaigns. Her bravery and compassion were endless."
Maybe this order existed before the Sundering, with special places reserved for them like this chapel, and was simply revived in name by Tyrande Whisperwind a few centuries later.
The Emerald Archives:
A grand library containing innumerable books of all categories, it seems that these archives contained Highborne enchantments as well. Before the Sundering, there may have been an emphasis on Priestesses being educated/learned in many different areas of study, including knowledge of the arcane. These are the books we see from Thrashbite's dungeon journal entry:
Satirical Animated Book: an animated tome overflowing with stifingly satirical writing. As the tomes open, all sound is magically absorbed into the ancient pages, silencing all players for 5 seconds.
Fictional Animated Book: An ancient work of fiction springs to life, the magical runes leaping from the page to fetter would-be readers. Slows all players.
Biographical Animated Book: Account of a long-forgotten sorcerer's life can prove to be dangerously beguiling. Entrancing narrative charms a random player, but breaks if their health goes below 30%.
All of these fire arcane bolts at the party. Books as weapons in mage RP is something I'd never thought about, but makes so much sense!
There is an achievement for this boss fight called "Steamy Romance Saga," implying that even erotica could have also been kept in the library.
A mural to the left of the Emerald Archives depicts a Kaldorei woman bearing a shield (likely the Aegis of Aggramar that was kept here prior to the Sundering) and a spherical protection spell against green flames from what appears to be a dragon.
The way leading to the next area is called "Path of Illumination."
Chapel of Tears:
Another side-room on the way up the winding staircase is named the Chapel of Tears. This could have been a place of safekeeping for the Pillar of Creation: Tears of Elune, or a chapel of mourning. Somehow, a fel-infused Fal'dorei (nightborne spider) has made a nest here.
Other references to Elune's tears:
Tearstone of Elune
The Sisters' Tear
Mu'sha's Tears
Tears of the Goddess
Elune's Tear
Tears of the Moon
In any case, references to tears of Elune crop up all over Azeroth, most of which possess some kind of restorative/cleansing/life-giving powers. I believe that while the tears could certainly represent sadness of the Goddess, they could also represent tears of happiness, as the Pillar of Creation is described to "embody the dream of what Azeroth could be," and maybe the strong healing magic imparted by them is rooted in hope. I feel that Elune's connection to water could also be another avenue for RP, perhaps harnessing rejuvenating aquatic magic alongside the lunar blessings of Elune.
Sacristy of Elune:
The pinnacle of the Cathedral is known as the Sacristy of Elune, with areas of now-empty shelves and pillaged chests. The stained glass has been turned a fel-green, broken open and shattered onto the floor. The name suggests that this was once a place where sacred items were kept, such as vestments, furnishings, sacred vessels, and Elunarian records.
Given the ancient origin of the Cathedral, this could have been a prominent place that mooncloth was created: "Tailors tell that the first recipe for mooncloth was scribed by Elune herself." It is unknown if a tailor must use felcloth and purify it in a moonwell to eventually create mooncloth, or if any cloth can be used with the proper rituals/spells/blessings.
Hope you found this interesting, thanks for reading!
"Andu’lun-adala-ande’nar." (May the moon light your way.)
- How it started and How it ended:
I'm glad that I'm confident enough now to do sketches like this and know where to go.
Ornamental art request - WIP
Dance with starlight
Dirthara and her most beloved kitty <3
Traversing Tel'anor: Traditions of the Ancient Kaldorei
Tel'anor, perhaps translated to: Holy Earth from Darnassian.
A resting place of Kaldorei heroes who fell during the War of the Ancients, Tel'anor is now a memorial site overrun by spirits and harpies nestled in the mountains just beyond Suramar's borders. Although, some Shal'dorei still pay their respects to the sacrifices of their ancestors, as we see in [Thaedris Feathersong's] tragic story.
During my travels here, I noticed some interesting details that could have some significance in Kaldorei lore/roleplay.
Lunar Headstones:
The graves and ornate coffins may reinforce the idea that Kaldorei prefer to bury their dead, or at least used to in ancient times. During the quest [Tools of the Trade], we learn that the deceased were preserved through sacred oils, preserving incense, and burial shrouds. A recurring motif I see throughout the Tel'anor monuments are the headstones that bear lunar symbolism, no doubt the Elunarian faith being an influence at play here. What I find most intriguing about the stones in particular is that they are reminiscent of different moon phases: some appearing to be waxing, waning, or even the new/full moon.
I do wonder what their meanings could be: maybe this marks the moon phase they died upon, when they were interred, the moon phase of their birth, their favorite moon phase, simple imagery in homage to Elune, social status, or something else? What do you think?
Spirit Fonts:
Another interesting detail are the spirit fonts found in the area. These are usable objects that, when given an offering of Ancient Mana, buff the player character with 10% haste and movement speed (called Spiritual Infusion), and transform them into a spectral Nightborne model.
Lore-wise, perhaps these are used for spirit communion, or to aid in ancestral offerings in some way. In roleplay, I could see Kaldorei utilizing something similar to pay homage their ancestors; whether they receive a blessing like this in return or not would be up to interpretation though.
These fonts remind me of the basins in the stylizations of Haidene, the very first High Priestess of Elune, like the grand statue of her in the temple of Darnassus. Perhaps these are filled with blessed water, the liquid fire of Elune, or remnants of a moonwell to sustain a spirit's energy, or to thin the veil between mortal and spirit.
Headcanon time: but perhaps a ritual could be performed in which someone gives an offering and imbibes the liquid from a font like this, and is able to more easily commune with their ancestors/souls of the dead for a short period.
The Chimes of the Moon:
All throughout Tel'anor, chimes can be seen hanging in various locations, as well as playing through the audio of the game. Near the back portion lies a larger set of these celestial instruments, reading:
"The Sisters say that Elune sings a song, notes pure and beautiful. The Chime does not ring often, but when it does it is the same note as the one She is singing."
Singing seems to be a prominent aspect of Elune worship, perhaps in emulation of the Goddess. According to novel The Demon Soul, Elune has "the ability to calm races engaged in battle by singing a song of peace at night, until sunrise." During the Burning of Teldrassil, Priestess Astarii begins to sing to the refugees in the temple, and Elune answers in kind by granting them a peaceful slumber so they would not feel a painful death in the flames.
Purely headcanon, but I speculate that these chimes may have been crafted in such a way that Elune responds through them (or so the Kaldorei think). Considering chimes are typically used before or after a prayer in the real world, it seems possible that Elune may use these a conduit of acknowledgement in the physical plane on Azeroth. Perhaps from strong prayers, significant offerings, welcoming a new soul amongst the stars, some other spiritually powerful event, or even in warning, She harkens through the chimes.
Smaller, more personal chimes could be something Kaldorei carry with them, hang in their homes, or build in places of worship: the ones in Tel'anor could conversely be the last of their kind, their likenesses and ancient craftsmanship now unable to be reproduced.
Braziers of Silver Flame:
Countless braziers glowing with silver fire still burn to this very day in Tel'anor. Given that this place is overrun by all manner of aggressive beings, it would stand to reason that there are no groundskeepers tending to the flames here. The quest [The Liquid Fire of Elune] implies that a flame can be born of the energies from a moonwell, holy pools whose waters marry nature and moonlight together, and can cleanse scourge-blighted creatures. Unless a wayward devotee keeps these braziers lit, the fact that these fires are still active speaks to just how powerful the magic of Elune and the moonwells really are.
There are tales of old that say Elune once dwelled within the Well of Eternity, and that some moonwells still carry traces of this ancient lake. I'm unsure if the vestiges of the Well of Eternity keep these silver flames burning or they simply thrive off of Elune's energy. Do you believe something else keeps them kindled?
It is said in the Stormrage novel that, "magi and other spellcasters can refresh their mana in these pools — a gift from Elune to Azeroth's other defenders." I believe this is partially why the Withered are so drawn to this place, given that these braziers still hold some semblance of the moonwell's restorative cleansing properties, both on one's lifeforce, and on their mana. In Elegy, Astarii Starseeker purports that bathing in a moonwell "eases feelings of pain, weariness, and grief," an experience the mana-starved Withered likely long for. I would guess that they are also feeding upon the energy of offerings left to the deceased here, scrounging for any motes of magic that yet remain.
Ancestral Offerings:
A myriad of offerings litter the grounds of Tel'anor, such as water-basins, candles, vases/urns, flowers, and statues. Alongside the worship of Elune, revering one's ancestors seems to be an important part of Kaldorei culture - as we also see during the Lunar Festival event.
Thaedris Feathersong has us gather some scattered mementos in his stead during the quest [Fragments of Memory.] He tells us that "these relics are tokens and mementos of the former lives of those interred here. They like to be remembered and these offerings keep them in their eternal peace." This line was an especially heartwarming gesture to me, that the Kaldorei select items unique to their fallen to remain with them and serve as anchors of memories made in life. Some items the dead might keep could be: weapons, armor pieces, prized possessions, professional tools, or meaningful effects.
The flavor text of the mementos in specific say: "These urns contain offerings, tokens, and other objects for the deceased." Descendants of the fallen might also leave items that could be considered useful in the next life.
I also think it's sweet that there are seating areas with benches and fountains - clearly this was a place where people spent quality time in the resting place of their ancestors; perhaps yet another way the Kaldorei pay their respects.
On nearly every epithet in Tel’anor, the final words echo the same message:
"Anu dorah. We remember."