Headcanon 2: Electric Boogaloo

Argent Dawn
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Light and Void headcanon!

As we well know, in the beginning there was Light, and where it once was, but left, Void came to be.

The Light is essentially a self-referential absolute force or aspect of reality that only has connotations with joy, bliss and harmony because it's inherent nature is to be completely unified with itself, leaving no room for conflict in its nature. It is the nature of the Light to spread this sense of "oneness" wherever it exists, because it's only modus operandi is to self propagate, which leads it into natural conflict with the Void, which essentially is a primordial element representing dissent from this state of "oneness" in favour of individuality, phenomena and distinctness. With choice comes conflict, thus the void came to be understood as naturally chaotic and wicked. In truth both representations of either are massively diluted and in reality they are simply different possible potentials for the underpinning fabric of reality: either a concentrated whole that reflects on itself or a division of parts.

The reason why the void drives people mad is because in its unbridled raw from, it confronts the victim with the sheer scale of existential possibility and potential that is at their disposal, removing the illusion of whatever rules, or nets or underpinning order they thought might be in place in the universe. This drives most people crazy as they either outright reject this possibility or they cannot comprehend the multiplicity of it all.
The reason spellcasters typically wear robes or other loose garments is because armor or tight clothing restricts freedom of movement, interfering with the complex hand gestures that make up the somatic components of most spells, thus making it likely that the casting will fail.

(Which is the standard D&D mechanics explanation behind the "arcane spell failure" stat on armor.)


Another piece of headcanon concerns the exodus of Dath'Remar Sunstrider and his followers. While official kaldorei history treats it as an exile of Highborne from kaldorei society for the illegal practice of arcane magic, the truth was more complex.

For one, Highborne alone did not have the numbers to settle a whole nation by themselves. They were never that numerous to begin with, and the arcane ripples from the Sundering hit Highborne holdings across the world first and foremost. Long before 7,300 BDP, most Highborne were dead.

What happened instead was a growing political schism. After Jarod Shadowsong stepped down as interim administrator, the post-Sundering power vacuum was filled by the Sisterhood of Elune and the Cenarion Circle — in part by virtue of their leaders being war heroes, but also because these organizations survived the War of the Ancients relatively intact. Previously stripped of all real power under Azshara's reign, the spiritual side of night elf society suddenly swelled in importance — at a critical juncture of history when everyone was trying to figure out two questions: "who was responsible for this mess?" and "where do we go from here?"

It quickly became evident that there were irreconcilable differences between moderates who wanted to avoid the excesses of Azshara's time and learn their lessons, but otherwise try to rebuild their society along the same hybrid arcane-nature lines — and "repent, sinners" hardliners led by Tyrande and Malfurion. The latter faction won popular support and the bid for power, with the new night elf army, the Sentinels, established directly under the Sisterhood's command. The minority faction coalesced around a new charismatic leader.

With the majority of the Highborne of Azshara's time wiped out, most of Dath'Remar's followers were actually normal elves who disagreed with the mainline faction on various political points. Arcane magic was by far the most sore spot, but far from the only one — other issues included exploration, expansionism, historical revisionism, and degree of intervention in the affairs of other races (who were doing some fishy stuff on the borders of the fallen Empire, even back then). Some of his followers were mages who simply valued knowledge and preservation of their practices. Some simply thought that all knowledge was worth having, even if they didn't particularly care about arcane magic themselves. Some were adventurers in search for new lands to map out. Some were settlers looking for a new beginning. Some were not particularly religious, and simply didn't care for "worshiping a glorified petting zoo". And some were unscrupulous elements looking to sow political chaos. Dath'Remar's own personality as a challenger of orthodoxy and a daring pathfinder made a convenient rallying flag.

Tthe tensions between the two factions were high and risked devolving into a civil war. None of the leaders desired bloodshed, so a compromise was made: that Dath'Remar would take his people east, into the uncharted seas beyond the Maelstrom, and leave Tyrande and Malfurion to govern the remaining majority of elves as they saw fit.

The settlers, coming from all kinds of different backgrounds, easily had the numbers to found a new nation on their own. Despite being at that time physically identical to their starborne kin, they chose a new identity for themselves after the former quel'dorei faction of Imperial society, seeing the Highborne as unfairly maligned. The reasons for their turn towards sun imagery was twofold: first, Dath'Remar Sunstrider's venture symbolized a new dawn for his people, and second, Elune worship fell in popularity among this faction, in part thanks to their perception of the Sisterhood as a corrupt and dogmatic organization. However, at the time of Quel'Thalas's founding, both sun and moon symbolism were still widely in use — hence the name Silvermoon.

Meanwhile, back in Kalimdor, the cohesion among the remainder of night elf society reached new heights. With most dissidents gone in search of greener pastures in the east, and with generation turnover greatly slowed down by the night elves' effective immortality, Tyrande and Malfurion's new society enjoyed popular support for thousands of years to come. Support for their direction was never completely unanimous — there were always some hushed whispers throughout Ashenvale to the lines of "Look, just between you and me, the Empire was not that bad a place, was it?" or "All I'm saying is, is this really the best use of the resources at our disposal?" But the historical process that spawned this society made it unusually uniform by the standards of societies, and the lack of overt enemies put no external pressure on it to change, ensuring that it survived intact for millennia until the Third War — after which former misfits and outcasts that had accumulated by that time started migrating to the human lands, thus laying the foundations for the city elf subculture that we see today.
Expanding on my Dark Iron hair headcanon: The origin of their fiery hair is from their enslavement under Ragnaros and was essentially a 'brand' of ownership. However, since the Firelord was defeated in Vanilla, the Dark Irons have re-appropriated it to be a symbol of their resilience and determination. Of course those loyal to Ragnaros (then and now) consider it to be his blessing.

Fire elementals are destructive, malicious and domineering by nature, and after having spent 200-odd years at the receiving end of these qualities the Dark Irons largely and understandably have an intense dislike of them - to put it mildly.
As such, even though they still employ fire elementals as guards or instruments of war, their shamans do so in the same way that the Taunka approach shamanism; it's forceful and akin bullying the elemental into submission (although not necessarily dark shamanism which, incidentally, I don't think Dark Irons would be particularly phased by).

Also, chocolate is toxic to worgen.
Elven societies, be they kaldorei, sin'dorei or shal'dorei, place high importance on staying healthy (as living for many centuries with a chronic condition would be torture) and on bodily aesthetics. Therefore, they strive to provide universal access to basic healing magic, be it from priests or druids. If an elf has scars or disfigurements, it's likely because they're a hermit, exile, or, most likely, because they chose to keep them as a reminder of the hardships they faced. ("I am my scars!")

Also, elves and draenei naturally regenerate teeth.
Taken from the retconning concerning the death of Blackhand and succession of Orgrim Doomhammer in MU, amongst the orcs of the Blackrock Clan and former Blackrocks, there is a conflict of what actually happened, with those pro Blackhand, said he was assasinstated by Doomhammer, and those Pro Doomhammer says he won fair and square through Mak'gora.
Tauren were the first race to wield the Light, but the way of the Sunwalker slowly died in favour of more primal magics. Tales and the discovery of old texts featuring these old Light-wielding warriors inspired their revival.

Night Elven prejudice against the sun helped facilitate the extinction of their techniques and methods.
10/10/2018 18:00Posted by Ashoga
Tauren were the first race to wield the Light, but the way of the Sunwalker slowly died in favour of more primal magics. Tales and the discovery of old texts featuring these old Light-wielding warriors inspired their revival.

Have we totally given up on the concept of sunwalkers being sun druids?
Blizzard certainly have. This is the most likely outcome based on their recent love of stripping the lore.
This is more speculation than headcannon but surely the soul evacuation crystals used by the Sha'tari Defense could be used to prevent people being raised as forsaken?
Headcanon 1: The engravings on Highmountain antlers are made upon reaching full adulthood and successfully completing the rites of passage. Like night elven face tattoos, they are a symbol of reaching an important milestone in one's life.

Headcanon 2: HM Tauren shed their antlers each year, replacing them with new and stronger antlers. This is important for their survival in the harsh conditions of Highmountain as they are able to replace damaged/broken antlers. Depending on their preference, they may chose to engrave them again or simply keep the antlers with the original engravings as a trophy.
Void Elf head canon: High Elves and Blood Elves interested in learning the void may be under going the process to become Void Elves themselves based purely on the fact that Umbric's followers seemed few at the start and consisted mainly of mages and warlocks. Now they have warriors and hunters in Telogrus so either they were about and I completely forgot about them during the scenario or others are undergoing the transformation.

That being said, if my head canon has some truth to it I would guess that there will end up being more Void Elves than High Elves at that rate.
Kezan headcannon:
Trash Town - last stop before the slums.

Nestled into a tight, arching street framing the slums in Bilgewater on Kezan, you'll find Trash Town, a home to trash of the literal and proverbial kind. Puddles of sewer leakage bridge the oceans of junk that make for the landscape both outside and behind broken windows. It's a place crammed to the brim with goblins clinging onto their lives by the skin of their teeth, scraping either at the door to civilisation...or the muck off their firmly planted boots.

You see, not all people want to leave Trash Town. There's the bustling street life, the memorable taverns, the unprecedented scrapping potential - and then there's the tune in town. Blues spill from small joints where people gather to salvage soul and memory. Smog-filled lungs pour gravel, sugar and sand into rusty microphones held together by tape. Bent and battered instruments are brought back to life by scrap necromancers dying to put their pain into keys. Living in Trash Town is living with music as your first and last neighbour.

Street wars, trade wars, coups and contamination - Trash Town survived all but the lava that finally washed it away. All that's left are the people that survived, and the odd, occasional gig in a goblin tavern keeping the tune alive.
Night elves of Winterspring use snow goggles when they have to travel in bright daylight. As nocturnal people, they are even more in need of such implements than humans would be.
Highborne night elves, like blood elves and high elves, can see the ebb and flow of arcane magic in the natural world.

The void elves lost this ability however, because of their void infusion.
Magni Bronzebeard is almost a deity-like figure in some deep-dwelling clans of the Ironforge dwarves. Miners, explorers and other spelunkers tell stories of a mountain king of pure diamond safeguarding the depths and showing them way in the dim darkness of the underground world. It is said that Magni is the reason the miners' tunnels don't collapse.
Night elf ears are flexible enough that they can be folded over the back of the head with little to no discomfort, allowing hoods and helms to be worn without the ears sticking out.
The aurora you see in the sky when looking West from Kultiran lands - there is a good view from Warfang - is the swirling elemental magic above the Maelstrom.
Here is how I generally see Death knight weapon doctrine.

Death knights’ unholy enhanced strength actually allows them to, like warriors, wield two handers in each hand. They chose not to, because they feel it is unwieldy, and goes against a certain martial purity they have. They only resort to this option when they are down an arm.
However, they do ‘compensate’ by having their weapons generally be heavier. As such, non Dks tend to have issues wielding 2 handed runeblades. Therefor, its also a pretty bad idea to lock blades with these monsters unless you dont plan to use your arms for a while.
Just a lil sommat cause I miss 2h frost.
To add to this, while they are not fast, Death knights are remarkably agile for wearing full plate, again due to their strength. They can muster up small bursts of speed up close to catch someone offguard. It’s generally a horrid idea to go toe to toe with them.
Death knights that chose to wield 1 handers generally train to overwhelm defenses with a relentless, untiring assault of precise and heavy strikes to break the guard of their opponent. They are not wild, but instead calculative and coldly precise.
Silvermoon remains a heavy police state where thought and opinion is controlled and dissent against the current regime is punishable by imprisonment or forceful re-education by Spire priests. The ones holding political power live like kings but the criminal elements of the town aren’t even considered sin’dorei anymore. For everyone else, life is fairly normal but generally of high quality, so not many really even think about rebellion. This is why the city seems orderly and peaceful even after 90% of the population got wiped out and the city nearly destroyed.

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