After this business with the orcs and Oshu’gun and Velen trying to tell them that there’s a Naaru inside their holy mountain which is the reason they can talk to their ancestors in the first place… and all of the uproar this causes, since it just convinces the orcs that the Draenei are, in fact, evil, as they’ve been told… 

you’d think Velen would think twice before telling Tyrande that Elune sounds like a Naaru. 


Tfw the 200 year mark was canon in Rise of the Horde and not just Chronicle II.

I think part of the reason why Oshu’gun becomes a legend and not so much a historical fact is the reference to how ten generations of orcs = draenei 200 years on Draenor. 

I honestly think that 90% of the draenei lore in Chronicle II was taken from Rise of the Horde with WoD lore about Rangari and a couple other things added in. 

Little victories.

(Context: After fighting our way through a crypt and defeating a couple devils, interrupting some ancient ritual, I go to knock over a very large chalice - which was the focus of the ritual.)

DM: All right, as you approach the chalice, you feel yourself being pushed back, what do you do?

Fighter (Me, the angry Dragonborn): *makes high strength check, pushes forward and grabs one of the chalice’s handles* It’s time to end this.

DM: Grabbing the handle, you take (x amount) necrotic damage and, stepping up to it, you see a large hand emerging from the liquid inside the chalice.

Me (OOC): I’m going to push it back in.

DM: Wait, what? Okay…good luck.

Me: *rolls a nat 20*

DM: *shakes his head* Well, all right then. With a hefty “Not today,” you place your other hand flat against the creature’s palm and force it back into the depths of hell, successfully saving the town from a rising demon horde.

Me: Hey, did anybody see what just…? *smiling, I turn to face the group, who are now fighting a couple other devils that rose in the process* Oh, never mind. *draws halberd, looks dejected*


“With its concealing spell dissolved, the city was revealed in its tranquil magnificence. Everything he saw drew the eye upward. Massive stone steps, wide and blunt at the base and tapering toward the top, led to spherical dwellings. One reminded Durotan of a snail shell; another, of a mushroom. The combination was striking. Bathed in the hues of the setting sun, the bold lines of the steps were softened, and the domes seemed even more invitingly rounded” (Rise of the Horde, Chapter Three).

“The stone of the roads had been smoothed, by time or draenei hands, he could not say. As they drew closer, Durotan could see that the city continued up the mountain. The architectural pattern of wide, bold steps leading to a softly curved structure was repeated here. There were long roads, made of the same white stone that somehow did not seem to get dirty although at least ten generations of ores had lived and died since the draenei had arrived. Instead of the skins and horns of animals slain in the hunt, the draenei seemingly utilized the gifts of the earth. Gleaming gems were everywhere, and there was that curious overabundance of light brown metal unlike any Durotan had ever seen” (Rise of the Horde, Chapter Three).

“Then, the draenei city had been spread out like jewels on a meadow. Now. it looked exactly like what it was—a broken, taken city, spattered with blood and gore and the death not just of its citizens, but of any hope of peace or truce or negotiation. Durotan closed his eyes briefly in pain. I am proud of my people and our city, Restalaan had said to Durotan. Restalaan. who lay dead and stiffening on the white street along with countless other draenei. We have worked hard here. We love Draenor” (Rise of the Horde, Chapter Fifteen).



Mordeadus - this is one of several campaign settings I run






The region is mostly dark pine forest.

The area is often dense with fog, that can rise from nowhere and often stays for days.

Within the woods, howls and groans can often be heard but rarely a source can be found.
Note: The sounds are usually magical in nature, deriving from old curses and often emanate from nothing.

The sky is stuck in perpetual twilight and night, and the sun has not risen in known memory.
Note: Again, this is magical in nature, and outside the borders of the nation the sun will still rise. Most likely a curse from a God or ancient demon.


Few cities exist as the region is mostly small towns and villages.

The roads within the settlements are lined with jack-o-lanterns as well as the outskirts of the towns and villages.

The faces on the jack-o-lanterns are believed to ward off spirits, the twisted faces of flames bringing fear to the supernatural. Because of this, jack-o-lanterns are carved daily and replaced as needed, each family unit responsible for the area around where they live. It is also not uncommon for homes built within he woods to line their property with  jack-o-lanterns.

Architecture Style:

Homes are built with black stone.

Buildings are never built with windows as the people of Mordak believe leaving holes in a building will invite evil spirits and the fact that there is no sunlight leaves little point.

Shelves are cut into the outside walls and lined with candles. Due to the constant dark, the light is meant to scare away the dark. The people of Mordak believe once true darkness descends on them, it will never leave.

The walls on the outside of the houses will often be thick with old wax left on as the people Mordak believe it is good luck since the wax has been blessed with light.

Iinside, the homes are covered in candles, dozens filling every room, and fires roaring at all times in the hearth. The people of Mordak never for a moment let the dark overtake them.
Note 1: Consider most inhabitants having a phobia of the dark.
Note 2: If at anytime a player is caught in true darkness, consider having ghosts or undead start manifesting.

Clothing Style:

The people wear mostly black wolf or rabbit furs gathered from the woods.

Because of the dangers of the dark, every citizen of Mordak travels with a bandolier of candles across their chest and many more in pockets, belts or sacks throughout their body


There is no central religion as the people are more into superstition than Gods.

Black cats are bad luck. Mirrors can trap and release souls and most keep trinkets of cold iron in their pockets or as necklaces.


Lead by a monarchy that has little control outside their city, each town or village is instead controlled by an elder or a powerful baron.

The leadership is indifferent and usually bands together for survival than for anything benevolent.


The region is mostly poor and struggling with little in the way of nobles and powerful merchants.

They use standard coin as their currency.

Their main import is animal fat to make candle wax; being such a necessity it is not uncommon for towns to sell off loved ones or even give up their remaining food for wax, preferring to starve than face the dark. Because of this, merchants across the borders will often overcharge for animal fat with Mordak having little option other than to pay.


The hags

They are more spirit than physical, capable of flying, passing through solid surfaces and materializing at will.
Wearing tattered flowing rags, they are gangly female forms with long black hair, white faces and large black eyes.
Standing 8 feet tall, they have oversized fingers and toes.
They feast on the souls of the living, flying through the pine forests far from the light of candles and jack-o-lanterns.
They will often wait underground and drag their victims into the dirt, suffocating them before absorbing their essence, leaving only a dry withered corpse.
Note: When figuring out the hags’ stats, they are considered ghosts or wraiths.

The witch covens

Deep in the pine woods, living within overgrown cottages are covens of witches from 1 or 2 to dozens.
They are female, their bodies aged and twisted, their faces wrinkled with crooked noses and skin patches with hairy moles.
Being spellcasters, they mostly use illusion and charm spells to lure victims to their layer with a disguise of a good looking man or women in distress, then using their charm to seduce the victim.
Once brought to their lair, the witches descend upon the victims like wilds dogs, eating their flesh while the person is still alive, then boil down their fats and organs into spells or wine.
Their cottages are often decorated with bones, their walls layered with dried skins and stinks of rot.
In the center of every cottage is the iron cauldron where the witches cook, create potions and wine.
Some using their disguise will wander into towns and sell their potions or wine – healing, flight, etc, - in exchange for things they may need or to eye new victims. Unfortunately for the buyer, it isn’t till too late do they realize what they have been drinking.
Note 1: The drinks or potion will work as described -healing, flight, etc, despite its disgusting and macabre ingredients.
Note 2: When figuring out the witches’ stats, they are considered undead human spellcasters.

Pumpkin heads

Roaming the pine woods are packs of leathery humanoid creature with jack-o-lanterns heads.
They can run on all fours and will often do so howling and growling form their pumpkin heads.
They are always hostile, almost mindless,  attacking with sharp claws, breathing fire from their pumpkin head or biting with bone like teeth growing within its pumpkin head mouth.
Considered demons, their numbers are small, from only a couple to now more than a dozen, but increase as it gets closer to a full moon till the countryside can be filled with 1000s.
During the full moon, most people in settlements hide barricaded within their homes and all life stops while the moon begins to wane.
No one knows where they come from or why the moon plays an effect, they just know the saying, “When the sky is bright, get out of sight, when the woods groan, hide in your home.
Note 1: The pumpkin heads are demons and come from deep in the earth, drawn to the magical nature of the moon only to return back to the earth to slumber during the darker nights.
Note 2: When figuring out stats for a pumpkin head, they are considered demons. With the more powerful ones being larger and older than the ones with lesser stats.

The dark farmsteads

A large region Mordak’s is covered by an area known as the dark farmstead.
This was a region of rich farmland long ago before an unknown ancient blight cursed the grounds.
Now the farms long since abandoned are in a state of perpetual decay. Old corn is always withered and dry, never growing, never dying. Undead pigs, cows, horses still graze the fields and live within dilapidated stables.
Homes and windmills have fallen into disrepair but never collapsing. The wood has turned black and rotting, doors are rusted closed and vines and moss often net entire buildings.
Animated scarecrows wonder the fields, killing anyone who enters, then uses the dead as feed for the undead livestock.
Note 1: When figuring out stats for an animated scarecrow, they are considered golems with only two orders: kill all who enter, feed the remains to the animals.
Note2: When figuring out stats for the undead animals, they are considered zombies.
No one is sure why the area is in a state of decay or when it happened, but some believe it is an undead God slumbering beneath the once fertile fields or that the Gods have forsaken the place all together with the very lands itself being cursed to be undead.

The grave fields

Near the northern borders of the country exist long stretches of graveyards some centuries old.
10s to 100s or 1000s of graves dot the area and are rumored to be from a massive war once fought on the continent, although little record can be found in history.
Note: The graves are from a massive war with most records being destroyed long ago.
Many graves are worn and long since pillaged of their valuables with others still unopened, holding enormous tombs consisting of entire dungeons going deep into the earth.
The area is extremely magical, flowing with natural necromatic energies and anything that dies in the region, soon comes back as undead.
Because of the energies, massive amounts zombies are always rising from the graves, from a few dozens to hordes in the upper 1000s.
Usually the zombie mingle mindless in the northern border, seldom leaving their gravesite, but when a horde forms, they begin to wander. Some make their way across the border, becoming someone else’s problem, while others go south, wiping out entire settlements of Mordak with every thrust.
Although effort has been put in place to dug up the graves and burn the dead, little has changed and every few months to years hordes continue to rise.
Every horde has been dealt with so far, but at a cost and every generation of Mordak is smaller than the one before it with some believing there is only a generation or 2 left before they can no longer stem the tide.
In addition to the zombie swarms, necromancy cults have come to the area, taking advantage of the natural necromantic energies that linger within the graves.
Hoping to gain favor with their particular Gods, some come for power, some to cause chaos, but all have exacerbated the problem by enriching and strengthening the necromantic energies in the area, causing the undead to rise in accelerated numbers. Now what was once a rare occurrence has become common with some necromancers reporting that certain cemeteries have an almost unstoppable flow of undead rising from graves.
Note: While the hordes will not be the only problem a character may face while in Mordak, the zombie swarms should always be at the forefront of their survival, a dark cloud always looming.

anonymous asked:

if christie golden is writing a new WoW novel i dont forsee anything good happening. or anything good literary-wise. just nothing good in general

I’ll argue Rise of the Horde, Lord of the Clans and the Shattering were all fairly good. 

anonymous asked:

🔥 Tobirama

Send me a “ 🔥 “ for an unpopular opinion.

Welcome to salt pile, morning edition (or in the case of my 90% American followers, evening edition.)

I have a Tobirama muse, and people who know me also know that I do not like stereotyping my muses; I already have 90% of the fandom for that. People also know that my main gripe is this: Tobirama is always reduced to fur collar jokes, misplaced sass, shallow bigotry and the sparkly-eyed obedient little brother type.

In other words, like so many genius characters, he is dumbed down as a joke. 

1. Tobirama as nothing but fur collar jokes. Sure, the armor is pretty unique and odd, and we all wondered at one point why Kishimoto had added the fur collar. Let’s not add artistic license of the author here; his right to create is absolute, but what gets me the most is that most fans can’t be bothered to again, think outside of the box and try come up with interesting explanations as to the armor design. My personal explanation has always been that the fur collar was there to lessen the stimuli he receives as a sensor type, and helps him focus in battle. That or keeping his temperature stable, because I headcanon him to be easily cold, because of his Water affinity. That sort. But what we often get is that he probably killed a thousand rabbits for it, or that it’s the hair of his enemies, etc etc. I cannot take anybody seriously who can’t give a smidgeon of an effort.

2. Misplaced sass. I agree Tobirama is a sassy character. But sass is not all there is to it; he can be sarcastic, downright condescending, patronizing or even just plain nasty. There are all subtle differences between one and the other. To label all of this as ‘sass’ is not understanding the point. Must he always sass during a village assembly? Even without provocation and pre-emption? If at all, the ‘sass’ can be triggered. Perhaps someone spoke out of turn, or clearly saying what he does not understand. That sort.

3. Shallow bigotry. This is one of the sketchier areas to explain Tobirama, especially since the canon material is written so inconsistently and illogical at this part. Kishi explains that he’s afraid of the Uchiha because of the Curse of Hatred. What, because these people have eyes that make them go wacko and is usually triggered by negativity? Sarada has proved the sharingan can be triggered also by excessive positive emotion. There’s another end of the spectrum. I attempt to explain this in my own headcanon that Tobirama, at least, had legitimate concerns - inbreeding produces mental instability, and that is where I anchor my muse’s concern about wariness in appointing Uchiha to the most sensitive of government positions. That their handicap can prove to cloud their judgment. 

5. The sparkly-eyed idolizing little brother. Now I don’t get this at all. Sure, you can love your sibling, but siblings rarely agree over anything. Even me and my brother, who rarely fight, often disagree over something. My main issue with this is tied with how people stereotype. Hashirama as the ever benevolent and immaculate, as if he can do no wrong. Therefore, Tobirama is also reduced to an unthinking little shell who has no independent judgment of his own and therefore must always be beholden to Hashirama. Wow. Lack of imagination, much?

6. TobiIzu. Why? Because Ship the Spare, because Izuna is conveniently an empty slate, so fans can project their wants and needs and use him as self insert to ship with Tobirama. Lmfao.

7. Tobirama x OC. What I dislike about here is again, stereotyping. Loud, brash Uzumaki girl or some determined Mary Sue sweetheart rising dramatically from being a clan nobody to a phoenix. Reminds me of Bella Swan, tbh. Tobirama, reduced to the blushing husband often always saddled with kids and having The Best Married Life. Really? A person who has questionable levels of PTSD, possibly a host of other mental disorders (read: nobody in a healthy mindset will create a jutsu that gives rise to an indestructible horde of suicide squad zombies; do you know what that involves? YES - trial and error, lots of anonymous people used as test subjects, and experiments), reduced to a Happy Perfect Family Life? What if he’s a terrible father that hits his wife or children if he thinks they encroach on his jutsu creation time? What if as a sensor, he cannot absolutely stand children– or, he does not ever want them? What if he can’t stand your loud, brash Uzumaki sweetheart because she’s actually nails on a blackboard for him? What then?

8. Tobirama as The Root Of All Evil For Telling on Hashirama. Oh man. My sodium levels here will bust anybody’s kidneys. People dismiss and conveniently ignore that the Warring States Era was clan-centered. Absolute loyalty to your family was expected. Absolute. Don’t know the meaning, check your friendly dictionary. Fraternizing with an Uchiha child, and worse, according to Hashirama himself, we showed each other our ninja moves and jutsu. We are not told if Hashirama showed the Mokuton to Madara, but we can safely assume he did. Ring any bells? That right there is a mark of high treason. Disclosing intel to an enemy. Treason is punishable by execution in times of war. Tobirama did what the right thing was to do - tell on Hashirama, because his ‘innocent’ gesture of showing his techniques and possibly, his bloodline, to Madara, could have terrible repercussions and cost the lives of all the members of the Senju clan. Both children - Madara and Hashirama - were committing treason. 

Tulak Hord was a Dark Lord of the Sith that ruled during the early Sith Empire, commanding great armies and possessing a mastery of the dark side of the Force and lightsaber combat which left him nearly unrivaled. During battle, Hord wore a black mask, making him a fear-inspiring sight. A Force-sensitive male, Tulak Hord was a student of the dark side of the Force and a pupil of the early Sith Empire. Rising through the ranks, Hord was feared by his rivals even in his early days, having mastered the art of lightsaber combat and manipulation of the Force. At some point following his death, his loyal minions constructed a massive tomb for their fallen master in the Valley of the Dark Lords on Korriban. Entombed with him were several tomes of his writings, his holocron, and his mask

“They would burn on a pyre, their bodies given to fire, their ashes to air, to be consumed by water and earth. Their spirits would go to Oshu'gun, and the shaman would converse with them on matters of profound importance.”

A quote from Rise of the Horde, on the importance of cremating the dead according to orcish custom. During the darkest days of the Horde, this was largely forgotten, the dead simply left to rot in the fields… an act that is nowadays condemned by orcs as a culture.

So… by leaving Garrosh where he fell, Thrall symbolically denied him an afterlife, which is all sorts of messed up. It really does imply that Garrosh wasn’t even a person in Thrall’s eyes at that point.