Author Archives: Arakkoa

About Arakkoa

Verroak Krasha, an Arakkoa druid with over 50 years of experience. Formerly from Farahlon, during the Orcish expansion relocated to Skettis, then to Sethekk Halls, then to rebuilt Shattrath, following the heresies in each of those places. Finally, he founded his own succesfull alchemy business and set out into the wide cosmos to explore strange new worlds and seek out new life and boldly go where no bird has flown before.

Brief list of expansion ideas

I’ve been sitting on this bunch of expansion ideas forever, with some quick concepts that I sometimes refer to in conversations. I decided to write them down just to have a reference for the future.

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Alled Races: Satyrs

Here comes my second part of a demonic allied race duet I had planned. While eredar are something I wanted playable for a while in some form and considered both factions for them, I found them going to the Horde as a way to oppose the draenei the better choice. After that, the question remained, what is the best Alliance counterpart to eredar? I could go for a low-hanging fruit and grab high elves because they seem as the straightest counterpart, but not only they are extremely un-demonic, I also prefer more unorthodox options for these posts. So I defaulted to two of my favorite demon races: mo’arg and satyrs.

Mo’arg are a great race. They are probably the most versatile non-eredar race that we’ve seen. Among their numbers, we’ve seen the cyborg doomsmiths, the stunted gan’arg, the hulking felguards and the new brutes. A couple of other unique demons were never given a racial descriptor and seem like they’d be mo’arg too. However, it feels like allied race would not be enough for them. And I ended up finding satyrs to be a better fit as an allied race, since they too had Legion involvement like the eredar, and also resemble another race, much like the eredar. Unfortunately, it’s another night elf offshoot, but they could work despite this. Therefore, I introduce the satyrs.

General Information

SatyrAlliedRaceFaction: Alliance

For many night elves, satyrs are the enemy. The ancient force of corruption, made from their own brethren who listened to the whispers of the Burning Legion. And if that was not enough, they dance from one great enemy to another, dedicating themselves to the Emerald Nightmare and its Old God master. But those nuances mean few people know the truth about the satyrs and their flexibility. Perhaps there is a yet different faction of satyrs somewhere deep in the Dream, that escaped the corruption of their brethren.

Classes: warrior, rogue, hunter, priest, mage, warlock, druid, shaman.

Mount: Purified Courser (a new variant of the unarmored Legion unicorn mount)

Requirements: Future content (see below)

Introduction

Like the eredar, the satyrs are first met in a special questline that sees the Alliance – and especially night elves – return to the Emerald Dream following the end of Legion expansion. During the first months of the Legion invasion, adventurers ventured into the Emerald Dream, defeated Xavius once again, and purified it of the Nightmare taint. Again. Unfortunately, in the process Ysera, the guardian of the Dream, became corrupted and then died. The end of the raid suggests everyone that all the demigods that became corrupted and died are slowly returning (other than Ysera who somehow became a set of thermonuclear superheated balls of gas thousands of light years away). The lack of Ysera may throw a wrench into the Emerald Dream.

As it turns out in this questline, after the burning of Teldrassil, majority of night elves left either for Gilneas or Val’sharah. Malfurion led his people to Val’sharah, and that’s where he summons you. He explains that to secure this land for his people, he must cleanse Shaladrassil and enter the Dream rift still present at the roots of the tree, and he invites you along because of your role in the defeat of Xavius.

Together you venture through the portal into the Eye of Ysera, the capital of the green dragonflight. However, once there, instead of the purified tranquil glade you expected it to be, you find it in chaos. Not Nightmare, but simply nature growing out of control and fighting itself. The green dragons you find explain that without Ysera, and with all the demigods regenerating, the Dream is completely uncontrolled. The raw power cannot be contained without a guardian, and the dragons are not enough. Malfurion offers his and your help, and thus, the new faction and storyline begin.

Over time, you find that a group of satyrs who survived the purge is behind the chaos. They’ve been inciting nature to fight, all in an attempt to have that strife bring the Nightmare back. After a while, you see them succeed a little bit. Small pockets of the Nightmare begin to manifest. In one such pocket, you find an albino satyr prince who says he will bring “the Father” back no matter the cost. You and Malfurion end up following him to the Rift of Aln, where you see a great nightmare tree. From the tree, a deep and familiar voice speaks to the Albino. It’s Xavius. He survived his defeat once more, and retreated into the tree form to recuperate. The amount of satyrs there make it impossible to destroy him now, but you now know your enemy.

In the process, you also find a splinter group of satyrs led by Princess Ivixa. These particular satyrs bear no allegiance to either the Legion or Old God faction, and are simply pranksters who live in harmony with the Dream, being born to demonic satyr parents without choice in the matter. Malfurion doesn’t want to trust them, but the green dragons are willing to take that step. Together with these prankster satyrs, you venture deep into the uncharted layers of the Dream, to find the Fount of the Moon, the legendary source of power of much of dream’s endless creative energy. The Fount is revealed to be directly connected to Elune and with its help, the good satyrs are purified of their taint, while keeping their form (more or less).

In the storyline finale, the good satyrs take a part of the Fount’s power with them to confront the Albino. After a long and difficult fight, the Albino is defeated, but not before prophesising the eventual return of Xavius. “Father always returns… he is eternal.” Malfurion realizes that by turning him into a tree, he gave Xavius an unbreakable bond to the Emerald Dream. The only way to destroy him forever is to break that link and undo his ancient magic. Malfurion enters a great ritual that expends almost all of his energy to destroy the tree. Once the spirit of Xavius is liberated, Ivixa then uses the Fount’s power to sever Xavius from the Dream permanently and banish him to the Twisting Nether like yet another demon.

Storyline

Some time after completing the questline, Malfurion invites you to the Alliance embassy in Stormwind, where he vouches for the new satyr faction to join the Alliance. Anduin agrees, and decides to send you into the Eye of Ysera once again to officially recruit them. Unfortunately, after following through the portal in the Twilight Grove, you find the Eye under assault by a force of a different shade of green… demons! In the Emerald Dream!

No one knows who these invaders are, since the Burning Legion has been defeated, but everything is explained after you hear the familiar voice once again. It’s Xavius, who has returned once again, but this time green. He explains that once he was banished to the Nether, he met Mal’Ganis who offered to restore his power in exchange for serving Mal’Ganis’s new Dread Legion. Xavius quickly agreed and returned in a new, more corrupted form.

You meet up Princess Invixa and her archdruid, Zyndaxxia, in the ruins of their former palace. It is now clear to them that even banishing Xavius to the Twisting Nether was not enough. Since a sliver of the Fount’s power was not enough, you must do a very risky act of leading to the very Fount of the Moon itself. Malfurion doesn’t want to hear of it, because he fears it would risk Xavius corrupting the Fount, but Ivixa and the green dragons overrule him. He leaves in protest to fight for the Dream in a more traditional way, while you go deep into the Dream once again, with Xavius and the Dread Legion harrowing you on every step.

After going through a few layers, you finally enter the deepest and greenest layer and see the shimmering fount of power once again. Xavius is not far behind you, and is in awe at the sight of the Fount. He gloats that you led him to your doom, as he will now claim the power of the Fount, and even Elune can’t stop him. After all, did she ever stop him before from corrupting her precious children? He begins spreading fel energy into the Fount, which begins cracking and extruding a lot of holy energy. Xavius begins choking, but he is relentless. Finally, the Fount glows green with fel and Xavius laughs how he would corrupt Elune herself. And this is when things get weird.

You are all whisked away in the last moment. You end up teleporting to the surface of the White Lady. All around you is a silvery, lifeless wasteland, and despite not being underwater you get a breath bar. That is, however, the least of your worries, as you’re taking massive frost damage. You end up frozen at 1 HP, while Xavius is fighting all the way through. He laughs it off as Elune thinking a little cold can scare him, especially now that he has seen the domain of the Legion in the Twisting Nether. However, while you are frozen, he continues to take damage, and begins wasting away from the all-permeating holy energy of the moon itself. In the end, he is wholly obliterated.

Moments later, you are teleported back where you came from, to Ivixa’s old palace. As you thaw out, you see Malfurion and his night elven allies have beaten the satyrs while you were out on the moon. With Xavius taken out by Elune herself and his new army beaten back, the fey satyrs are free once again. In thanks to your involvement, Ivixa offers her services to the Alliance. You soon meet her back in Stormwind, where she officially pledges herself and her satyrs, and the allied race is officially unlocked.

Playable Race

Your new satyrs start at level 20 in the Emerald Dream version of Darkhear Thicket. Ivixa’s new palace has become a training ground for the satyrs. Their new hunters start with goat pets, and druids get forms similar to night elven – but far more shaggy, and with goat horns. Only the travel form is a proper goat.


Allied Races: Eredar

So a few days ago I made a poll on Twitter, asking for what allied races I should write about next. Foolishly, I thought it would be a good idea to include some races that are really popular right now – like vulpera and sethrak. Predictably (and yet I did not predict it) that one particular vote option skyrocketed. And you see, I’d love to write about them, but there’s just one problem. We know nothing about them. All we know about the sethrak is that they’re related to a loa called Sethralis, spread desert wherever they go, and use magical gems to call down lightning. As for vulpera, we know… they live in Voldun. That’s it. So I’m very sorry, but there is pretty much no material to base a post on. I could make up almost literally everything about them, but that would hardly do justice to the actual race we end up meeting.

Thankfully, the next set I had the strongest ideas for was also the second one most voted for. This set also represents two races I wanted to be included among the playable for some time now – (man’ari) eredar and satyrs. While I imagined the eredar as simply trainers behind draenei warlocks (much in the way of broken training draenei shamans), the new allied race system is a perfect way to include them. And since they no longer have to be bound to the actual draenei, we can deviate from their example even more. As for satyrs, you will see soon.

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Allied Races: Anubisaths

Here comes by far my boldest proposition yet – anubisaths. So far, there is very little to this race, if it can even be called that. We first met anubisaths at Ahn’Qiraj, serving the Old God C’Thun, and we were originally told they were constructed by qiraji. Which was strange, as they were giant stone constructs that looked just like most Titan constructs, except with a dog head. Only recently, the Chronicle confirmed our long suspicions that anubisaths were in fact one of the original Titan seed races and served in Uldum and the Titan facility that became Ahn’Qiraj. Still, they were the least known of all the Titanic races. Which on one hand gives us little material to work with… and on the other hand, gives us a lot of space to make up stuff.

The idea originally came from looking for an Alliance counterpart to mogu. I deliberately left out jinyu and hozen because I think they should be their own set of allied races. I didn’t want sauroks, because between them and drakonids/dragonmen, I’d rather we had the latter as a reptilian race with worgen-like animations. The list of races on Pandaria was running thin, but I decided we don’t have to look for a counterpart to mogu on Pandaria. Then, the most obvious choice was the tol’vir – another Titan seed race, one who also served under Highkeeper Ra at one point. There’s only one problem – they’re quadrupeds. Their body plan has too many logistical issues that just won’t be solved for an allied race, and changing their body plan just makes them no longer look like a tol’vir. This is when my mind wandered to another animalistic Titan race from the same general area and it felt immediately felt like a no brainer.

I think anubisaths would be another hit, much like void elves. They’re very new, but still based in the existing lore. They hit some popular themes – they’re dog like, look badass, and could have some things worgen players always wanted. Less hunched, tails, new class options. All we need is to make them fit a player race a little more, like making them smaller and made of flesh, and they become an instant hit. I loved this random idea so much I decided to stick by it for these posts. So here it is, anubisaths for the Alliance.

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Allied Races: Mogu

After the last post detailing arakkoa as two allied races, one per each faction, I was left wondering what other unlikely races could be made to fit into the mold. After all, what we expect the most of allied races are the so-called “subraces”. Essentially a variant of an existing race with only minor alterations. And in the existing examples, some of those alterations are very minor. One would almost hope for more than an additional hairstyle-level option on the tauren. The ideas I’m experimenting with here are on the far side of the spectrum – they will usually either share little more than animation rigs with existing races, and sometimes even less. They could be arguably made into full races, some time down the line. However, many of these are very unlikely to be added as a regular playable race and being added as a “low effort” allied race is their only hope for that distinction.

One of the races I like that I would hope to be added as playable one day – and which would do fine as “just” an allied race are the mogu. Personally, I think they would’ve made a perfect counterpart to the pandaren back in Mists of Pandaria, but perhaps they needed to be seeded in a bit since then to really grow and be recognized. Draenei were made almost from scratch – and from scraps of otherwise unrelated lore – and weren’t very well received at the time. Perhaps after this time the almost forgotten mogu (who happen to share most of the draenei animations) could find their brief spotlight. Here is my personal write up of how the mogu could happen as an allied race.

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Arakkoa as Allied Races

Seeing that Allied Races require only fairly brief introductory experiences, and on your main character too, I decided I would try my hand at describing the arakkoa as Allied Races – with the pre-requisites, and the short questline to unlock them. Yes, you heard it right – Allied Races, plural. Because this hypothetical scenario will involve two arakkoa races becoming playable at the same time: high arakkoa for the Alliance and dark arakkoa for the Horde. Both models are unisex.

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Secret History of the Nathrezim

Excerpt from an ancient treatise of forbidden knowledge by Thal’rakozh, the Supreme Sage of the Nathrezim Lorekeeper Order

Beware you who shall open this tome: it is not meant for the eyes of the unitiated, least off all a non-nathrezim. If you are not of our race or your mind is not ready for the third circle of initiation, this tome shall sear your mind and tear it from your flesh forever. Beware the terrible power of the nathrezim!

Some believe our race was once mortal. That we looked like humans, before we succumbed to fel corruption and grew horns and hooves, like any other pitiful mortal race would. But it is not true, for we are the ancient heritage of the Twisting Nether, older than any other demonkind, and our true origin lies not in the flesh we wear, but in the spirit of the fallen darkness. Before any mortal life achieved sentience, we already existed and were conscious of the universe around us and each other, but we bore no flesh. We were known at that time as thal’kituun, the unseen guests, the corrupting spirits of the dark who occasionally got out into the mortal realm and twisted the beings of flesh to our liking, turning them against each other for our amusement. We did not yet understand our true nature or what we could achieve, but it would soon change.

In that immemorial time, we found a world seeped in darkness, so close to turning to fel that we could infiltrate it in numbers. We saw beings of humanoid form and saw their true natures. Dark, cunning and scheming, they killed each other over the pettiest insults and feuds that lasted for generations. For ages, we manipulated them to further this bloodshed and bring their world closer to us, until finally it came so close, the doors were open to us to pour into this world. These mortals became so twisted and broken that we could bind ourselves into their flesh so thoroughly, it became truly our own. The world tipped over and wholly fell into the embrace of the Twisting Nether. This world’s name was Nathreza.

Bearing bodies of flesh but being the trueborn sons of the Twisting Nether, we embarked our into the universe to find more of our demonic kind, and more worlds to corrupt and turn to our will. We enjoyed scheming against each other as well, but we made one rule – we cannot slay each other directly, or we would become as filthy as these inferior beings of flesh. Over the aeons, we found multiple worlds prone to our manipulation, and all of them fell one by one, manipulated to turn against each other like children. Those among these lesser beings that would fall to fel corruption and become new demons were welcome to serve us… but never allowed a place at our table. They were victims and pawns, and nothing more. Only true demons, born of the Twisting Nether, were allowed to be lords.

In time, we found more races born of the fallen dark. Among them, we found annihilans, great instruments of rage who like us took mortal bodies, but one of gargantuan size and mass, perfect for their use as troops against those who would oppose our puppets in the mortal world. We found the mo’arg, a race of great ingenuity and technical talent, who enslaved the flesh of their meat puppets to machines. And we found the xetlothak, the race of great inquisitors, eyeless demons and their puppets, the hounds who would become the felhunters. Those three great ancient races of demons would unite into a great Dread Legion under our command and would corrupt hundreds of other races to join as puppets – the decadent sayaad, the corrupted Titan constructs ered’ruin, shadows of nature’s grell the imps, aberrations of the Void known who consumed the fel and became the observers.

We were lords and rulers of the mortal universe. Our Dread Legion scoured numerous worlds, until the Titans themselves took interest. The one who would be our destroyer and savior started fighting our armies. Sargeras. Champion of the Pantheon. He would send mortal avatars to worlds we invaded and single-handedly destroy whole hordes of our minions. We hated him and sought ways to corrupt his indomitable mind, but as it would prove, we did not need to do it. He found a splinter sect who worshiped the dark beings of the Void and from them learned their plans. Plans we cared not for, for we saw them as ultimately futile and remote. Yet he fell into panic and despair and turned against his own kin. He would soon free those of us he imprisoned in the accursed Mardum, and in doing so, he would be corrupted by the fel himself.

And yet his greatest triumph was our greatest failure. For we could not remain in control of the demonkind. We were bound to his will, or we would be put back in chains. If that wasn’t enough, he found another mortal race, the eredar and corrupted them, turning them into masters of his Burning Legion. We, once the true masters of the universe, were forced to play second hand to his puppets, and even sometimes the brutish annihilans would be elevated above us. But we are endless. We are older than the Titanic order by aeons, and existed for cycles beyond reckoning before the eredar were born, and we will exist for countless cycles after his Burning Crusade will end.

We will bide our time. We will endure the humiliation. When the time comes, nathrezim will rise ascendant once again. And we shall rule the universe and the false demons will be brought to heel.

Addendum by the shivarra Mahagurvi: This book is considered one of the greatest heresies against the Burning Crusade and the divine Sargeras. Sharing and espousing the views inscribed within carries with it the greatest punishment in the Burning Legion – obliteration within the Twisting Nether and the true, final death it carries with it. All copies shall be found and destroyed when possible, or sealed in planes beyond the reach of any soul, mortal or fel.


A new world awaits. Join me!

VerroakArtAvatar

Denizens of Azeroth and Outland! And Draenor too, if you still care about this universe. I bear news to you, that should be of interest to all of you. I would call you heroes, like your pretentious leaders do, but we all know you’re no heroes. The big “heroes”, the ponces running around with the artifacts, are all leaving for Argus for their big universe saving mission. And I wish them all the best, but some of us have smaller goals in mind for ourselves. Goals that directly benefit us, and not some lofty greater good. This is who I’m addressing this news to: the everyday average folks who are willing to do a job for pay.

I have found a new world. An unspoiled wilderness, filled with untapped resources, uncontacted savages and ancient ruins and primeval jungles waiting to be discovered and claimed. And this world belongs to me now. The only problem is, I do not have the manpower to have all of it charted, claimed and exploited by my own people. So I reach out to you all. Help me in this endeavour, and you shall see riches like few on Azeroth have ever seen. If you gain enough of my approval, I shall sell you small pieces of the land where you can build your palaces, strongholds, garrisons, or whatever it is you call your bases now. But first, you have work to do.

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Skalaktis, the New World


Krashpoint: The final assault

We learned a lot about our enemy in the few weeks since the timeline was changed, and as we gathered to prepare for our final assault, we learned enough to paint a complete picture. Let me sum up here a few crucial details. My father, Tarakan Krasha, a Timewalker Watcher, fell prey to the whispers of a Void entity called X’aaztre, known by many titles, including the Unspeakable One and the King in Yellow. Possessed, he changed the timeline, causing my uncle, employer and mentor, Verroak Krasha, to die in his youth. Instead, his sister, Isha, survived instead and became a philanthropist who largely took my uncle’s place. This being’s homeworld is a dark place called Carcosa which, as it turns out, used to be a world known as Karkora, until X’aaztre dropped from the sky and corrupted it. Obsessed with playing with time, the entity not only made Carcosa’s timeline a chaotic mess beyond salvation, it started messing with Azeroth’s timeline and is believed to have inspired Murozond and the Infinite Dragonflight. We did not know what it wanted to do now and why it’s done the Tarakan gambit, but we knew we had to stop it or all of time was in peril.

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