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    [RP] How to Kaldorei in Legion

    How to:
    Kaldorei in Legion

    Introduction:

    With the upcoming expansion, I thought that I could spend a little time in putting a guide together from already known sources and re-iterate them for how Warlords of Draenor has ended and how the more recent happenings not just in World of Warcraft but also from the books, affect your character and your possibly new characters in the new Legion expansion.

    Having said that, I am going to include a list of sources at the end of my post. This guide is here to help you understand what the Kaldorei are, how to play them and how to best come across as a legitimate role-player while playing them.

    Night elves, or rather Kaldorei which means "Children of the Stars" in Darnassian, the native language. They are a very difficult race to roleplay convincingly, mostly because people just so happen to confuse them with elves from other franchises such as Tolkien and D&D. There is also a distinct lack of official information from Blizzard, same as with for the Draenei, which sometimes leaves players not knowing how to portray their new character properly. They can seem, by turns, kind and peaceful, or racist and belligerent.

    I have put together a guide to help you with all of this. Sources and inspiration can be found at the bottom for more reading material.

    This is my view of the lore and how I comprehend it. I have written this to help people with their characters, so that they do not have to feel like they have to start out as someone, who is born in Darnassus and just so happens to be eighteen years of age, but loves hanging around Stormwinds Cathedral Square or Old Town: We call them 'City elves'.

    Let us start with something simple to remember. This seems to be something that a lot of people, regardless of what they play, seem to forget. Kaldorei are not human. Sure, Gnomes and Dwarves are very human-like to an extend, but Kaldorei are incredibly different. This is not bad, because it makes them difficult to play, difficult but at the same time fascinating. Welcome to the night.

    Chapter One: Finding your place

    While a lot of people would think at first about the name of their character, I would like to take this time to help you think of its personality.

    The Kaldorei have faced a lot difficulties in many years past but there are a lot of difficulties in the present and in the future as well. This brings us to the difference in character of your new Night Elf. Ultimately, this is what makes your character believable.

    Think of your place as a sliding scale from Traditional (1) to Adventurous (10)

    1---------------------------------5---------------------------------10
    Traditional<<< Neutral / Identity Crisis >>>Adventurous

    Traditional

    These Night Elves stay very close to their heritage. They live in Ashenvale Forest and other parts of Northern Kalimdor, in close communion with nature. Although most have grown used to the younger Alliance Races and tolerate their presence, they are still incredibly wary about outsiders and will keep a close eye on them. However, some of the most conservative Kaldorei might still look down on other Races.

    We can think of a traditional Kaldorei as a Guardian of the Forest, who has devoted their life to defending "the Balance" - i.e., the iron law and supremacy of Nature as Kaldorei understand it. Most will not hesitate to use extreme violence to defend the Balance, but will take the will of their leaders (especially Tyrande and the Sisterhood) very seriously. They will spend most of their time in the forest: Druids will spend their time communing with Nature, and perhaps healing Her wounds where they can; a Warrior, Rogue or Hunter will spend more time hunting, or creeping around on the lookout for intruders, such as Orcs. Priestesses will focus more on serving their people, and their Goddess Elune. Many traditional characters had grave concerns about the new World tree Teldrassil, but now that Teldrassil has been blessed by Alexstrasza and Ysera, almost all Night Elves accept it as a respectable home.

    Traditional Kaldorei will typically show open and usually extremely violent hostility towards Warlocks, Death Knights and Demon Hunters. Mages may be tolerated, as long as they do not use their powers in the lands of the Kaldorei, but are still regarded with intense suspicion. The technology and war machines of Dwarves and Gnomes has been generally accepted, but is still regarded with disdain or distate by more traditional Kaldorei.

    The vast majority of Kaldorei probably fall near this end of the spectrum. In the aftermath of the Third War, Kaldorei are having to come to terms with whole continents and races previously unknown to their culture; in the long term this will transform their society, but the majority may not yet have fully adapted to the implications of these very recent events. However, most players' characters will be at least a little adventurous. If you choose to play a relatively traditional (i.e. typical) Night Elf, you will have to figure out why she started travelling so widely, and how you intend to deal with the mages, warlocks and Death Knights you meet on the road. Choose carefully! Roleplaying with a total sourpuss isn't much fun, no matter how "in-character" the unfriendliness may be.

    Neutral / Indentity Crisis

    These Night Elves were raised in the traditional and highly conservative Kaldorei culture, but have seen the new world (The Eastern Kingdoms), and have begun to call some aspects of their heritage in to question. They are not entirely traditional, but hesitate to break away from their native culture entirely. Unfortunately, traditional Kaldorei are going to look down on them as syncretists, or even traitors, while their more adventurous kin may nonetheless find them uncomfortably traditional. Typical examples are the emissaries in Stormwind and Ironforge, and the Kaldorei sent to the Eastern Kingdoms by their leadership in Darnassus.

    Neutral Kaldorei are participant-observers, who try to learn more about the younger races while struggling to integrate within these alien societies. They are generally friendly but clumsy in cities like Stormwind and Ironforge, which they may find fascinating, but very strange and uncomfortable. They are undergoing a culture shock that might either cause them to flee back to Ashenvale, or break away from their heritage and embrace the younger races and their technology

    Neutral Kaldorei may not be sure enough of their prejudices to show open hostility to warlocks or Death Knights, but will probably feel very uncomfortable in their presence, at least at first. Imagine meeting your sister's mass-murderer boyfriend at a family dinner, or picture a young white person from a very racist family at a black church.

    Adventurous

    These Kaldorei have broken with their traditional heritage. These are free spirits who act upon their own judgement rather than following the rules set by their old culture. They respect the other races and share their knowledge with anyone willing to show them respect in turn. These Kaldorei are travellers who happily explore the new world, gaining fresh insights into the combined history of Kalimdor and the Eastern Kingdoms. Typical examples are Kaldorei that work for the Argent Crusade and former Sentinels who have gone to work as mercenaries.

    As the saying goes, you can take the Elf out of the night, but you can't take the Night out of the Elf. However decisively they may have broken with their kin, Kaldorei are still Kaldorei. Some have accepted Human and Dwarven technology in their way of life, and even carry guns instead of bows. Most nonetheless still worship Elune, although they may not consider the religion of The Light to be significantly different from their own.

    Adventurous Kaldorei offer broader possibilities for roleplaying, but should still be clearly distinguished from humans. Some may be very kind to other races, and strive for peace and harmony within the Alliance, or even beyond. Others, for whom the break with their traditional culture left a damaged or depraved psyche, may become bandits or even Twilight cultists, thirsty for gold and power within the new world they have embraced. Some adventurous Kaldorei have been integrated into Alliance forces, such as the 7th Legion.

    Before shuddering in disgust at the Night Elf maiden dancing on the postbox in her underwear, think about this for a minute. Kaldorei culture is ancient, profound and extremely conservative; making a clean break from that background would be psychologically difficult even for the most headstrong and self-confident Night Elf. Some presumably adapt well, and become well-adjusted, non-traditional Night Elves. Others may lose their way, and fall victim to insanity, mental illness, drug addiction, or who-knows-what other Kaldorei depravities. Remember this, then shudder in disgust in-character, for the right reason.

    Chapter Two: History, Culture and Society

    Origins

    The Kaldorei (lit. "Children of the stars") believe they were created (perhaps literally, perhaps simply taught) by their deity Elune, the Moon goddess, to defend the world from evil. They are one of the oldest surviving indigenous peoples of Azeroth (the others being the Trolls, and possibly Dwarves and Gnomes). They settled in prehistoric times near the Well of Eternity, at the heart of the super-continent of Kalimdor. The Well transformed them, granting them immortality and magical powers. Over time, they developed an extensive, sophisticated and highly stratified civilization, which expanded until they made contact with the Troll empires and, thanks to their superior magical powers, smashed them in war.

    The upper caste of this civilization was the Quel'dorei (lit. "Children of noble birth"), a magic-using aristocracy; in these times, "Kaldorei" came to mean the lower, non-magic-using caste. They ruled the society and controlled the military; the priesthood of Elune, at this time, played a respected but definitely secondary role. The rule of the hedonistic Quel'dorei was authoritarian and conservative; obedience and tradition were among the highest social values. However, some Kaldorei left their cities and went to explore the vast wildernesses of Kalimdor; a rare few were permitted to meet the demi-god Cenarius, and learn from him.

    The last and best-loved Queen of the Kaldorei, Azshara, betrayed her people by misusing the powers of the Well of Eternity, having fallen prey to the addiction that has always plagued mortal users of Arcane power. She summoned the Burning Legion to Kalimdor, initiating the War of the Ancients, and attempted to open a portal to admit their leader, Sargeras. She was stopped at the last only by the destruction of the Well of Eternity, which sundered the landmass of Kalimdor into three pieces (Kalimdor, Northrend and the Eastern Kingdoms). This defining cataclysm devastated the Kaldorei, destroyed their civilization and changed their society forever.

    The Kaldorei under Tyrande

    The Kaldorei reorganized into a far more nature-oriented, matriarchal society, under the leadership of Tyrande and the Sisterhood of Elune, with the advice and guidance of Malfurion and his disciples, the Druids. They settled the northern part of Kalimdor, around the feet of Mount Hyjal, at whose summit the traitor Illidan had created the new Well of Eternity, and the Dragons had planted the World Tree, Nordrassil, which sustained the Kaldorei in their immortality. The summit of Hyjal became a shrine, guarded by the Dragonflights, and the spiritual heart of Kaldorei society.

    The Quel'dorei who had survived the war and the Sundering were permitted to remain among the Kaldorei, but forbidden from ever using their arcane powers on pain of death. The Kaldorei redefined themselves, believing that their mission as a race was to protect the Balance of nature, and to serve the Dragonflights that remained whole - most of all the Red and Green, but also the Bronze and Blue Dragonflights. They reorganized their economy around the traditional crafts of the Kaldorei, and abandoned agriculture, turning to hunting for meat, and gathering other resources from the wild forest with the aid of wisps, treants and their forest allies.

    Three thousand years later, Dath'Remar led the Quel'dorei in a rebellion against Malfurion's prohibition of Arcane magic, unleashing a devastating magical storm on Ashenvale. Unwilling to order mass executions of the Quel'dorei, Malfurion pronounced their banishment; the Quel'dorei set sail for the Eastern Kingdoms, and had no contact with their Kaldorei kin for seven millennia. Some of the Quel'dorei, sickened by the treachery of Dath'Remar, remained in Kalimdor, turning away from their Quel'dorei heritage and integrating themselves among the Kaldorei. Since that time, the Kaldorei have had no nobles or aristocratic titles, and the use of arcane magic has remained a capital crime.

    After this disaster, the Druids decided to enter the Emerald Dream, to aid Ysera in protecting and healing the Balance, and to re-establish the bond between Kaldorei and the natural world. The vast majority of Druids went to sleep in the Barrow Dens, emerging only from time to time over the next seven millennia, to tend to the needs of their physical bodies, or to fight in wars, such as the War of the Shifting Sands and the Battle of Mount Hyjal. In recent years, the Nightmare made it almost impossible for Druids to enter or leave the Emerald Dream; Malfurion and many others were trapped there, and those outside were unable to reach or aid them. The recent downfall of the traitor Fandral, and Malfurions destruction of the Nightmare lord Xavius, freed these Druids from their Dream-prison, and restored Malfurion to his rightful place as leader of the Cenarion Circle.

    The Shen'Dralar

    The Shen'dralar were a sect of Highborne mages, with their own distinct culture and disciplines, and their own city in the south of ancient Kalimdor: Eldre’thalas. They also have a distinct history, as they were cut off from the rest of Kaldorei civilisation by the Sundering, and walled themselves inside their devastated city, thinking themselves the last surviving Elves in the world. The destruction of the old Well of Eternity, and their isolation from the new Well on Mount Hyjal, left them without a source of arcane power; they slowly began to weaken and fade, and realised that their days were numbered.

    The Shen'dralar contrived to imprison the demon Immol'thar, siphoning off its magical energies in order to survive; they somehow sustained this for thousands of years without being corrupted by the Fel. Eventually, the demon's confinement began to weaken, and the energies drawn from it were no longer enough to sustain their population; in desperation, their leader Prince Tortheldrin first forbade the bearing of children, and later even sacrificed many of his people in order to keep the demon confined. After the discovery of other Kaldorei still living in the world, a few of the Shen'dralar escaped his tyrannical rule and went in search of their long-lost kin. Following the recent downfall of the Prince, and the destruction of Immol'thar, these last exiled remnants of the Shen'dralar petitioned Tyrande for permission to rejoin Kaldorei society.

    The Illidari
    We do not yet know enough about them apart from the fact that they are Kaldorei and Sin'dorei who have never set foot on to our current Azeroth. For all, we do not even know if they are accustomed to Humans, Dwarves, Gnomes, Draenei or Worgen and are very likely to be in identity crisis. More will be found out when we get to read the next novel featuring Illidan.

    Politics

    The Kaldorei are still ruled by the High Priestess Tyrande Whisperwind, who leads the Sisterhood of Elune and commands the army, the Sentinels, through her surrogate daughter, General Shandris Feathermoon. The Druids of the Cenarion Circle, led by Archdruid Malfurion Stormrage, concern themselves primarily with the Balance rather than with Kaldorei society, but they play an important advisory role. Recent tensions between Tyrande and the Archdruid Fandral Staghelm came to a head when Fandral was unmasked as a traitor; now that Malfurion has escaped his imprisonment in the Nightmare and married Tyrande at last, the Kaldorei "government" is united once again.

    Religion

    Kaldorei religion is polytheistic. Elune, also known as Mother Moon and the White Lady, is revered as their highest patron deity. Alongside her, Kaldorei also revere the Ancients, such as Malorne, Aessina and Aviana. They also honour Cenarius, son of Malorne and Elune, who is regarded as the patron, teacher and benefactor of the Kaldorei - most especially the Druids. The Dragon Aspects are also held in highest honour. Although Druidic practices and religious observance differ in some respects from those of the Sisterhood, they are in no sense a separate religious group. It might be more helpful to think of the Sisterhood as the "mainstream", and of the Druids as mystics, but all consider themselves children of Elune, and devotees of one single religion.

    Elune is probably the most powerful being to have touched the face of Azeroth, and is described as the only true deity of the world. She never manifests to her followers: when she does assist them, she does so through moonlight or other indirect means, and more often calms battles than fights them. But though Elune is a caring and peace-loving goddess, she does not condemn violence when it is the last resort to win a lasting peace. The Kaldorei believe that as the Night Warrior, the goddess collects the souls of the righteous slain in battle, and sets them into the night sky as stars. Elune also grants gifts, including weapons, to her children, when they are in need of her power.

    Almost every Kaldorei settlement has a Moonwell. These small pools contain water from the Well of Eternity on Mount Hyjal, with the blessings of the Dragon Aspects and, Kaldorei believe, of Elune herself. The waters of these wells have cleansing and healing properties; they are the focal point of Kaldorei religious ceremonies, and a source of power for Druids. Their magical energies are a source of fascination for mages, who are strictly forbidden from using their powers. A few Moonwells can be found in remote and inaccessible locations favoured by Kaldorei; it is possible that their powers bless the lands around them with peace and fertility.

    The Temple of the Moon in Darnassus has a larger Moonwell, with a statue of Haidene, the first Priestess of Elune, at its centre. Haidene is portrayed holding up a bowl of water to the light of the Moon; we can imagine that the earliest Kaldorei were fascinated by the way the Moonlight shone on the still waters of the Well of Eternity, and interpreted the moonlight on the water as a symbol of the presence of the Goddess in their lives.

    Family and society

    Kaldorei society is mostly led and run by females; male Night Elves most often become Druids, traders or artisans. However, there is no suggestion that these gender roles are rigid, or that Kaldorei perceive one sex as weaker or subject to the other. Male Kaldorei can become warriors, or even priests, although they rarely serve as Sentinels and cannot advance far within the hierarchy of the Sisterhood; females can become Druids. Normally, only female Kaldorei have tattoos on their faces; this seems to be associated with a rite of passage.

    Kaldorei especially value the people around them, often presenting each other with gifts to honour their mutual friendship. Children are raised communally, and learn from an early age to think of all other Kaldorei as kin, brothers and sisters. When a sister or brother leaves their village, the entire community maintains contact with the wanderer, often sending letters and gifts to support their mission. Moreover, the Kaldorei are an embattled and dwindling race; there are probably fewer than 100,000 left in the world. Their lands are under constant threat from the aggressive, expansionist and far more numerous Orcs, and their culture is challenged by the might and wealth of the humans, whose civilisation now dwarfs that of the Kaldorei. As such, many Kaldorei are fiercely loyal to their people, and acutely aware that their continued existence as a race is in question.

    Kaldorei typically mate for life - which can of course be a very long time. Some choose to marry and settle down with their partners, but many couples find themselves "living apart together", perhaps not seeing one another for years or centuries at a time. Kaldorei often form deep bonds with their closest friends, whom they may well have known and lived alongside for millennia; the possibility of such relationships becoming physical, while popular among players, is something no game rated PG-13 will ever definitely resolve. Meanwhile, Kaldorei culture places great value on self-control and restraint, and frowns on self-indulgence; the popular player notion of Kaldorei as free-loving hedonists has little or no basis in lore. Pregnancy is much rarer among Kaldorei than for the short-lived races, but has become more common since the Kaldorei lost their immortality.

    Names

    Kaldorei usually refer to one another by their first names. In-game characters offer a wealth of ideas for suitable Darnassian first names; you can copy one, combine elements from different names, or if you think you have an ear for Darnassian, invent your own. Kaldorei surnames are usually (but not always) "translated" into English in lore, so that we have "Shandris Feathermoon", "Raene Wolfrunner" and "Malfurion Stormrage" - but also, "Faldreas Goeth'Shael". A few military characters are known by their rank and surname only, for example "Mariner Farseeker" and "Sentinel Winterdew"; many more seem not to use any surname at all, e.g. "Loganaar", "Malvor". Surnames are descriptive, perhaps evoking a Night Elf's work, personality or background; some are clearly inherited (from the mother, we assume) but others are probably chosen or given to the individual. Kaldorei generally emphasise the village or community rather than blood relationships, so their concept of "family" is much looser than for humans.

    Chapter Three: Major groups and roles in society

    The Sisterhood of Elune

    The Sisterhood of Elune serve as religious leaders, administrators, healers, and teachers, all rolled into one organisation of Priestesses devoted to serving the Kaldorei people and the will of Elune. They are granted seemingly miraculous healing powers, and trained to think before acting, so they are considered wise by many. Their traditional garment is a robe showing a symbol of the Moon. The Sisterhood is led by women, and is of course overwhelmingly female, but male Kaldorei can also be admitted.

    While Elune herself is known as a peace-loving, non-violent deity, she does not condemn violence when it is the last resort to restore peace. The Sisters use violence when they deem it necessary; some have also received training as Sentinels, and many are skilled archers, as they are expected to be able to protect themselves and the wounded in battle. Priestesses are the natural leaders among Kaldorei, and occasionally command military forces, although this role is more often left to the "professionals", the Sentinels.

    The Sentinels

    The Sentinels are essentially the Night Elf army, who defend Kaldorei lands and keep the peace. If your character is a female Rogue, Warrior or Hunter, she is likely to be a Sentinel, or to have served as a Sentinel at some point. They are a low-tech army in comparison with Humans and Dwarves, but nonetheless highly effective, relying on the cover of night and the forest to kill their enemies. They normally carry a bow and a close-combat weapon - traditionally, a Moonglaive. (These cannot be equipped in-game; scimitars and spears are good alternatives.) They could be imagined as the practical and action-oriented counterparts of their more philosophical Priestess sisters. Sentinels are quick to judge, quick to act, unfriendly to outsiders, and ruthlessly hostile to those who defile the forests they guard. They are grimly determined, strong and agile, trained to survive in the forest indefinitely, and can move unseen and unheard through the forest at great speed, often leaping from tree to tree without ever touching the ground. They use highly trained animals to support them in combat; huge Nightsabers serve as both mounts and heavy weapons, and birds - especially owls - are used to scout ahead and to carry messages to their sisters.

    There are three types of Sentinel:

    Outrunner: these Sentinels are trained to work independently, depending on stealth and knowledge of the terrain to avoid combat. They function mainly as scouts and couriers, and typically wear leather armour. Though they may be younger and less experienced than other Sentinels, they are very far from being rookies; all Outrunners will have had many decades of intensive training, and will already have perfected their weapon skills. They often perform dangerous solo missions in enemy territory; they may be considered relatively expendable, lacking the millennia of experience that makes Huntresses so valuable, while already being in their prime in terms of sheer skill.

    Sentinel: the rank and file of the Sentinels. Most Sentinels never rise above this rank, so some may be ancient veterans with vast experience. Many, perhaps all, will have served as Outrunners; in addition to their sisters' skills in stealth they have learned to conduct guerilla warfare in small teams, moving swiftly and silently, striking suddenly with terrible violence, and blending back into the trees as if guided by a single mind. They may wear leather, mail, or for pitched battles, plate armour.

    Huntress: the elite of the Sentinels, fighters of outstanding skill with long combat experience. Huntresses have the ingenuity and experience to sense the ebb and flow of a battle, and call the attack and the retreat with split-second timing. As such, the most experienced Huntresses often serve as officers, but they also guard their leaders in battle, and fight as an elite strike force.

    There are officers among the Sentinels; though the rank system and chain of command is not entirely clear, the following ranks can be found in-game:

    Lieutenant: A junior officer, who may be a Huntress, or perhaps a Sentinel with training and experience in command. In charge of a single base of operations, with perhaps twenty or thirty Sentinels.

    Commander: A senior officer, doubtless with millennia of experience and an outstanding military record. Commanders are rare; there appears to be only one for each theatre of war.

    General: Shandris Feathermoon. Lore does not categorically state that Shandris is the only General among the Sentinels, but there is no mention of any other.

    All Sentinels are relatively independent; their long experience and training hone their awareness of battle to the point that they may know what their leaders intend without needing to be told. Depending on the circumstances, an experienced Huntress might be the leader of a fairly large force. In any group of Sentinels, of whatever size, presumably the most experienced would take command; they doubtless have a finely-tuned sense of seniority, perhaps wearing subtle signs that allow them to instantly identify who should take command in any situation. Note that some RP groups will consider the ranks of "Commander" and "General" as unsuitable for player characters. "Lieutenant" or "Huntress" are suggested ranks for the leaders of Sentinel RP guilds.

    In lore and in World of Warcraft, Sentinels are almost always portrayed as female, but it is possible for male Kaldorei to serve as Sentinels too, especially in these desperate times.

    The Cenarion Circle

    The Cenarion Circle is a druidic order formed by the Kaldorei disciples of the demigod Cenarius, child of Elune, who introduced them to the Druidic path. From after the Battle of Mount Hyjal and until very recently they were led by the Archdruid Fandral Staghelm, but he has now been unmasked as a traitor, and Malfurion Stormrage, the first Kaldorei Druid and the greatest of the students of Cenarius, has returned to his rightful place as Archdruid and leader of the Circle. It was Fandral who led the Druids of the Circle in creating the new world tree, Teldrassil, as a refuge for the Kaldorei and a futile attempt to restore their immortality. However, the Dragon Aspects refused to bless their selfish act, and Teldrassil grew corrupt and crooked. After the return of Malfurion and the downfall of Fandral, Alexstrasza and Ysera consented to bless the great tree at last, and its corruption can now be purged once and for all.

    All Druids are devoted to the Balance and the service of nature. The majority spend almost all their time asleep in the Emerald Dream during times of peace, but in these desperate times of war and destruction, many (though not all) have returned to the waking world. Druids are more a part of nature than the Sentinels, who simply defend it; they heal wounded lands with their powers, helping the forests to grow and the creatures that live in them to prosper, each according to their place. Some are kind and friendly to their kin and to other races, but all are taught to set the Balance of nature above all other lives, including their own. They mostly wear garments made of furs and skins.

    Traditionally, most Druids have been male Kaldorei. Until the end of the Third War, all druids in the Cenarion Circle were male, and almost all were night elves. Female Druids and Tauren Druids in particular have existed for millennia, but until the war, they were relatively rare, and had no recognized role within the Cenarion Circle.

    Mages among the Kaldorei

    For the history of the Shen'dralar and their return to Kaldorei society, see Chapter Two.

    Tyrande's reasons for granting the petition of the exiled Shen'dralar, allowing their return to Kaldorei society and lifting Malfurion's ten-thousand-year ban on the use of Arcane magic, have not been fully explained. Doubtless, Tyrande will have taken the advice of Alexstrasza and Ysera in the matter; Malfurion's own views are not known. Any of the following considerations may have been factors in Tyrande's decision:

    • The Shen'dralar took no part in the follies of Azshara and her court, the betrayal of Illidan, or the crimes of Dath'Remar and his followers (see Chapter Two). As such, they can be held innocent of the events that led to the law against arcane magic and the banishment of the Quel'dorei.
      The exiles who attempted to return to the Kaldorei had decisively rejected the desperate tyranny of Prince Tortheldrin, risking their lives and turning their back on their Shen'dralar kin in the process.
    • The unique disciplines of the Shen'dralar have somehow permitted them to avoid the usual debilitating effects of arcane addiction on the Kaldorei; we can imagine that they are trained from childhood to handle their arcane powers with great restraint, care and self-discipline.
    • The Shen'dralar were somehow able to subsist on arcane power drawn from a demon for thousands of years, without falling victim to the corruption of Fel magic.
    • The scholars of the Shen'dralar have an unrivalled knowledge of the Arcane, and as such, of the power underlying the very fabric of the world; their insight and guidance may prove crucial to the Kaldorei in their efforts to manage the consequences of the Shattering.

    In any case, these Highborne Mages and their adventurous young Kaldorei students are regarded with intense distrust and suspicion by their kin. History has taught the Kaldorei to be wary of the Arcane, and to hate those who abuse its power; for all that they bow to the will of Tyrande, none will be quick to trust those who dabble in matters that have long been forbidden to all Kaldorei.

    Other Roles

    Many Kaldorei of both genders, perhaps the majority, take other roles in their society; not all females are Sentinels or Priestesses, and most males are not Druids. Female Kaldorei are frequently seen as innkeepers; males are seen as home-makers, or caring for sick children; both genders can be found as traders and craftspeople. These are less obvious choices for player characters, but if your character is a Warrior, Hunter or Rogue, he or she may live as a crafts-person rather than serving as a Sentinel, and see their weapon skills as a last resort for emergencies rather than a chosen profession. This is a particularly natural choice for male Kaldorei of these classes. Priests and Druids of either gender need not be actively involved in the Sisterhood or the Circle, and may live relatively simple lives among ordinary Kaldorei.

    More adventurous characters may not fit well into any of the categories mentioned above; they may have entirely departed from Kaldorei society, and be integrated among other races, or live freebooting lifestyles of their own devising. Nonetheless, they may have fulfilled one of these roles at some time in their lives, and their parents probably belonged to one or another of these groups.

    The return of the Illidari and is something that is highly interesting for most players right now, even adventurous types would face them with disgust, distrust and hostility. I am going to write more on this onc ewe know the full lore behind the return of the Illidari.

    Chapter Four: Outcasts and Exiles

    Shal'dorei and the wretched
    The Shal'dorei are introduced with Legion. Addicted to the powers of the Nightwell within Suramar Palace. The Nightwell was created with the power of one of the corrupted Pillars of Creation. Over ten thousand years ago, during the first invasion of the Burning Legion, the ancient Night Elves then harnessed the power of the well to cast a protective spell on to the majority of Suramar City, fooling the denizens of Azeroth in to believing that Suramar has been destroyed entirely. With the spell cast, the ancient Night Elves grew ever more convinced that the rest of the world has been taken over by the Legion. They became the Nightfallen (Shal'dorei), living in the once great City, perpetually shrouded in darkness. The Nightwell is a corrupt font of power and all of the Shal'dorei are addicted and dependent on its power. It is considered a great punishment to be exiled and turns them in to the wretched.

    Quel'dorei and Sin'dorei

    The Quel'dorei who went into exile in the Eastern Kingdoms with Dath'Remar had no contact with Kaldorei from that time until very recently. The vast majority now call themselves Sin'dorei (lit. Blood Elves) following the devastation of their civilisation by the Scourge. Blood Elves tolerate or even embrace Fel magic, and make no attempt to wean themselves of their addiction to the Arcane; as such, they are hated enemies of the Kaldorei.

    A few of the exiled Quel'dorei remain friendly to humans, who call them High Elves. There are mages among them, but no warlocks, and some of them have apparently freed themselves from their arcane addiction. As such, their aid as allies is grudgingly tolerated by the Kaldorei.

    Death Knights

    Warning: It is very difficult to portray a Kaldorei Death Knight in a way that other roleplayers will find acceptable. In addition to the lore on Kaldorei summarised here, there is a great deal of lore regarding Death Knights and Ebon Hold which is essential for creating a character that really "fits in" to the World of Warcraft. As such, inexperienced roleplayers are strongly advised to study the lore very thoroughly (or choose a different class) if they wish to be taken seriously.

    For most Kaldorei (even the more adventurous types), a Death Knight is a crime against the Balance, an abomination that can only be redeemed through its destruction. A Night Elf Death Knight would not be regarded as a Kaldorei by his former kin, who may indeed feel duty-bound to destroy him at the first opportunity. Any Death Knight, but most especially the Kaldorei type, would be severely unwelcome in normal Kaldorei society - far more so than even in human settlements. As such, any "Night Elf" Death Knight needs a carefully-considered backstory explaining their decision not to simply destroy themselves, and should consider avoiding traditional Kaldorei and their settlements (Darnassus, Astranaar, Auberdine, Nighthaven, etc).

    The handful of Kaldorei Death Knights who do not destroy themselves upon regaining their free will might fall into one of the following broad categories:

    Obsessed
    A "good" Kaldorei Death Knight might conceivably be committed to one last mission in the service of Elune before going to his or her final rest. His definition of the mission might also stretch if he is afraid of oblivion. It's conceivable that an adventurous Night Elf Death Knight of the Ebon Blade, for example, might become obsessed with destroying the Scourge to the point of forgetting or distorting the usual Kaldorei conception of the Balance, and so continuing her struggle as a Death Knight. This, of course, already borders on the second possibility:

    Insane
    A group of Kaldorei utterly fixated on immortality, perhaps feeling defiled at the thought of losing it, might embrace the Scourge as an opportunity to fulfil their "racial destiny", considering themselves to be the true Kaldorei, and their erstwhile kin to be the perversions of nature. Adventurous Kaldorei who already lost their sanity or moral compass in life might revel in the new opportunities for power that their Death Knight status might offer them. Kaldorei Death Knights might also choose to serve the Scourge in secret, and work to undermine the Alliance from within.

    Amnesiac
    This is something of a cliche in roleplaying, but it can be made to work. Undeath in any case would wreak havoc with a person's memories and identity; it's quite possible to imagine a Kaldorei Death Knight simply not remembering who she is or where she comes from. Such a character might pick up the traits of other races more widely represented at Ebon Hold, and behave very much like a Human Death Knight, for example - she might also be shocked and baffled by the negative reactions of her erstwhile kin. If such a character were to regain her memories or her sense of self as a Kaldorei, she would presumably be devastated by her new-found perspective on undeath, and might very well be driven to self-destruction or insanity.

    Demon Hunters

    With the Demon Hunter class being playable in Legion, RP groups will have to start accepting them at least out of character, but please keep some things in mind.

    Demon Hunters are usually Kaldorei and Blood Elves who have been trained by Illidan, inspired by his example, they have devoted their entire life to fight the Burning Legion. They use fel powers and powers they have stolen from demons in a sense of "Fighting fire with fire" to defeat Demons at any and all costs.

    Any and all Kaldorei who would willingly consider a Demon Hunter their ally is usually subject to mistrust and suspicion among their kin. Even during the dire times of need the Demon Hunters remain Outcasts.

    Background and Maturity

    Age and mortality

    Night Elves were once immortal, but became mortal again 7-9 years ago when Nordrassil was destroyed in the Battle of Mount Hyjal. No Kaldorei knows for sure how long they will now live, but presumably they can expect a "normal" Kaldorei lifespan. In lore, Blizzard's current official stance is that all elves are now mortal and live for "thousands of years". It is not yet known whether the recent blessing and cleansing of Teldrassil by Alexstrasza and Ysera will restore their immortality.

    Most Kaldorei are therefore very old. Unless your character is under-age, she will be at least 110 years old, and may have lived for several thousand years. Roleplaying this is particularly difficult; the older she is, the less it will work to just pick a number. Trying to imagine how she has spent her life, what she has learned, and what joys or traumas she may have suffered, is essential to the process of discovering how she may think and behave. Above all, remember that a 110-year-old Kaldorei is not equivalent to an 18-year-old human, in any way whatsoever.

    Youth and maturity

    Kaldorei mature physically and mentally at more or less the same rate as humans, so that a 20-year-old is capable of having relationships, bringing children into the world, and leaving home to travel. However, Kaldorei define "adult" in a radically different way from humans; to them, anyone less than a century in age is a child. Kaldorei may not be fully accepted as responsible, adult members of their society until their age can be counted in centuries, rather than years.

    The first few centuries of a Kaldorei life are presumably nothing like the first 18 years of a human life. We can imagine a typical young Kaldorei learning everything that is known about their history, reading practically all classical Kaldorei literature, and learning several ancient languages, just in the course of their "basic" education. On the practical side, every normal Kaldorei may have spent days watching a single plant, and weeks watching a single animal, just to understand them better; they may know every tree in their homeland from the feel of its bark, and be able to run blindfold from one edge of the forest to another without missing a step. The youngest Priestess has probably spent decades studying the wisdom of Elune, and may well know all the classical texts from memory; a Sentinel has perhaps spent three years perfecting the fourteen defences and twelve counter-attacks to the Leaf-Brushes-Stone occluded feint; a Druid could know every large mammal and many of the birds in Ashenvale forest individually, and have spent so many years listening to the trees that he has begun to understand their language. And here's the really strange part: for Kaldorei, anyone who has not yet learned these things is still a child. Such an education may seem almost mythical to mere humans, but Kaldorei take it for granted.

    As for older Night Elves: it is impossible for us to truly imagine living for thousands of years. The older your character is, the more alien she will seem to humans like ourselves. Playing a millenia-old Kaldorei is a challenge for the truly brave (or the truly foolish) among roleplayers. For these characters, studying the lore and composing a believable personal history (even if you never explain it to anyone else) are essential.

    Place of Origin

    Regarding origins, the classic newbie mistake is to say "I'm from Darnassus." This implies being no more than ten years old! The same applies for anywhere in the Eastern Kingdoms. The obvious choice of homeland for Kaldorei is Ashenvale or Moonglade; Astranaar and Nighthaven were the largest Kaldorei settlements until the creation of Teldrassil. Darkshore (probably Auberdine), Winterspring, Sardor Isle (off the coast of Feralas) and Stonetalon Peak are also possible birthplaces for relatively young Kaldorei. There are other options, especially for older characters, such as Silithus, Feralas, the Azuremyst isles, Azshara and Felwood, but for these it's best to study the lore thoroughly before creating a character.

    Chapter Six: Attitude towards allied races

    Humans

    Kaldorei consider humans to be a promising race, but are understandably cautious about this very youthful, impatient and increasingly powerful civilization. Younger and more adventurous Kaldorei may be more at ease with humans; some may even feel more comfortable among humans than in their own culture. Traditional Kaldorei, on the other hand, may not take these human infants very seriously.

    Dwarves

    Kaldorei have a love-hate relationship with Dwarves. Dwarves can at least reach an age at which Kaldorei would consider them to be properly adult, and share with Kaldorei a fascination for ancient history. On the other hand, Kaldorei are likely to despise Dwarvish drink-till-you-drop tendencies - not for the drinking itself, but because passing out and hangovers the next day are proof of childish self-indulgence, or lack of self control. Traditional Kaldorei will rarely have any contact with Dwarves, since they are unlikely to travel to the Eastern Kingdoms; Dwarves visiting Kalimdor might be treated with an aloof tolerance, provided they aren't falling down drunk. More adventurous Kaldorei may respect and appreciate Dwarfish culture and technology.

    However, Hemet Nesingwary and his ilk represent a strain of Dwarvish culture utterly repugnant to the majority of Kaldorei, even the more adventurous. Dwarves (or other races) who indiscriminately slaughter and plunder wildlife, disrupting the Balance, will swiftly earn the hostility of most Kaldorei.

    Gnomes

    Gnomes are liable to set most Kaldorei's teeth on edge. Their irrepressible enthusiasm for using technology to solve every problem is something many Kaldorei have learned to tolerate, but always grudgingly; only the most adventurous Kaldorei will honestly appreciate some of their technology. Others will generally find Gnomes flighty and excitable, and while they may find the equipment Gnomes construct to be useful, in some circumstances, most will nonetheless regard it as dangerous and unnatural

    Draenei

    Of all the races, Night Elves have the most in common with the Draenei. The Kaldorei appreciate the peaceful and positive aspects of Draenei culture, although they may not share the Draenei tendency to think the best of others. Both races were decimated by reckless use of magic calling demons onto them: the main difference is that the Draenei continue to embrace magic, and have the active protection of the Naaru in their exile, while the Kaldorei fought off the demons and renounced magic, and do not have direct personal contact with the powers that rescued them. Adventurous Night Elves are likely to find the common ground appealing. Traditionalists may respect the Draenei for the same reason, but may also disdain their failure to save themselves or their continuing use of magic, revile the Draenei for their physical similarity to the now-demonic Eredar, or simply mistrust them on principle because they are not Kaldorei.

    Chapter Seven: Timeline

    Especially useful for older characters, this timeline can help straighten out what major events occurred at different stages in your character's life. Blizzard has revised the timeline of recent events repeatedly, so all events after WarCraft 3 are inconclusively timed. For some of the variations, check WoWwiki:

    Blizzard's official 2004 timeline (at WoW launch):
    http://www.wowwiki.com/Timeline_(fro..._site%2C_2004)

    Blizzard's official 2007 timeline (at TBC launch):
    http://www.wowwiki.com/Timeline_(fro..._site%2C_2007)

    WoW Gamepedia's Timeline (Ultimate Visual Guide):
    Http://wow.gamepedia.com/Timeline_(U..._Visual_Guide)

    Ancient Times

    Over 10.000 years ago - The War of the Ancients
    An ancient race called night elves recklessly pursue the use of arcane magic and manipulate the powers of the Well of Eternity. Their efforts catch the attention of the fallen Titan, Sargeras. War erupts between the night elves, and the demonic hordes of Sargeras' Burning Legion. The Well of Eternity is destroyed, and the Great Sundering splits the continent of Kalimdor. The World Tree Nordrassil is created.

    Over 6.800 years ago - The Founding of Quel'Thalas
    The Highborne sorcerers of night elf society are banished from Kalimdor after continuing to use forbidden arcane magic. The banished night elves arrive in the Eastern Kingdoms, transforming into high elves. The high elf kingdom of Quel'Thalas is founded, and the high elves use a vial of water from the Well of Eternity to create a new fount of power, calling it the Sunwell.

    Over 2.800 years ago - The Troll Wars
    The high elves of Quel'Thalas fight a brutal conflict with the native Amani trolls of the region. The human tribes join together to form the great nation of Arathor. Facing certain defeat, the high elves ally with the humans to combat the troll menace. The high elves teach select humans magic in exchange for their aid. The Amani trolls are defeated.

    Over 230 years ago - The War of the Three Hammers
    In the mountain peaks of Khaz Modan, the dwarven High King Modimus Anvilmar dies, and civil war erupts between three dwarven clans; the Bronzebeard, Wildhammer and Dark Iron. The Bronzebeard clan emerges the victor and takes control of the dwarves' capital city of Ironforge.

    Recent Times

    Year 0 - The First War
    Sargeras launches another attack on Azeroth, using orcs from the world of Draenor as his pawns. Orc forces spill through the magical gateway called the Dark Portal, which links Azeroth to Draenor. The orcs leave a swath of devastation in their wake.

    Year 5 - The Fall of Stormwind
    The kingdom of Stormwind is unable to withstand the might of the Orcish Horde. King Llane Wrynn is assassinated, and the capital Stormwind City, is razed. The survivors, including young Prince Varian Wrynn and Sir Anduin Lothar, flee north to the kingdom of Lordaeron. Lothar tells King Terenas Menethil II of Stormwind's fall and the impending orcish assault. Terenas unites the seven human kingdoms, and later the dwarves, the gnomes, and the high elves, forming the Alliance of Lordaeron to combat the bloodthirsty forces of the Horde.

    Year 6 - The Second War
    After brutal and bloody fighting, the Alliance of Lordaeron triumphs over the Horde at Blackrock Spire. Anduin Lothar is slain by orc warchief Orgrim Doomhammer. General Turalyon leads the forces of the Alliance after Lothar's death, and crushes the remnants of the Horde armies. The remaining orcs are rounded up and placed in internment camps, and the Dark Portal is destroyed.

    Year 8 - The destruction of Draenor
    The orc shaman Ner'zhul utilizes the rift that remains after the Dark Portal's destruction to send orcs into Azeroth once again. Alliance forces, known as the Alliance Expedition, are subsequently sent through the rift to Draenor, where they continue to fight the remaining Horde forces. Ner'zhul opens multiple portals across the world of Draenor. Strained by the vast energies that result, Draenor is shattered; a large fragment becomes the realm of Outland.

    Year 18 - The New Horde
    The orcs held in the Alliance's internment camps are freed by Orgrim Doomhammer, Grom Hellscream, and Thrall, an orc who was raised by humans as a slave and gladiator. Thrall is named warchief of the new Horde.

    Year 20 - The Third War
    The Burning Legion launches another assault on Azeroth using the Lich King. The Plague of Undeath spreads throughout the kingdom of Lordaeron, resulting in the rise of the Scourge in Lordaeron. Prince Arthas Menethil falls to corruption, taking up the cursed runeblade Frostmourne and murdering his father King Terenas Menthil II. The Sunwell is defiled, and the demon lord Archimonde is summoned into Azeroth. Many survivors flee to Kalimdor, including humans led by Lady Jaina Proudmoore, and orcs led by Thrall.

    Year 21 - The Battle of Mount Hyjal
    On Kalimdor, the orcs establish a home in Durotar, allying with the Darkspear trolls and the tauren. The survivors in Kalimdor are brought together by the Prophet Medivh, and unite against Archimonde's onslaught. Archimonde is defeated at Mount Hyjal, but the World Tree Nordrassil is badly damaged, resulting in the night elves losing their immortality.

    Year 22 - Rise of the Lich King
    Arthas Menethil travels to Northrend. Former high elf ranger-general turned banshee Sylvanas Windrunner establishes the Forsaken, taking control of the former kingdom of Lordaeron. Arthas ascends Icecrown Glacier, shattering the Frozen Throne and taking his place as the Lich King.

    Year 25 - The gathering storm
    King Varian Wrynn of Stormwind is kidnapped, and his son Anduin Wrynn is temporarily crowned. The black dragon Onyxia is discovered in Stormwind City. An assault is launched on Blackwing Lair, home of the black dragon Nefarian. In the deserts of Silithus, the qiraji launch an invasion at the behest of the Old God C'thun. Kel'Thuzad launches an attack on Azeroth from the dread citadel Naxxramas in the Eastern Kingdoms.

    Year 26 - The Burning Crusade
    The blood elves of Quel'Thalas join the Horde. In Kalimdor, the draenei crash-land off the northern coast, and ally with the Alliance. The Dark Portal is rebuilt and re-opened by Lord Kazzak, and both Horde and Alliance forces travel to Outland. There the orc Garrosh Hellscream is discovered by Warchief Thrall, and taken back to Azeroth to act as an advisor. Prince Kael'thas Sunstrider of the blood elves allies with the Burning Legion, attempting to summon the demon lord Kil'jaeden to Azeroth. The Sunwell is restored with the heart of the naaru M'uru.

    Year 27 - The Wrath of the Lich King
    The Lich King launches a new assault on Azeroth, attacking Stormwind City and Orgrimmar. Alliance and Horde forces both travel to Northrend to combat the Lich King. The Argent Crusade is established. Death knight defectors from the Lich King's armies form the Knights of the Ebon Blade, allying with both Alliance and Horde. Garrosh Hellscream is sent to lead the Horde forces in Northrend. The Lich King is defeated.

    Year 28 - The Cataclysm
    Thrall steps down from his position as warchief and appoints Garrosh Hellscream as the new leader of the Horde. The former Dragon Aspect Deathwing bursts through into Azeroth from the Elemental Plane, shattering the surface of the world as tensions between the Alliance and Horde continue to build. The worgen of Gilneas join the Alliance, and the goblins of the Bilgewater Cartel join the Horde. The Elemental Lords Ragnaros and Al'Akir are slain. as well as Cho'gall, leader of the Twilight Cult. The Dragon Aspects expend the last of their power to kill Deathwing, and the Age of Mortals begins.

    Year 30 - The Invasion of Pandaria
    All-out war erupts between the Alliance and Horde when Warchief Garrosh Hellscream destroys the city of Theramore with a mana bomb. Archmage Rhonin dies, and Lady Jaina Proudmoore takes his place as leader of the Kirin Tor, a council of some of Azeroth's most powerful magi. Pandaren residents of the Wandering Isle ally with both the Alliance and Horde as the continent of Pandaria is discovered. The sha are released on Pandaria, and the Thunder King Lei Shen is resurrected. Garrosh orders the assassination of the Darkspear leader, Vol'jin. Jaina forcibly removes the Horde from Dalaran, throwing the magocratic city-state's support behind the Alliance. Vol'jin begins the Darkspear Rebellion, pitting Horde against Horde. The Alliance covertly assists the Darkspear rebels, seeking to end Garrosh's reign as warchief.

    Chapter Eight: Famous Kaldorei

    A number of Kaldorei have played formative roles in the history of Kalimdor and Azeroth. Here we list the most significant characters in lore. Note: many RP groups will not accept player characters who have any kind of relationship with these individuals; they may have met and spoken at some point, but should not be taken as blood relatives, friends or mentors.

    Good Night Elves

    Tyrande Whisperwind
    The most revered of all living Kaldorei, wife to Malfurion Stormrage and surrogate mother to Shandris Feathermoon. She is the High Priestess of the Moon; chosen by the Goddess herself, she ‘hears the voice of Elune’ as she puts it. She is also formally the creator and leader of the Sentinel Army, though she leaves most of these duties in the hands of Shandris.

    Malfurion Stormrage
    Arch-Druid of the Cenarion Circle and husband to Tyrande Whisperwind. He witnessed the Sundering first-hand along with Tyrande, and was the founder of the Cenarion Circle along with the demi-god Cenarius, who chose him to be the first Druid of the Kaldorei. He slept for seven thousand years, from the start of the Long Vigil until the Third War. After the Third War he was lost in the Nightmare, but has recently returned to reclaim his place as Archdruid from the traitor Fandral Staghelm.

    Shandris Feathermoon
    General of the Sentinel Army. Shandris is a fiercely determined warrior and archer, who was taken into the care of Tyrande after her village was destroyed. She is one of Tyrande's most loyal followers.

    Jarod Shadowsong
    Leader of the Kaldorei resistance during the War of the Ancients, brother to Maiev. His skills in command were said to be so impressive that even the demi-gods placed themselves under his command. He and Shandris allegedly had a relationship, but later, Jarod went missing for thousands of years.

    Maiev Shadowsong
    Formerly the jailer of Illidan Stormrage, leader of the Wardens who kept him imprisoned and sister to Jarod. Maiev became embittered after most of her Wardens were slaughtered by Tyrande, who freed Illidan to help fight Archimonde. After the Third war, when Illidan roamed free and wreaked havoc, Maiev pursued him across the whole of Azeroth and even into Outland. There, her Wardens were overwhelmed by the demons of Illidan and she was presumed dead for many years. Recently, she assisted a group of heroes in defeating Illidan, but then vanished once more. After Illidans demise, she imprisoned the surviving followers, the Illidari, vowing never to allow the fel-touched demon hunters to roam free ever again.

    Notorious Night Elves

    Queen Azshara
    The last Queen of the Kaldorei before the War of the Ancients. Deeply loved by her people, none foresaw the hubris that led to her betrayal and downfall. She conspired with the demon Sargeras, believing him alone to be a worthy partner for her. Her attempts to turn the Well of Eternity into a portal powerful enough to bring Sargeras himself to Kalimdor failed, and the Well exploded, sundering the continent and casting Azshara and her Quel'dorei followers to the bottom of the ocean. There, they became the Naga, and Azshara still rules as their Queen.

    Lord Xavius
    Xavius was an advisor to Queen Azshara before the Sundering; he encouraged her catastrophic flirtation with the Burning Legion, and during the War of the Ancients, he gave himself to them, becoming the first Satyr. At the end of the war, Malfurion transformed him into a tree and imprisoned him beneath the ocean, but once there he aligned himself with dark subterranean powers, and became one with the Nightmare. As the new Nightmare Lord (though in truth only a servant of his unnamed master) he overcame and corrupted several Green Dragons, imprisoned Malfurion and many other Druids in the Nightmare, and brought the Emerald Dream (and with it, the world) to the brink of chaos. He was recently defeated by Malfurion and Tyrande, and destroyed; with him gone, the Nightmare, although still dangerous, no longer dominates the Emerald Dream. Now, xavius leads the conquesst of Val'sharah, where the tainted World Tree Shaladrassil spreads the Emerald Nightmare's corruption. With an army of vile satyrs at his command, Xavius will stop at nothing to vanquish all who oppose the Burning legion.

    Illidan Stormrage
    The Betrayer, who first used Fel powers to fight the Burning Legion, but later allied himself with the demon lords. He was embittered by Cenarius' choice of his brother Malfurion as his student, and Tyrande's choice of Malfurion as her mate. He poured the waters of the Well of Eternity into the lake atop Mount Hyjal, creating a new Well of Eternity; for this his brother imprisoned him for all eternity. After ten thousand years, he was released by Tyrande in the Third War, but quickly went rogue after helping to defeat Archimonde. He was finally slain in Outland by Maiev Shadowsong and her allies.

    Fandral Staghelm
    The brilliant General of the Kaldorei armies in the War of the Shifting Sands, Fandral was named Arch-Druid during Malfurion’s seven-year imprisonment in the Nightmare. An arrogant, selfish Kaldorei supremacist, he was later found to be secretly poisoning Malfurion, in league with the Nightmare Lord Xavius. He was held prisoner by the new Wardens in Mount Hyjal until he met his timely end after he deserted everything he knew to join the Ragnaros.

    Lady Vashj
    A former ruler of the city Vashj’ir, Vashj was the right-hand of Queen Aszhara during the War of the Ancients and continued to be so after the Sundering and their transformation into Naga. She aided Kael’Thas in leading an expedition into Outland, but her plans there were eventually thwarted, and she was slain.

    Lady Naz'jar
    Another Sea witch, leader of the Naga forces of Vashj'ir.

    Tidemistress Athissa
    Queen Azshara, former leader of the ancient night elves, rules the naga with supreme authority. Her servants are many but few can match the fanatical devotion of Athissa. At her queen's command, she is poised to lead a massive naga army in to Aszuna, a region rumored to hold a long-lost titan relic of power. Nothing will stand between Athissa and this prize--not the cursed night elf spirits who haunt the land nor the Horde and the Alliance forces that are gathering on the Broken Isles.

    Chapter Nine: Avoiding common mistakes

    Most players pick up their lore as they play the game, so certain beginner mistakes in backgrounds are unavoidable. This handy list will let you avoid most of them:

    Born in Darnassus, or elsewhere in Teldrassil. The new world tree was created by order of Archdruid Fandral Staghelm after the events of Warcraft III, only 6-8 years ago. The 'obvious' choices of homeland for Kaldorei are Ashenvale and Moonglade; Astranaar and Nighthaven were the largest Kaldorei settlements until the creation of Teldrassil. For more suggestions, see Chapter Five.

    Raised in an orphanage/by evil step parents. Kaldorei children are raised communally, in peer groups of other children in the settlement born at the same age (see Chapter Two). The tradition of calling other elves sister/brother is because this is how most Kaldorei come to see the other children they are raised with. In this environment, an orphaned child would not lack parents willing to take them in, and systematic mistreatment is extremely unlikely.

    Being a lady/lord/other noble title. Night Elves have not recognised aristocratic titles since the Sundering 10,000 years ago, and they are ashamed of ever having done so, as their nobility was responsible for allowing demons to find Azeroth (see Chapter Two). Most Kaldorei will react with open hostility to the suggestion that they, or any other Kaldorei, should be accorded a noble title. All Night Elf titles of respect are related to the person's job, and earned personally by hard work, never inherited. The handful of Quel'dorei who remained after the exile and integrated among Kaldorei renounced not only their magic, but also their heritage and all their titles, in profound shame at what their kin had done.

    Half-elves. Kaldorei are notoriously xenophobic, and until recently were very unlikely to even meet other races, let alone have their kids. It's possible that a Kaldorei could have a Highborne parent, who was either exiled after the character was conceived or gave up magic and stayed with the Kaldorei. It's also possible to imagine a mix of human and Quel'dorei. However, human-Kaldorei hybrids have only become possible since the events of WarCraft III, meaning that such characters can be no more than ten years old.

    Raised by/closely related to/mentored by a major lore character (see Chapter Eight). This is the Kaldorei equivalent of being the daughter of Arthas or the lovechild of Jaina and Thrall; such characters would be lore NPCs, and not player characters at all. Kaldorei live long lives, so it's quite possible that your character has met one or more of these individuals, and may even have worked with or for them. Keeper Remulos seems to be on first-name terms with every single druid, but still, being his personal student or protege is not a good idea. Otherwise, a good rule of thumb is that if your character has met a lore NPC, that NPC should have no particular reason to remember the occasion.

    Teetotal. Night Elves have both bars and native alcoholic drinks - moonberry juice is described as potent enough to make a dwarf lightheaded - but Night Elf culture has little tolerance for open drunkenness. So, Kaldorei have no taboo against drinking, but would normally disdain the irresponsibility and lack of self-control of anyone who gets falling-down drunk.

    Green eyes. This would be a Blood Elf; green eyes among Kaldorei are specifically a sign of addiction to arcane or fel magic. Kaldorei eyes are silver - or less often, gold, which is sometimes taken as a sign of Druidic talent. In ancient times, when golden eyes were rarer, they were regarded as an omen of greatness.

    Squeamishness. Well, it is actually possible to imagine a Kaldorei who is squeamish about killing animals, or who can't stand the sight of blood. But Kaldorei generally hunt, kill and eat animals the way you or I eat popcorn; they regard this as normal, and even more, as necessary for the preservation of the Balance. So, although some Kaldorei may be vegetarian, or unwilling to personally kill animals, proponents of "animal rights" as such would be regarded as crackpots.

    Closing remarks

    I have partially updated this guide posted by Aldrannath a few years ago and I am going to keep it updated to my best ability. Any and all feedback is welcomed and I would like to encourage you to post things that you think may improve this overall (with source if possible).

    Roleplaying is something we all share and it is something that lets us immerse in the World of Warcraft, let us make sure we do it right, right City Elves? (oh yes I did)

    Sources:
    I have mostly copied (albeit corrected some things and fixed some typos) this guide but intend on continuing it to help people roleplay in Legion as their guide is outdated by five years by now.
    http://scarteleu.wikia.com/wiki/A_Gu..._Elf_character
    http://wowwiki.wikia.com/wiki/Alliance_Player%27s_Guide
    Last edited by Lillyth; 2016-07-16 at 07:12 PM.

  2. #2
    Added an additional paragraph to Chapter Four about the Quel'dorei's addiction and the Sunwell Ring.

  3. #3

  4. #4
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    Quote Originally Posted by Lillyth View Post
    *amazing Thread here*
    I have two questions for you:

    1. How are Night Elves attitude towards Worgens? We know some of the druids feel guilty because what they became after the curse and helped them, but after Wolfheart there has been no actual development of these two races togather. They do have druidism in common though! So whats your thoughts?
    2. You said green eyes are impossible with night elves, but since WC3 I always noticed Maiev Shadowsong had green eyes, which is fairly strange since she was not corrupt nor she was addicted to arcane magic (except she used Blink). Is there any explanation to that? Or its just the gear she used?
    War is deception, a game played best from the shadows!

  5. #5
    Quote Originally Posted by Spichora View Post
    I have two questions for you:

    1. How are Night Elves attitude towards Worgens? We know some of the druids feel guilty because what they became after the curse and helped them, but after Wolfheart there has been no actual development of these two races togather. They do have druidism in common though! So whats your thoughts?
    2. You said green eyes are impossible with night elves, but since WC3 I always noticed Maiev Shadowsong had green eyes, which is fairly strange since she was not corrupt nor she was addicted to arcane magic (except she used Blink). Is there any explanation to that? Or its just the gear she used?
    1. The Worgen were first brought in to Azeroth by combining the Fang of Goldrinn with the Staff of Elune, if I am not mistaken. This became the Scythe of the Elune, thus allowing druids the "Pack Form". However, it was not long before they lost control over this savage form and Malfurion banished them in to the emerald dream. Arugal tried to summon minions but ended up summoning the worgen and thus allowing them to spread the worgen curse.
    2. I believe you are referring to her model in Warcraft 3. I am sure that was just a design choice of what looks "cool" same as how Arthas did not have Blue glowing eyes as a death knight but now all Death Knights do in the World of Warcraft. While we have never seen Maiev without her helmet on or for the matter, without her attire / armour at all! I cannot say for sure on this, but as far as WoW is concerned, I am sure Nelves cannot have green eyes unless they really are completely, filthily tainted in fel. Cordana's datamined model has green eyes, I believe.

    I would go further in to detail on the worgen and the whole green eye thing after I have played all of the Legion Balance Druid (Scythe of Elune) related story quests. And probably Genn Greymane's quests as well. And read the new Illidan book, of course.
    Last edited by Lillyth; 2015-12-20 at 02:17 PM.

  6. #6
    Warchief Zenny's Avatar
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    Very nice guide, but I believe a lot of it is sourced from non-canon information? I don't RP myself so I'm not sure if that is a problem for some people.

  7. #7
    About question2:
    New normal warden model in Legion shows that wardens have green eyes too,not just Cordana.
    I remember that wardens always have green eyes(both in WC3 and WOW).
    I presume that eyes are green, not the helmet.However, Maiev seems never be unmasked in any official artwork.
    Much appreciated.
    Last edited by afoolishman; 2015-12-21 at 05:26 AM.

  8. #8
    Maeiv isn't considered a hero by Kaldorei society anymore. She attempted to sabotage to reintroduction of the Highborne and assassinate Malfurion, and has been missing since.

  9. #9
    Quote Originally Posted by afoolishman View Post
    About question2:
    New normal warden model in Legion shows that wardens have green eyes too,not just Cordana.
    I remember that wardens always have green eyes(both in WC3 and WOW).
    I presume that eyes are green, not the helmet.However, Maiev seems never be unmasked in any official artwork.
    Much appreciated.
    Yeah, as I said, I do not know the intention behind the whole green eye warden thing. I do not know how the warden are used in Legion, mainly because I do not wish to spoiler myself. I can go more in to detail once I have played most of Legion. This would be easier if I had a beta key, but yeah.

    Edit: Part of me would love to believe that the Warden work closely together with the green dragonflight and are affected by Ysera for some reason. Buuut.. That is only something I would love to believe.
    Last edited by Lillyth; 2015-12-20 at 05:17 PM.

  10. #10
    Pandaren Monk Azahel's Avatar
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    OR you can play on MoonGuard where everyone is now Illidan's secret son/daughter/lover (all of it at times) and the most powerful Demon Hunter in history, with 30000 midicholian count.
    And half dragon.

  11. #11
    WOW!!! As a person who only plays dark themed characters, and never RP for that matter, really made me wanna try out night elf RP Amazing guide, thanks for all your efforts

  12. #12
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    The only problem that I see with the description is the vast majority of Night Elves are fully traditional. That might be the case before ultra-traditionalist Fandral Staghelm's coup and his defection to the Twilight Hammer. He took many followers with him, painting the ultra-traditionalists as traitors of the Kaldorei.

  13. #13
    Green would be an acceptable, if cheesy and poorly thought out, eye color for druids after Stormrage.

    Excessive drawing on World Trees and the Dream left Malfurion's eyes green rimmed at the end.

    While I wouldn't condone it, certainly it's canonically plausible.

    Not saying this is a good idea.

    Just that there is precedent for it, which fits, as Druidic magic has been hinted at changing you at some level since their first appearance had the Druids of the Claw stuck as bears, and in the WotA trilogy when Cenarius mentioned that other Night Elves who followed him weren't Night Elves anymore.
    Last edited by ruinshin; 2015-12-21 at 12:25 AM.
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  14. #14
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    Legion being 5 years after WoD is still a rumor, it shouldn't be used on the timeline.

  15. #15
    Brewmaster Spichora's Avatar
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    Quote Originally Posted by Rigged Cannibal View Post
    Maeiv isn't considered a hero by Kaldorei society anymore. She attempted to sabotage to reintroduction of the Highborne and assassinate Malfurion, and has been missing since.
    Well if you have heard the sound files for Legion she seems to be pardoned and is fighting for the good if her people, she even freed Demon Hunters
    War is deception, a game played best from the shadows!

  16. #16
    Didn't Maiev go crazy and start killing highborne in one of the novels? I'm not sure she counts as " good " any more.

    Quote Originally Posted by Spichora View Post
    Well if you have heard the sound files for Legion she seems to be pardoned and is fighting for the good if her people, she even freed Demon Hunters
    If I recall that was her brother, not Tyrande, Tyrande has the final say not Jared.

  17. #17
    Quote Originally Posted by Zephre View Post
    Didn't Maiev go crazy and start killing highborne in one of the novels? I'm not sure she counts as " good " any more.


    If I recall that was her brother, not Tyrande, Tyrande has the final say not Jared.
    Not the same group. Jarod's VO's mention a reunion between the three. The Warden prison has something odd going on. Apparently, Maiev doesn't lead the Warden either. Some sort of High Council
    Ferlion <level 85 Druid - Proudmoore>
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  18. #18
    Brewmaster Spichora's Avatar
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    Quote Originally Posted by Zephre View Post
    Didn't Maiev go crazy and start killing highborne in one of the novels? I'm not sure she counts as " good " any more.


    If I recall that was her brother, not Tyrande, Tyrande has the final say not Jared.
    yes it was Jarod, but then again it tells the whole thing in my opinion, if we accept demon hunters, released by Maiev and Jarod forgives her, that means she is forgiven. Tyrande going against her after these actions would make her look bad. And isnt Tyrande all about forgiveness? setting 10 000 year prisoners free . She would not want to make herself look bad would she?

    P.S. Tyrande can jump off from Teldrassil, would be a relief to Azeroth! Watchers remember!
    Hers sincerely - Loyal Warden!
    War is deception, a game played best from the shadows!

  19. #19
    Elemental Lord Lady Dragonheart's Avatar
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    I like this guide, it is very informative and well organised.
    I am both the Lady of Dusk, Vheliana Nightwing & Dark Priestess of Lust, Loreleî Legace!
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    <3 ~ I am also the ever-enticing leader of <The Coven of Dusk Desires> on Moon Guard!

  20. #20
    Quote Originally Posted by Lillyth View Post
    Yeah, as I said, I do not know the intention behind the whole green eye warden thing. I do not know how the warden are used in Legion, mainly because I do not wish to spoiler myself. I can go more in to detail once I have played most of Legion. This would be easier if I had a beta key, but yeah.

    Edit: Part of me would love to believe that the Warden work closely together with the green dragonflight and are affected by Ysera for some reason. Buuut.. That is only something I would love to believe.
    Sorry for spoilering you..

    Yeah, explanation about wardens' green eyes is vague, hard to draw a conclusion now.
    I believe they were born with green eyes, but who knows the truth? Maybe Maiev was affected by the Shadow Orb(found in the tomb of Sageras)(like Cordana, but less serious)?
    Wait for revealing.

    BTW, green eyes are beautiful~~
    Last edited by afoolishman; 2015-12-21 at 05:29 AM.

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