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L&RP Headcannon Thread
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Because, quite frankly, we need this. We sort of do need to wrangle out our obscenely long and flowing head-cannons, some of which have been building for over four years. So I'll propose this.
There's four tiers of acceptability which we can go by.
: Things we almost unanimously agree upon, and are almost always in effect unless otherwise stated. EX: The dragon flights were not rendered mortal at the end of cataclysm.
: Things which are generally agreed upon, and which are in effect and often only referenced as having been different in the beginning or even intro post of an RP. EX: Holy magic and fel magic can be shaped into other elements other than fire.
: Usually much more personal theories which are stated here for reference, and often have little refence in themselves. Only in effect when mentioned. EX: The harpies have become more active since the return of Aviana (my personal theory).
: Very minor, if not unnoticeable details, which may or may not have any consequence on the flow of a story, and are more often simply for flavor. EX: The Dark Trolls still have a presence on Mt. Hyjal.
I'll add the assorted ideas here, and the next post if it gets that large. Do note that no one's ideas should be entirely discounted. We're not here to quash dreams and kill joy. We're just trying to get everyone on the right page.
Also: I'll be listing any organizations you wish for me to list here.
Last one, open fire.
Alright then. I guess I can open. I'll try to keep it simple to start:
(Credit to Adamsm for this one:) The worgen curse turns an individual into a worgen, literally. The core of their identity is that of a worgen, and they will with magical scanning show up as worgen rather than their original race. As such, worgen children take the traits of the parents as if they were worgen. If a worgen were to breed with a human, the child would still be worgen, but could access their human form as if they had been human before. Likewise, if two worgen breed the child is a purebreed, and there is no other form.
When a dragon changes form, it's a true-shapeshift, the dargon literally becomes that shape. It's part of the reason of why a dragon could be stuck in said form as well.
Harpies by and large are not intelligent, though they are sentient. However, they are led by matriarchs, which pass knowledge from mother to daughter on their sorceries, and traditions. The daughters are different in some way from the dull masses, though that differs from tribe to tribe, and they are often sent away to find places to lay their own clutches.
My canon view of the Worgen; they are a specialized kind of human. There are now two races of Gilneas: the first is the pure humans of the nation and the second are the Worgen. I actually don't think the Curse is going to be a blood line thing anymore. I have a feeling that the Worgen will end up as the elite guard of the Gilneas nation, and at some point, the normal humans will be offered the chance to take the blood of a Worgen and join the ranks.
Well. It was still you that provided that idea in the first place, so I'll leave the reference on there unless you want me to remove it.
As for organisations, I'll throw some of mine.
A covert splinter cell of Night Elven priestesses, the Ravenguard are elite, extremist shadow priestesses who believe they exist to serve the goddess Elune outside of her scope of means, or moral boundaries. In order to establish a Night Elven dominion across the world, the Ravenguard will assassinate, manipulate, cripple, and disrupt the lesser races as they see fit. They have no qualms with genocide and will cull an entire race if they see fit. Exclusively female, they tend to recruit from older priestesses and sentinels, but make no distinct restriction upon age. Rather they must be sure that their candidates align with their political views and martial prowess. Their resources are surprisingly deep, and their patience is seemingly infinite.
A trans-dimensional ethereal trade corporation, Xi'Shani Traders are run by Brutus, worgen trade baron. As they span across the stars, Xi'Shani Traders attempt to encroach upon every business possible, indirectly. While not as ruthless as their competitors, they are part of the ever-living corporate espionage game that spans as far as the wind traders reach.
No you can leave it, since it works for the alternate verse of A20.
Oh, well, if we're doing organizations I have a few.
The Engineering Alliance
(current alias). An organization run by the mad man known as Doctor Prometheus. In operation since before the first war, it only really began to gain traction after the Doctor took the helm, at which point they became known for their advanced arms dealing, kidnapping, immoral and illegal experimentation with a preference to technology instead of relying on arcane specifically. Known rivals of SI7, the Doctor's alleged objective is to take over the world, though as to how realistic a prospect that is he doesn't seem to mind. Nevertheless he has managed to gather a great deal of followers, many insane, megalomaniac, and both. How he keeps control of them is best not said. Though known to work independently on their own projects, their weapons have been found in the hands of many fringe groups working for agendas that rarely are conducive to the kingdoms or governments of Azeroth. Their preference for staying below the radar and wide network means they are frequently thought to be destroyed, only to resurface under a new name but the same head.
(Paradox Containment). Timewalkers sworn to maintaining the timeline, their mission is to hunt down that which does not belong in the primary timeline (known as paradoxes) and capture, deport, or eliminate them. Their numbers have been drawn from every era following their inception shortly after the Bronze dragons lost much of their power, they are known by their black coats, bowler hats, or large copper pocket watches they carry at all times. Their agents are largely independent as to how they accomplish their missions.
Unsurprisingly, half dragons are the halfblood offspring of dragonkin and the mortal races. Because mortal interaction with dragons is typically rare, and intimate relationships even rarer, half dragons are almost nonexistent. Most that have existed through history have kept to themselves for one reason or another.
Dragons and the mortal races have vastly different biological structures, especially for reproduction. Most of the common mortal races are
--where the child develops inside the womb of the mother and is live birthed. On the other hand, dragons are
--creatures that lay eggs that later hatch into whelps.
Due to the implied nature of draconic shapeshifting, where a dragon takes a literal mortal form, they are able to reproduce with other mortals. Male dragons that father a child have few hassles to deal with, aside from the wellbeing of their mortal partner. Female dragons, on the other hand, have the complication of their halfblood child. Due to the different reproductive systems of her two forms, a dragon that shapeshifts during mortal pregnancy runs the almost certain risk of killing her offspring. As a result, a female dragon carrying a halfblood child must remain in mortal form until she gives birth.
Biologically, half dragons can be considered a similar link between mortals and dragons that worgen are between mortals and wolves. Like a worgen, a half dragon has two forms--one mortal, and one draconic. Unlike their full blooded parent, a half dragon's draconic form is not a full dragon, and has limitations in size and strength, along with retaining some traits of their mortal lineage, usually bipedalism.
A half dragon's mortal form is more constrained than that of their dragon parent. While dragons have the ability to morph their mortal forms at will, their halfblood offspring are relegated to one form. This form takes the appearance of what a normal child of the dragon's mortal disguise and their non-dragon parent would have.
EXAMPLE: A halfblood's dragon parent's disguise is a night elf, their mortal parent is also a night elf, therefore the child's mortal form would be that of a night elf. Or, if the dragon parent's disguise was an elf, and their mortal parent is a human, the child's mortal form would be that of a half-elf.
A half dragon must learn to control and utilize their mortal form, which means that for some time a halfblood child will grow up in their normal, often monstrous appearance. For obvious reasons, this can isolate a half dragon and their parents, usually for life. Grown half dragons often leave society and seek adventurous or scholarly lives by themselves, as to not cause disruptions by their presence.
Obviously, there are exceptions, and half dragons that choose to remain in civilization must be wary to not cause an uproar among those that might mistake them for a demon or other less savory creature if they let their guard down.
• A half dragon's lifespan is longer than their mortal parent's, but shorter than their dragon parent's.
• Due to the fact that kaldorei have had more interactions with dragons than any other race, night elven half dragons are the most common type.
Night Raven Corps
- The Night Raven Corps is the branch of Kaldorei military devoted to assassination, subterfuge, and spying. The Corps were formed after the War of the Ancients and have been lead by Akira Moonrest, self-titled Spy Mistress General, ever since. Akira has earned the ire of most elder night elves for her unorthodox methods, disrespectful attitude, and downright apathy. On the other hand, her corpsmen know her as a harsh drillmaster, a rule stickler, and a secret softie.
The Corps are known for efficiency and tactfulness, and are always training new recruits who are willing to work for Darnassus and the good of the Kaldorei out of the limelight. Their crest is the silver outline of a raven on a black banner.
The Mortality of the Phoenix
- A mercenary group created by a former draenei vindicator, Isilver, after the defeat of the Lich King. Driven by purposeless revenge, Isilver was left feeling empty after striking down Arthas. Surrounded by death knights and soldiers in much the same position, she gathered them together and began the Phoenix, a lawful mercenary company that takes on contracts to help keep Azeroth safe. They're mainly former Alliance, and are thus based in an old warehouse in Ironforge's Old Town, but do have a few sparse ex-Horde members.
Well, there's my Chromatics of both flavors, whose information can be found here:
And, more new, I think I'll throw in the
Greyfang Potion Shop
A small shop situated on the edge of Goldshire leading to Stormwind, surrounded by forest. It is fairly well-known to the townspeople, and has been the home to the Greyfang family, later taken over by their daughter Sasha and her husband Evan.
Might as well toss these guys in.
: Elite version of the Dragon Sworn made up of Mortals of all races. They were first created following the Cataclysm. Given the power to call upon the specific Flights due to dragon scales that are grafted onto their bodies. Slayers were taken under the wing of a specific member of the Flight and are taught how to harness the power that embodied the Flight they champion.
Slayers, under moments of heavy duress, are able to take on aspects of dragons; usually scales that grow over the skin, providing a hardened skin and are capable of creating claws from their fingers. Slayers are capable of a breath attack that use up a lot of energy, but are quite destructive.
The Slayers, depending on which of the Flight have given them their powers, can be effective magic users and healers; Blues, Greens and Twilights beings the most effective.
Slayers are completely loyal to their Flight leaders and will do whatever they are ordered, no matter how they feel about the act in question.
Edit: Wrong link, /facepalm.
Sentient creatures do not have souls. They
souls that have bodies, and as such the latter, which in the end are just containers for the former, can be changed. A direct corollary of that is the possibility of curing undeath by transferring the soul of one afflicted into a living body.
Humans are byproducts of the Curse of Flesh afflicting the vrykul. The said Curse can be reversed, transforming the human in question into an inorganic form either permanently or temporarily, the latter implying an ability to shift between two forms.
The images of winged humanoids in human myths and folklore are directly connected to the Val'kyr of today and have a basis in a now extinct strain of winged vrykul.
Neither the Black Dragons, nor their Wyrmcult are on the verge of annihilation with but a few stragglers crawled up in a hole here and there. Despite Wrathion's claims, many of his kin are still very much at large and scheming, and their mortal followers number in the thousands.
Black, chromatic and twilight dragonspawn and drakonids do not have a society, a culture, a family. All that is left for them is their mindless, zealous devotion to their Flight. That is owing to the fact that they used to be mortal servants of the dragons that got warped by the magic of their masters, mutilating their minds and leaving them no purpose but war. Thus, the mortals are either tricked into accepting this 'blessing' or willingly abandon their humanity to serve their masters.
It is unknown whether it is the sole method of creation of dragonspawn and drakonids for other Flights. However, each of the Five has at least once at some time deceived a mortal into becoming their slave.
* The Twilight's Hammer Cult;
has been decimated, but is still active in some parts of Azeroth.
* The Black Legion;
This is a large group of Faceless Ones that mostly operate in the Eastern Kingdoms under the command of General Fzz'axx.
* Naaru can be killed by mortal means.
* It is possible to resurrect a demon, but not raise it into undeath.
: A group of 12 people named after the months of the year. They cause chaos and act mysterious, for reasons that are less than obvious. They tend to be discrete and like remaining unknown.
Hierarchy seems strange and esoteric to those outside of the Society.
Otherwise: Teleportation is an incredibly complex piece of magic, which is why in-game mages can only travel to a few pre-determined spots: those are the only ones that the functions have been solved for.
Temple of Knowledge, the
: a massive fortified complex off the shores of the Hinterlands. Originating as a sanctuary providing shelter and nourishment for anyone in need regardless of their affiliation, its founder has deemed its purpose to grow into the biggest repository of written knowledge in Azeroth. Its ultimate goal is the closest thing possible to the sum of total knowledge produced by Azerothian civilizations, and its databases are continually expanded and kept up to date. The Temple is manned by an organization of volunteers dedicating their lives to preserving at least a memory of everything the denizens of Azeroth had created, headed by the retired Sin Lord Ahriman Ashwood, the self-styled Keeper of Knowledge.
The Valiance Bay Company
: A joint-stock company, whose head remains in the shadows. They're mostly involved in mineral/land purchase and sales, usually in newly discovered lands.
However, they also have a very lucrative, under the table trade in discretionary antiquities (translation: stolen artifacts). To protect this trade, and to muscle in on new territory, they employ a small team of very highly trained mercenaries, who do it for fun as much as for money.
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