Recent events have revealed the Naga Empire to not be the invincible undersea empire that so many had feared, but a twisted shell of a state kept alive only by Queen Azshara's desperation. This is not to downplay the very real threat that the Naga Empire had long posed to the surface races of Azeroth. Indeed, the Naga Empire counted as the mightiest nation on Azeroth for most of the last ten-thousand years. Yet time takes its toll on even the most powerful polities, and did not spare the naga.
Queen Azshara's greatest advantage in the early days of the Naga Empire was the fact that everyone on the surface believed her to be dead. Azshara's guards and handmaidens worshiped her as a goddess, and still possessed much of the arcane and intellectual capital of the fallen Kaldorei Empire. But as the highest of the high in the old Kaldorei Empire, these survivors knew nothing of hardship. Utterly dependent on magic that soon warped their bodies into the modern naga form, they reeled from shock and fear at the changes to themselves and their surroundings. Their world had been destroyed. It is a testament to Queen Azshara's leadership that the naga survived the lean first centuries of their existence.
With the idea of labor being anathema to them, the naga instead focused on enslaving others. Undersea sapients and animals were forcibly brought into the fold by physical force and, failing that, neurotoxins that compelled obedience. The world beneath the waves had been thrown into confusion after the Sundering and Queen Azshara found this an ideal state in which to spread her burgeoning empire. A thousand years later, the Naga Empire controlled almost all of Great Sea and faced no real competition.
Seniority in naga ranks depended heavily on age—those who'd once been in Azshara's court received the greatest boons from their queen. The generations of naga born after the Sundering developed a culture that diverged somewhat from Azshara's. Consider Zin-Azshari, which still resembles the Kaldorei palace it once was, compared to the sharper and more organic-looking architecture in other naga cities. Despite this difference, all naga obeyed their queen.
The Naga Empire spent most of its efforts on expansion and keeping control of its slaves. Slave revolts were frequent and bloody but the experienced naga forces put them down without mercy. Naga devoted themselves to war, arcane research, and administration. All other work was done by slaves. Azshara eventually prohibited art, since her own refined tastes clearly represented the perfection of the creative impulse. Singers, poets, shell mosaicists, and others would from that point on limit themselves to re-creating existing art, since nothing could improve upon the classics. Some of the early stylistic deviations pioneered by younger naga were preserved, though only if they could be justified in utilitarian terms. This explains why the other strands of naga architecture have survived to present day.
Only the art of cruelty was permitted. With their slaves as canvases, the naga could experiment with new patterns of wounds and the forced tuning of particular nerves. The goal was always the same—dominance, abasement, and pain. It was blasphemy to change the physical form of the naga (which was perfect according to Azshara). The form of slaves, on the other hand, was acceptable to reshape. Great naga houses sought pain artists of particular refinement and creativity.
Though the naga represented the biggest and best-trained fighting forced in the world, the logistical difficulty of an extended land campaign made it impractical for them to conquer the surface. While the naga could function quite well on land for a few days at a time, anything more would quickly exhaust and kill them. Further, the Naga Empire spent many of its resources monitoring slaves and quelling revolts.
Those naga who pushed the frontiers of the empire (which now encircled Kalimdor and much of the Eastern Kingdoms) enjoyed slightly more freedom. Queen Azshara granted this simply because those naga at the edges could not rely on as much central support. The frontier also acted as a pressure valve for naga who violated one of the innumerable minor restrictions of their society but whose offenses were not sufficient to justify death. The Nazja compound word for these naga would take an entire page to write out; a direct translation is: Known-and-Esteemed-as-They-Who-Push-Aside-the-Slow-Currents-That-Must-Fall-Before-the-Eternal-Grace-of-Our-Queen-the-Deathless-and-Ever-Gloried-Azshara (we refer to them as "pathfinders"). Though still slavers, the pathfinders also traded with free underwater sapients and even some surface goblins. These naga represented one of the only dynamic aspects of the empire.
The Naga Empire revealed itself to the surface world in the waning days of the Third War. Queen Azshara detected Archimonde's arrival and believed that the day of her vindication was at hand. She'd hoped the surface races would be in disarray and ripe for conquest. However, her scouting parties revealed that they were far more organized than she'd expected. Azshara quickly ordered a strategic retreat, though she did commit a small army to Illidan's forces in the Eastern Kingdoms. It is believed she'd hoped to use the Illidari as a way exert influence on the surface. However, Illidan's relocation to Outland rendered this less feasible, and she withdrew the bulk of her forces, leaving only a small number in the Betrayer's employ.
Queen Azshara's long-term plan was to capture surface-dwellers and enslave them for use as slave soldiers. This would take time, but Azshara believed she had plenty of it. The surface armies would have an even harder time invading her undersea realm than the naga would have with the surface. Nature was Nazjatar's best defense. Some of her captives became test subjects for vile plagues developed by naga researchers. Azshara intended for these plagues to be used against the surface races in event of war.
The Naga Empire weathered the Cataclysm relatively unscathed. Indeed, the event worked in their favor. The naga conducted hundreds of raiding parties in the confused months that followed, gathering slaves and experimental subjects from the world's coastlines. Many of these disappearances were blamed on the disasters of the Cataclysm and never properly investigated. The Faceless Ones reaffirmed Azshara's old (but largely ignored) alliance with N'Zoth, and the two forces cooperated closely.
Disaster struck at Vashj'ir and the Abyssal Maw. Though the naga forces decimated the Horde and Alliance fleets above Vashj'ir they only did so thanks to surprise. Once the fleets rallied (bolstered by submersibles), the naga learned that their mighty sea creatures were no match for armored vehicles and modern cannons. The Battle of Vashj'ir was an utter rout for the naga forces. Only the quick thinking of their commander allowed the surviving naga to conduct their daring raid into the Abyssal Maw and successfully capture the elemental lord Neptulon. Even this proved no more than a temporary victory. Neptulon eventually escaped, and the naga forces were too few to establish a lasting beachhead on an elemental plane.
The naga again withdrew. Azshara considered unleashing the plague prototypes she had, but feared that would just draw more surface attention. Worse was the fact that news of the defeat had spread, spurring multiple slave rebellions across the empire. The Naga Empire had never suffered a meaningful defeat since the Sundering. The innumerable murlocs, sea giants, makrura, and others who toiled in the slave ranks had done so for countless generations. The reality of naga rule was as undeniable as gravity. Yet Vashj'ir showed that the naga were not invincible. Enraged by the abuse they'd suffered and with very little to lose, the slaves threw themselves with great wrath upon their masters.
Rebellions continued to spread. Now called the Unshackling, it represented the gradual dissolution of the Naga Empire. Ancient cities went dark and entire naga armies vanished in the ocean depths. A violent uprising wrecked Nazjatar's ancient galleries. Ever canny, Azshara devoted all of her efforts to regaining control. Through power and cruelty the rebellions were snuffed out, but she knew the Naga Empire was crippled and would be for centuries. Her only hope was to hide and wait for the surface-dwellers to destroy each other.
Monday, April 27, 2020
Sunday, April 26, 2020
Other Peoples of Pandaria
The Hozen
The hozen often find themselves at the periphery of society. A physically robust, monkey-like race, the hozen are notable for having a particularly short lifespan: typically no more than 20 years.
This puts the hozen in a tragic situation. Their short lifespans make it difficult or impossible to become true masters at any skill. It also affects their emotional development. Even an elderly hozen is likely to be impulsive, in the manner of a 20-year old human.
The hozen are poorly integrated into mainstream Pandarian culture. Authorities prefer that the hozen stay in their own villages. The rationale is that when they are isolated, their impetuousness will only harm other hozen. Some of this is regional: hozen in the Valley of the Four Winds are far better integrated than their counterparts in the Jade Forest.
The hozen are often frustrated by how poorly the pandaren understand them. What others call impetuousness, the hozen call passion. And indeed, how could they be anything but passionate? The short allotment of life granted to them means that each hozen needs to seize as much as they can. It's better to risk an already short life than to spend it in slumber.
Everything in hozen society is designed to compensate for a short lifespan. Physical confrontations take less time than drawn out debates. But this doesn't mean that there's no hozen intellectual life. The hozen tend to be devotees of Woist philosophy.
The hozen philosopher Joko put his own spin on Woism during the Hundred Years Sorrow. He took the bold stance of saying that balance was ultimately unknowable. There's no way to be sure if one is strengthening or weakening balance. To go back to the example of deer in a forest, it's entirely possible that their culling (whether by starvation, wolves, or hunters) would actually have other unforeseen effects that continue the imbalance (such as the wolves or hunters starving afterward).
Thus, it is best not to worry. Joko thought it better to act within one's nature and to do it as passionately as possible. Joko was a poet who traveled the breadth of Pandaria twice in his short life, saying he wished only to grasp the whole wide world before he died. His short poems, which are often earthy and humorous, are still celebrated by hozen and pandaren alike.
Hozen incorporate a wide variety of gestures while communicating. This is actually done in order to relay more information within a short space of time (it's extraordinarily difficult for outsiders to learn or properly comprehend). The character-based Pandaren script takes years and years to master, so the hozen have developed a simple phonetic alphabet (consonants only) in order to record their thoughts. Their writing system is brief, aggressive, and to the point. Sadly, this leads many pandaren scholars to dismiss hozen writing, since it contradicts the elliptical and flowery style preferred by most pandaren.
Those hozen who live with the pandaren have managed to adapt reasonably well. Sometimes called village hozen, they usually focus on a particular type of labor and can become quite skilled in its commission. Hozen tend to be quick learners, compensating for their short lifespan. Village hozen rarely enter intellectual fields but this is not necessarily because they lack intelligence. Rather, the paucity of hozen in higher learning might be a function of how long it takes to master written Pandaren and the low esteem in which pandaren may hold them.
Many have wondered why hozen emotionalism never triggered the Sha. It is believed that the negative emotions expressed by the hozen, while powerful, were too short-lived to give the malign entities much real sustenance. Long-simmering resentment did more to feed the Sha of Anger than did a burst of rage.
The Forest Hozen
Though Chief Kah Kah's decision to join the Horde was based on a hostile encounter with the Alliance, he may have had ulterior motives. He knew that the hozen of Grookin Hill were doomed to forever be outsiders and that the refined pandaren of Jade Forest looked down on his people. The Horde was an unknown quantity, but some chances are worth taking.
Currently, the Forest Hozen exist in a gray area of sovereignty. The Peace of Orgrimmar dictates that the Forest Hozen acknowledge Pandaria's suzerainty, but Chief Kah Kah still professes loyalty to the Horde's warchief. Vol'jin was silent on the matter, though Sylvanas extended informal recognition. Regardless, Grookin Hill is too distant for the weakened Horde to protect or extract tribute from. Jade Forest authorities claim that, because Grookin Hill shares in Pandaria's larger super-culture (itself a somewhat vague term), the Forest Hozen are a part of the country. However, no one in Pandaria has actually attempted to exert direct authority since that is contrary to pandaren governance.
In short, nobody really knows to which group the Forest Hozen belongs, but they say they are Horde, so it is perhaps best to take their word for it. Interestingly, at least two hozen have become trained arcanists after studying with orc mages. The Orcish alphabet is phonetic, further evidence that the character-based script of written Pandaren, rather than writing itself, is a problem for the hozen.
The Jinyu
It is known that the jinyu once ruled their own empire in the distant past, one that rivaled even the mighty mogu. The jinyu's uncanny ability to "read" a river—to collect impressions and knowledge gathered by the flowing waters—enabled them to know the strengths and weaknesses of their opponents well before battle began. Today, jinyu waterspeakers continue to glean secrets from the endless flow.
Jinyu culture tends toward contemplation and deliberation. This is reflected in the caste-based structure of their society. Caste is assigned before birth. A jinyu mother will lay a clutch of eggs, which will then be fertilized by prospective fathers. The father's caste will determine the hatchling's caste. Jinyu men outnumber women in a five to one ratio. Women are excluded from the warrior caste due to their rarity but are full participants in all other castes (peasant, trader, crafter, and waterspeaker).
Families are structured quite differently from those of other races. Hatchlings are cared for by their fathers. Multiple fathers will typically live with an older non-fertile woman who also participates in care taking. The biological mother typically has little direct interaction with her children.
Interestingly, some jinyu are know to suffer from a culturally specific mental illness known as insoluble doubt. It most often affects high caste jinyu. This illness takes the form of obsessive uncertainty as to one's caste; the patient's fear is that their eggs were placed with the wrong clutch (which is rare, but known to happen—eggs of different castes cannot be visually distinguished from one another). Meditation seems to be the most effective cure for this.
Renism has some adherents among the jinyu, but most prefer the works of their own philosopher, Susshem. Susshem was a waterspeaker who lived during the reign of the Liaogong Emperor. During this time, the jinyu caste system was strained to the point of breaking. The waterspeakers exerted great control over the lives of lower castes, leading to frustration and stagnation.
Susshem, herself a waterspeaker, saw that this was unsustainable. Thus, she wrote The Doctrine of Many Rivers. Here, she argued in favor of the concept of fate, which she compared to a mighty river. The individual is carried along by fate, and cannot control their destination. However, the individual can move from side to side, and even change streams should the option arise.
Her argument was that though fate cannot be denied. The current will always lead to the ocean (which is death). Until then, one still has choices available to them. One should not be prevented from free movement within one's river. Similarly, it is absurd to be jealous of someone traveling in a different river, because they are ultimately in the same position. They too are headed toward death, but also have the option to become better in the meantime.
Her philosophy took ideas from Woism (Wo's fatalistic idea that everything returns to balance), and from Renism (cultivation of virtue through one's choices). Susshem's efforts gave greater flexibility to individual jinyu without threatening the actual caste system. Workers were less important than waterspeakers, but a worker who did their job well was still worthy of respect.
Susshem is still influential today though some jinyu philosophers now think she tried too hard to fit everything into a river metaphor.
Most jinyu live with their own kind, but a good number also mingle with the pandaren. The contemplative jinyu are naturals for monastic life, while others work as scholars and bureaucrats. Pandaren towns act as an escape valve for jinyu who do not think they fit with their castes. Some jinyu monks, warriors, and scholars in pandaren lands are actually rebellious lower caste jinyu who sought to better their station. Jinyu leaders typically allow this, to the point that self-imposed exile is considered a respectable choice for someone unhappy with their station.
Jinyu warriors are fearsome though their need to stay hydrated limits the environments in which they can fight. Waterspeakers also act as an informal intelligence network for Pandaria.
The Pearlfin Jinyu
The Pearlfin are believed to be the descendants of the old Jinyu Empire's old ruling court. Given the years of travel and intermarriage with other jinyu villages, it's unclear how much of the old blood remains, but no one disputes the name's lineage.
The Pearlfin Tribe honored the Peace of Orgrimmar by accepting Pandaria's authority. However, they remain close to the Alliance, which now runs a small embassy in Pearlfin Village. Ambitious and curious Pearlfin jinyu sometimes leave Pandaria to aid Alliance reconnaissance and serve in its military.
The Grummles
In ancient times, the mogu bred the grummle to be loyal messengers and couriers who braved the high mountain passes of Kun-Lai. As a free people, they now guide travelers and traders through those same treacherous routes.
Not all grummle are guides, of course. Some work as traveling peddlers who may go far beyond the Kun-Lai Summit. The lowland grummle who live in the dry steppes south of Kun-Lai typically run yak ranches and small farms.
Though polite, the grummle tend to keep outsiders at arm's length. It is known that they live in small units of four to five families. The exact method that the grummle use to keep track of generational intermarriage between clans and villages is not known, though likely quite sophisticated. Families typically work together on commercial ventures which is why grummle in a particular company or herd will refer to each other as "cousin". Younger grummle are guided by an elder referred to as an "uncle". This is not necessarily literal or gender-specific. However, it is considered bad luck for a parent to manage their children while working, which means a young grummle will always report to an uncle, aunt, or older cousin.
Much has been said about the grummle cultural practice of the "luckydo", which is a particular item that grants fortune or protection. The grummle do not typically concern themselves with philosophy. They are, however, a devout people. Even the smallest village will revere the Four Celestials along with a host of other gods and spirits unique to the grummle. Countless rituals are performed throughout the day to appease these oft-jealous lesser gods.
In general, the grummle adopt a fatalistic view of the world. Though their deeper religious practices remain obscure to the outside world, it is known that they are the only race in Pandaria to believe in reincarnation. This may be their interpretation of mogu spirit-capture magic, in which an entity's soul could be ripped from their body and placed in another, or in an inanimate object. The grummle hope that they can one day break the cycle of reincarnation and achieve true peace. This can be done through a life of exceptionally piety, or through luck.
On rare occasions, an infant is recognized as a reincarnation of a specific grummle from another community. This is less momentous than it sounds. Typically, such a recognition simply heralds a strengthening of ties with a different clan or village. The reincarnated grummle is regarded as a full member of both involved communities, though this does not confer any particular prestige. Grummle shamans do trace such reincarnations though they are reluctant to talk of this with outsiders.
Though grummle traders can be found throughout Pandaria, it is rare for them to set down roots in other towns. They will almost always return to their families in and around Kun-Lai.
The Yaungols
It's not at all clear if the Pandaren Revolution would have succeeded had it not been for the dauntless yaungol warriors of the western steppes. Unfortunately, they did not benefit from their victory.
Nomads and farmers seldom get along and the early days of free Pandaria were marked by conflict between the roving yaungol clans and the pandaren and grummle farmers. This lasted until a dispute ended in the destruction of a small pandaren village. The outraged Biyu Emperor declared that all yaungol must be kept west of the Serpent's Spine.
This marked the beginning of the Tall Grass Campaign, a war that stretched out over several generations. In the end, the yaungol were driven from civilized Pandaria and forced to live in the mantid-haunted western lands.
The yaungol tell this story somewhat differently. They do not see themselves as having done anything wrong. The pandaren had respected the yaungol for their ferocity during the revolution, only to turn on them once the yaungol ways became inconvenient. That the pandaren would use mogu infrastructure like the Serpent's Spine just showed that the new empire was not truly different from the old one.
Life in the Townlong Steppes has hardened the yaungol. Though the grass there is rich, and good fodder for their herds, they must constantly fight the mantids. Some in Pandaria believe that this endless battle helps thin the mantid ranks but this is unlikely; the yaungol are simply not numerous enough to really inflict much harm on the swarms.
The yaungol have found many clever ways to survive. One is their use of oil. Burning oil creates fumes that confuse and exhaust mantids. The yaungol shamans are able to call spirits to extract oil, and use it in many of their fiery rituals. The yaungol believe in many spirits and in a powerful deity known as She Who Watches. She Who Watches may be the yaungol version of the Earthmother, but she is a distant goddess who cares little for worship. Most reverence is directed toward a clan's ancestor spirits.
Yaungol live in matrilineal clans. Warriors through and through, the clans are highly communal. Much like their tauren cousins, the yaungol take good care of their own. Clans never battle one another and internal disputes are usually solved peacefully. In cases where this is not possible, the offended parties will fight each other with blunted weaponry, so as to reduce the likelihood of serious injury. Both the winner and loser will undergo a shared cleansing ritual to reaffirm their brotherhood.
In the peaceful times between mantid invasions, some yaungol clans are permitted to enter Pandaria for trade. These exchanges generally occur without incident. They never stay for very long, however. Pandaria is simply too constrained for nomads.
The Sauroks
The saurok were the first race to rebel against the Mogu Empire. Their former masters bred them as soldiers: cunning, violent, and aggressive. Sadly, these traits did not serve them well after the Mogu Empire's fall.
Modern saurok live in organized war bands on the periphery of pandaren society. Warriors by design, they seem compelled to maintain a culture of constant violence. Small groups of saurok rely on hunting and gathering, typically in remote wilderness areas. Bands that grow larger will attack settlements for food. This invariably gets the attention of pandaren warriors, who will persecute the saurok and disperse them into smaller groups. From there, the cycle begins anew.
The Mogu
Like the other titan-born races, the mogu originated as stone constructs given life by the Curse of Flesh. Their formidable intellects and arcane talents enabled them to craft a powerful and despotic empire that endured for thousands of years. The signs of mogu power abide even in modern Pandaria. Their palaces and fortifications endure, as do some of their aesthetics and cultural practices.
Much of what is known about the mogu comes from the texts they left behind. The mogu were driven to achieve strength and dominance. To them, weakness was the only unforgivable sin. No one is sure why they embraced such an ethos of power. Some speculate that it was a reaction to the enfeebling nature of the Curse of Flesh, but this is only speculation.
The mogu followed a cruel but coherent philosophy called the Strict Path. No one knows who first formulated this philosophy. The earliest mentions come from the writings of Emperor Tian the Ruthless. Tian says that he accepted the Strict Path, and that once he did, he killed the man who came up with it. This makes more sense once the philosophy is understood.
The Strict Path states that all things tend toward weakness and corruption. Fear is the only way to motivate anyone to better themselves. Slaves fear the lash, scholars fear disgrace, and soldiers fear death. The primary duty of the sovereign is to ensure that everyone lives in fear at all times, for only this can create a strong state.
Laws are a tool for punishing unreliable subordinates. Family ties mean nothing. Rewards should only go to the strong and clever. Weakness is the only thing forbidden to the sovereign. The emperor may do anything else they wish, so long as they are strong enough to do so. Truth has no intrinsic value, since only the powerful determine what is true. Emperor Tian's killing of the Strict Path's unnamed creator, and his co-opting of the philosophy, might be seen as a display of power.
The Strict Path did encourage meritocracy. All mogu children were taken from their parents at birth and raised in creches. This made nepotism impossible. A faceless soldier in the emperor's armies could be his son, but he would never know. Family life was seen as a luxury enjoyed only by slaves. The mogu saw life as a series of cruel tests. Success was the only path to respect, and failure deserved only scorn.
The mogu obsession with dominion extended to their interactions with the natural world. They saw Pandaria's forests and mountains as clay to be sculpted and made useful. Mogu architecture tended to be utilitarian, though imperial residences could be quite lavish.
Information about the Mogu Empire comes primarily from two sources: pandaren scholars and the mogu remnant clans. It's been theorized that both have reason to exaggerate the cruelty of the old empire. For the pandaren, such a narrative justifies the Pandaren Revolution. For the mogu clans (and the propaganda of the Mogu Empire), it has the effect of making them seem more fearsome.
Indeed, it is hard to imagine that an empire consisting solely of power-hungry maniacs could survive for as long as the Mogu Empire did (though the Burning Legion managed it for longer). But while the brutality of the ancient mogu may be exaggerated, there is no question that they were quite harsh. It may be that the Strict Path was limited to elites, with lower caste mogu being somewhat more moderate in their approach. The fact that some emperors, like Tsao, took a more merciful stance suggests that the Strict Path was not universally embraced.
The return of the Thunder King failed to bring about a new Mogu Empire and the clans were once again scattered. The race faces an uncertain future, though there is a small mogu community in Zandalar. These mogu are actually descendants of immigrants who fled the fall of the first Mogu Empire, and have been living in Zandalar for thousands of years. During that time, they have adopted many aspects of Zandalari culture though they are seen as second-class citizens.
The Mantids
The mantid swarms have been the eternal enemy of Pandaria. Like the other invertebrate empires of Azeroth, the mantids are associated with the Old Gods.
Mantid lore says that their race once existed in the "Pure State". Here, every mantid effortlessly conducted the actions correct to their station. Drones and warriors worked in harmony with directors and generals, and directors and generals worked in harmony with the empress. This was done without question or even the need for words—chemicals inspired the right action. The empress herself served as a flawless vessel for the will of Y'shaarj.
Yet doubt arose. Y'shaarj left the mantids to fend for themselves. Modern mantids see themselves as cursed into freedom. This might strike outsiders as peculiar, given the mantid tendency to obedience. However, they see this obedience as forced self-discipline. Mantid are taught to follow orders from an early age. What they actually want, however, is obedience without effort.
This is in contrast to the qiraji, who still rely on pheromonal control, and the nerubians, who actively reject pheromones in favor of iron self-discipline.
Today, obedience is compelled through sound. The noise made by the vibration of mantid wings can be subtly altered to precisely direct even the largest swarms. A general will start the sonic cascade, which then spreads to lieutenants, and then down to even the smallest drone. Multiple orders can be contained in a single sound. Every mantid wishes to experience this at least one; they believe that this is the closest they will ever get to the Pure State.
Mantid society revolves around the immense kypari trees found growing in western Pandaria. The sap of these trees has myriad properties. It can be hardened into tools, building materials, and weapons. Kypari sap also has utility as medicine, preservatives, and can even store the raw thoughts of elite mantids. It's the lifeblood of their society.
The majority of mantids live within these kypari trees. This is a symbiotic rather than parasitic relationship; the mantids guide the tree's growth, cleanse it of actual parasites, and ensure its health. The decay of several kypari trees is what prompted the mantids' recent premature invasion of Pandaria.
Similarly important are the enormous kunchong beetles. These titans trundle across the landscape, clearing overgrowth and smoothing hills. In so doing, the kunchong secrete a type of amber that supplements the larger store of kypari amber.
The mantids do not invade Pandaria with the intent of conquest. Rather, they see it as a test of their own abilities. The swarms seek to perpetually strengthen themselves through challenges, and by pruning the weak. The skilled warriors of Pandaria are seen as the ultimate test.
This is why the mantids' failure to defeat Pandaria is never seen as a failure. In fighting, the pandaren help the mantids accomplish their goals. One might wonder why a constantly strengthening swarm wouldn't eventually conquer Pandaria in spite of itself. The reason for this may be that the swarm is reactive. Though it will learn from its mistakes, it won't necessarily anticipate new tactics or strategies used by the pandaren.
Also, not all invasions are the same. The mantid population reaches a critical mass every seven to eight generations, which leads to a particularly numerous invading army. Most invasions, while terrifying, are smaller and less taxing to the pandaren.
Mantid society is ruled by an empress, but guided by the Klaxxi. These are immortal mantids who study the ebb and flow of history to determine the best course for the swarms. This requires a certain degree of independent thought.
The minority of warriors who survive invasions are granted many honors. They may command their own swarms and get access to the best amber. A scant few are chosen to join the Klaxxi. These are often warriors who are successful in spite of being insubordinate. Disobedience may cost the lives of thousands of lesser warriors—but this is seen as a acceptable. After all, the purpose of the battles is to cull the weak.
It is notable that most Klaxxi have come from the smaller mantid swarms that follow the kunchong beetles.
Currently, the mantids are slowly returning to order under the reign of a new empress. Though the paragons were destroyed in the Fourth War, there are still a number of non-combatant Klaxxi who can guide the swarms. Belief in the Pure State abides, despite the disastrous release of the Sha.
The hozen often find themselves at the periphery of society. A physically robust, monkey-like race, the hozen are notable for having a particularly short lifespan: typically no more than 20 years.
This puts the hozen in a tragic situation. Their short lifespans make it difficult or impossible to become true masters at any skill. It also affects their emotional development. Even an elderly hozen is likely to be impulsive, in the manner of a 20-year old human.
The hozen are poorly integrated into mainstream Pandarian culture. Authorities prefer that the hozen stay in their own villages. The rationale is that when they are isolated, their impetuousness will only harm other hozen. Some of this is regional: hozen in the Valley of the Four Winds are far better integrated than their counterparts in the Jade Forest.
The hozen are often frustrated by how poorly the pandaren understand them. What others call impetuousness, the hozen call passion. And indeed, how could they be anything but passionate? The short allotment of life granted to them means that each hozen needs to seize as much as they can. It's better to risk an already short life than to spend it in slumber.
Everything in hozen society is designed to compensate for a short lifespan. Physical confrontations take less time than drawn out debates. But this doesn't mean that there's no hozen intellectual life. The hozen tend to be devotees of Woist philosophy.
The hozen philosopher Joko put his own spin on Woism during the Hundred Years Sorrow. He took the bold stance of saying that balance was ultimately unknowable. There's no way to be sure if one is strengthening or weakening balance. To go back to the example of deer in a forest, it's entirely possible that their culling (whether by starvation, wolves, or hunters) would actually have other unforeseen effects that continue the imbalance (such as the wolves or hunters starving afterward).
Thus, it is best not to worry. Joko thought it better to act within one's nature and to do it as passionately as possible. Joko was a poet who traveled the breadth of Pandaria twice in his short life, saying he wished only to grasp the whole wide world before he died. His short poems, which are often earthy and humorous, are still celebrated by hozen and pandaren alike.
Hozen incorporate a wide variety of gestures while communicating. This is actually done in order to relay more information within a short space of time (it's extraordinarily difficult for outsiders to learn or properly comprehend). The character-based Pandaren script takes years and years to master, so the hozen have developed a simple phonetic alphabet (consonants only) in order to record their thoughts. Their writing system is brief, aggressive, and to the point. Sadly, this leads many pandaren scholars to dismiss hozen writing, since it contradicts the elliptical and flowery style preferred by most pandaren.
Those hozen who live with the pandaren have managed to adapt reasonably well. Sometimes called village hozen, they usually focus on a particular type of labor and can become quite skilled in its commission. Hozen tend to be quick learners, compensating for their short lifespan. Village hozen rarely enter intellectual fields but this is not necessarily because they lack intelligence. Rather, the paucity of hozen in higher learning might be a function of how long it takes to master written Pandaren and the low esteem in which pandaren may hold them.
Many have wondered why hozen emotionalism never triggered the Sha. It is believed that the negative emotions expressed by the hozen, while powerful, were too short-lived to give the malign entities much real sustenance. Long-simmering resentment did more to feed the Sha of Anger than did a burst of rage.
The Forest Hozen
Though Chief Kah Kah's decision to join the Horde was based on a hostile encounter with the Alliance, he may have had ulterior motives. He knew that the hozen of Grookin Hill were doomed to forever be outsiders and that the refined pandaren of Jade Forest looked down on his people. The Horde was an unknown quantity, but some chances are worth taking.
Currently, the Forest Hozen exist in a gray area of sovereignty. The Peace of Orgrimmar dictates that the Forest Hozen acknowledge Pandaria's suzerainty, but Chief Kah Kah still professes loyalty to the Horde's warchief. Vol'jin was silent on the matter, though Sylvanas extended informal recognition. Regardless, Grookin Hill is too distant for the weakened Horde to protect or extract tribute from. Jade Forest authorities claim that, because Grookin Hill shares in Pandaria's larger super-culture (itself a somewhat vague term), the Forest Hozen are a part of the country. However, no one in Pandaria has actually attempted to exert direct authority since that is contrary to pandaren governance.
In short, nobody really knows to which group the Forest Hozen belongs, but they say they are Horde, so it is perhaps best to take their word for it. Interestingly, at least two hozen have become trained arcanists after studying with orc mages. The Orcish alphabet is phonetic, further evidence that the character-based script of written Pandaren, rather than writing itself, is a problem for the hozen.
The Jinyu
It is known that the jinyu once ruled their own empire in the distant past, one that rivaled even the mighty mogu. The jinyu's uncanny ability to "read" a river—to collect impressions and knowledge gathered by the flowing waters—enabled them to know the strengths and weaknesses of their opponents well before battle began. Today, jinyu waterspeakers continue to glean secrets from the endless flow.
Jinyu culture tends toward contemplation and deliberation. This is reflected in the caste-based structure of their society. Caste is assigned before birth. A jinyu mother will lay a clutch of eggs, which will then be fertilized by prospective fathers. The father's caste will determine the hatchling's caste. Jinyu men outnumber women in a five to one ratio. Women are excluded from the warrior caste due to their rarity but are full participants in all other castes (peasant, trader, crafter, and waterspeaker).
Families are structured quite differently from those of other races. Hatchlings are cared for by their fathers. Multiple fathers will typically live with an older non-fertile woman who also participates in care taking. The biological mother typically has little direct interaction with her children.
Interestingly, some jinyu are know to suffer from a culturally specific mental illness known as insoluble doubt. It most often affects high caste jinyu. This illness takes the form of obsessive uncertainty as to one's caste; the patient's fear is that their eggs were placed with the wrong clutch (which is rare, but known to happen—eggs of different castes cannot be visually distinguished from one another). Meditation seems to be the most effective cure for this.
Renism has some adherents among the jinyu, but most prefer the works of their own philosopher, Susshem. Susshem was a waterspeaker who lived during the reign of the Liaogong Emperor. During this time, the jinyu caste system was strained to the point of breaking. The waterspeakers exerted great control over the lives of lower castes, leading to frustration and stagnation.
Susshem, herself a waterspeaker, saw that this was unsustainable. Thus, she wrote The Doctrine of Many Rivers. Here, she argued in favor of the concept of fate, which she compared to a mighty river. The individual is carried along by fate, and cannot control their destination. However, the individual can move from side to side, and even change streams should the option arise.
Her argument was that though fate cannot be denied. The current will always lead to the ocean (which is death). Until then, one still has choices available to them. One should not be prevented from free movement within one's river. Similarly, it is absurd to be jealous of someone traveling in a different river, because they are ultimately in the same position. They too are headed toward death, but also have the option to become better in the meantime.
Her philosophy took ideas from Woism (Wo's fatalistic idea that everything returns to balance), and from Renism (cultivation of virtue through one's choices). Susshem's efforts gave greater flexibility to individual jinyu without threatening the actual caste system. Workers were less important than waterspeakers, but a worker who did their job well was still worthy of respect.
Susshem is still influential today though some jinyu philosophers now think she tried too hard to fit everything into a river metaphor.
Most jinyu live with their own kind, but a good number also mingle with the pandaren. The contemplative jinyu are naturals for monastic life, while others work as scholars and bureaucrats. Pandaren towns act as an escape valve for jinyu who do not think they fit with their castes. Some jinyu monks, warriors, and scholars in pandaren lands are actually rebellious lower caste jinyu who sought to better their station. Jinyu leaders typically allow this, to the point that self-imposed exile is considered a respectable choice for someone unhappy with their station.
Jinyu warriors are fearsome though their need to stay hydrated limits the environments in which they can fight. Waterspeakers also act as an informal intelligence network for Pandaria.
The Pearlfin Jinyu
The Pearlfin are believed to be the descendants of the old Jinyu Empire's old ruling court. Given the years of travel and intermarriage with other jinyu villages, it's unclear how much of the old blood remains, but no one disputes the name's lineage.
The Pearlfin Tribe honored the Peace of Orgrimmar by accepting Pandaria's authority. However, they remain close to the Alliance, which now runs a small embassy in Pearlfin Village. Ambitious and curious Pearlfin jinyu sometimes leave Pandaria to aid Alliance reconnaissance and serve in its military.
The Grummles
In ancient times, the mogu bred the grummle to be loyal messengers and couriers who braved the high mountain passes of Kun-Lai. As a free people, they now guide travelers and traders through those same treacherous routes.
Not all grummle are guides, of course. Some work as traveling peddlers who may go far beyond the Kun-Lai Summit. The lowland grummle who live in the dry steppes south of Kun-Lai typically run yak ranches and small farms.
Though polite, the grummle tend to keep outsiders at arm's length. It is known that they live in small units of four to five families. The exact method that the grummle use to keep track of generational intermarriage between clans and villages is not known, though likely quite sophisticated. Families typically work together on commercial ventures which is why grummle in a particular company or herd will refer to each other as "cousin". Younger grummle are guided by an elder referred to as an "uncle". This is not necessarily literal or gender-specific. However, it is considered bad luck for a parent to manage their children while working, which means a young grummle will always report to an uncle, aunt, or older cousin.
Much has been said about the grummle cultural practice of the "luckydo", which is a particular item that grants fortune or protection. The grummle do not typically concern themselves with philosophy. They are, however, a devout people. Even the smallest village will revere the Four Celestials along with a host of other gods and spirits unique to the grummle. Countless rituals are performed throughout the day to appease these oft-jealous lesser gods.
In general, the grummle adopt a fatalistic view of the world. Though their deeper religious practices remain obscure to the outside world, it is known that they are the only race in Pandaria to believe in reincarnation. This may be their interpretation of mogu spirit-capture magic, in which an entity's soul could be ripped from their body and placed in another, or in an inanimate object. The grummle hope that they can one day break the cycle of reincarnation and achieve true peace. This can be done through a life of exceptionally piety, or through luck.
On rare occasions, an infant is recognized as a reincarnation of a specific grummle from another community. This is less momentous than it sounds. Typically, such a recognition simply heralds a strengthening of ties with a different clan or village. The reincarnated grummle is regarded as a full member of both involved communities, though this does not confer any particular prestige. Grummle shamans do trace such reincarnations though they are reluctant to talk of this with outsiders.
Though grummle traders can be found throughout Pandaria, it is rare for them to set down roots in other towns. They will almost always return to their families in and around Kun-Lai.
The Yaungols
It's not at all clear if the Pandaren Revolution would have succeeded had it not been for the dauntless yaungol warriors of the western steppes. Unfortunately, they did not benefit from their victory.
Nomads and farmers seldom get along and the early days of free Pandaria were marked by conflict between the roving yaungol clans and the pandaren and grummle farmers. This lasted until a dispute ended in the destruction of a small pandaren village. The outraged Biyu Emperor declared that all yaungol must be kept west of the Serpent's Spine.
This marked the beginning of the Tall Grass Campaign, a war that stretched out over several generations. In the end, the yaungol were driven from civilized Pandaria and forced to live in the mantid-haunted western lands.
The yaungol tell this story somewhat differently. They do not see themselves as having done anything wrong. The pandaren had respected the yaungol for their ferocity during the revolution, only to turn on them once the yaungol ways became inconvenient. That the pandaren would use mogu infrastructure like the Serpent's Spine just showed that the new empire was not truly different from the old one.
Life in the Townlong Steppes has hardened the yaungol. Though the grass there is rich, and good fodder for their herds, they must constantly fight the mantids. Some in Pandaria believe that this endless battle helps thin the mantid ranks but this is unlikely; the yaungol are simply not numerous enough to really inflict much harm on the swarms.
The yaungol have found many clever ways to survive. One is their use of oil. Burning oil creates fumes that confuse and exhaust mantids. The yaungol shamans are able to call spirits to extract oil, and use it in many of their fiery rituals. The yaungol believe in many spirits and in a powerful deity known as She Who Watches. She Who Watches may be the yaungol version of the Earthmother, but she is a distant goddess who cares little for worship. Most reverence is directed toward a clan's ancestor spirits.
Yaungol live in matrilineal clans. Warriors through and through, the clans are highly communal. Much like their tauren cousins, the yaungol take good care of their own. Clans never battle one another and internal disputes are usually solved peacefully. In cases where this is not possible, the offended parties will fight each other with blunted weaponry, so as to reduce the likelihood of serious injury. Both the winner and loser will undergo a shared cleansing ritual to reaffirm their brotherhood.
In the peaceful times between mantid invasions, some yaungol clans are permitted to enter Pandaria for trade. These exchanges generally occur without incident. They never stay for very long, however. Pandaria is simply too constrained for nomads.
The Sauroks
The saurok were the first race to rebel against the Mogu Empire. Their former masters bred them as soldiers: cunning, violent, and aggressive. Sadly, these traits did not serve them well after the Mogu Empire's fall.
Modern saurok live in organized war bands on the periphery of pandaren society. Warriors by design, they seem compelled to maintain a culture of constant violence. Small groups of saurok rely on hunting and gathering, typically in remote wilderness areas. Bands that grow larger will attack settlements for food. This invariably gets the attention of pandaren warriors, who will persecute the saurok and disperse them into smaller groups. From there, the cycle begins anew.
The Mogu
Like the other titan-born races, the mogu originated as stone constructs given life by the Curse of Flesh. Their formidable intellects and arcane talents enabled them to craft a powerful and despotic empire that endured for thousands of years. The signs of mogu power abide even in modern Pandaria. Their palaces and fortifications endure, as do some of their aesthetics and cultural practices.
Much of what is known about the mogu comes from the texts they left behind. The mogu were driven to achieve strength and dominance. To them, weakness was the only unforgivable sin. No one is sure why they embraced such an ethos of power. Some speculate that it was a reaction to the enfeebling nature of the Curse of Flesh, but this is only speculation.
The mogu followed a cruel but coherent philosophy called the Strict Path. No one knows who first formulated this philosophy. The earliest mentions come from the writings of Emperor Tian the Ruthless. Tian says that he accepted the Strict Path, and that once he did, he killed the man who came up with it. This makes more sense once the philosophy is understood.
The Strict Path states that all things tend toward weakness and corruption. Fear is the only way to motivate anyone to better themselves. Slaves fear the lash, scholars fear disgrace, and soldiers fear death. The primary duty of the sovereign is to ensure that everyone lives in fear at all times, for only this can create a strong state.
Laws are a tool for punishing unreliable subordinates. Family ties mean nothing. Rewards should only go to the strong and clever. Weakness is the only thing forbidden to the sovereign. The emperor may do anything else they wish, so long as they are strong enough to do so. Truth has no intrinsic value, since only the powerful determine what is true. Emperor Tian's killing of the Strict Path's unnamed creator, and his co-opting of the philosophy, might be seen as a display of power.
The Strict Path did encourage meritocracy. All mogu children were taken from their parents at birth and raised in creches. This made nepotism impossible. A faceless soldier in the emperor's armies could be his son, but he would never know. Family life was seen as a luxury enjoyed only by slaves. The mogu saw life as a series of cruel tests. Success was the only path to respect, and failure deserved only scorn.
The mogu obsession with dominion extended to their interactions with the natural world. They saw Pandaria's forests and mountains as clay to be sculpted and made useful. Mogu architecture tended to be utilitarian, though imperial residences could be quite lavish.
Information about the Mogu Empire comes primarily from two sources: pandaren scholars and the mogu remnant clans. It's been theorized that both have reason to exaggerate the cruelty of the old empire. For the pandaren, such a narrative justifies the Pandaren Revolution. For the mogu clans (and the propaganda of the Mogu Empire), it has the effect of making them seem more fearsome.
Indeed, it is hard to imagine that an empire consisting solely of power-hungry maniacs could survive for as long as the Mogu Empire did (though the Burning Legion managed it for longer). But while the brutality of the ancient mogu may be exaggerated, there is no question that they were quite harsh. It may be that the Strict Path was limited to elites, with lower caste mogu being somewhat more moderate in their approach. The fact that some emperors, like Tsao, took a more merciful stance suggests that the Strict Path was not universally embraced.
The return of the Thunder King failed to bring about a new Mogu Empire and the clans were once again scattered. The race faces an uncertain future, though there is a small mogu community in Zandalar. These mogu are actually descendants of immigrants who fled the fall of the first Mogu Empire, and have been living in Zandalar for thousands of years. During that time, they have adopted many aspects of Zandalari culture though they are seen as second-class citizens.
The Mantids
The mantid swarms have been the eternal enemy of Pandaria. Like the other invertebrate empires of Azeroth, the mantids are associated with the Old Gods.
Mantid lore says that their race once existed in the "Pure State". Here, every mantid effortlessly conducted the actions correct to their station. Drones and warriors worked in harmony with directors and generals, and directors and generals worked in harmony with the empress. This was done without question or even the need for words—chemicals inspired the right action. The empress herself served as a flawless vessel for the will of Y'shaarj.
Yet doubt arose. Y'shaarj left the mantids to fend for themselves. Modern mantids see themselves as cursed into freedom. This might strike outsiders as peculiar, given the mantid tendency to obedience. However, they see this obedience as forced self-discipline. Mantid are taught to follow orders from an early age. What they actually want, however, is obedience without effort.
This is in contrast to the qiraji, who still rely on pheromonal control, and the nerubians, who actively reject pheromones in favor of iron self-discipline.
Today, obedience is compelled through sound. The noise made by the vibration of mantid wings can be subtly altered to precisely direct even the largest swarms. A general will start the sonic cascade, which then spreads to lieutenants, and then down to even the smallest drone. Multiple orders can be contained in a single sound. Every mantid wishes to experience this at least one; they believe that this is the closest they will ever get to the Pure State.
Mantid society revolves around the immense kypari trees found growing in western Pandaria. The sap of these trees has myriad properties. It can be hardened into tools, building materials, and weapons. Kypari sap also has utility as medicine, preservatives, and can even store the raw thoughts of elite mantids. It's the lifeblood of their society.
The majority of mantids live within these kypari trees. This is a symbiotic rather than parasitic relationship; the mantids guide the tree's growth, cleanse it of actual parasites, and ensure its health. The decay of several kypari trees is what prompted the mantids' recent premature invasion of Pandaria.
Similarly important are the enormous kunchong beetles. These titans trundle across the landscape, clearing overgrowth and smoothing hills. In so doing, the kunchong secrete a type of amber that supplements the larger store of kypari amber.
The mantids do not invade Pandaria with the intent of conquest. Rather, they see it as a test of their own abilities. The swarms seek to perpetually strengthen themselves through challenges, and by pruning the weak. The skilled warriors of Pandaria are seen as the ultimate test.
This is why the mantids' failure to defeat Pandaria is never seen as a failure. In fighting, the pandaren help the mantids accomplish their goals. One might wonder why a constantly strengthening swarm wouldn't eventually conquer Pandaria in spite of itself. The reason for this may be that the swarm is reactive. Though it will learn from its mistakes, it won't necessarily anticipate new tactics or strategies used by the pandaren.
Also, not all invasions are the same. The mantid population reaches a critical mass every seven to eight generations, which leads to a particularly numerous invading army. Most invasions, while terrifying, are smaller and less taxing to the pandaren.
Mantid society is ruled by an empress, but guided by the Klaxxi. These are immortal mantids who study the ebb and flow of history to determine the best course for the swarms. This requires a certain degree of independent thought.
The minority of warriors who survive invasions are granted many honors. They may command their own swarms and get access to the best amber. A scant few are chosen to join the Klaxxi. These are often warriors who are successful in spite of being insubordinate. Disobedience may cost the lives of thousands of lesser warriors—but this is seen as a acceptable. After all, the purpose of the battles is to cull the weak.
It is notable that most Klaxxi have come from the smaller mantid swarms that follow the kunchong beetles.
Currently, the mantids are slowly returning to order under the reign of a new empress. Though the paragons were destroyed in the Fourth War, there are still a number of non-combatant Klaxxi who can guide the swarms. Belief in the Pure State abides, despite the disastrous release of the Sha.
Saturday, April 25, 2020
A Note on Pandaren Philosophy
Perhaps the most notable aspect of Pandaria is its lack of any formal ruling body. While emperors and conquerors mar the land's early history, the pandarens have shunned such characters for the last 10,000 years. The panderen way is to govern without governing, and this seeming contradiction reveals much about their culture.
Much of ancient Pandaria suffered under the cruelty of the mogu, who warred over and eventually united the continent during the Age of Quarreling Kings. One of the reasons the mogu formed an empire was to protect against the mantid swarms to the west. The tyranny of the mogu led them to enforce a common culture and language throughout the continent. The loss of earlier art and knowledge must be mourned, but this cultural unity would benefit the panderen and other races.
Today, regardless of where they are in Pandaria, a panderen (or hozen, or jinyu, or grummle) will be able to communicate with the people around them. This is not to say that they will be especially similar—there are significant cultural differences from region to region. However, there are shared values that transcend race or location.
The most important of these is the concept of balance, or shenguo. This ideal informs the core of panderen philosophy. Balance refers not only to moderation and evenness in personal behavior, but also to the world's natural state. The first philosopher to explore this concept was Li Wo, who lived during the tumultuous Thousand Colors Period.
The Thousand Colors Period refers to the era between the fall of the Mogu Empire and the gradual rise of the Pandaren Empire. This time was marked by chaos and confusion. Starvation ravaged some corners of the continent due to the collapse of neglected infrastructure, and warlords (of all races) rallied troops to carve out their own realms. The mantids again prepared to swarm, and the scattered pandarens were not in any shape to resist. Many wondered if it had perhaps been an error to overthrow the old empire, as there was no longer any defense against the mantids. Though Kang's revolution had been a success, he'd failed to create a true alternative to the warlike mogu style of rule.
Li Wo was a wandering teacher who grew weary of the constant bloodshed. Yet she found hope in the natural world. She argued that the world tended toward balance and self-correction. If a forest's deer population grew too big, it would inevitably starve, or would be culled by wolves. This happened on its own, not willed by any emperor or magistrate.
She explained her beliefs in a book called The Three Priceless Treasures (she was a tireless self-promoter). The treasures are summarized as follows:
1. The ideal state of the world is balance.
2. When imbalance occurs, it will eventually correct itself.
3. Balance cannot be forced upon the world, as that in itself causes imbalance.
De-emphasizing conscious action resonated with the pandaren and other races, whose slavery under the mogu was still in living memory. The Three Priceless Treasures also offered hope. The Mogu Empire was imbalanced in how it enforced its many cruel and arbitrary dictates. The Thousand Colors Period was a correction to this, but one that provided its own imbalance (in the form of chaos). But sooner or later, balance would be restored. The philosophy also offered a rebuke to the warlords who sought to follow the path of the mogu.
The idea of not forcing balance is one of the reasons that pandaren culture tends to emphasize living in the moment. Things will tend toward self-correction so long as people are allowed to follow their nature (which always moves toward balance). The idea is that a person, on some level, knows what is best for them, and should not be prevented from pursuing that.
Such a philosophy might be seen as rewarding indolence and other vices. Li Wo argues that bad habits tend to be corrected. They may be corrected by fate (in which the vice causes death), or simply by time and wisdom. Vices tend to cause suffering, and most of those who undergo the suffering will eventually realize the error in their behavior and correct it. But virtue is not something that can be forced; it must be realized from within.
The last-minute defeat of the mantids at the paws of Jin of the Heavy Sandals (a devotee of Li Wo) seemed to prove her point. The pandaren had simply let things take their course, but as needed, someone stepped up to defeat the invaders. The brutality of the mogu had never been necessary. The pandaren people, as individuals and communities, had understood what was best for them and banded together for protection. They did so successfully and without force.
The shared culture of the Pandarian peoples enabled Woism to spread. Over time, it became the basis of a new empire that prized moderation and freedom. The Pandaren Empire never enslaved its subjects or forced them into war. Its primary focus was simply to ensure that the mantid swarms were kept at bay.
Of course, some philosophers argued that the existence of an empire was itself in violation of Wo's philosophy. After all, if balance were truly an innate tendency, wouldn't the empire be unnecessary? Imperial apologists said that the empire was itself an expression of balance, but this struck many as too patently self-serving.
Further, many were chagrined at the leeway Woism gave for personal behavior. A pandaren who practiced vices would eventually self-correct, but what of the suffering they underwent before that period? What of the suffering they brought upon family? Was it really so bad to encourage virtue?
The philosopher Hao Ren attempted to address what he saw as the flaws of Woism. He never rejected the concept of balance; rather, he attempted to refine it.
Taking Wo's original example of a deer population, Ren pointed out that sentient beings could also take care of the problem with hunters. Ren's argument fully embraced the first two arguments of The Three Priceless Treasures, but rejected the third. Namely, he contended that balance is something that must be encouraged. He stressed that such encouragement is different from enforcement.
Ren formulated his ideas during the Years of Sagging Bellies. This was a catastrophic famine that struck Pandaria midway through the reign of the Yangjin Emperor (almost a thousand years after the Thousand Colors Period). The famine arose due to an explosion in the virmeen population. Ren claimed that neglecting the virmeen problem had allowed the famine to happen. While balance would eventually be restored, the loss in lives made it unacceptable to sit by and do nothing.
In his book, August Virtues, Ren wrote that it is the responsibility of the individual to cultivate virtue. This included benevolence, generosity, passion/dedication (the Pandaren word implies both in equal measure), and sociability, among others. Ren believed that by mastering virtue, rather than instinct, one would have the wisdom to guide the world toward balance and maintain it. Instinct was powerful, but limited.
The tendency to live in the moment remained, though Renism tempered this by arguing that satisfaction came from tempering one's instincts. Rather than letting oneself be hurt by vice, one should avoid pain by shunning that vice.
Ren Hao frequently referred to the mantid swarms, using them as an example of guided balance. The pandaren defeated the mantids by consciously working together, and were most successful when led by august and virtuous leaders. He cites Jin of the Heavy Sandals as a prime example of such a leader.
Renism became popular, particularly in educated circles. Hao Ren was not above flattering some of the members of the imperial court, who took their own success as a sign of virtue (though in his later years, Ren warned about this in a circumspect way). Certainly, there was much more the empire could be doing to meet the needs of its subjects. Woism sometimes bordered on callousness, so the empire worked harder to help those led astray by bad habits.
This is not to say that Ren encouraged laziness. He believed that all pandaren could achieve virtue, and that all were obliged to try, from the poorest farmer to the richest landowner. The empire should facilitate this, but not force it.
The Shaohao Emperor was a proponent of Renism, and this is what inspired him to bury his dark emotions.
Woism and Renism remain the two pillars of mainland pandaren philosophy. The interplay between the two has shaped the continent's culture and society. Renism was particularly strong during the Hundred Years Sorrow, the era immediately after the Shaohao Emperor's apotheosis. Renist philosophy provided structure post-imperial Pandaria, and suggested that all pandaren could be strong and virtuous without need of an emperor.
Yet Renism became increasingly overbearing. Scholars too often dictated the behavior of others. Many mistook luck or temporary success as a sign of virtue. As the Renist scholars and bureaucrats consolidated their position, growing more flagrantly corrupt, Woism underwent a resurgence. Pandaren rejected the stifling rules and planned virtue, preferring simple and spontaneous lives.
This back-and-forth is a defining aspect of pandaren history. A minor school of philosophy, baidoism, sees the never-ending duel between Woism and Renism as an example of balance.
Currently, Woism is again making strides. The eruption of the Sha seemed a rebuttal against Renism. The Renism goal of guided emotional balance was clearly upsetting the balance by not allowing expression of darker emotions.
Balance affects the way modern pandaren view the newly revealed outside world. However, it must be stressed that respectable pandaren sages do not regard the contest between the Horde and the Alliance as an example of balance or self-correction. Both factions are relatively new, and cannot be compared to the eternal verities on which the best pandaren philosophy rests. Laypeople, however, are fond of seeing the Horde and Alliance as examples of balance in action.
This is by no means an exhaustive description of pandaren philosophy. There are numerous smaller schools. Some of them are offshoots of Woism or Renism, though others are independent. The pandaren of the Wandering Isle cultivated their own philosophies: Tushui and Huojin.
Tushui's emphasis on virtue takes clear inspiration from Renism. However, Tushui tends to be more collective in orientation, perhaps because the limited space on the Wandering Isle encouraged strong cooperation. While virtue must be cultivated, this is for the express purpose of guiding others rather than for self-edification or a better understanding of balance. Huojin seems more inspired by the stories of Kang than by any previous philosophical school. It emphasizes heroism and action as the appropriate ways to protect the community. Neither of the Wandering Isles philosophies puts as much emphasis on balance.
Much of ancient Pandaria suffered under the cruelty of the mogu, who warred over and eventually united the continent during the Age of Quarreling Kings. One of the reasons the mogu formed an empire was to protect against the mantid swarms to the west. The tyranny of the mogu led them to enforce a common culture and language throughout the continent. The loss of earlier art and knowledge must be mourned, but this cultural unity would benefit the panderen and other races.
Today, regardless of where they are in Pandaria, a panderen (or hozen, or jinyu, or grummle) will be able to communicate with the people around them. This is not to say that they will be especially similar—there are significant cultural differences from region to region. However, there are shared values that transcend race or location.
The most important of these is the concept of balance, or shenguo. This ideal informs the core of panderen philosophy. Balance refers not only to moderation and evenness in personal behavior, but also to the world's natural state. The first philosopher to explore this concept was Li Wo, who lived during the tumultuous Thousand Colors Period.
The Thousand Colors Period refers to the era between the fall of the Mogu Empire and the gradual rise of the Pandaren Empire. This time was marked by chaos and confusion. Starvation ravaged some corners of the continent due to the collapse of neglected infrastructure, and warlords (of all races) rallied troops to carve out their own realms. The mantids again prepared to swarm, and the scattered pandarens were not in any shape to resist. Many wondered if it had perhaps been an error to overthrow the old empire, as there was no longer any defense against the mantids. Though Kang's revolution had been a success, he'd failed to create a true alternative to the warlike mogu style of rule.
Li Wo was a wandering teacher who grew weary of the constant bloodshed. Yet she found hope in the natural world. She argued that the world tended toward balance and self-correction. If a forest's deer population grew too big, it would inevitably starve, or would be culled by wolves. This happened on its own, not willed by any emperor or magistrate.
She explained her beliefs in a book called The Three Priceless Treasures (she was a tireless self-promoter). The treasures are summarized as follows:
1. The ideal state of the world is balance.
2. When imbalance occurs, it will eventually correct itself.
3. Balance cannot be forced upon the world, as that in itself causes imbalance.
De-emphasizing conscious action resonated with the pandaren and other races, whose slavery under the mogu was still in living memory. The Three Priceless Treasures also offered hope. The Mogu Empire was imbalanced in how it enforced its many cruel and arbitrary dictates. The Thousand Colors Period was a correction to this, but one that provided its own imbalance (in the form of chaos). But sooner or later, balance would be restored. The philosophy also offered a rebuke to the warlords who sought to follow the path of the mogu.
The idea of not forcing balance is one of the reasons that pandaren culture tends to emphasize living in the moment. Things will tend toward self-correction so long as people are allowed to follow their nature (which always moves toward balance). The idea is that a person, on some level, knows what is best for them, and should not be prevented from pursuing that.
Such a philosophy might be seen as rewarding indolence and other vices. Li Wo argues that bad habits tend to be corrected. They may be corrected by fate (in which the vice causes death), or simply by time and wisdom. Vices tend to cause suffering, and most of those who undergo the suffering will eventually realize the error in their behavior and correct it. But virtue is not something that can be forced; it must be realized from within.
The last-minute defeat of the mantids at the paws of Jin of the Heavy Sandals (a devotee of Li Wo) seemed to prove her point. The pandaren had simply let things take their course, but as needed, someone stepped up to defeat the invaders. The brutality of the mogu had never been necessary. The pandaren people, as individuals and communities, had understood what was best for them and banded together for protection. They did so successfully and without force.
The shared culture of the Pandarian peoples enabled Woism to spread. Over time, it became the basis of a new empire that prized moderation and freedom. The Pandaren Empire never enslaved its subjects or forced them into war. Its primary focus was simply to ensure that the mantid swarms were kept at bay.
Of course, some philosophers argued that the existence of an empire was itself in violation of Wo's philosophy. After all, if balance were truly an innate tendency, wouldn't the empire be unnecessary? Imperial apologists said that the empire was itself an expression of balance, but this struck many as too patently self-serving.
Further, many were chagrined at the leeway Woism gave for personal behavior. A pandaren who practiced vices would eventually self-correct, but what of the suffering they underwent before that period? What of the suffering they brought upon family? Was it really so bad to encourage virtue?
The philosopher Hao Ren attempted to address what he saw as the flaws of Woism. He never rejected the concept of balance; rather, he attempted to refine it.
Taking Wo's original example of a deer population, Ren pointed out that sentient beings could also take care of the problem with hunters. Ren's argument fully embraced the first two arguments of The Three Priceless Treasures, but rejected the third. Namely, he contended that balance is something that must be encouraged. He stressed that such encouragement is different from enforcement.
Ren formulated his ideas during the Years of Sagging Bellies. This was a catastrophic famine that struck Pandaria midway through the reign of the Yangjin Emperor (almost a thousand years after the Thousand Colors Period). The famine arose due to an explosion in the virmeen population. Ren claimed that neglecting the virmeen problem had allowed the famine to happen. While balance would eventually be restored, the loss in lives made it unacceptable to sit by and do nothing.
In his book, August Virtues, Ren wrote that it is the responsibility of the individual to cultivate virtue. This included benevolence, generosity, passion/dedication (the Pandaren word implies both in equal measure), and sociability, among others. Ren believed that by mastering virtue, rather than instinct, one would have the wisdom to guide the world toward balance and maintain it. Instinct was powerful, but limited.
The tendency to live in the moment remained, though Renism tempered this by arguing that satisfaction came from tempering one's instincts. Rather than letting oneself be hurt by vice, one should avoid pain by shunning that vice.
Ren Hao frequently referred to the mantid swarms, using them as an example of guided balance. The pandaren defeated the mantids by consciously working together, and were most successful when led by august and virtuous leaders. He cites Jin of the Heavy Sandals as a prime example of such a leader.
Renism became popular, particularly in educated circles. Hao Ren was not above flattering some of the members of the imperial court, who took their own success as a sign of virtue (though in his later years, Ren warned about this in a circumspect way). Certainly, there was much more the empire could be doing to meet the needs of its subjects. Woism sometimes bordered on callousness, so the empire worked harder to help those led astray by bad habits.
This is not to say that Ren encouraged laziness. He believed that all pandaren could achieve virtue, and that all were obliged to try, from the poorest farmer to the richest landowner. The empire should facilitate this, but not force it.
The Shaohao Emperor was a proponent of Renism, and this is what inspired him to bury his dark emotions.
Woism and Renism remain the two pillars of mainland pandaren philosophy. The interplay between the two has shaped the continent's culture and society. Renism was particularly strong during the Hundred Years Sorrow, the era immediately after the Shaohao Emperor's apotheosis. Renist philosophy provided structure post-imperial Pandaria, and suggested that all pandaren could be strong and virtuous without need of an emperor.
Yet Renism became increasingly overbearing. Scholars too often dictated the behavior of others. Many mistook luck or temporary success as a sign of virtue. As the Renist scholars and bureaucrats consolidated their position, growing more flagrantly corrupt, Woism underwent a resurgence. Pandaren rejected the stifling rules and planned virtue, preferring simple and spontaneous lives.
This back-and-forth is a defining aspect of pandaren history. A minor school of philosophy, baidoism, sees the never-ending duel between Woism and Renism as an example of balance.
Currently, Woism is again making strides. The eruption of the Sha seemed a rebuttal against Renism. The Renism goal of guided emotional balance was clearly upsetting the balance by not allowing expression of darker emotions.
Balance affects the way modern pandaren view the newly revealed outside world. However, it must be stressed that respectable pandaren sages do not regard the contest between the Horde and the Alliance as an example of balance or self-correction. Both factions are relatively new, and cannot be compared to the eternal verities on which the best pandaren philosophy rests. Laypeople, however, are fond of seeing the Horde and Alliance as examples of balance in action.
This is by no means an exhaustive description of pandaren philosophy. There are numerous smaller schools. Some of them are offshoots of Woism or Renism, though others are independent. The pandaren of the Wandering Isle cultivated their own philosophies: Tushui and Huojin.
Tushui's emphasis on virtue takes clear inspiration from Renism. However, Tushui tends to be more collective in orientation, perhaps because the limited space on the Wandering Isle encouraged strong cooperation. While virtue must be cultivated, this is for the express purpose of guiding others rather than for self-edification or a better understanding of balance. Huojin seems more inspired by the stories of Kang than by any previous philosophical school. It emphasizes heroism and action as the appropriate ways to protect the community. Neither of the Wandering Isles philosophies puts as much emphasis on balance.
Friday, April 24, 2020
The Neutral Powers, Post-Legionfall
The neutral states were caught off-guard by the Fourth War, and many reacted belatedly or not at all. Ironically, it was the single greatest neutral power, Pandaria, that was instrumental in ending the conflict (though Pandaria will be addressed in its own section, not this one). Today, the vacuum left by the weakened Horde has given these states new openings. At the same time, they must work ever more closely with the superpower that is the Alliance.
The Argent Protectorate
The Argent Crusade more or less stumbled its way into sovereign status. The old Argent Crusade (and the Argent Dawn before that) was an almost purely military organization, dedicated to driving evil from the ruins of Lordaeron. In so doing, they found themselves the stewards to the human remnant population in the Plaguelands. Now that the Scourge is no more, the Argent Crusade had no choice but to put down their swords and take up their pens in order to care for their subjects.
Unfortunately, battle-hardened crusaders do not necessarily make good peacetime leaders. The early years of the Argent Protectorate (which includes much of the Western Plaguelands and all of the Eastern) were almost farcical. While the Argents had some experience with administration, they had trouble prioritizing the needs of their civilian population. Dalaranese expertise helped address this management issue.
Life in the Argent Protectorate is far from luxurious but is relatively safe so long as one stays in the cleansed areas. Anyone can apply to become a resident, but only those with experience in the Argent military are permitted to act as leaders. This has led to a militaristic attitude that has become somewhat problematic given the Argent Protectorate's delicate geographical position. The Argent Protectorate considers the Forsaken to be morally equivalent to the Scourge, and many within it would like to declare war against Sylvanas. The Alliance will almost certainly take the Argent Protectorate's side in the event of conflict.
Cooler heads point out that the Alliance would not be able to score a decisive victory in time to save Argent territory. The Argent Crusade has a substantial civilian population that it must protect from both death and undeath. It's one thing for the soldiers to sacrifice themselves, quite another for the families they protect to do the same. But Forsaken atrocities are well-known and continue to inspire anger. Ex-Forsaken Argents are often among the most strident advocates for war.
The Cenarion Circle
The Cenarion Circle was caught completely wrong-footed by the Fourth War. Horde depredations in Ashenvale outraged the circle's membership, and they hewed ever closer to Darnassus. Horde druids found themselves isolated. Those who apologized for Garrosh's actions risked censure from their Horde superiors, and such apologies usually garnered more scorn from the Alliance. By the end of the Fourth War, there was little to distinguish the Cenarion Circle from the Darnassian government.
The war against the Legion gave the Cenarion Circle a much-needed boost. Their druids moved in after the debacle at the Broken Shore and played an instrumental role in repelling the Legion. Some of the factional differences were resolved and the Cenarion Circle again stands on its own.
The Earthen Ring
The Earthen Ring was one of the few neutral powers to support the Horde during the Fourth War. Garrosh's increasing savagery, and his seeming indifference to the spirits, soon made them look like hypocrites. Alliance shamans considered splitting off to form their own organization.
Much like the Cenarion Circle, the Earthen Ring was granted a new life during the Legion invasion. Though still sympathetic to the Horde, they have made clear that their primary purpose is to work with the spirits of Azeroth.
The Steamwheedle Cartel
The Fourth War provided some wild ups and downs for the Steamwheedle goblins. Fortunes were earned on the arms trade, even as they were lost investing in the Elemental Planes. The Legion invasion gave the arms dealers a second wind. As is so often the case, Steamwheedle lenders and traders played an instrumental part in saving Azeroth.
After Legionfall, the Steamwheedle Cartel shifted its focus to infrastructure and construction. The Horde's inclusion of the Bilgewater Cartel alienated the Steamwheedle bosses, but they have a good working relationship with the Darkspear Tribe, which has extensive investments throughout Stranglethorn Vale. The cartel has also been working with Uldum, though there is suspicion that this relationship tends to exploit the tol'vir, who have little experience with such things.
The Steamwheedle Cartel remains a place where misfits from other societies can find a home, so long as they're willing to work for it. Though goblins predominate, the Steamwheedle cities are all melting pots of different races and creeds. These are areas where Horde and Alliance citizens can meet each other as equals. The board of directors includes two trolls and a human. As one might expect, Steamwheedle territories also attract spies from all over.
Dalaran
Dalaran is a source of frustration for the Alliance. Garrosh's aggression led the floating city-state to rejoin the Alliance, and many in Stormwind and Ironforge assumed this would be permanent. Dalaran's abrupt departure after the Fourth War enraged many and has cast a pall of suspicion over the Kirin Tor.
In truth, Dalaran believes it has a mission to protect Azeroth and only joined the Alliance in order to facilitate this goal. During the Legion Invasion, they reasoned that they could better serve the world by acting as neutral coordinators for the innumerable partisans and freelancers who flocked to fight the demons. Their reasoning was correct.
Dalaran has remained in position over the Broken Isles though it controls extensive farmland in western Crystalsong Forest up in Northrend. The city welcomes researchers and mages from around the world, though the Kirin Tor tend to be tightfisted about sharing information. Access to the better Kirin Tor libraries is limited to Dalaranese citizens. Horde and Alliance scholars who wish to see such information would have to renounce their factions in order to do so. Those who attempt to smuggle information to other parties are violently terminated if caught.
Shattrath City
Outland's remote location has preserved it from the recent chaos. The Dark Portal is effectively controlled by the Alliance, but the vast wasteland of Hellfire Peninsula on the other side means that there's no easy way for them to resupply armies or outposts. The Outland Campaign was logistically taxing, and there is no longer any reason for either the Horde or the Alliance to maintain a significant presence on the crumbling realm.
This suits Outland just fine. Shattrath City remains a beacon of peace and safety in a tumultuous universe. A new generation has grown up in the teeming streets of the Lower City and races from multiple worlds mingle in the vast marketplaces. The arrivals have altered the makeup of the Sha'tar governing body, which now only has a Draenic minority. This was an initial source of frustration to the Draenei, who feared that the other races would detract from the Draenei's holy mission to provide piety and safety for all. Over time, this attitude has changed. Though the Draenei remain committed to their mission, they also realize that other races can only gradually be guided to a more holy state. Some of the non-Draenei, however, are dedicated to ensuring that Shattrath never becomes so holy as to prevent profit or a good time.
Conflict exists in the Lower City, but is blunted by the Naaru presence. Arguments can be fierce, but they never erupt into violence. Penury is always possible, but there is a safety net. The Sha'tar hear the voices of those who speak. The Aldor have re-dedicated themselves to helping the poor and dispossessed, while the Scryers now act as an informal university (though it's difficult to get in without the right connections). With so many intermingling cultures, it is no surprise that the arts have thrived in Shattrath, and many believe there is no better place for a creative mind.
The Argent Protectorate
The Argent Crusade more or less stumbled its way into sovereign status. The old Argent Crusade (and the Argent Dawn before that) was an almost purely military organization, dedicated to driving evil from the ruins of Lordaeron. In so doing, they found themselves the stewards to the human remnant population in the Plaguelands. Now that the Scourge is no more, the Argent Crusade had no choice but to put down their swords and take up their pens in order to care for their subjects.
Unfortunately, battle-hardened crusaders do not necessarily make good peacetime leaders. The early years of the Argent Protectorate (which includes much of the Western Plaguelands and all of the Eastern) were almost farcical. While the Argents had some experience with administration, they had trouble prioritizing the needs of their civilian population. Dalaranese expertise helped address this management issue.
Life in the Argent Protectorate is far from luxurious but is relatively safe so long as one stays in the cleansed areas. Anyone can apply to become a resident, but only those with experience in the Argent military are permitted to act as leaders. This has led to a militaristic attitude that has become somewhat problematic given the Argent Protectorate's delicate geographical position. The Argent Protectorate considers the Forsaken to be morally equivalent to the Scourge, and many within it would like to declare war against Sylvanas. The Alliance will almost certainly take the Argent Protectorate's side in the event of conflict.
Cooler heads point out that the Alliance would not be able to score a decisive victory in time to save Argent territory. The Argent Crusade has a substantial civilian population that it must protect from both death and undeath. It's one thing for the soldiers to sacrifice themselves, quite another for the families they protect to do the same. But Forsaken atrocities are well-known and continue to inspire anger. Ex-Forsaken Argents are often among the most strident advocates for war.
The Cenarion Circle
The Cenarion Circle was caught completely wrong-footed by the Fourth War. Horde depredations in Ashenvale outraged the circle's membership, and they hewed ever closer to Darnassus. Horde druids found themselves isolated. Those who apologized for Garrosh's actions risked censure from their Horde superiors, and such apologies usually garnered more scorn from the Alliance. By the end of the Fourth War, there was little to distinguish the Cenarion Circle from the Darnassian government.
The war against the Legion gave the Cenarion Circle a much-needed boost. Their druids moved in after the debacle at the Broken Shore and played an instrumental role in repelling the Legion. Some of the factional differences were resolved and the Cenarion Circle again stands on its own.
The Earthen Ring
The Earthen Ring was one of the few neutral powers to support the Horde during the Fourth War. Garrosh's increasing savagery, and his seeming indifference to the spirits, soon made them look like hypocrites. Alliance shamans considered splitting off to form their own organization.
Much like the Cenarion Circle, the Earthen Ring was granted a new life during the Legion invasion. Though still sympathetic to the Horde, they have made clear that their primary purpose is to work with the spirits of Azeroth.
The Steamwheedle Cartel
The Fourth War provided some wild ups and downs for the Steamwheedle goblins. Fortunes were earned on the arms trade, even as they were lost investing in the Elemental Planes. The Legion invasion gave the arms dealers a second wind. As is so often the case, Steamwheedle lenders and traders played an instrumental part in saving Azeroth.
After Legionfall, the Steamwheedle Cartel shifted its focus to infrastructure and construction. The Horde's inclusion of the Bilgewater Cartel alienated the Steamwheedle bosses, but they have a good working relationship with the Darkspear Tribe, which has extensive investments throughout Stranglethorn Vale. The cartel has also been working with Uldum, though there is suspicion that this relationship tends to exploit the tol'vir, who have little experience with such things.
The Steamwheedle Cartel remains a place where misfits from other societies can find a home, so long as they're willing to work for it. Though goblins predominate, the Steamwheedle cities are all melting pots of different races and creeds. These are areas where Horde and Alliance citizens can meet each other as equals. The board of directors includes two trolls and a human. As one might expect, Steamwheedle territories also attract spies from all over.
Dalaran
Dalaran is a source of frustration for the Alliance. Garrosh's aggression led the floating city-state to rejoin the Alliance, and many in Stormwind and Ironforge assumed this would be permanent. Dalaran's abrupt departure after the Fourth War enraged many and has cast a pall of suspicion over the Kirin Tor.
In truth, Dalaran believes it has a mission to protect Azeroth and only joined the Alliance in order to facilitate this goal. During the Legion Invasion, they reasoned that they could better serve the world by acting as neutral coordinators for the innumerable partisans and freelancers who flocked to fight the demons. Their reasoning was correct.
Dalaran has remained in position over the Broken Isles though it controls extensive farmland in western Crystalsong Forest up in Northrend. The city welcomes researchers and mages from around the world, though the Kirin Tor tend to be tightfisted about sharing information. Access to the better Kirin Tor libraries is limited to Dalaranese citizens. Horde and Alliance scholars who wish to see such information would have to renounce their factions in order to do so. Those who attempt to smuggle information to other parties are violently terminated if caught.
Shattrath City
Outland's remote location has preserved it from the recent chaos. The Dark Portal is effectively controlled by the Alliance, but the vast wasteland of Hellfire Peninsula on the other side means that there's no easy way for them to resupply armies or outposts. The Outland Campaign was logistically taxing, and there is no longer any reason for either the Horde or the Alliance to maintain a significant presence on the crumbling realm.
This suits Outland just fine. Shattrath City remains a beacon of peace and safety in a tumultuous universe. A new generation has grown up in the teeming streets of the Lower City and races from multiple worlds mingle in the vast marketplaces. The arrivals have altered the makeup of the Sha'tar governing body, which now only has a Draenic minority. This was an initial source of frustration to the Draenei, who feared that the other races would detract from the Draenei's holy mission to provide piety and safety for all. Over time, this attitude has changed. Though the Draenei remain committed to their mission, they also realize that other races can only gradually be guided to a more holy state. Some of the non-Draenei, however, are dedicated to ensuring that Shattrath never becomes so holy as to prevent profit or a good time.
Conflict exists in the Lower City, but is blunted by the Naaru presence. Arguments can be fierce, but they never erupt into violence. Penury is always possible, but there is a safety net. The Sha'tar hear the voices of those who speak. The Aldor have re-dedicated themselves to helping the poor and dispossessed, while the Scryers now act as an informal university (though it's difficult to get in without the right connections). With so many intermingling cultures, it is no surprise that the arts have thrived in Shattrath, and many believe there is no better place for a creative mind.
Shattrath City's authority now extends well beyond the city's walls, and has peacefully incorporated the remaining populations of Skettis and the Cabal.
The Order of the Ebon Blade
The death knights of the Ebon Blade launched themselves into the war against the Legion. When that was done, most retreated back to Icecrown Glacier where they keep an eye on the Scourge remnant. They seem to have little interest in the world beyond that, though some can still be found serving the Horde or Alliance.
The Illidari
The demon hunters continue their war against the remnants of the Burning Legion. Familiar with fiendish stratagems, they know that rogue warlords might still try to foment chaos in Azeroth. Those who do will soon find the Illidari's Azzinoth blades at their throats.
Most in Azeroth have accepted Illidan's return. However, residents in Outland remember the suffering they endured under Illidan's reign, and have made very clear that the Illidari are not welcome. Demon hunters who travel to Outland do so at their own peril—which sometimes helps the demon hunters' quarry.
Zangarmarsh
The Cenarion Expedition remained in Zangarmarsh, and is self-sufficient. These druids have gained a better understanding of the fungal ecology and are dedicated to preserving this diverse environment. The creation of a second spawning ground has ensured that the sporeling race will still have a future. Sporeggar works closely with the Cenarion Expedition, and few within the organization were surprised when a sporeling, Fessh'fin, was elevated to Archdruid of Outland.
The Cenarion Circle was troubled by this, but they were too far away for their opinion to matter.
Ogri'la
The enlightened ogres of Ogri'la pool their efforts into uplifting those ogres who can be, and to feeding the rest. It's not an ideal state, but is the best that can be done for now.
The Consortium
There was a time when it seemed as if the Consortium ethereals were poised to enter the markets of Azeroth. Distance and strife convinced the Consortium to focus on Outland. Netherstorm remains a hub of ethereal activity. The goblins of Area 52 are effectively run by the Consortium, giving the traders within access to markets on dozens of worlds. Ever so slowly, artifacts and goods from unimaginably distant realms filter their way into Outland, and from there to Azeroth.
Zul'drak
Zul'drak was ruined by the Scourge. The failure of the spirit-slave system has turned the once-temperate lower tiers into frigid wastelands. Ice trolls survive in a few pockets, but it is doubtful that they will ever regain their empire.
Ulduar
The Earthen of Ulduar chose not to formally join the Alliance. However, they still share information and resources with dwarven explorers. No one knows exactly what the Earthen do within Ulduar, though most information suggests that they are simply trying to rebuild after the war with the iron dwarves.
The Tuskarr Tribes
The tuskarr celebrated the Lich King's fall as much as anyone else. Life is good; there's plenty of fish, and far fewer enemies. Yet they are troubled by the encroaching human presence. Kirovi fishermen and Stormwind colonists sometimes seize the best fishing spots. It's not yet a serious problem, but will become one if trends continue.
The tuskarr value their independence, but they are one of the few neutral groups to favor the Horde. The shared shamanistic culture gives them some common ground and they do not think the Alliance would ever take their side in a quarrel against Kirovar or Stormwind.
The Wyrmrest Accord
The dragon flights have largely accepted that they will play a smaller role from now on. Currently, the flights are dedicated to teaching their mortal successors. Much work is also being done to find a replacement for Ysera, who perished during the Legion Invasion.
The Frenzyheart Tribe
The wolvar of the Frenzyheart Tribe eventually exhausted themselves in constant fighting. They lurk at the edge of the Sholazar Basin, gradually building up strength for another go at it. They are the only viable wolvar population left in Northrend.
The Oracles
The Oracles have taken advantage of the Scourge's fall to increase their numbers. Several outsiders, primarily dwarves and night elves, are providing assistance. A handful of gorloc prodigies try and develop Oracle society, but it is slow going at best.
Uldum
The kingdoms of Uldum face an uncertain future. Far more primitive than much of Azeroth, the tol'vir struggle to bring their realm up to speed. The power of the Horde and Alliance has sent cultural shock waves through Uldum, and some now question the worth of their own culture.
Ramkahen is peaceful but impoverished. The pharaoh has sent tol'vir scholars to learn from the wider world, and some have been successful. But it will take generations for meaningful change to take place. Conservative tol'vir resent these changes, and question why they should imitate foreign societies.
The Orsisi have fully reverted to their nomadic state and there have been several confrontations with Ramkaheni farmers. It is probably only a matter of time before violence erupts. Worryingly, the Orsisi tend to readily accept the powerful weapons of the outside world.
Alliance intervention saved the Neferseti from complete collapse. These stone tol'vir cannot normally reproduce. A few dwarven philanthropists work with the distant Earthen to find a solution.
The Order of the Ebon Blade
The death knights of the Ebon Blade launched themselves into the war against the Legion. When that was done, most retreated back to Icecrown Glacier where they keep an eye on the Scourge remnant. They seem to have little interest in the world beyond that, though some can still be found serving the Horde or Alliance.
The Illidari
The demon hunters continue their war against the remnants of the Burning Legion. Familiar with fiendish stratagems, they know that rogue warlords might still try to foment chaos in Azeroth. Those who do will soon find the Illidari's Azzinoth blades at their throats.
Most in Azeroth have accepted Illidan's return. However, residents in Outland remember the suffering they endured under Illidan's reign, and have made very clear that the Illidari are not welcome. Demon hunters who travel to Outland do so at their own peril—which sometimes helps the demon hunters' quarry.
Zangarmarsh
The Cenarion Expedition remained in Zangarmarsh, and is self-sufficient. These druids have gained a better understanding of the fungal ecology and are dedicated to preserving this diverse environment. The creation of a second spawning ground has ensured that the sporeling race will still have a future. Sporeggar works closely with the Cenarion Expedition, and few within the organization were surprised when a sporeling, Fessh'fin, was elevated to Archdruid of Outland.
The Cenarion Circle was troubled by this, but they were too far away for their opinion to matter.
Ogri'la
The enlightened ogres of Ogri'la pool their efforts into uplifting those ogres who can be, and to feeding the rest. It's not an ideal state, but is the best that can be done for now.
The Consortium
There was a time when it seemed as if the Consortium ethereals were poised to enter the markets of Azeroth. Distance and strife convinced the Consortium to focus on Outland. Netherstorm remains a hub of ethereal activity. The goblins of Area 52 are effectively run by the Consortium, giving the traders within access to markets on dozens of worlds. Ever so slowly, artifacts and goods from unimaginably distant realms filter their way into Outland, and from there to Azeroth.
Zul'drak
Zul'drak was ruined by the Scourge. The failure of the spirit-slave system has turned the once-temperate lower tiers into frigid wastelands. Ice trolls survive in a few pockets, but it is doubtful that they will ever regain their empire.
Ulduar
The Earthen of Ulduar chose not to formally join the Alliance. However, they still share information and resources with dwarven explorers. No one knows exactly what the Earthen do within Ulduar, though most information suggests that they are simply trying to rebuild after the war with the iron dwarves.
The Tuskarr Tribes
The tuskarr celebrated the Lich King's fall as much as anyone else. Life is good; there's plenty of fish, and far fewer enemies. Yet they are troubled by the encroaching human presence. Kirovi fishermen and Stormwind colonists sometimes seize the best fishing spots. It's not yet a serious problem, but will become one if trends continue.
The tuskarr value their independence, but they are one of the few neutral groups to favor the Horde. The shared shamanistic culture gives them some common ground and they do not think the Alliance would ever take their side in a quarrel against Kirovar or Stormwind.
The Wyrmrest Accord
The dragon flights have largely accepted that they will play a smaller role from now on. Currently, the flights are dedicated to teaching their mortal successors. Much work is also being done to find a replacement for Ysera, who perished during the Legion Invasion.
The Frenzyheart Tribe
The wolvar of the Frenzyheart Tribe eventually exhausted themselves in constant fighting. They lurk at the edge of the Sholazar Basin, gradually building up strength for another go at it. They are the only viable wolvar population left in Northrend.
The Oracles
The Oracles have taken advantage of the Scourge's fall to increase their numbers. Several outsiders, primarily dwarves and night elves, are providing assistance. A handful of gorloc prodigies try and develop Oracle society, but it is slow going at best.
Uldum
The kingdoms of Uldum face an uncertain future. Far more primitive than much of Azeroth, the tol'vir struggle to bring their realm up to speed. The power of the Horde and Alliance has sent cultural shock waves through Uldum, and some now question the worth of their own culture.
Ramkahen is peaceful but impoverished. The pharaoh has sent tol'vir scholars to learn from the wider world, and some have been successful. But it will take generations for meaningful change to take place. Conservative tol'vir resent these changes, and question why they should imitate foreign societies.
The Orsisi have fully reverted to their nomadic state and there have been several confrontations with Ramkaheni farmers. It is probably only a matter of time before violence erupts. Worryingly, the Orsisi tend to readily accept the powerful weapons of the outside world.
Alliance intervention saved the Neferseti from complete collapse. These stone tol'vir cannot normally reproduce. A few dwarven philanthropists work with the distant Earthen to find a solution.
Thursday, April 23, 2020
A Few Notes on Travel
The Treaty of Orgrimmar officially permits travel between the Horde and the Alliance. In reality, such travel is subject to numerous limitations and remains relatively rare.
The Alliance:
Khaz Modan: Horde subjects can generally travel safely through the Bronzebeard regions of Khaz Modan, though they are unlikely to get a friendly reception. Wildhammer lands can be dangerous for orcs, trolls, and Forsaken. Here, goblins and tauren are generally tolerated, and Sin'dorei may be welcomed if they are of a lineage that helped the Wildhammer Clan in times past. The Dark Iron territories are dangerous, but members of the Horde with the right skills can actually get good work as bodyguards and freelancers.
Gnomeregan: Horde visitors are generally treated well.
Stormwind (and other human kingdoms): While there's no official rule against Horde citizens, travelers often face harassment. Violence may occur in more remote regions. Travel here is not recommended.
Darnassus: Only the tauren are ever permitted within Kaldorei lands. Others will be turned back at the borders, and killed on sight if found within.
The Exodar: The Draenei welcome all peaceful Horde visitors, and are not shy about sharing their religion. The location of the Azuremyst Archipelago makes it difficult to reach the Exodar without traveling through Kaldorei lands, so the Draenei have set up a ferry between the Exodar and Shadowprey Village.
Gilneas: It is suicidal for any Horde citizen to travel here.
The Horde:
The Orcish Horde: Alliance travelers often face violence and aggression from the orcs. Many orcs still wish to avenge the humiliation they felt after the end of the Fourth War.
The Darkspear Tribe: Alliance citizens usually get a cold reception in Darkspear lands throughout Kalimdor (Draenei tend to get a more favorable reception due to the Exodar's generous donations). The holdings in Stranglethorn Vale are more welcoming, though visitors are expected to be there on business.
The United Tauren Tribes: Most Alliance visitors are warmly welcomed, particularly night elves. However, dwarves and gnomes tend to get chillier receptions.
The Bilgewater Cartel: Visitors may fall prey to scams or petty theft. Beyond that, cartel lands are reasonably safe for the Alliance. Some Alliance citizens even work in Bilgewater Harbor.
Lordaeron: It is suicidal for any Alliance citizen to travel here.
Quel'thalas: The Sin'dorei are selective about visitors. High elves are generally welcome, along with well-connected gnomes, Wildhammer dwarves, Draenei, and humans. Void elves are turned back, though usually with an apology. The Ren'dorei come from respectable families, but the nature of their condition simply makes it unsafe for Quel'thalas to accept them as visitors (and few Ren'dorei would be so presumptuous as to visit). Others are barred at entry, and will be arrested, interrogated, and deported if found inside the country.
The Alliance:
Khaz Modan: Horde subjects can generally travel safely through the Bronzebeard regions of Khaz Modan, though they are unlikely to get a friendly reception. Wildhammer lands can be dangerous for orcs, trolls, and Forsaken. Here, goblins and tauren are generally tolerated, and Sin'dorei may be welcomed if they are of a lineage that helped the Wildhammer Clan in times past. The Dark Iron territories are dangerous, but members of the Horde with the right skills can actually get good work as bodyguards and freelancers.
Gnomeregan: Horde visitors are generally treated well.
Stormwind (and other human kingdoms): While there's no official rule against Horde citizens, travelers often face harassment. Violence may occur in more remote regions. Travel here is not recommended.
Darnassus: Only the tauren are ever permitted within Kaldorei lands. Others will be turned back at the borders, and killed on sight if found within.
The Exodar: The Draenei welcome all peaceful Horde visitors, and are not shy about sharing their religion. The location of the Azuremyst Archipelago makes it difficult to reach the Exodar without traveling through Kaldorei lands, so the Draenei have set up a ferry between the Exodar and Shadowprey Village.
Gilneas: It is suicidal for any Horde citizen to travel here.
The Horde:
The Orcish Horde: Alliance travelers often face violence and aggression from the orcs. Many orcs still wish to avenge the humiliation they felt after the end of the Fourth War.
The Darkspear Tribe: Alliance citizens usually get a cold reception in Darkspear lands throughout Kalimdor (Draenei tend to get a more favorable reception due to the Exodar's generous donations). The holdings in Stranglethorn Vale are more welcoming, though visitors are expected to be there on business.
The United Tauren Tribes: Most Alliance visitors are warmly welcomed, particularly night elves. However, dwarves and gnomes tend to get chillier receptions.
The Bilgewater Cartel: Visitors may fall prey to scams or petty theft. Beyond that, cartel lands are reasonably safe for the Alliance. Some Alliance citizens even work in Bilgewater Harbor.
Lordaeron: It is suicidal for any Alliance citizen to travel here.
Quel'thalas: The Sin'dorei are selective about visitors. High elves are generally welcome, along with well-connected gnomes, Wildhammer dwarves, Draenei, and humans. Void elves are turned back, though usually with an apology. The Ren'dorei come from respectable families, but the nature of their condition simply makes it unsafe for Quel'thalas to accept them as visitors (and few Ren'dorei would be so presumptuous as to visit). Others are barred at entry, and will be arrested, interrogated, and deported if found inside the country.
The Horde, Post-Legionfall: The Eastern Kingdoms
Lordaeron
If nothing else, the Forsaken are the only major Horde race that actually kept some of their conquered territory. The Hillsbrad Foothills and the ruins of Andorhal in the Western Plaguelands remain in the Banshee Queen's grip. Gilneas was lost, but is of little consequence. The Forsaken broke the Gilnean armies. Though the land has been re-occupied by its natives, it is a haunted shell of its former self.
Yet this does not change the fact that the Forsaken are fewer in number than they were at the start of the war. Corpses culled from Gilneas and Lordaeron's paltry human holdouts replenished some losses, but not enough. Now corralled by the peace treaty, the Forsaken face an uncertain future as a race.
The failure of the Fourth War forced most Horde races to re-examine themselves. Little of this occurred within Lordaeron. Sylvanas spent years cultivating bitterness and resentment among the Forsaken, and most undead firmly believe that the war was justified, that the world hates them and wants them gone. The Alliance's reactions to Gilneas and Southshore—both done as protective measures—are proof that the Forsaken are fighting for their right to exist. Few challenge the narrative.
Those who do tend to disappear.
Many Forsaken remain apathetic. The miasma of undeath stifles positive emotion. Instead, they lose themselves in busywork or memory, shuffling through the sepulchral halls of Undercity and other settlements. Though Sylvanas now proclaims her realm to be Lordaeron, she has directed her abominations to tear down most remnants of the old kingdom, replacing the steeples and citadels with skull-topped manses. If Lordaeron exists, it will be on her terms only.
The strands of the Cult of the Forgotten Shadow have been woven together into the Church of Shadow, a dogma that serves Sylvanas. The priests remind the Forsaken that the living are cruel and that kindness may only be found among the dead. Many Forsaken now congregate in profaned churches to weep and rend their garments. The priests are to affirm and validate this sadness, and remind them that Sylvanas is the only one who will give them the chance to overcome their pain. Yet even some of these new priests wonder if they are truly helping their parishioners, or making them more miserable.
Sylvanas has consolidated her rule. The Deathguard, the Royal Apothecary Society, and the Church of Shadow pledge her allegiance to her and her alone. They are judged more by loyalty than by results. Many of the First Generation Forsaken in these roles are dead—often from battle, but sometimes by purges—and the more pliable Second Generation now fill their ranks. There is conflict between the two generations. The First Generation understands that necromancy is necessary to sustain their race, but they have not forgotten the horrors they suffered under the Scourge, and cannot easily reconcile themselves to their liberator turning herself into a slaver. Reminders of how cruel the living can be tend to keep them loyal, but there is less enthusiasm in this group.
Venomspite is the last Forsaken holding in Northrend. A number of disenchanted First Generation undead now live here, seeking to liberate what few Scourge drones they can find. Though they still serve the Banshee Queen, they want to make sure that the Forsaken never completely forget the strength of their own wills.
Forsaken Expatriates
The tyranny of Sylvanas has forced dissidents to leave or to stay quiet. Those who chose the former option can be found in a number of places. Some of them continue to profess loyalty to the Horde and Sylvanas, but others are independent or even in opposition to their former master.
The majority of expatriates live in the Kalimdor Horde. These Forsaken often left prior to the Fourth War. Many identify with the cultures of the Kalimdor Horde and have become respected (though not necessarily popular) warriors and scouts. They typically remain loyal to the warchief and prefer to spend their time with the living.
A handful of researchers and apothecaries seek shelter in Quel'thalas. Some of them secretly work on a cure for undeath. This is a dangerous endeavor. Sylvanas is a member of a Great House, and Quel'thalas will take her side in any serious dispute. Other Forsaken have found sanctuary in Dalaran, and have renounced the Horde in order to gain the Kirin Tor's protection.
Those Forsaken who still follow the Light may join the Argent Crusade. Those who do are considered enemies of the state, and they are proud to count themselves as such. Other pious Forsaken have fled all the way to Shattrath, where they have formed a small religious community in the Lower City. Sylvanas is indifferent to the Shattrath Forsaken.
The anarchic early days of the Forsaken gave rise to a number of undead artists and intellectuals who enjoyed the free-wheeling atmosphere. Frustrated by the increasingly totalitarian nature of Sylvanas's rule, these undead have resettled in Booty Bay and Gadetzan. Most of them still consider themselves to be nominal members of the Horde but their loyalties are questionable at best. However, Sylvanas realizes that their hedonistic nature means they are unlikely to be a serious threat. She keeps an eye on them. She does not worry about them.
No one knows how many disguised Forsaken live incognito throughout the Alliance. Some are spies. Others do this to pretend that they are still alive.
Quel'thalas
Quel'thalas escaped the Fourth War and Legionfall largely unscathed. Though the purge of Dalaran was frustrating, it proved little more than a minor setback. The Sin'dorei kingdom is now a beacon of peace, order, and prosperity within the weakened Horde.
This, in turn, has forced the Sin'dorei to re-think their own position within the Horde. The alliance with the orcs and trolls never sat particularly well with the Great Houses of Silvermoon. Though Lady Windrunner will always be respected, none of the blood elves can deny that she is a troubling figure to have as warchief. The Sin'dorei have never stopped talking to their Quel'dorei cousins. Many of them share bloodlines, or serve the same Great Houses. Elven families have existed for millennia—the Horde and Alliance are mere blinks of the eye in comparison.
The government has been restructured to prevent any future monarch from single-handedly bringing Quel'thalas to the brink of ruin. Lor'themar must consult with Great House representatives and the heads of powerful institutions before he makes a decision. Several new houses have been elevated to Great House status, both to reward performance and to fill in the gap left by those Great Houses annihilated in the Third War. It's an unprecedented move, but this is an unprecedented time.
The inclusion of Suramar seemed to fulfill an impossible dream. Houses splintered by the Sundering could renew their bonds after millennia of separation. Unfortunately, the reality turned out to be far more complicated. The Sin'dorei pride themselves on tradition, but encountering Suramar forced them to acknowledge just how far they had strayed from the old Highborne ways... and that their straying was often for the better.
Suramar
Ensorcelled for ten-thousand years, the spires of Suramar once seemed to exist outside of time. Indeed the notion of time—with its implication of change—has long been anathema to the Nightborne, who'd believed their once-beloved grand magistrix had forever removed their city from its vagaries.
If nothing else, the Forsaken are the only major Horde race that actually kept some of their conquered territory. The Hillsbrad Foothills and the ruins of Andorhal in the Western Plaguelands remain in the Banshee Queen's grip. Gilneas was lost, but is of little consequence. The Forsaken broke the Gilnean armies. Though the land has been re-occupied by its natives, it is a haunted shell of its former self.
Yet this does not change the fact that the Forsaken are fewer in number than they were at the start of the war. Corpses culled from Gilneas and Lordaeron's paltry human holdouts replenished some losses, but not enough. Now corralled by the peace treaty, the Forsaken face an uncertain future as a race.
The failure of the Fourth War forced most Horde races to re-examine themselves. Little of this occurred within Lordaeron. Sylvanas spent years cultivating bitterness and resentment among the Forsaken, and most undead firmly believe that the war was justified, that the world hates them and wants them gone. The Alliance's reactions to Gilneas and Southshore—both done as protective measures—are proof that the Forsaken are fighting for their right to exist. Few challenge the narrative.
Those who do tend to disappear.
Many Forsaken remain apathetic. The miasma of undeath stifles positive emotion. Instead, they lose themselves in busywork or memory, shuffling through the sepulchral halls of Undercity and other settlements. Though Sylvanas now proclaims her realm to be Lordaeron, she has directed her abominations to tear down most remnants of the old kingdom, replacing the steeples and citadels with skull-topped manses. If Lordaeron exists, it will be on her terms only.
The strands of the Cult of the Forgotten Shadow have been woven together into the Church of Shadow, a dogma that serves Sylvanas. The priests remind the Forsaken that the living are cruel and that kindness may only be found among the dead. Many Forsaken now congregate in profaned churches to weep and rend their garments. The priests are to affirm and validate this sadness, and remind them that Sylvanas is the only one who will give them the chance to overcome their pain. Yet even some of these new priests wonder if they are truly helping their parishioners, or making them more miserable.
Sylvanas has consolidated her rule. The Deathguard, the Royal Apothecary Society, and the Church of Shadow pledge her allegiance to her and her alone. They are judged more by loyalty than by results. Many of the First Generation Forsaken in these roles are dead—often from battle, but sometimes by purges—and the more pliable Second Generation now fill their ranks. There is conflict between the two generations. The First Generation understands that necromancy is necessary to sustain their race, but they have not forgotten the horrors they suffered under the Scourge, and cannot easily reconcile themselves to their liberator turning herself into a slaver. Reminders of how cruel the living can be tend to keep them loyal, but there is less enthusiasm in this group.
Venomspite is the last Forsaken holding in Northrend. A number of disenchanted First Generation undead now live here, seeking to liberate what few Scourge drones they can find. Though they still serve the Banshee Queen, they want to make sure that the Forsaken never completely forget the strength of their own wills.
Forsaken Expatriates
The tyranny of Sylvanas has forced dissidents to leave or to stay quiet. Those who chose the former option can be found in a number of places. Some of them continue to profess loyalty to the Horde and Sylvanas, but others are independent or even in opposition to their former master.
The majority of expatriates live in the Kalimdor Horde. These Forsaken often left prior to the Fourth War. Many identify with the cultures of the Kalimdor Horde and have become respected (though not necessarily popular) warriors and scouts. They typically remain loyal to the warchief and prefer to spend their time with the living.
A handful of researchers and apothecaries seek shelter in Quel'thalas. Some of them secretly work on a cure for undeath. This is a dangerous endeavor. Sylvanas is a member of a Great House, and Quel'thalas will take her side in any serious dispute. Other Forsaken have found sanctuary in Dalaran, and have renounced the Horde in order to gain the Kirin Tor's protection.
Those Forsaken who still follow the Light may join the Argent Crusade. Those who do are considered enemies of the state, and they are proud to count themselves as such. Other pious Forsaken have fled all the way to Shattrath, where they have formed a small religious community in the Lower City. Sylvanas is indifferent to the Shattrath Forsaken.
The anarchic early days of the Forsaken gave rise to a number of undead artists and intellectuals who enjoyed the free-wheeling atmosphere. Frustrated by the increasingly totalitarian nature of Sylvanas's rule, these undead have resettled in Booty Bay and Gadetzan. Most of them still consider themselves to be nominal members of the Horde but their loyalties are questionable at best. However, Sylvanas realizes that their hedonistic nature means they are unlikely to be a serious threat. She keeps an eye on them. She does not worry about them.
No one knows how many disguised Forsaken live incognito throughout the Alliance. Some are spies. Others do this to pretend that they are still alive.
Quel'thalas
Quel'thalas escaped the Fourth War and Legionfall largely unscathed. Though the purge of Dalaran was frustrating, it proved little more than a minor setback. The Sin'dorei kingdom is now a beacon of peace, order, and prosperity within the weakened Horde.
This, in turn, has forced the Sin'dorei to re-think their own position within the Horde. The alliance with the orcs and trolls never sat particularly well with the Great Houses of Silvermoon. Though Lady Windrunner will always be respected, none of the blood elves can deny that she is a troubling figure to have as warchief. The Sin'dorei have never stopped talking to their Quel'dorei cousins. Many of them share bloodlines, or serve the same Great Houses. Elven families have existed for millennia—the Horde and Alliance are mere blinks of the eye in comparison.
The government has been restructured to prevent any future monarch from single-handedly bringing Quel'thalas to the brink of ruin. Lor'themar must consult with Great House representatives and the heads of powerful institutions before he makes a decision. Several new houses have been elevated to Great House status, both to reward performance and to fill in the gap left by those Great Houses annihilated in the Third War. It's an unprecedented move, but this is an unprecedented time.
The inclusion of Suramar seemed to fulfill an impossible dream. Houses splintered by the Sundering could renew their bonds after millennia of separation. Unfortunately, the reality turned out to be far more complicated. The Sin'dorei pride themselves on tradition, but encountering Suramar forced them to acknowledge just how far they had strayed from the old Highborne ways... and that their straying was often for the better.
Suramar
Ensorcelled for ten-thousand years, the spires of Suramar once seemed to exist outside of time. Indeed the notion of time—with its implication of change—has long been anathema to the Nightborne, who'd believed their once-beloved grand magistrix had forever removed their city from its vagaries.
Now revealed to the world, the Nightborne must accept that the permanence they had so enjoyed was never more than a myth. Until Legionfall, Suramar had been a bit of the old Kaldorei Empire preserved in amber. There, noble houses curried for the favor of Grand Magistrix Elisande. Their own caprice reflected her own, the lives of subordinates treated as bargaining chips or destroyed on a whim. The Nightborne lived lives of constant terror, knowing that a minor sartorial error or misspoken word might condemn them to an eternity of scorn. It is little wonder that so many chose suicide.
Many of the Great Houses collapsed with Elisande's reign. Cadet branches and lesser houses now scramble to fill the power vacuum, citing ancient bloodlines as justification. The chaos of the final years are keenly remembered, but even through that the old ways offer a perverse comfort.
The Sin'dorei do what they can to shepherd the Nightborne into a more stable system. Many of the Nightborne are shocked at the obligations that the Sin'dorei Great Houses place upon themselves to aid and assist their subordinates and retainers—it seems nearly blasphemous that those closest to long-lamented Azshara should be in any way beholden to those lesser than them.
Yet the results are harder to deny. Quel'thalas knows how to survive, and Suramar must learn.
Wednesday, April 22, 2020
The Horde, Post-Legionfall: Kalimdor
The Horde stood on the brink of ruination after the Fourth War. Garrosh's dream had brought only destruction. The Alliance did not destroy the Horde... but everyone knows they could have if they'd truly wanted to.
Warchief Vol'jin kept the Horde going. An experienced warrior and canny politician, he restored the trolls to their place without being cruel to the orcs who'd so wronged his people. Like Thrall, he understood that the Horde's only hope existed in being powerful enough to deter Alliance aggression—though the Horde might not be able to win, it could at least inflict enough pain to make the Alliance think twice. Most of his efforts went toward securing food and other resources. The wealth of Stranglethorn helped make up for the loss of Ashenvale.
The Horde's depleted state limited the troops and materiel they could send to the Broken Shore. The debacle there did more to hurt the Alliance. Similarly, the Legion rarely attacked the Horde directly, and Horde partisans proved quite useful in the Broken Isles and later on Argus. While the Alliance lost power during the Legion Invasion, the Horde gained back a bit.
The loss of Vol'jin came as a harsh blow. No one is entirely sure what motivated him to make Sylvanas Windrunner his successor. However, she has surprised the Horde by mostly continuing her predecessor's policies. Though she rules the Forsaken as a tyrant, she largely allows the other Horde races to manage their affairs as they see fit. She is not popular, but most acknowledge she turned out to be a lot better than they expected.
Her critics are quiet, but worried. Many of those who oppose Sylvanas also opposed Garrosh. Under Hellscream's reign they knew that most of the Horde secretly shared their hatred of the man. Though few outside of the Forsaken truly love Sylvanas, almost no one hates her, which might allow her a dangerous leeway...
The Orcish Horde
The orcs are a shattered people. Thrall's message of liberation and Garrosh's exhortations to conquest ring hollow in the ears of hungry children and old warriors who have seen too many battles. Over and over again the orcs ask themselves what went wrong in the Fourth War, and there are dozens of different answers.
Some find scapegoats. They blame trollish treachery or Forsaken cowardice. Garrosh remains their true warchief even in death. The most extreme gathered together in the Blood of Heroes, a terrorist organization that assassinates supporters of the new regime. A failed attempt on Vol'jin's life resulted in a backlash almost wiped out the group, though there are still dozens of them in the shadows.
Some seek new answers. These orcs saw the drive for honor and glory bring ruination and they wonder why they should be asked to do these things. What does honor even mean? For the Horde, it too often seemed to be little more than a label. Now, aggressive orcs, often of the generation that came of age in Kalimdor, proclaim new definitions of honor in the streets of Orgrimmar, arguing with their brethren. Such arguments often turn into epic brawls where friendships are forged and deep hatreds sown. But they always start with words, and perhaps some of these words need to be spoken.
But most orcs simply try to get by in life. It is no small thing to grow food in the dusty soil of Durotar and the Barrens. The peons have become more confident. The Horde's conflicts always relied on peon labor, and they have a newfound understanding of their own importance. Some peons were drafted as warriors during the Fourth War's closing months, but never received the respect they were due. They do not accept this scorn quietly. More and more peons are demanding respect, showing the scars they've earned in the Horde's innumerable wars.
Shamans remember how Thrall charged them with the spiritual leadership of the orcish people, and few can deny how thoroughly they have failed. The orcish past seems to offer few answers. So many of the great heroes were warriors far crueler than even Garrosh. Some shamans argue that the context of those times justified the actions of the traditional heroes, while others instead seek new heroes who show honor in restraint and mercy. Some have found this in the partisans of the Broken Isles, though that number includes plenty of brutes as well.
The Mag'har
Mag'har life has changed little. The formidable orcish warriors of Nagrand still follow their ancestral ways, a clear reminder of how orcs lived before demonic corruption. Their braves continue battling the other peoples of Nagrand in an endless war that no side can ever truly win. Once seen as paragons of orcish virtue, the larger Horde mostly leaves the Mag'har to their own devices. The pressing need to defend Garadar means that only a handful of Mag'har go to Azeroth.
The Dragonmaw Clan
The Dragonmaw Clan had been in conflict with the Alliance Wildhammers for so long that the Fourth War meant little more than a brief increase in violence. Now disarmed and forced into peace, the Dragonmaw orcs wonder when the next warchief will lead them into battle. Some of the orcs in the main Horde find inspiration in their impetuousness, though others view the Dragonmaw as a warning of what orcs can let themselves become.
Stonard
The orcs of Stonard spent much of the Fourth War under Alliance occupation. As the oldest still-inhabited orcish city in Azeroth, it has some symbolic value. Life under human occupation was bleak, though Stonard's residents typically had their needs met. Yet the human guards often looked the other way when Gilnean partisans emerged from the pitch-black swamp nights to wreak havoc on the orcs. A human constable, working with an orc shaman, did finally bring these Gilneans to justice.
Suspicious of the Alliance and of the Horde, the orcs of Stonard focus on growing their own strength. There is little opportunity in the encircled city, so many of their young ones seek their fortunes as freelancers and partisans. The Broken Isles proved lucrative for many.
The Darkspear Tribe
The trolls suffered greatly during the Fourth War but they emerged as victors. Garrosh had never made any secret of his scorn for the trolls, and Darkspear warriors were often assigned the most dangerous tasks while the people of the tribe languished in privation. Now, the trolls find themselves in charge. Though a Forsaken is warchief, the western Horde still relies on troll and goblin administrators. They ensure that the roads stay in repair, that taxes are collected, and that food reaches its destination.
It's quite a jump from the tribal world that is still within living memory for most trolls. The Darkspear claim that they are simply tapping into ancestral wisdom—after all, the trolls brought civilization to the world. Empire-building is in their blood. But the truth is a bit grubbier. The majority of the Darkspear Tribe still lives the way it always has. Only a handful of bright young minds, trained by elves and goblins, act as the Western Horde's brain trust. This clerisy is badly overstretched and most young trolls are still brought up to be hunters, fishers, or farmers.
The Darkspear Tribe has become something of a super-tribe. Many of its members hail from defunct tribes like the Skullsplitter or the Gurubashi. Those without Darkspear ancestry are relegated to second class membership. Men from these tribes find it almost impossible to marry, unless they can bring in women from their home villages. The best opportunities are often closed to the children of these immigrants—though most would rather farm cassava melons under the Darkspear protection than take their chances in the Stranglethorn wilderness.
The obstacles to integration exacerbate the trolls' problems with intellectual capital. Yet tribe is family, and how can family really accept someone who is not related?
Wealth has started to come in for the Darkspears. Plantations in Stranglethorn have been re-established, and their goods are sold all over the world. Incense is burned on the altars of new stone temples and the richest Darkspear headmen dream of one day making the Echo Isles a city to rival Darza'alor. Indeed, Zandalar's diminishment has increasingly made the Darkspear seem to be the leader of troll kind. A united troll empire is far off, but could become a great power that would no longer even need the Horde.
The Revantusk Tribe
The Horde almost forgot about the Revantusk Tribe during the Fourth War. Prizing aggression, the Revantusk struck against their rival forest tribes, conquering many. Some of the Revantusk fancy themselves as the Darkspear of the north but they show little of the reason and caution displayed by their jungle cousins. Defeated forest tribes are treated as chattel. Horde officials suspect that it's only a matter of time before the enslaved forest trolls exploded in a paroxysm of violence, but no one has any real idea how to solve this.
The United Tauren Tribes
The United Tauren Tribes behold the war's aftermath with bemusement. Nearly all of the chieftains and shamans knew that Garrosh's war could only end in misery, but felt they had no choice but to honor the debt they owed to the orcs. Now that this debt has been honored, and Tauren lands are scarred by war, they wonder how much they still owe to the Horde. No one wishes to leave, but the United Tauren Tribes are increasingly inclined to keep their own counsel, and they appreciate that Warchief Sylvanas appears to respect this wish.
More troubling than the war is the fact that the world has changed beyond imagining. The Tauren once believed that the Horde would give them the chance to roam the plains of their ancestors, free of centaurs or quilboars. Yet the plains are no longer as big as they once were. Orcish farms take up more and more land in the Barrens, limiting the space the Tauren can use for their herds and shrinking the amount of game. Though the Tauren have ventured into agriculture, they do not yet have the means to become efficient at it, nor do they want to be bound by agricultural plots.
Older Tauren wonder if they have exchanged a quick downfall at centaur hands for a much slower one beneath the wheels of Horde progress. The spirits do not offer many answers, though plenty languish under the sprawling orcish farms of the Northern Barrens, or in the stone and steel of Orgrimmar. The Earthmother loves all Her children, but is Her love really so great as to transcend tribe? The new priests and Sunwalkers say that this is how it must be, but the wise ones shake their heads.
The new faith of the Light is shared cautiously within the United Tauren Tribes. Its practitioners say that the Tauren have always worshiped the Light—that this is seen in how all in a tribe care for one another. Now, they just have a better understanding of the subject. But the traditional Tauren point out that the Earthmother is what is real and all around. She is not words from a book or obscure points of theology. And the Sunwalkers listen and think, since there is nothing holy about ignoring one's elders. But neither can they forget what they have seen in dreams and visions.
In the meantime, there are stories to tell and songs to sing. These are strange days but the Earthmother will abide beyond them. Orcs and trolls depend on their cities. If nature wipes them clean, the Tauren will remember the old ways, and will re-teach them to their misguided friends.
And the world keeps changing.
The Shu'halo'hanok (Forest Tauren)
The reclusive Tauren of Feralas have been pushed to the limits of their patience. The Horde and the United Tauren Tribes have brought chaos, refugees, and strange spirits. They started a war against the elves which the Shu'halo'hanok had no desire to pursue. The forest Tauren now seek to limit their involvement. The spirits of the forest have always provided shelter, and they will do so again. Or so forest Tauren hope.
The Thousand Needles Tribes
The floods of the Cataclysm have forever changed the Thousand Needles. Though the tribes here miss the old days, they know there is opportunity in the crashing seas. Food is easier to come by than it was before and the deluge forever destroyed the centaur clans that plagued them in the past. Tauren boats now brave the treacherous tides while their fliers soar between the mesas. More than any other group of Tauren, these tribes welcome the new technologies brought by goblins and gnomes. Some have even improved upon the basic designs, reminding the world that though the Shu'halo rarely train as engineers, they seem to have a curious knack for the subject.
The Taunka Tribes
The Taunka tribes of Northrend focus on slowly regaining their strength. The Scourge harrowed their people, and only a few tribes survived. But the borders of Northrend are hardening, and it will be more difficult for these hunters and herders to live the ways that their ancestors did. The Horde can only provide limited help, but for now, it is all that the taunka can get.
Highmountain
The mighty Highmountain Tauren of the Broken Isles may offer a preview of what's in store for the United Tauren Tribes. While the Kalimdor Tauren once roamed across their sprawling continent, the Highmountain Tauren had always been limited to the wooded slopes and deep ravines of their homeland.
As a result, their settlements became permanent, houses of wood and hide set up on foundations of sturdy stone. The tribes are no longer family: they are more akin to states, with the stratification that entails. Few farmers would dare question a warrior, and warriors obey their chieftains—all obey the spirits and the words of those who hear them.
Though they acknowledge the spirit world, each tribe will show strong preference for the spirits of their particular land. This is not selfishness—for no Tauren is selfish. But this intense loyalty to particular spirits is how the sons and daughters of Highmountain show their loyalty and obligation to hearth and kin.
Yes, they are still Tauren. Those of Highmountain care for those within the tribe (even if inter-tribal war, almost unheard of in Kalimdor, is known to occur in Highmountain). They hear the spirits and obey—even if a tribe will usually only listen to its own spirits. Though the shaman-chief of the Highmountain Tribe has technical authority over all other tribes, this is more true in word than in action. Even the Highmountain Tauren are uncomfortable with great central authority.
Some among the Kalimdor Tauren see the ways of Highmountain as an effective compromise. Others view them as a dead end.
The Bilgewater Cartel
Trade Prince Gallywix claims he nearly went bankrupt funding the Fourth War. This isn't quite true, but the coffers of the Bilgewater Cartel are definitely in paltry shape. This just means the goblins must work even harder to break even. Goblins usually enjoy a challenge, but many are grumbling. The ups and downs of life are one thing, but the brutality of war was quite another.
Bilgewater soldiers learned to protect their buddies out on the front and they don't like being set against each other upon their return. Some of these old soldiers are organizing and creating secret companies within the cartel, offering goods and services at the prices they think they should get. What they do is technically illegal—Gallywix always gets a cut—but these clandestine businesses are good at what they do. And they're tough enough that bruisers think twice before tangling with them.
The goblin shamans have also been changed. Many have seen the devastation of Hyjal, and realize there is a limit to how much the natural world will accept. They now speak of long-term profits that can come from a solid relationship with the spirits, but few listen to them. As is so often the case, a goblin's best friend is anyone from another race, and these shamans head to Orgrimmar or Thunder Bluff to learn more about how they can secure spiritual profits over a period of decades rather than weeks.
Horde taxes have always been onerous. While Garrosh levied them for war, Vol'jin and Sylvanas levy them for peace. It's not a burden that the Bilgewater goblins, already kept on the brink of penury by Gallywix's fees, enjoy paying. Many cannot afford to, and take great measures to keep their earnings secret (sometimes helped by the veteran companies). Other goblins, loyal to the Horde and not the trade prince, experiment with new taxation methods and figure out the best way to collect.
The Forest Hozen
They will be discussed in a separate entry on Pandaria.
The Forest Hozen
They will be discussed in a separate entry on Pandaria.
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