Troll exclusive roleplay guild - Wyrmrest Accord horde
SHADOWTUSK CLAN
ABOUT US
WHO WE ARE
Shadowtusk Clan is a racial guild centered around the various Trolls of Azeroth. We aim to provide our members an immersive and lore accurate storytelling experience that focuses on bloodied battles, various tribal cultures, and the day-to-day lives of this wonderful race. We focus heavily on roleplaying within the world at large and forming stories which build up the identity of everything that makes a troll unique; tribes, loa, culture and festivities.Originally formed in 2008, the Shadowtusk Clan has grown, adapted, and progressed alongside of World of Warcraft over many years. We've built a tight-knit and active community we pride ourselves in. Our members are never just numbers to a roster, an extra character to an event, or anything less than someone we'd call a friend. We humbly invite you to explore what we have to offer, whether you be friend, foe or food.
CONDUCT
MISSION STATEMENT
We believe the quality of a guild is dictated by the experience of its members and the health of its community. We invest in making decisions which prioritize those standards. Every member is treated without bias and/or favoritism when regarding our rules. No one, even officers, are immune to following the conduct we've set forth.If you witness or experience a fellow member breaking guild conduct, we ask that you provide screenshots of the incident to the officers. If the situation occurs in voice chat, please contact an officer within the week it happened. If you report this, your name with be kept strictly between officers and not revealed, unless you give prior consent.Rules may be changed at any time, with or without warning. If a member is removed, the reasons will not be publicly disclosed unless the officers deem it absolutely necessary. Former members, seeking to rejoin after being removed, will be handled on a case by case basis. If a current member voices discomfort, that person will not be granted return.Upon applying to the guild, you agree to have read and understood these rules. Failure to adhere to our conduct, may result from warnings to full membership removal. If you are confused or uncertain of a rule, please contact an officer.
RULES
⤜ Age Requirement: You and your character must 18+ to apply to and join Shadowtusk Clan. Under no circumstances will we accept anyone under that age. If a member is found to be a minor, they will be removed from the guild roster immediately.⤜ Toxicity: We do not tolerate toxicity towards members, allies, or other roleplayers. This includes name-calling, passive-aggressive jabs, rumor spreading, eavesdropping or otherwise behavior considered intentionally disruptive to another person's emotions or wellbeing.⤜ Communication: This is an adult community. Members are expected to voice themselves and approach other members when an issue arises. Contacting an officer should be done when members cannot solve a situation on their own or when someone is conducting themselves in a predatory or dangerous manner. Officers, if contacted, will involve themselves to solve the situation.⤜ Representation: We ask that while you wear our guild tag, you conduct yourself in a manner which reflects positively on Shadowtusk Clan. This does not mean you must get along with everyone on the server, but it means we ask you not behave in a manner which could be considered poor to our reputation.⤜ Powergaming: Characters are not permitted to be all powerful, all knowing, immortal, or unstoppable. You are expected to know the realistic bounds of characters and role-play with limitations in mind. Additionally, you may not write or control for another person's character unless permission is given.⤜ Metagaming: Information you know does not automatically mean your character knows it. Ensure your character has access to information before roleplaying out them being aware or knowledgeable on people, subjects, events, d20 mechanics, and so forth. If you mistakenly metagame, please own up to the mistake and correct it with those involved.⤜ IC =/= OOC: We home a wide variety of characters from lawful to evil. Characters in no form or matter represent their writers. Members are expected to uphold a boundary of keeping IC as IC and OOC as OOC. A character's actions should not dictate the feelings of the writer. The opposite also applies, do not attempt to take OOC aggressions IC.⤜ Lore Abiding: Your characters should be as close to lore accurate as possible. If you wish to create headcanon check established lore and RPG lore prior to doing this. Headcanon cannot be pulled from thin air, it must be based on abandoned lore or grey areas. You may not create headcanon which controls lore entities or contradicts established lore. Headcanons must be approved by officers before being implemented into characters or the guild. Members may not choose to ignore established lore.⤜ Literacy: Shadowtusk Clan is a text-based role-playing guild, we do not expect members to be professional writers, but we ask that our members know basics for the sake of legibility. Members should prioritize at a minimum their spelling, punctuation and capitalization. (We do allow exceptions for non-native speakers or disabilities. We will still ask the resources below be still used even in those cases.) Linked below are tools and resources to assist anyone, no matter their skill level!• Misspelled This is a spellchecker add-on. This is for in-game emotes.
• Google Documents You can type and get automatic corrections. Then copy/paste
• Online Notepad This is an alternative to google documents, no sign up.
• Grammarly This is a FREE program that assists with wording and punctuation. Add this for any writing space.⤜ Transparency: We ask you be as transparent as possible with officers if issues arise. Lying or withholding information regarding situations which require our attention or intervention is something we deeply frown upon and often leads to prolonging situations. If you dislike speaking to a certain officer, you may request to speak with another.⤜ Specific Topics: Political and Religious topics should not be brought up in public chat. If you would like to discuss these with another member, please contact them privately and keep them in private messages. We accept people from all walks of life and will not tolerate hate towards any of our members.⤜ Discord: All in-game rules apply to discord. In discord, there are some additional rules. We ask that you're mindful and post the correct content in the right channels. Images that are considered to be pornographic aren't allowed, however, art which is risqué or violent is permitted with the use of the spoiler option and a warning. Voice is free for anyone to use, we ask you not spam voice with soundboard effects, loud sounds, and you stream appropriate content.
FREQUENTLY ASKED QUESTIONS
Q: How active is the Shadowtusk Clan?
A: We consider ourselves a high-activity guild. We host events several times a week, story campaigns every few months, opportunities for ambient roleplay, and troll-themed holidays during specific months. Additionally we have a discord channel to set up roleplay in game or on discord with various members. We heavily favor in-game roleplay over discord.Q: What kind of events does the guild host?
A: D20 Events. Ambient Events. Server Events. Holiday Events. Riddle/Discovery Events. Game Content (when interest is presented). We additionally host game nights and play other games outside of WoW with each other quite often.Q: What time are events at?
A: The host may post an event whenever they'd like. However, our most common and used time bracket is 5-6PM Server Time. [ 8PM-9PM EST | 7PM-8PM CT | 6PM-7PM PT ]Q: Is there an activity requirement?
A: Yes, unless you give us notice prior to leaving, in which case you will be excused. We always encourage people to prioritize real life! In the situation we're given no notice you can be removed from inactivity. If you're an Ahn'vi (first rank) you will be removed past a month of inactivity. If you're any rank higher you will have six months before removal.Q: Are there any mandatory addons?
A: A few! Mandatory ones are: TRP3 and Dicemaster. Recommended ones are: Editmode Expanded. Emote splitter. Elephant. Listener.Q: Is the discord active?
A: Very! There are some members who favor interacting via discord text and many who enjoy speaking in voice on a daily basis. We're most active in the late afternoons to late evenings and during the days on weekends.Q: Can non-trolls join the Shadowtusk Clan?
A: No. We ICly/OOCly only accept Troll characters into the guild roster. You may join our community chat on non-troll characters. Additionally, we do not accept Troll hybrids or mixed breeds with other races.Q: Are there specific IC classes I can't join as?
Yes. Anything considered boss-level powered would not be accepted. Additionally, classes which are the same as our subclasses you cannot join as and must complete a storyline to have the title of: Shadow Hunter, Demoniac, Mojowright Blood Drinker, Venomancer, Witch Doctor, Dinomancer, Shadow Walker, Berserker, Primal. For additional information regarding this, please visit our subclass page.Q: Can I join on a headcanon tribe?
A: Your character's original tribe which they are born in must be a canonical/RPG tribe of World of Warcraft. However, if in their storyline since birth, they've joined a tribe which is headcanon, that is acceptable. Please keep in mind upon joining, we would likely refer to them as their original tribe and not acknowledge much of their non-official tribe affiliations.Q: Can I join as a mixed race/hybrid troll?
A: No. Your character must be 100% Troll of origins. You also cannot have another race illusion as a troll. We only accept trolls. Your troll may be the offspring between two tribes though.Q: What is the minimum level to join?
A: You must be at least level 30.Q: Is an application required to join?
A: We do indeed ask those wishing to join complete a small application so we may learn about their character. When you're already in the guild and wish to add an alt, you also have to submit an application to ensure your alt is fitting to our guild standard.Q: Where is the guild's main base of operation?
A: The guild resides IC/OOCly in Zul'Gurub. Our reasoning behind it ICly regards ties between the Shadowtusk and Gurubashi.Q: Do you prevent outsiders from entering Zul'Gurub?
A: OOCly? Absolutely not. We do not 'own' any area of the game and we will not act as if we do. We do have IC laws, however, and those request that ICly we remove non-trolls. Anyone who does not wish to, does not need to have that interaction with us and we will happily ignore them and leave them to their roleplay!Q: Has the guild had any negative server interactions?
A: We believe in transparency with our members and those interested in becoming one. Years ago, Shadowtusk Clan had a completely different membership and leadership. During that time, there were members who participated in unsavory roleplay and behaviors that resulted in Shadowtusk Clan gaining an undesired reputation. Those individuals have since been removed and banned from ever returning. The guild has been under new leadership and its member base has drastically changed since then.Q: I'm a previous member who was removed. Can I return?
A: This is handled on a case by case basis. Please contact an officer or send in an application and explain the situation. You will be contacted, and the situation will be reviewed and you'll be given a reason why or why not.Q: Can all tribes join?
A: Most. You cannot join as a Dark Troll, Hakkari, Atal'ai, Nazmani, Amaki, or Natha'vor. You may be permitted membership of a reformed Blood Troll alt- character, under the condition they are never your main character in the guild. It is rare we accept Blood Trolls due to IC complications.Q: Why is it called a 'Clan' and not Tribe?
A: We consider ourselves a clan composed of various tribes! We do not force people to become 'Shadowtusk' as their tribal identity. We do, however, allow people to consider themselves 'Shadowtusk' for their tribe if they choose that path. We mostly just don't want to force people to feel like they must neglect the tribe their trolls came from.
PROTOCOL
Please click the link of the protocol/subject/document you're looking for!
➢ New Member Process | New Member Guide➢ Mentorship Program➢ Event Submission➢ D20 Loot Sheet | D20 Guide➢ Headcanon Approval➢ Approved Companions➢ Regeneration Times
OFFICERS
CHIEF MO'SAKU
Guild Master - Storyboard Director - Subclass Trainer
"I've been the GM of Shadowtusk for almost three years; I make people roll dice and suffer the consequences for my entertainment. "
ANTU'ZUL MOHTOH
D20 Director - Prestige Class Director
"I've been in this guild for several years and I love to work with systems and numbers. Bring to me all your questions and I will tell you exactly why I'm being a buzzkill or why I'm going to allow whatever crazy ideas you have go."
ATAL'ALARION ZAR'KAJO
Tusksworn Lead - Event Hoster
"Hallo! I've been an Atal'alarion (and Antu'zul at one point) since 2018! I love to create stories and smaller events with the occasional story arc here and there, and love to join folks in bringing life to their toons through Ambient RP and other small events! I also like to help folks flesh out stories they have ideas for."
ATAL'ALARION RHAT'SUUL
Prestige Assistant - Mentorship Assistant
wip
CLAN CULTURE
RANKS
CHIEF
GUILD MASTER
"Many chiefs over de years have come ta serve de Shadowtusk. Some of dem were great mons who died to protect deir people and some were terrible who wanted nothing but power! Yet, no matter how fate took dem from deir leadership one thing be for sure; ain’t none of dem ever be forgotten. No.. No.. We share deir stories, legacies and de lessons ‘em all passed to us. A chief might be our leader, but above all else dey be our family, friend, and want nothin’ more to make sure we all be living to the next battle!”
IC EXPECTATIONS
Leading a large clan filled with various tribes of trolls, many of which are almost extinct, can be a heavy burden on a single troll. Our chief must be willing and able to assist in carrying forth the cultures, traditions, and futures of the menagerie of tribes they lead. The chief lives a stressful life, but they must learn patience and fairness for all who they govern and know when even one of their own threatens the wellness of the collective.
OOC EXPECTATIONS
Guild Mastering can be exhausting and unfortunately for many it turns into a second job. This is why delegation, communication, and patience is the absolute most important thing a GM can have in their arsenal. We expect our guild master, whoever they are, to prioritize their real lives; which means being able to lean on their officers and members to do their share. Our GM is responsible for being the head and main representative of our community, they should be active, attentive, communicative, and above all else here to see the community thrive and succeed.
ANTU'ZUL
HIGH OFFICER
"Voice of de people, or so most of us be callin’ dem. De Antu’zul serve as a council of sorts, all of dem beneath the Chief as mediators of de people. Dey be arbiters of law, war, an’ justice. Dey are de big mons who work when big chief mon be busy; lot of ‘em are keen on punishment if you be actin’ too heavily out of line. But same as de chief? Deir main focus is making sure de Shadowtusk lives on.”
REQUIREMENTS
You must have previously served as an Atal'alarion before qualifying for Antu'zul. This rank is not guaranteed to anyone. Antu'zul are selected by the current officer core and this is often done through a process of discussion and votes.
IC EXPECTATIONS
The Antu'zul serve with the expectation to be mediators of the people and enforcers of law. They are representatives of the people's will and taskmasters of the Chief's orders. They're expected to act with good intention and unbiased judgment.
OOC EXPECTATIONS
This position is an investment of time and energy. All officers of this level are usually specialized or have expertise in a specific area of the guild which they govern over. It is important that they keep their area of the guild maintained and delegate when needed. If you neglect or are unable to complete the tasks you've agreed to, after a period of time, they may be transitioned over to someone else.
ATAL'ALARION
SUB OFFICER
“De Atal’alarion be like de stones to all the temples we build. Dey’re the foundation for the Antu’zul and da chief. They work real hard, runnin’ around an enforcing laws and doing errands dat keep dem working harder den most others sometimes! Atal’alarion often work under de Antu’zul, keeping things nice and clean. When other leaders ain’t around? Dey become de leading voice of the clan.”
REQUIREMENTS
You must be at least Ai'shi to qualify for this rank. This rank is not guaranteed to anyone. Atal'alarions are selected by the current officer core and this is often done through a process of discussion and votes.
IC EXPECTATIONS
Atal'alarions provide guidance to members and enforce laws in the day-to-day lives of everyone. They are to serve beneath the Antu'zul and Chief to ensure everything is going as smoothly as possible. In the case a Chief or Antu'zul is unavailable, Atal'alarion turns into a leadership position.
OOC EXPECTATIONS
Sub Officers are promoted to assist with a specific function of the guild or to be the person an Antu'zul delegates to. Sub officers, like any other officer is expected to communicate and be present. A sub officer who ceases doing what they agreed to after obtaining the rank may be subjected to demotion back to a member rank.
VYEO'SHI
HONORED MEMBER
"Family is blood, de blood dat be spilt together, de blood which stains da fields in red. Our drums may beat different rhythms, from de forests, to da jungles, de frozen lands and de deserts. Yet 'ere we fight under a new beat as one, as Shadowtusk. De journey not been easy, but we've learned what family truly be and we are de honored of it, we are de Vyeo'shi. Congratulations ya' mons who be making it to dis title."
REQUIREMENTS
Your character must obtain Ai'shi and then 50 coins!
Promotion occurs at monthly guild meeting.
PERKS
You will gain access to a channel in which you may preform IC interviews for new and alt applicants. Your character may also be given more roles of responsibility.
IC EXPECTATIONS
Vyeo'shi have proven themselves as our elite and thus are honored as members. Vyeo'shi are expected to uphold the clan's morals and laws, to assist in paving the way for newer members to become Vyeoshi They are exactly what it means to be Shadowtusk.
OOC EXPECTATIONS
This is a member rank! All member ranks have the same expectations: contact us if you have a question, let us know if you have an issue, tell us if you're going on hiatus so we can mark it down, and overall have a fantastic time.
AI'SHI
FULL MEMBER
"Proven. Yuh, Ai’shi be our proven mons. Some folks dat really showed they have what et takes to be called a Shadowtusk. Once a mon be Ai’shi, et means they are fully fledged and proved themselves as an Ahn’vi.”
REQUIREMENTS
You must obtain 10 coins.
Promotion occurs at end of event or monthly guild meeting.
PERKS
You will unlock all member perks. You may purchase a hut. You may host events. You may join a guard. You may earn 10 more coins and begin subclass training. You also at this rank may be considered for positions such as subclass leader, guard leader, and even Atal'alarion.
IC EXPECTATIONS
Ai'shi are official members of the Shadowtusk. They are expected to begin on the path of proving themselves as Vyeo'shi and assist in helping new Ahn'vi get to Ai'shi themselves.
OOC EXPECTATIONS
This is a member rank! All member ranks have the same expectations: contact us if you have a question, let us know if you have an issue, tell us if you're going on hiatus so we can mark it down, and overall have a fantastic time.
AHN'VI
TRIAL MEMBER
"New blood, but not a new soul. Ahn'vi, de unproven of da Shadowtusk. Ya' come from war-torn places, dyin' tribes, hurtin' families... Ya seek a new life, a new chance and ya be willing to prove yourselves with scalps of enemies, broken spirits, and our ya lives on de line. Ya not be Shadowtusk yet, but dat can change new blood, dat can change..."
REQUIREMENTS
You must complete your recruitment process!
PERKS
You will gain access to the guild, discord, and all member channels and utilities!
IC EXPECTATIONS
You will gain access to the guild, discord, and all member channels and utilities!
OOC EXPECTATIONS
This is a member rank! All member ranks have the same expectations: contact us if you have a question, let us know if you have an issue, tell us if you're going on hiatus so we can mark it down, and overall have a fantastic time.
SHAMED
PUNISHMENT RANK
"Well! Ya done really f#cked up now didn't ya? Come on mon. Ya coulda done better."
This rank is reserved for IC punishments. This does not indicate any OOC standing with the guild!
COIN SYSTEM
Your character's guild progression is tracked by what we call "coining". Our coin system offers an easy-to-follow progress that any member can check in on to see how close you are to the next guild rank or until your next application of coins in another area of the guild. You may find your coins listed in your guild note!
You may earn coins for your character by having them participate in the following...• Guild Events: When your character participates in a guild event, doesn't matter the event type, they are awarded with a single coin per event!• Tusk Tasks: These are smaller prompts which can be found in discord that entails a task which must be done in-game. Completing this task with another earns your character a coin.• Guild Tours: Your character may give a new member a tour of the city! This will award your character a coin.• Mentorship: Your character may become a mentor! When they become a mentor, they get an extra coin for any event they attend with their mentee. Characters may only mentor one other at a time.• Writing Prompts: Specific writing prompts, usually ones made by officers for a large occasion may grant a coin to those who do it. These are done via discord.
FESTIVALS
Artist: Athena-Erocith
Festivals are the hallmark of a flourishing society, they are a chance to escape from the day-to-day life and let loose. Remember the past and look forward to the future, enjoy new experiences and see life in a new way. Even if it’s only for a short time. Festivals are meant to fill us with excitement and be a constant mark on the year that you can reliably return to share experiences with between generations. The way we celebrate may change but there is a core to each holiday and a unique feeling when they come around again.In the Shadowtusk we worship the Loa of the Gurubashi and protect their shrines, so in their honor, we have a list of holidays, in addition to those that have come to pass because of the heroic deeds of our predecessors. Sometimes holidays deviate from their roots, losing the spirit and reason for the season but it’s our job to balance the more traditional roots of the holidays with the modern interpretations and traditions they have come to be associated with.
LAN'MOU
FESTIVAL OF LOVE
FEBRUARY
LOA
Shadra | TorcaliSUMMARY
This festival represents love and connection. Lan'mou is a time for many to find themselves new friends, love interests, or to celebrate the ones they already have. This holiday gives tribute to Shadra and Torcali.Shadra, rumored to be the lover of Mueh'zala by the Farraki, teaches us that even the most vile or unlikely may form threads of affection. Torcali brings us into the harvest of upcoming spring and gives us guidance towards protection of our loved ones and shields us from harm during new beginnings.DRESS
Bright and colorful, meant to catch the eye of admirers, this is when you put on your best paints, jewelry, and trinkets. But more so than looking attractive you must be mindful of what manner of admirers you wish to attract!CELEBRATION
We celebrate through sharing of affection and opportunities to connect to one another. We have shows and fights which peacock for potential mates and friends. We give sacrifice to Shadra and Torcali. We also allow specific spiders to seek out victims to envenom with a toxin that instills intense feelings of love and adoration.
UONGO'DA
TRIALS OF TRICKERY
APRIL
LOA
Hethiss | JaniSUMMARY
This festival is a playful celebration of cleverness and humor, but also a time to remind authority where they get their power: The common folk. Jani teaches us no one should ever be too high and mighty, for the small in numbers can cause the most havoc. Hethiss shows us that power does not need to be an obvious show to remain long lasting and that trust is a fragile thing.DRESS
Greens, yellows, and oranges are in fashion! Bold patterns and scale-like markings are common to paint on one's body. Unlike some holidays where you might want noises this holiday is all about slinking and being hidden. So quiet ornamentations are the best kind, soft leathers or cloth.CELEBRATION
While one might assume there’s a devious air to a festival for Hethiss, but we find our humor from Jani. This is a time to be clever, smart, and silly. Everyone is inspired to partake in harmless pranks! To keep all their trash and spread trashpiles around the city. Most, fun, to remind leadership that not everything must be so serious. Plot like a snake and bite like a saurid!
OGO'DIM
TROLLISH NEW YEAR
MAY
SUMMARY
This holiday marks the new year for the trolls of Stranglethorn Vale. Time to repent for the old and then make room for the new. With the first half of the month, we try to atone ourselves, and with the second we bring in as many good tidings as you can for the next year. There is no patron loa of this holiday, rather it’s a celebration of the accomplishments of the Shadowtusk Clan.DRESS
Modest clothing is preferred for the first half of the holiday while you try to excuse ills of the past year, muted colors, grey and blacks to appear humble and repentant. For the second half often finds themselves dressing in a way that might exemplify where they want their path to take them. In whatever way they might choose to quantify that.CELEBRATION
For the first half of the month, the atmosphere is very heavy and religious, grave moss might grow in the deep shadows of the city to remind us of those lost and sacrifices made. When the midseason of the festival passes one may notice peacebloom overtaking the moss and a lighter feeling within their chests with hopes for the future.
OKU'NAKOBA
TRIALS OF HONOR
JUNE
LOA
Shirvallah | Kimbul | RezanSUMMARY
This festival is a celebration of athletic prowess, martial valor, and honorable conduct. Even the most pragmatic of Trolls are expected to honor their word during this time, and only the most traditional means of combat are permitted in competition: Grappling, ax, spear, and bow.DRESS
Orange, black, gold and yellow are the colors to wear, along with natural ornamentation, especially from kills you can claim to have made yourself. Bones, pelts, furs, claws, and teeth are popular in all manners of colors and tints to display your strength. Tiger stripes are common and one might feel inspired to show off their physique; powerful leg, arms, and cores.CELEBRATION
This holiday brings with it a strong feeling of honor and pride to most, they feel inspired to better themselves in small ways and take charge of situations they might have left to the wayside before. It is a time to show strength and resilience in many aspects of life and this is done through several events of physical and sentimental natures. During this time Tiger Lillies from the north are planted amongst the jungle to show reliance to change and are often gifted to 'strong' mates.
KII'NIMA
FESTIVAL OF MAGIC
JUNE
LOA
Bethekk | Akunda | ZanzaSUMMARY
During Kii’Nima trolls pay respects to great magic users of the past and present, and even those who normally wouldn’t dabble in such age-old trollish magic are allowed and encouraged to partake in weaving spells of their own.DRESS
Magic is often bold, beautiful, and dazzling to the eye so bright colors and beautiful things are popular during this holiday of Bethekk. Blues, purples, silvers, and golds are most popular but as long as you stand out, sparkle, and shine you will fit in with the crowd. Many take to wearing bold feathers in their hair and use them to decorate their armor during this month.CELEBRATION
Empowered, inquisitive, mystic. These words all embody the lingering feeling in the air during the month of the holiday. At night there seem to be faerie fire lights illuminating secret pathways. Flowers seem to bloom only at night and glow in an unexplainable way. During this holiday one might find themselves staring at the starry sky wondering about their place in the world with boundless possibilities before them.
KAZ'KAH
SEASON OF THE DEAD
SEASON OF THE DEAD
OCTOBER
LOA
Bwon'samdi | Mueh'zala | Quetz'lun | SamediSUMMARY
While veneration and appeasement of the dead are central to Troll faith throughout the year, this holiday represents when the Other Side (otherwise known as the Shadowlands) is closest to the borders of the physical plane. The most active and oftentimes malicious of spirits take this opportunity to run amok, and all would be wise to take extra steps to ward them off or make friends of them until the end of the month has passed.DRESS
For the season the most important part of how one dresses is to make sure you disguise yourself so that the spirits can’t tell who you are. This will hopefully trick them into leaving you and your loved ones alone. Once a week the theming of the preferred dress will change as the month progresses so keep your ears open for the dressing conventions of the holiday.CELEBRATION
With the separation of our realm and the other side so very thin the entire month gives a chilling and foreboding aura. With all the deaths on the grounds of Zul’Gurub, grave moss will once again begin to bloom and spread in all the darkened shadowy corners, giving the very air a musty odor. One might feel chills when they’re walking along even during the heat of the jungle’s day and the shrines would feel more active and alive than they usually do with the spirits of those sacrificed on their altars.
GON'URU
FESTIVAL OF FAMILIES
DECEMBER
LOA
Hir'eek | Gonk | PakuSUMMARY
This holiday is meant to bring together family and friends alike in joyous revelry. Community is the watchword during this time of year, and it is considered a good form to strengthen one’s bonds within it, try to ensure peace and stability within your household, and honor those you hold dear with gifts.DRESS
No particular dress code prevails during Gon’uru. However, it is quite common to see ornamentation either on one’s person or around the home shaped from the wood native to one’s homeland, and often in the form of a small bat-shaped totem. Natural colors and handmade goods are the norms; Gon’Uru is about strengthening your connection to your family and community, not being a showboat.CELEBRATION
During Gon’Uru something seems to be in the air, maybe it’s the sugared plums folks enjoy snacking on but one wants to be close to their family this time of year. Making and giving handmade goods and gifts is common and encouraged. If one is starting a family or is blessed to have one this is the time of year to ask for the blessings of the loa to keep them together and strong.
GUARDS
TUSKSWORN
WILL YOU DO WHAT IT TAKES TO PROTECT YOUR PEOPLE?WILL YOU CLAIM VICTORY OVER OUR FOES?JOIN THE TUSKWORN TODAY AND FIGHT FOR OUR TOMORROW!
The Tusksworn is the sword drawn in its open defense, and the weapon wielded in times of war - Be the aggressor us, or somebody else. With a well-organized rank and file and a hierarchy primarily based upon activity and ability, the Tusksworn are a good catch-all for those in the Shadowtusk whose skills revolve around spilling blood and dealing death. To that end, it is led by the clan's Warlord, who holds influence over times of conflict within the jungle of Stranglethorn.During the times in which we have been aiding other tribes, the Tusksworn have typically conducted operations to ensure that the Shadowtusk's main efforts are not interrupted by aggressors, but it's not unheard of for them to lead the charge as well-- Claiming vengeance against those who would do our city and our home harm thinking they could get away scott-free.
MUST BE AI'SHI+ TO JOIN. INTERESTED? CONTACT ZAR'KAJO IN DISCORD OR IN-GAME!
SCROLLKEEPERS
Knowledge is power, just how powerful are you?
The Scrollkeepers are the scholars of the Shadowtusk Clan, cultivating myriad knowledge of culture, magic, strategy and more from the annals of troll and troll-adjacent history. They have been known to collect artifacts from far-flung digsites and to secure tomes detailing lost knowledge on many occasions, along with inscribing that which has not yet been written in the halls of their library. The one who presides over it all is the Scrollkeeper Sage, whose purpose is to guide the other Scrollkeepers in their quest for knowledge, and to encourage learning across the Shadowtusk.Indeed, the Sage is afforded many special privileges, as not all knowledge may remain public. While even the Sage may not know of the dealings of the elusive Shadow Guard (unless they are a member themselves), they are given access and stewardship of forbidden knowledge in their library - A responsibility any good sage should take very seriously. To see these hidden shelves is a rarity indeed, but there's much to learn from the rest of the Scrollkeeper's collection nonetheless.
Must be Ai'shi+ to join! Interested? Contact Atzokhan in discord or in-game!
SHADOWGUARD
Do you long to find what lurks in the shadows? Hold secrets beyond imagination? Be apart of the underground and ensure the protection of your people? - We may just find you...
The Shadow Guard is the Shadowtusk's secret guardian, unknown and forbidden from the majority of its members. Only those most adept at subterfuge, at dealing death, at gathering information and at discretion will even be allowed to know of it-- Let alone to treat with the mysterious Shadow Lord. Its purpose, apart from its unknown roster of members, is quite simple: To guard the Shadowtusk from threats without and within. Many individuals have been watched and tested to enter-- Only a select few have actually been allowed, and are sworn to secrecy for want of severe and likely deadly consequence.And for very good reason! While the Shadow Guard serves a general purpose of clandestine protection that the regular ranks will never even hear about, its original purpose was to be a check for the power of a misguided, stupid or corrupt Chief. To take them, and perhaps some of their Antu'zul, down if it becomes necessary for the wellbeing of the clan.
Must be Ai'shi+ to join! Interested? Contact Natuya in discord or in-game!
COMPULSORY CIVIL SERVICE
None of the other guards suit you? That's okay! If you're an Ai'shi outside a guard we'll put a shovel in your hand and PUT YOU TO WORK!
Zul'Gurub is a big place. Lots of maintenance must be done. By not joining a guard, you're joining the civil service. Road repair? Your job. Upkeep of buildings? You're gonna learn how to do that today. Tasks that aren't being covered by people living in huts? Somebody's gotta do the work to keep this city up and running!Want out? Join a guard.
...Are you really interested? Contact Mohtoh in discord or in-game
PRESTIGE CLASSES
Prestige Classes are lore immersive classes which have their own unique storylines and D20 abilities.
These storylines are approximately 3-6 months depending on the class of choice. These are specific classes have been chosen because they are highly immersive to the Troll experience and also ones which members have expressed interest in.Most classes do not allow you to join the guild as that class. However, we make exceptions for Berserker, Augur, Witch Doctor, and Madcap. If your established character is already apart of those classes, you may join as them. You, however, must adhere to their lore as written here and will not gain access to their D20 abilities until you complete their storylines.
AUGUR
TRAINER: A'HUATI
“Look beyond the means of mortal eyes. What do you see?”
A people known for their mysticism, trolls are no stranger to the many forms of divination, whether through charting stars or reading the innards of sacrificed animals. However, there are those who can weave magic and mojo together to access greater information are regarded with respect and deference for their skill in seeing what others cannot. Individuals with skill requiring expert training to master and no small amount of discipline to maintain.These are Augurs: master weavers of fate, able to twist unfortunate outcomes of their allies into slip-ups by their foes instead, or to see the impending disaster before it strikes. To be able to reach into the depths of time to catch even a glimpse of what is to come is no small feat, and while Augurs will focus on one kind of magic as their speciality, their knowledge and skill in non-magical divination must be without equal.Augurs are called upon to serve as support with their skills in twisting fate and predicting the future through magical and non-magical means. Their focus on the battlefield is neither on damage nor healing, but rather on ways to bless their allies, find the threads of fate of misfortune for their enemies, and ensure the worst and most damaging outcomes never come to pass.The Augur does not exist to deal in certainties, nor to carry out the will of one individual; the future is an ever-changing thing, and Augurs must maintain impartiality in their actions and readings, maintaining their integrity even if the results are neither pleasing nor pleasant.
ABILITIES
Natural Divination
Each Augur should be expertly skilled in at least one means of non-magical divination, whether it’s cards, tea-leaf readings, osteomancy, or something else entirely.Divine Sight
By mixing mojo with their chosen magical affinity, Augurs gain access to beings and planes not accessible by non-magical diviners. Whether done on the battlefield or in trance via Commune, it is through this that the Augur can potentially see the future- sometimes unclearly, sometimes in sharp focus and vivid color.Affinity-Specific Skills
Each Augur will choose and be locked into one of five magical affinities- Light, Void, Nature, Elemental, or Arcane. Each of these affinities have their own unique set of skills of which only Augurs in that specialty will have access. For example, a Void Augur is able to project their sense of sight or hearing into any pool of manmade or natural shadow within reasonable distance; a Nature Augur can project their sense of sight or hearing into the mind of a nearby beast.
ARMAMENTS
Ihamra (Hauberk)
The most traditional piece of gear for an Augur is the hauberk, or ihamra as they’re referred to in-clan. This can take any shape or design the Augur wishes, but it must at least cover a portion of the shoulders and chest. Hauberks are often made with fine fibers and interwoven with strong chain. Augurs who complete their training are distinguished by a large, opalescent gem in the center of their ihamra known as the Third Eye- this is a non-magical item, but nonetheless is a symbol of their stature and status in training.Obe (Siphon)
Equally as important from a functional standpoint is the Augur’s obe, or siphon. This is a thin bladed implement that Augurs use to access and withdraw mojo from living things. With their goal ultimately being preservation of whatever living thing they are accessing from, being able to leave as minimal a wound as possible and using an implement specially created for such a purpose is necessary.Personalized Divination
Each Augur must show a high level of skill with their own personal means of divination- whatever it is they end up choosing. They must be able to use this without magic to a high level of accuracy when their skills as a diviner are needed by those around them.
MEMBERS
BERSERKER
TRAINER: MOHTOH
"WHO YA WANT ME KILL?"
Berserkers belong to various factions and tribes. In most warbands or general military units, they are a staple of battle! These bloodthirsty warmongers have surpassed the expectations of simple day-to-day warriors, instead, transforming themselves into living, breathing, and bleeding weapons of the battlefield. Berserkers do not hone unworldly magics, receive godly blessings, nor have specific weapons of greater power. Instead, the Berserker must rely on their own ability, paired with alchemical enhancements, to fulfill their duties.Berserker’s are easily identified on the battlefield! Whether it is their hulking physique, their unsettling choice of tattoo, or their loud death chants which hum of an eerie warning. These monstrous fighters are not easy to miss! The most defining quality of a Berserker, is the act of, ‘Berserking’. Berserking, for these individuals, is elevated to a state of pure enragement; no longer do they have awareness of friend, foe, or self-preservation, instead acting only on the instinct to kill.
"IF YA' NOT HEAR ME?
YOU BEST RUN..."
Berserkers willingly jeopardize their lives, sacrificing their own self-preservation to ensure a kill or protect an ally. A Berserker’s life is often short, spent in action, warfare, and dedication.There is no greater achievement than to perish in the heat of battle, taking with you all who dare oppose your people. Berserker’s must at all times forfeit their own safety to ensure the lives of others remain intact, and that the lives of the enemies crumble into nothingness. Berserkers are to adjust to the battlefield, taking dangerous positions as necessary. Berserkers are savants of the field, knowing an array of fighting tactics, positions, and in proper times should know how to call and direct their unit into and out of battle.Due to their fighting style, it is important a Berserker has field awareness, and does not place themselves up for a friendly-fire situation. A Berserker must be mindful of not only their allies' positions, but of constantly signaling them with their Rohk’tulak (Death Chant), so they may know when Berserking is beginning and ending. Berserker’s add a depth of awareness and positionals which are crucial to keep in mind.In their social relationships throughout history, Berserkers have been known to be a willing test subject for experiments. This includes recklessness regarding the whims of Witch Doctors, Venomancers, and Alchemists alike. A properly adjusted Berserker should be able to withstand various harmful tests, succumbing to death slower than the average person. - However, they are not immune in this regard.
FEATURES
Berserker Elixirs
Berserkers have access to exclusive Witch Doctor crafted elixirs which grant them benefits during battle. These elixirs may be consumed or injected.Weapon Mastery
A Berserker is mastered in both throwing and melee weaponry. The Berserker may choose a preference, but will be able to switch between both as needed or desired.Field Expertise
Taught with the knowledge of battle and war, every Berserker is capable of taking over for leadership, or having leadership of their own when regarding active battle.Tusksworn
Every Berserker will become a member of the Tusksworn, allowing them dedication to their skills and additionally giving them opportunities to grow while serving the clan.Rohk’tulak
A Death Chant unique to every Berserker. These are hummed or sung during battle to simultaneously intimidate the enemy and express to their allies they are still aware and not yet in the state of Berserking.Zin’rohk Markings
Upon completing their Zin’rohk (Training Finale), they will have unique tattoos depicting an eerie, frightening, and sometimes gory scene across various areas of their body.
DUTIES
Murderer
The main purpose of a Berserker is to kill anything and anyone which would get in the way of their people. If there was ever a perfect person for a messy job, it will be a berserker.Experiment Subject
Bersekers have been known throughout their history to serve as test subjects for alchemists and Witch Doctors. They are expected to subject themselves to chemical concoctions as they are requested.
MEMBERS
Mohtoh
Vorek'ta
BLOOD DRINKER
TRAINER: JERT'WAZI
Art by: MiffedMist
These cannibalistic warriors are the stuff of nightmares. They can siphon blood to heal themself or force it into the veins of their allies, mixing martial mastery with shadowy magic; becoming veritable portents of death on the battlefield. It takes quite a bit to down these juggernauts!With the power of their magic, Blood Drinkers are a match for anyone in terms of speed and strength. Their magic allows them to push their bodies beyond their natural limits with the unfortunate side effect that such power often taints their mind. Blood drinkers are commonly angry, chaotic, and savage to say the least.
"BLOOD BE THICKER DEN WATER."
Despite that which they’ve drawn their power from consistently tempting and tainting them, a Blood Drinker is expected to have the utmost control over themselves. If they do not, an errant Blood Drinker is better to put down than be allowed to run amuck in the clan. Abusing their powers is a surefire path to either falling in line with the old Hakkari ways or simply angering the Antu’zul.The Blood Drinkers have always been and are the Shadowtusk Clan’s vanguard. Their durability places them best on the frontlines. Their normally violent natures make them great on a battlefield, but their potential for chaos and carnage are not always the best fit in a situation. In battle, their ability to siphon the blood of their foes to heal themselves or their makes them essential for large bouts of combat, as it is very likely they will last through the majority of it without falling to a knee or tiring for even a moment.
Blood Drinker's are warrior-esque wielders of blood magic. Trolls of this class can be found throughout various tribes. The tribe which seems to have the most population of them in-game are the trolls of Zul'Farrak; we do see them scattered else where though.We've based this prestige class on what is available in-game and from that we've developed headcanon to give it it's own identity in troll society.Blood Drinkers have developed a niche in our community as bullies, enforcers, and braggarts. There is a strong history of these characters getting hot-headed and leading the clan into trouble!
Art by: @rrruthieh
MEMBERS
Zula'zlok
Jert'wazi
ABILITIES
Siphon
When used, the Blood Drinker’s jaw unhinges, and a swirling vortex of sanguine will appear. This vampiric vortex will siphon blood from open wounds into the Blood Drinker's body and become a resource for the Blood Drinker.Rupture
When this ability is used nearby open wounds begin to burst with blood. This could cause death in droves if utilized properly, but it’s a wonderful way to assure there's plenty of blood to fuel a Blood Drinker in battle.Blood Transfusion
This isn’t traditional healing by any means. Instead, the Blood Transfusion is done by reversing the runes - Whisking the blood they've siphoned into the veins of an ally to dredge them back from the brink of death from something involving blood-loss or certain venoms.Bloodlust
A Blood Drinker may enter a state of bloodlust by drawing upon their inner rage with their magic. This state allows them to exceed their natural limitations. They may not feel it in the moment, but their bodies are taxed greatly by the exertion. The magic fused with their rage often turns the Bloodlusting Blood Drinker into a sadistic killing machine.
POSSIBLE DUTIES
Guards
They are adept guards. Tasked frequently with guarding the bridge to Hakkar's Temple, the main gates, or various shrines and people.Blood Medic
A Blood Drinker can manipulate an ally's blood back into their open wounds, creating a magical transfusion. This should not be used over other traditional means of healing.Executioner
Though this will typically only be the Bloodlord, Blood Drinkers, in general, can serve as executioners for the clan if they are needed. They’ll enjoy it, too!
ARMAMENTS
Fon’kaz - “Loner’s Death”
This helmet, mask, or muzzle is what many see as the face of Blood Drinkers. While it is not ultimately necessary for seasoned members of the prestige class, most wear it as a matter of tradition and safety. It is etched with runes that counter the runes carved into the Drinker’s own face, preventing them from siphoning.Weaponry
Blood Drinkers will often use weapons with some weight behind them or things that can cut deeply into their foes like curved swords and spears that can draw blood from their enemies easily for the ease of consuming the delicious source of power.
DEMONIAC
TRAINER: JA'VEA [NPC]
Art by: TheAlexIM
"DE LITTLE MON IN MY HEAD BE TELLING ME TO KILL YA'. I WON'T LISTEN- MAYBE..."
To what extremes would you go to achieve immense power? To become a force of wanton destruction? The Demoniac knows all too well the price which must be paid. Demoniacs are creatures of corruption, harbingers of chaos and damnation. Similar, near identical, to the elven Demon Hunter, Demoniacs enslave an inner demon to harness their power and bring forth physical mutations which borders between troll and demon. Originating from the Zandalari Empire, the Demoniac is a dangerous creature whose very sight may strike fear into those aware of their powers.Demoniacs, alike Demon Hunters, hold prisoner and leech from an inner demon. Too, they face the constant temptation to delve deeper into the fel and risk losing themselves to the demon within. Demoniacs pose a near constant threat to themselves and allies alike. This road is not one for the pure and good, but rather a path to endless power and constant temptation of losing yourself to it.
Demoniacs face constant temptation, edging between sanity and complete corruption. Every waking moment is a challenge between seizing power and becoming loss to the demon which they feed from. Magic is addictive, and no one knows this better than the Demoniacs.Because of this inherent addiction, it is of utmost importance they are moderately educated in both magic and demonology. This knowledge give them guidance and an advantage when handling dangerous magics and creatures of magical descent.
THE INNER DEMON
Demoniacs enslave a specific demon in which they draw their power from. Their chosen demon is important, as the demon's physical, mental, and sometimes emotional traits will be shared with the demoniac during their transformation. The demons listed below are allowed, no exceptions are made for demons not born of the Twisting Nether.
Darkglare
The smaller and seemingly more hostile cousin to the Observer, is the Darkglare. This demon is a levitating octopus-appearing creature with one to five eyes and razor sharp teeth. This creature uses its eye to cast lethal spells and uses its teeth when necessary to physically bite its prey. While the Darkglare may not harness the same intelligence as the Observer, their ability in combat and leadership should not be underestimated.Darkhound
Darkhounds are a species of demonic dog, not to be confused for Felhounds. Darkhounds appeared on Azeroth shortly after the Third War. Darkhounds have a keen sense when it comes to magic, specifically hunting it. While these demons usually hunt in packs, many have become companions to Warlocks and Mage Hunters. They have a subspecies known as 'bloodhounds' which specializes in tracking stealth magics. Darkhounds while territorial and aggressive, are known to stalk their prey for hours to ensure a successful ambush. Mind their teeth.Doomguard
These hulking demons are just as intelligent as they are massive. These winged beasts on average are 10ft tall and 4,000lbs. Loyal servants to Pitlords, Doomguards are a threat to anyone which they deem their enemy. Utilizing their ability to fly to make aerial attacks, only to rush an enemy with a blade or sword engulfed in fel flame. Doomguards are no pawns or easy prey, they rank fourth in standing below Dreadlords. There is nothing they desire more than war, conflict, and annihilation in the name of the Burning Legion.Felhound
Felhounds, also known as Felhunters, are red eyeless demons that are reminecent of dogs. These creatures, similar to the Darkhound possess a keen ability to sniff out magic. Unlike the Darkhound, the Felhound will feast upon the magic, harnessing it and then ripping apart their victim to shreds. Felhounds are a pest to any mage or caster, as with enough magic, they possess the ability to multiply. It is rumored their masters are able to summon several at once using this method alone. Felhounds are drawn to magic and will stop only at death in pursuit of it.Felguard
Felguards, while members of the Mo'arg race, have adapted differently than their engineering brethren. Felguards are demons of fearlessness and undying loyalty. These demons are aproximately 6-8ft tall, muscular, and compared to others less focused on intelligence. Felguards are one of the slower demons in combat, but their sheer force is enough to kill. Being hit just once by one can mean death. These are trained only to fight as their sole purpose and thus, underestimating their skill in battle is a grave mistake.Flamekin
Likely a relative to the Imp, Flamekin or Flame Imps share similar appearance and skills. The main differentiating factor is their use of fire and flame. Flamekin are pack-demons, meaning it is rare they travel alone. They are notoriously weak when alone, but like any imp, when they are together they pose a threat. Flamekin possess the ability to use fire and withstand immense heat to the furthest extent.Imp
Although they're terrified of rainbows, lack physical strength, and are often the punching bag of the demonic world, the imp possesses great potential. Clever, deceitful, and often up to no good, these creatures understand power is in numbers, and they have numbers. Imps work together to overwhelm their target, able to phase shift at will to summon themselves in massive numbers. You may laugh at them now, but they are usually left laughing later.Inquisitor
Notorious casters of fel, they see through a floating eye they conjure. They specialize in creating dark pacts and allowing their victims to destroy themselves. They're known as masters of manipulation. Upon death, their body transcends into the very eyeball they see through. They are known as the most mysterious and sinister demons.Jailer
Jailers are easily identifiable by their long braided bears, curved horns, and above all else the cages they carry. Jailers are known as newer demons, likely recently made from the Twisting Nether. Their purpose is to capture both soul and body of a victim and bring it into the Twisting Nether to face torment. These sadistic and twisted demons often serve as caretakers of the Nether.Mo’arg
These brutish looking monsters may seem like they are all brawns and no brains, but it couldn't be further from the truth. Mo'arg are engineers, inventors, and blacksmiths. They have turned their bodies into bionic weapons. They serve the Burning Legion with brutality, but also ingenuity like no other. They are known to modify themselves to far extremes, becoming close to living weapons or machines.Observer
Observers are known for their eyes, so much so, they are often called 'floating eyes'. This is an intelligent beyond belief race of demon. Observers have a single goal in their existence, and that is to consume as many different forms of magic as possible. Their eye functions as a spell foci in which magics may shoot out in beams. Observers are often loyal only to meet their own goals, as they are master manipulators. They possess many abilities, but most difficult to get around is their ability to not just detect stealth, but to see directly through it. Although they appear non-threatening compared to more vicious demons, the Observer should not be taken lightly.Sayaad
Sayaad are a sultry race of sadistic demons known for their ability to charm and seduce. They serve as living temptation, but their main pleasure comes from inflicting torment onto their victims. They are as intelligent as they are beautiful, and equally clever and twisted. This demon can change their appearance at will to become the feminine Succubus or the masculine Incubus.Shirvarra
These six-armed dogmatic women are the heart of the Burning Legion. They are zealous to a fault, known for being the most devout of demons. Their high intellect and charisma make them as dangerous of tongue as they are dangerous of arms. It isn't a wonder why these women are some of the most respected demons among the Burning Legion.Terrorguard
Terrorguard, also known as Terrorfiends are powerful winged demons with cloven feet. This demon has two heads: a cylindrical one at the end of the neck and another that covers most of the torso. The Terrorguard uses its two heads for an advantage in combat and for general intimidation.Wyrmtongue
The Wyrmtongue is a unique demon who is utilized for their ability to haul items and treasures. Because of this, they are used for labor and not much else. They create and use their own special portals to haul their findings. - They also sometimes carry spiders in a jar.
FEATURES
Demoniac’s Threads
Mojo-imbued runecloth is incorporated somewhere on a Demoniac’s person, bolstering their resilience against Shadow and Fel-based magics to aid in their own ability to resist demons.Fel Corruption
The cost of commanding such powers ensures only Shadow healing works properly on a Demoniac, and mutates their body in one way physically, perhaps making them stronger, tougher, or faster, but at the cost of another of these attributes. Some seek further mutation, and the demon itself is still very much alive and fighting for control. Demoniac’s have sometimes lost control of themselves for brief moments in time, only going to prove their will must be greater still!Fel Mutations
Fel energy mutates all it touches, it is the stuff of chaos after all, a Demoniac can shape how this energy afflicts them to gain powerful boons that alter their very being. Horns, wings, size growth, scaled hides, fiendish vision, and more are all possible!Fel Empowerment
The essence of the demon provides one with a dark gift, a choice of power that reflects the Demoniac’s desires with the power they’ve gained. Some use it to protect themselves, others empower allies at a cost, while others sacrifice all things to inflict devastating wounds.Demonic Wards
Demoniac’s restrain their inner demon with arcane-based tattoos to enslave the demon within them. This allows them to keep the demon trapped and bound to their will and power, but they should be wary. Should the magic in the runes be disrupted the control on their demon will falter and without quick fixing it will result in the demon taking over.
POSSIBLE DUTIES
Occult Scholars
Many topics are often forbidden for research, some may fear the mental toll it would take on a normal troll, others for their heresy. Yet Demoniacs are considered an exception, for they have the strength of will to do so without fear.Enchanter
Part of imprisoning a demon is to understand magic which binds and traps. Their mojo-enhanced threads are not for show, and it is necessary for a Demoniac to understand varied enchantments that are most effective against demons.Demonic Exorcist
When a demon possesses a body, they subdue the soul and often torment it while puppeting their body. A Demoniac has faced this and turned the tables, it is only reasonable they can try the same on entities even a Witch Doctor might be too queasy to face.
MEMBERS
Atzo'khan
Voluk
DINOMANCER
TRAINER: ZAR'KAJO
Art by: Harkalé Linaï
"MIGHTY GONK, LOA OF SHAPES! HEED OUR CALL!"
An ancient magic had always existed amongst the Zandalari, one which brought control and domination over their beasts. During the era of Zul, War-God Jalak, leader of the Zandalari Beast Ward would make the power of the Dinomancer known to all who dare found themselves on the Isle of Thunder or Isle of Giants. Dinomancers became an enormous threat and a massive asset to the Zandalari Invaders.Dinomancers are blessed by all loa of dinosaurs, most importantly by Gonk, the Loa of Shapes, who brings forth the ability to transform to druids and dinomancers alike! This magic allows not only transformation, but control and domination over the beasts themselves. Dinomancers come with powerful companions and the ability to transform into a dinosaur themselves.
The responsibility of a Dinomancer is not a short list, as dinosaurs are a prominent beast utilized by trolls is almost every tribe. Dinomancers of the Shadowtusk Clan are the main caretakers, trainers, and guardians of our dinosaurs. They must protect the Beast Ward, ensuring the health and happiness of all its scaled or feathered residents. Dinomancers are expected to aid all clan-members in anything dinosaur related, including preventing a rogue or raging dinosaur from causing damage to Zul’Gurub or its inhabitants. Additionally, they are responsible for armoring, saddling, and packing all additional supplies and precautions on the beasts themselves so they are prepared for war, if war were to come.
DINO-RECTORY
WIP
ABILITIES
Orb of Command
This is the primary beast-keeping tool of the Dinomancer. This allows them to take direct mind control of a dinosaur, as well as communicate with them. It also allows them to heal dinosaurs and empower them greatly.Blood Trinkets
The Blood Trinket is a much smaller and less effective Orb of Command. It can only heal dinosaurs and communicate with them, but it’s also much easier to create and needs fewer materials.Transformation Totems
The Transformation Totems are a gift to Dinomancers from the Loa of Shapes, Gonk. These totems allow Dinomancers to take on the form of dinosaurs at their strongest. Through these tools, they can become any dinosaur, from saurid, raptor, to the mighty devilsaur. Though sometimes taxing on the mind and body depending on the form taken, the utility of these powerful totems is hard to ignore.
POSSIBLE DUTIES
Stable Master
Dinomancers are the main caretakers of the beast pens, where many animals, including dinosaurs, live and thrive. Trusting your pet, companion, or mount with a dinomancer is always a decision well-made.Trainer
Skilled in various breeds of dinosaur, dinomancers make adept trainers and communicators with most. Dinomancers are fantastic to have when regarding the raising, breeding, and training of any dinosaur.Dinosaur Expert
You now know a vast amount of information regarding these creatures! You can choose to teach others or at least guide your fellow clan.
MEMBERS
Zar'kajo
Kuri'fi
Hezzrozz'traz
MADCAP
TRAINER: RHAT'SUUL
"WE ALL BE MAD HERE!"
A known and feared method of tactics portrayed by various Troll societies is the art of using constructs - golems, masks, and more - to act as vanguards or informants against the enemies of Trollkind. One such practitioner of this art is the Mojowright - and those who would dare to shape animation out of their creations are those who will not be defied on the field of battle.Masters of craftsmanship and magic, the Mojowright is trained in the art of creating mojo - coalesced magic taken from the essence of living creatures - to infuse into and summon their constructs to their side. Each construct can serve a variety of purposes, but at the center, each creation’s purpose - as well as the Mojowright’s purpose - is to defend the society in which they live, and to serve the greater good of their people. One who seeks this path must be strong of will, for magic is a powerful force, and your force must be greater.
Mojowrights are called upon to serve as crafters, builders, and enchanters of their societies.While their greatest strengths lie in forging animate weapons and conduits of magic, it isn’t uncommon for Mojowrights to have a good deal of knowledge when it comes to many forms of craftsmanship, such as architecture, engineering, blacksmithing, and so forth.However, more directly, the Mojowright will be responsible for the creation and maintenance of constructs - including the token golem - for the city’s defense. This requires a great deal of willpower and determination from the Mojowright - the weak-willed or those who easily succumb will find great difficulty choosing this path.In addition, all Mojowrights must be receptive to some form of magic - those who are, for some reason or another, unable to cast spells will not be able to complete their training. Many individuals wield magic in their own ways - thus, there is some creative freedom. Magic still remains a must for this path.
FEATURES
Madness
All Mojowrights are able to cast some form of magic or another, in whatever way seems appropriate. Regardless of purpose, this spell generates mojo, which is necessary to summon and animate constructs.Distraction
The Tiki Mask, a staple Troll creation, is a harbinger of wrath for the Mojowright. The Mask is able to deal large amounts of damage and avoids all area-of-effect attacks. However, the Mojowright must channel their will into the Mask for the whole duration.Mantle
The Tiki Mask, a staple Troll creation, is a harbinger of wrath for the Mojowright. The Mask is able to deal large amounts of damage and avoids all area-of-effect attacks. However, the Mojowright must channel their will into the Mask for the whole duration.
DUITIES
Mojowright’s Scepter
This tool acts as the medium for the Mojowright to channel their will into constructs. Infused with part of the Mojowright’s own soul, and carrying the blessed power of the Mojowright’s Loa, this scepter is highly effective at controlling things - and perhaps, though dangerous, it could even be used to control other living beings.Mojo-Forged Tools
Ranging from hammers for blacksmithing, knives for wood-carving, and even wrenches for engineering, these tools are enchanted to channel mojo into materials in an advanced enchanting technique.
MEMBERS
Rhat'suul
MOJOWRIGHT
TRAINER: NYUNDO
Art by: MiffedMist
"MOJO BE IN ALL..."
A known and feared method of tactics portrayed by various Troll societies is the art of using constructs - golems, masks, and more - to act as vanguards or informants against the enemies of Trollkind. One such practitioner of this art is the Mojowright - and those who would dare to shape animation out of their creations are those who will not be defied on the field of battle.Masters of craftsmanship and magic, the Mojowright is trained in the art of creating mojo - coalesced magic taken from the essence of living creatures - to infuse into and summon their constructs to their side. Each construct can serve a variety of purposes, but at the center, each creation’s purpose - as well as the Mojowright’s purpose - is to defend the society in which they live, and to serve the greater good of their people. One who seeks this path must be strong of will, for magic is a powerful force, and your force must be greater.
Mojowrights are called upon to serve as crafters, builders, and enchanters of their societies.While their greatest strengths lie in forging animate weapons and conduits of magic, it isn’t uncommon for Mojowrights to have a good deal of knowledge when it comes to many forms of craftsmanship, such as architecture, engineering, blacksmithing, and so forth.However, more directly, the Mojowright will be responsible for the creation and maintenance of constructs - including the token golem - for the city’s defense. This requires a great deal of willpower and determination from the Mojowright - the weak-willed or those who easily succumb will find great difficulty choosing this path.In addition, all Mojowrights must be receptive to some form of magic - those who are, for some reason or another, unable to cast spells will not be able to complete their training. Many individuals wield magic in their own ways - thus, there is some creative freedom. Magic still remains a must for this path.
ABILITIES
Spellcast
All Mojowrights are able to cast some form of magic or another, in whatever way seems appropriate. Regardless of purpose, this spell generates mojo, which is necessary to summon and animate constructs.Summon Tiki Mask
The Tiki Mask, a staple Troll creation, is a harbinger of wrath for the Mojowright. The Mask is able to deal large amounts of damage and avoids all area-of-effect attacks. However, the Mojowright must channel their will into the Mask for the whole duration.Summon Grace
The Ward, used for either healing or protection depending on the magic used to create it, is a useful construct in emergency support situations. The Ward will aid allies in need, and the Mojowright need not channel their will into it. However, it has a short duration, and is easily damaged.Summon Golem
Perhaps the most famous construct of Troll society, the Golem acts as a bastion of defense for the Mojowright’s allies. Difficult to bring down, summoning a Golem allows field groups to rally behind the construct for extra protection.
ARMAMENTS
Mojowright’s Scepter
This tool acts as the medium for the Mojowright to channel their will into constructs. Infused with part of the Mojowright’s own soul, and carrying the blessed power of the Mojowright’s Loa, this scepter is highly effective at controlling things - and perhaps, though dangerous, it could even be used to control other living beings.Mojo-Forged Tools
Ranging from hammers for blacksmithing, knives for wood-carving, and even wrenches for engineering, these tools are enchanted to channel mojo into materials in an advanced enchanting technique.
Art by: MiffedMist
MEMBERS
Nyundo
Takuma
Munkir
Zo'chitl
Shatongo
PRIMAL
TRAINER: ZEZNI [NPC]
Art by: MiffedMist
"RIP 'EM TO SHREDS! DE WILDS BE CRUEL!"
Ravenous, vicious, bloodthirsty; words often used to describe primals. In troll civilization, primals are often seen as rabid animals who lack control and seek only to destroy. There is truth in such beliefs, but determining just how much truth lies in the primal themselves.Primals believe that every creature is inhabited by a dark, primeval essence. They call this essence, 'the beast within'. Primals believe that harnessing the beast within will ascend them to a heightened existence. In this existence they become more animalistic, primal, brutal, but too they connect to the natural world and become apart of the animal kingdom themselves.Primals are experts of the natural world. They become hybird creatures between troll and their aspect. They choose to live a life of simplity, bloodshed, and dedication to instict. Although they are often shunned by society and deemed dangerous, they can find a home within the Shadowtusk Clan, who believe they have more potential than that of mindless beasts.
"HATE US. FEAR US. WE NOT BE GOIN' NO WHERE!"
Art by: Monica Huffaker
Within the Shadowtusk, Primals are held to the same expectations as any other member. They are valued mostly for their skills as hunters, trackers, and protectors. Although they may face frequent criticism, judgement, or fear, it is of utmost importance they rise above it. A primal which feeds into the fear of others or becomes violent, is then declared a threat to their people and may face severe punishment. Control is the best tool a primal can possess.
MEMBERS
Mala'shae
Gren
Ka'zenji
Bozami
Kel'moji
ASPECTS
Cunning
Slinking through the brush, Cunning Primals are often those who mediate their assaults with careful wit and caution. The perfect ambush is their goal, to catch their unknowing prey off guard and end a fight with a well-placed blow. Often pack hunters, Cunning Primals communicate best with their fellows-- organizing as well as you could expect a group of Primals to amidst the chaos of a battlefield.Tenacity
Masters of the art of outlasting your opponent and whittling them down, Tenacity Primals are those who become the protectors of their pack. Often bearing more physical armor through their mutations, they can take more of a beating than their packmates, acting as an immovable wall under the right circumstances. Tenacity Primals are often, but not always, mammal aspects.Ferocity
Hungry and territorial to a fault, Ferocity Primals are often what comes to mind when one thinks of this walk of life. They crave to take their share first, are defensive of what they have claimed as their own, and have a proclivity for recklessness when in the thralls of their rampages. While no Primal is truly out of control, a Ferocity Primal is the most likely to look the part.
MUTATIONS
These vary depending on the primal.
Claws
These are common in primal mutations. Growing from the bone of a primal's fingertip, these are not nails, but keratin shaped over bone.Teeth
Primals adapt teeth to match their aspects and the diet of said aspects. Their jaw structure will shift to complement these, often resulting in a strangely shaped jawline or a jutting mouth.Hide & Pelt
Skin thickens on all Primals to some degree, creating a natural equivalent to leather armor. The rest, however, is drastically dependent on their aspect.Musculature
Consistent among Primals is the way their muscles are constructed changing. They grow thicker and denser, resulting in more strength in the same mass as any Troll who worked for the same extent.Sensory Changes
Most Primals gain a generally elevated set of senses, but often one will trump the rest! Be it their eyesight sharp as a hawk, hearing beyond the best of trackers, or scent to contest a bear, Primals generally have one sense above the rest of what they gain.
ARMAMENTS
Weaponry
More often than not, Primals prefer to use their own natural weapons in a fight, backed by their own strength. However, many often carry weapons with them as well for a variety of reasons, commonly to help in staving off a poorly timed rampage. Using a weapon that isn’t attached to you can help manage your state of mind in the midst of chaotic combat.Armor
Primals rarely take to true armor, preferring unrestrained movement and their own adapted hides. While it’s not able to prevent all injuries, in many cases a Primal will function perfectly well without additional armor other than comfortable garb for modesty.Trinkets
The most important objects to Primals are their trinkets, sometimes called security trinkets. They can take a variety of forms. Each holds importance to the Primal for personal reasons, is generally carried somewhere on their person, and is among the most effective ways to stave away rampages-- or end them before they run their course. Trinkets will not force a Primal to cease, however, simply reminding them of aspects of themselves that occurred only because of society and edging the threads of a typical thought process back towards their minds.
SHADOW WALKER
Art by: MiffedMist (Bwomaka)
Long have Trolls known to stalk in the dappled shadows of the undergrowth, to use a nimble body and quick mind in turn for petty crime, hunting game, or more direct assault. Stealth comes naturally to many of their kind. Some Trolls are content with this subtlety they carry, and others take a drastic step further; walking a plane of non-existence and toeing the line of becoming something less than their bloodlines, something that stalks with spirits and brushes against the seams of reality itself.The Veil is a non-linear realm in which time flows drastically faster the farther you stray from our reality, leaving the Shadow Walker to trek through it alone, crossing Zul’Gurub to Zul’Aman in weeks of solitary from their perspective, but a day or two in the eyes of the Clan. It is the vast yet comparably insignificant space that tethers the Shadowlands, the Void, and the Waking World to one another, through which spirits drift on their way to their final rest.
In the context of the Shadowtusk, a Shadow Walker is a masterful scout, and capable of traversing long distances in fractions of the time of even a mounted Troll, albeit only from the outside perspective. The ability to slip between realms allows for interesting approaches to problems and leaves them a valuable asset when a common rogue can’t quite make the grade.Additionally, the training to prepare for the Veil leaves a successful Shadow Walker able to control their emotions to an extreme degree-- they often make a wonderful second perspective when a Witch Doctor or Shadow Hunter cannot make a ruling for you, or your mind is clouded by the emotional attachment to an issue. As well as this, their path requires deep devotion. While not every Shadow Walker is a priest, many are devout and more than capable of representing their Loa to a lesser degree.There is a final unspoken benefit to the Veil, however; filling one’s blood with a consuming strain of magic lends itself to becoming a rather effective source of anti-magical force. Shadow Walkers are capable of resisting harmful magic to a degree, repurposing the energy, and fuelling their own blows in turn. They are expected to use this skill to the benefit of the clan against foes who might seek to tear through our forces with various spell power and help in cleansing magical ailments when others cannot first.
ABILITIES
Veil Shroud
Not to be confused with merely hiding in the darkness, a Shadow Walker’s Stealth grants the ability to blend their silhouette using a superficial covering of living shadow. This chameleon effect will not eliminate sound but will aid in muffling it, as well as scents. They aren’t impossible to detect, but they’re highly difficult to spot.Veil Step
Shadow Walkers may enter and exit the Veil at will. Time flows at a rapid pace within, and some outside viewers may simply think they teleported from place to place. This is an effective means to avoid MOST incoming damage, as most enemies will not be able to follow, see, or harm you within. There are always exceptions, however. As well as this, in times where it may come up, a Shadow Walker can force another person into the Veil, or remove them-- this takes an excess of energy, however, and is rarely utilized.Gather Shadows
Shadow Walkers thrive off of darkness and can use their time to meditate to build up their ability to use the powers of the Veil. Shadow Walkers are also sustained by shadows and they can opt to use this generated darkness to restore themselves instead if the situation calls for it.Cloak of Shadows
Akin to stealth, a superficial covering of shadow can be called upon and concentrated to allow the Shadow Walker to absorb more than their blood passively allowed. They can keep themselves safe from or even cleanse incoming harmful effects if they’re clever about how it’s used.Spell Siphon
When focusing their efforts strictly on the consuming aspects of their innate magic, a Shadow Walker can absorb incoming magic in a constructive way for themselves, potentially stopping allies from coming to harm in the process. If not used carefully, however, they can swiftly be overwhelmed by the sheer amount of energy.Black Mirror
With sufficient practice in conjuring up their shadows and a developed Veil Form, a Shadow Walker can learn to make use of the magic that they absorb with their siphoning abilities! They can turn the dangerous magic of their enemies back upon them.Living Shadow
All Shadow Walkers give up, albeit slowly and indirectly, their physical health to an extent when they tread deep enough into this path. Potent shadow magic as controllable as an extra limb that courses through their blood, weaving in strands through their muscle, and permeates their very bones. This leaves them highly flexible if thin as their body doesn’t rely entirely on the limitations of the flesh, as well as cutting back their need for food, water, and oxygen. The cost of these benefits however is a weakness to holy light, which burns a Shadow Walker as fire would even when intended to heal. In the eyes of strict classification, training leaves your Troll and Aberration.Symbiotic Shadow
With their connection to the Veil, a Shadow Walker can breathe life into their shadow and have it fight alongside them by stitching it to life with their connection to the Veil. It strikes alongside them and has much the same strengths as the Shadow Walker, making them very dangerous companions to contend with.Veil Form
After sufficient time within the Veil, each Troll (or any other race that inhabits the space freely) will develop an altered form of themselves, with some able to shift between this state and this normal Trollish self while in the Veil. This form does not always resemble them visually, but rather it is based on their emotional state. Things such as who they think they are, what they want to be, things that burden them, or traits they admire are taken and twisted, leaving behind an amalgamation of heightened aspects of the Shadow Walker.
ARMAMENT
Generally, a Shadow Walker doesn’t have any truly identifying pieces of armor or weapons, as subtlety is favored above identity. Cloth or leather is often chosen for being quiet and easy to enchant to resist the deterioration the Veil puts on most physical objections. For weaponry, they lean towards precise and lightweight items whenever possible. Shade’s Blood strips much of their strength, although not all, and precision goes hand in hand with an ambush.Specialized leathers can be obtained as an additive to any Shadow Walker’s training on request.These leathers are called ‘Shadeskin’ leathers, and will not decay within the Veil whatsoever. They are often resistant to shadow magic. Otherwise, it’s possible to reinforce armor aggressively to prevent the decay if you must use something else! This is entirely for flavor as of our current roll system.
SHADOW HUNTER
TRAINER: CHIEF MO'SAKU
Art by: Darukin
"DE DARK SIX DON' LIKE YOU..."
Masters of voodoo arts and martial discipline.The predators waiting in the dark of the night.Those who walk a path not just between light and dark, but order and disorder.Shadow Hunters.Leaders, judges, and elite warriors all, there is no denying their importance to troll society at large, and almost every tribe has them. Mixing crippling, deadly curses and blessings with resplendent healing, these zealots are oft unpredictable as they are beholden wholly to their capricious gods: The Dark Six. Yet their power cannot be denied.In-game, Shadow Hunters have always represented the elite or the leadership of jungle tribes, and their abilities are for the most part without ken. Thankfully, the Shadowtusk Clan does its best to tame this while remaining faithful to the aforementioned abilities and power-level of the Prestige Class. Just remember: The loa’s gifts are not your own and can be revoked.
Art by: MiffedMist
There are quite a few responsibilities for a Shadow Hunter to consider. The first is neutrality - You must not only balance your light and your darkness but your chaos and order. Doing so will prevent you from falling into a state unfit for society, or perhaps too authoritarian for society to progress as necessary. Either that or too cruel and too kind. There must always be a disparity. Ultimately, these values will assist in your most important of duties; aiding the clan in war-time and matters of judging your comrades. All are the same beneath the eyes of the loa. Hear all sides, tame your pride, and lead while you serve.Naturally, becoming a Shadow Hunter is a feat not easily achieved. While many Shadow Hunters have ascended through the in-clan ranks, this is not a requirement if it does not interest you.The rank of ‘lesser shadow hunter’ has been removed to avoid confusion; however, this does not mean your character gets a free pass on judging issues and offering their unbiased thoughts. Shadow Hunters who have neither the rank of Master nor Atal’alarion, are still expected to be judges to some degree, though far more minor. You are expected to be able and willing to provide advice to those who seek it from you, provide your thoughts to them based on the evidence provided, and escalate the issues up the ranks if it is necessary. Civil disputes that do not warrant the involvement of an Atal’alarion or Antu’zul are ones you may be expected to maintain civility in, or serving to remind your clanmates of the laws if you are concerned things might get out of hand. Shadow Hunters who hold the rank of Atal’alarion or Antu’zul are expected to take these duties a step further, to the degree that their rank allows (including peacekeeping, punishments, and further escalation if it becomes necessary). This keeps things clean and uncrowded by multiple judges of law and order. It should be noted that your power is ultimately up to experience, not rank. Your master will likely always be stronger than you are from pure experience.“Our duty is to lead and serve. We are beholden to our loa, but the Clan looks up to us. We must set an example for them. We must be the best we can be. The best they can be.”Shadow Hunters are varied in their abilities, and thus often varied in their responsibility. Some are destined to tend to civil matters as a judge, while others may simply be forces of death on the battlefield. Some may assist in burials or religious advisement, while others may heal and protect their allies which hold rank in the Clan. We are not all masters of one thing, we are a jack of trades, but many tend to find a particular niche. I would advise finding yours.
"I SERVE, PROTECT, KILL; THE WILL OF DE LOA ABOVE ALL!"
MEMBERS
Mo'saku
Jrokano
Ghul'rah
ABILITIES
Blessing of Kevo Ya Siti
Kevo Ya Siti is a loa of stealth and a master of traversing through wind and shadow. His gift is unsurprising with that consideration, as they bestow upon the Shadow Hunter their gait.Blessing of Lukou
Lukou is the Shadow Hunter's loa of healing and respite. The gift which she grants her faithful is able to mend the wounds of the Shadow Hunter’s allies, but only at a great cost.Blessing of Samedi
Graves. Death. Peaceful slumber. Samedi is much alike the more affluent and influential Bwonsamdi, and many argue they are one and the same. No matter the truth of this debate, he takes on the rather severe view that all undead are abominations and must be purged. He reviles them and necromancers to the point he often encourages Shadow Hunters to slay them. One must always bear in mind the laws of their given society but provided a particular undead is unprotected, then his blessing will do nicely.Blessing of Shango
Chaos for the sake of growth. Storms that leave nothing but shrapnel and upheaval in their wake. Shango, to the Shadow Hunters, is the Father of Lightning. Unpredictable as the power he wields, he bestows upon his faithful one of the Six’s most potent blessings: The Stormspear! This may be thrown as a wicked, exploding javelin or a bolt of lightning that jumps from foe to foe if they are in close vicinity. While it may take other forms, these are primarily what is used.Blessing of Ogoun
Chaos and war. These are the domain of Ogoun, and it is Shadow Hunter's belief that these things were its twin children. Ogoun is as faceless (or perhaps as many-faced) as war and chaos themselves. As such, Order was created simply to balance and curtail him. He is, perhaps, one of the strongest voices within the head of trained Shadow Hunters. They must beware of giving in too much to his potent influence or fall into madness.Blessing of Dambala
The Father of Lies and Serpents. A loa of murder and betrayal. Dambala’s spawn are the clever snakes, and it is through him the Shadow Hunters are given one of their mightiest blessings: His Avatar! Shedding their flesh in an often grotesque and agonizing fashion, those who invoke the might of Dambala can pick from one of two powerful forms: The Adder or the Cobra.
POSSIBLE DUTIES
Supervise Sacrifices
Make sure each loa gets their fill. We should never let ourselves fall out of a particular god’s graces.
Bless Hunts and Wars: We must assure that our warriors and those who provide our food return home safely. Care for them through prayer, or literal blessings to enhance.Be Present
To abandon one’s clan is to abandon one’s duty. Be there to aid them, and answer their questions.Judgment
We are unbiased. Unwavering. Conflicts and issues passed before your eyes (provided they are yours to judge) must be solved with these two things at the forefront.Protection
We are the elite. The ones open to the truth of balance. We must protect the Clan at any cost, no matter our emotional attachments.Guidance
Many in the clan do not understand the balance as we do, nor do they think with pure pragmatism. We must guide them in spirit and in word towards greatness.Ritual Support
In the absence of a priest of necessary piece of a ritual, the Shadow Hunter can always fill in. Most loa respect our presence enough to accept such.
ARMAMENTS
Rush’kah
This mask is a core piece of the Shadow Hunter fantasy. While it is no longer necessary for calling upon the gifts of the Dark Six per recent lore, it is nevertheless an important training wheel and ceremonial mask that represents the very being of the Shadow Hunter. It is their face - That which their allies will know to recognize at home and on the battlefield.Even Vol’jin had one, despite his tendency to take it off towards the end of his life. Never take it off lightly, and never dispose of it as if it means nothing. It is how you can commune with your loa and is thus not easily replaceable. You'll have to get it reimbued by your master if you lose it!Glaive
Transmog restrictions in-game aside, glaives have always been important weapons to Shadow Hunters. Thankfully, until this is changed, certain one-handed sword models, fist weapons, and quick-striking polearms are suitable substitutes. A clan favorite has been the use of ‘Hexblades’ - Swords that are imbued with the Shadow Hunter’s blood and cursed with terrible hexes that will afflict those that they strike.Serpentstone
This special whetstone is small and lightweight, but sturdy. It keeps blades especially keen, perhaps owing in part to a small blessing by Dambala for etching the stone with the likeness of his fangs or form. It is otherwise mundane.Spirit Aspect Totem
Before a Shadow Hunter receives a vision of their Spirit Aspect, they are instructed to construct a totem off of instinct alone; usually from random materials. While the ultimate product is the pinnacle of ramshackle, it serves as housing for their beast once they find and recover it. All of these totems are extremely unique to the owner.Armor Style
Shadow Hunters like to keep it light and traditional. Bones, hide and trinkets are all encouraged, though some of the more opulent tribes will wear gleaming metal. The legs must be unstifled, so kilts and robes are a no-go. Chain-mail and light plate can work, along with priestly cloth, so long as it isn’t so weak that being caught in the melee would be your doom. It pays to be protected, but don't sacrifice agility either.
VENOMANCER
TRAINER: SAJIX
Art by: MiffedMist
"GOIN' TURN YOUR BLOOD TO POISON!"
Where there’s society, whether it be primitive or sophisticated, there’s always those of cunning nature who seek gain only for their personal loyalties. Venomancers, by nature, are devout to the point of zealous. It is common to see them in cultist settings, such as the Atal’Shadra or Cult of Hethiss. These individuals will stop at nothing to honor their loa and bring anyone who would stand in their way to their knees. These master poisoners are excellent assassins, alchemists, or “advisers”.Venomancers undergo a rigorous regimen of acquiring, refining, and imbibing potent concoctions. They develop not only immunity, but an ability to replicate toxins they come in contact with through a secret manner. They are creatures of toxicity, but too they are children of their loa to the furthest extent. Death is, but a tool used to take threat and to eventually succumb to once their purpose has been served.
The familiarity and mastery of all manner of toxins, and the life forms that produce them, means that venomancers will often be called for a number of tasks. These responsibilities would include procuring and identifying various toxins, breeding and maintaining beasts or plants that produce toxins, and even acting as the swift, envenomed blade of the Clan.Religion and voodoo are core aspects of a venomancers pragmatism and skill and as such, they will both be asked to work within the constraints of the clan and be a helpful voice in matters of the toxic loa they often affiliate themselves with.
"A LITTLE VENOM NEVER HURT NO ONE!"
MEMBERS
Sajix
ABILITIES
Poison bolt / Poison Bolt Volley
A simple ranged spell where venom of one's choosing is summoned and sent at one or multiple targets.Breath of Poison
The venomancer is able to open their maw and spew forth a cloud of poison, depending on the type of poison this can be countered by closing one's eyes and not inhaling. Though this will vary depending on the type of venom the venomancer is using.Toxic Link
The venomancer can form a bond of venom between two selected targets, forcing them to suffer the effects of being close to one another so that the venom may be transferred between them. The targets must choose if they wish to remain where they are and continue fighting or put distance between them to break the bond.Poison Purge
At a distance, this ability can pull the toxins and venoms recently applied to a target from it and dispel any effects that it might have on the individual. Depending on the progression of the venom it might take more work or skill at a close range.Poison Breath
Release a cone of poison in front of you at multiple targets, hitting up to 3 enemies at once!
This ability only uses base damage on successful hits.Venomlash
At a close range using a sharp implement the venomancer can pull poisons through the air to cut into an opponent and envenom them directly.Whispers of Venom
The venomancer uses their magic in order to quickly pump venom through the veins of their intended target to speed the process of the toxins taking hold of their system.Venomblood
Overtime, you can turn your enemies blood into a sloshing venom!Toxic Torment
The venomancer can speed the process of venom moving through the bloodstream or slow it based upon their choosing.Toxic Soul
Summons a toxic effigy of a creature to fight for you in a limited timespan. At the end of the set duration, there is a period of time where the soul can not be summoned forth again until it has had ample time to manifest.
POSSIBLE DUTIES
Assassin
Being masters of toxic voodoo is useful in eliminating beings deemed dangerous to the Clan by the Chief or the Antu'zul.Adviser
Advise members of the Clan on different toxins and on how to prepare them to their utmost effectiveness.Worship
A venomancer is in part a servant to a higher power and as such might be asked to help lead in rites and rituals where their chosen loa is concerned and offer advice and insight to potential motives of the loa, though they will never speak directly for them.Toxicologist
Supply your people by brewing, breeding, growing, and maintaining a stock of toxic creatures and plants.Combatant
Support in the heat of battle by conjuring and using crippling and deadly toxins to wreak havoc on the enemies of the Clan.Emergency Medic
Administer antidotes to members of the Clan who’ve found themselves on the business end of an envenomed blade, stinger, arrow, etc.
WITCH DOCTOR
TRAINER: YAGA [NPC]
Art by: Crookfish
"YOU SEEK ME HELP?"
Witch Doctors; in almost every troll society, these are some of the most powerful and well respected members. They are often seen as advisers to mortals and speakers of spirits. Their purpose and intention may not always match, but it seems they are always listening for a reason to be needed from their peers.Witch Doctors are highly respected and feared, for valid reasons. They have honed the ability to use herbs, bone, and magic to commune with powers most can only dream of. They can speak to the spiritual realm and beckon the spirits to do their bidding.As people of opportunity, their loyalties may sometimes seem shaky or not too clear, this is no mistake. Mysterious by nature, it is best to remain on the friendly side of a Witch Doctor, and not question too much about that elixir they've given you.
Shadowtusk Clan Witch Doctors function similar to how they function in other tribal settings. Only, a more careful eye is given to ensure their behavior isn't too destructive considering near tribal connections. Shadowtusk entrust their Witch Doctors to provide for their clan-mates, whether this be through potions, visions, or fetish crafting.Witch Doctors are encouraged to be odd and eccentric, to act in whatever manner that ensures victory for the Shadowtusk, even if that means taking unconventional means...
MEMBERS
Iris'tlin
Bah'meih
Vrak'nal
Tali'ka
FEATURES
Herbalists
An expert in herbalism and in usage of herbs, make the Witch Doctor an expert in all things involving plants and their benefits or disadvantages.
ARMAMENTS
Gourds
Witch Doctors carry with them various gourds, all of them often serving a different purpose. Some rumored to be lethal enough to kill a group of individuals at once.Ancestral Staff
A staff given to a Witch Doctor that has been passed down from other various Witch Doctors; a spiritual heirloom weapon.Cauldron
They often bring with them in various locations cauldrons in which they can cast spells and create various brews and potions.Potions
It is rare to see a Witch Doctor without a supply of their own potions. They often carry potions on their person, whether it be for themselves or for their allies.Fetishes
Crafted per individual or specific situation, fetishes are a commonly used item founded on Witch Doctors and given to allies and enemies alike.
POSSIBLE DUTIES
Herbalists
An expert in herbalism and in usage of herbs, make the Witch Doctor an expert in all things involving plants and their benefits or disadvantages.Potion Maker/Alchemist
Known for providing Berserkers with their elixirs, they may also provide their fellow clan-mates with potions and elixirs as they so desire.Fetish Crafter
They posess the ability to create fetishes out of their main source of magic. These fetishes are used to help benefit their allies.Spiritual Guide
Due to their connection and ability to speak with the spirit realm, Witch Doctors may guide both the living and dead in times of need.
ROLL SYSTEM
TUTORIAL
TERMS
Our D20 system has a lot of terms that get thrown around. This term list here was made with the hopes of making it easier for people to understand what some of these terms mean. If things on this list are still confusing, please contact Mohtoh so he can address the confusion.
Attribute Terms
Attribute/Ability/Stat: Refers to Strength, Dexterity, Constitution, Intelligence, and Wisdom. These attributes define your character's effectiveness in D20 events.Strength: This attribute ties to your character’s physical strength. This attribute is used for overpowering your enemies or for striking with all your might.Dexterity: This attribute ties to your character’s physical deftness. This attribute is used for moving precisely and for striking with keen precision or ranged weapons.Constitution: This attribute ties to your character’s physical toughness. This attribute is used for enduring trauma and standing your ground.Intelligence: This attribute ties to your character’s general smarts. This attribute is used for knowing useful tidbits of information and for damaging magic.Wisdom: This attribute ties to your character’s general judgment capabilities. This attribute is used for assessing other people and for healing magic.Max HP: Your maximum amount of Hit Points. You cannot have more Hit Points than this at a given time.Current HP: The amount of Hit Points you have at the present moment.KO/Unconscious: You have 0 Hit Points and are knocked out/unconscious. You cannot act while knocked out/unconscious.Your Hit Points cannot be affected while you are knocked out/unconscious.
D20 COMBAT TERMS
Shielding: Bonus Hit Points that go away at your next turn’s start. Shielding is lost first when you take damage. This cannot be sacrificed.Temporary HP: Bonus Hit Points that last until they are lost by taking damage. This can stack from multiple sources Temporary HP is lost first when you take damage, unless you have Shielding.Combat/Encounter: A battle with hostile forces that has a clear beginning and end point within an event.Initiative: A roll at the start of a combat/encounter that determines who goes first.Shadowtusk Turn: During a round, when the Shadowtusk is currently taking actions.Enemy Turn: During a round, when the enemy side is currently taking actions.Start of Turn: Something that happens before any rolls are made on a turn.End of Turn: Something that happens at the end of a turn.Action: Something that takes your turn to do.Free Action: Something that can be done on your turn without taking up your action. If
something does not specify it takes an action to do, it can be done as a free action.Reaction: Something that can be done in response to something that happens. If something can be done as a reaction, it will note it in its description.Roll Bonus: Numbers you add to your D20 roll.Roll Penalty: Numbers you subtract to your D20 roll.Critical Failure/Success: If you roll a 1 on the die, that is a critical failure. No matter what your roll bonuses are, you fail. If you roll a 20 on the die, that is a critical success and get benefits depending on what you are rolling for.Critical Range: The amount of numbers on a D20 roll that count for Critical Success. To start, you have a Critical Range of 1 and a 20 is Critical Success. Anything that increases your Critical Range includes the next highest number on the die. I.E. If you had a critical range of 2, Critical Success would be on a roll of 19, or 20. If you had a critical range of 3, Critical Success would be on a roll of 18, 19, or 20.DC: Difficulty Challenge. This determines what you need to roll to determine success at a task.Scaling DC: A DC that has levels of success.Skill Check: A roll made to attempt an action related to an attribute. You roll this with a roll bonus equal to your attribute.Buff: An effect that enhances you, your allies, or your enemies.Debuff: An effect that hinders you, your allies, or your enemies.Attack: An action that can be used to deal damage to an opponent or an ally. This can be done with Strength for heavy physical attacks, Dexterity for precision or ranged physical attacks, and Intelligence for magical attacks. You get a roll bonus equal to your attribute for these attacks. Your damage is determined by a scaling DC.Heal: An action that can be used to restore Hit Points to an ally or an opponent. You get a roll bonus equal to your Wisdom attribute when you attempt to heal. Your healing is determined by a scaling DC.Base Damage/Healing: The damage/healing you do that is determined by the roll of your attack/heal after roll bonuses apply.Double Damage/Healing: Unless specified otherwise, double damage/healing means you double the base damage/healing.Bonus Damage: An added amount of damage to your total damage for the turn. If you attack multiple times in a turn, you only add your bonus damage once unless effects specify otherwise.Rounding: Any effect that causes damage or healing to be halved is rounded in favor of the Shadowtusk, unless specified otherwise. I.E. Damage taken by us is rounded down to a minimum of 1, damage taken by the enemy is rounded up.Saving Throw: A roll made typically in order to avoid taking damage and debuffs. This will specify an attribute or attributes and you may add one of these to your roll as a roll bonus. If you roll a critical success, you can treat an ally who failed this roll as someone who made it.AoE: Area of Effect. An attack or effect like this strikes an area, hitting everyone within.Damage Type: The elemental affiliation of damage you take. This is generally split between Arcane, Fel, Holy, Nature, Necrotic, Physical, and Shadow.Damage Reduction: An effect that reduces damage you take. Unless otherwise noted, it cannot reduce damage you take below 1.Damage Immunity: An effect that reduces all damage of a specific damage type you take to 0.Sacrifice: Self-inflicted damage that cannot be mitigated by any means, it can't be redirected, reduced, or prevented. It ignores Shields, but can be paid in Temporary HP.Close Range: A measure of distance that is between the origin of an effect and about three yards. Roughly within one WoW raid marker of the origin.Mid Range: A measure of distance that is between the outer edge of Close Range and seven yards from the origin of an effect. Roughly within one WoW raid marker of Close Range.Long Range: A measure of distance that covers anything farther away from the origin of the effect than Mid Range.
ADDITIONAL SYSTEM TERMS
Advantage: A buff that allows you to roll a D20 twice and take the higher result. This can be applied to allies as an action.Control: A debuff that allows you to take control of a target on their next turn. This takes an action to apply.Disadvantage: A debuff that forces you to roll a D20 twice and take the lower result. This takes an action to apply.Disarm: A debuff that removes a weapon from someone on their next turn. This takes an action to apply.Dispel: A buff or debuff that removes a magical effect on a target. This takes an action to apply.Empower: A scaling buff that gives a roll bonus depending on the result. This takes an action to apply.Fear: A scaling debuff that gives a roll penalty depending on the result. This takes an action to apply.Immobilize: A debuff that prevents someone from moving on their next turn. This takes an action to apply.Resistance: A scaling buff that reduces damage taken from one specific damage type. This takes an action to apply.Revive: A buff that can be used to bring a KO’d player above 0 Hit Points. This takes an action to apply.Shield: A scaling buff that applies shielding to a target. This takes an action to apply.Silence: A debuff that prevents someone from using a spell on their next turn. This takes an action to apply.Slow: A debuff that removes an action from someone on their next turn. This takes an action to apply.Stun: A debuff that prevents someone doing anything on their next turn. This takes an action to apply.Taunt: A debuff that forces someone to use an action against the debuffer on their next turn or to get disadvantage on their first action on their next turn. This takes an action to apply.Stealth: A skill check that takes your action. If successful, you manage to hide your presence from enemies until the end of your next turn.
ITEMS AND BASE ABILITY TERMS
Item: A tool used to help give people more options in D20 events. This is split up into four categories.Armor: A type of item. You may only use one armor at a time. The damage type listed on this gives you damage reduction towards that type of damage.Weapon: A type of item. You may only use one weapon at a time. The damage type listed is the damage type this weapon deals.Trinket: A type of item. You may only use two trinkets at a time.Base Abilities: Unique abilities that flesh out what a character can do in D20 events. These are broken up into Universal Abilities and Class Based Abilities. If you benefit from subclass training, you can choose three base abilities. If you do not benefit from subclass training, you can choose five base abilities.Universal Ability: A base ability that can be taken by anyone. You must have at least two of these base abilities.Class Based Ability: A base ability that can be taken only if your character is not benefiting from subclass training.Companion: An extension of yourself that can be gained and modified by Universal Base Abilities and items.Minion: Summoned by an item or ability, cannot be targeted, and has an attached 'Temporary HP' to them. You gain this Temporary HP. While you have this Temporary HP, you take an additional point of damage from AoE for each minion you have. When the Temporary HP from your minion is lost, you lose the minion.
ABILITIES
ADD ADDITIONAL ABILITIES TO YOUR D20 TOOLKIT!
Above, you see two options: "Universal" and "Class." Depending on whether you've completed prestige class training, depends on from which you select from. Prestige classes come with its own set of abilities and thus we offer an option for those who do not seek that route to remain balanced in our D20 system. Please read below for directions on how to select abilities! You may change out abilities before events without any permission or wait time, please keep track of your current ability list.
I DO HAVE PRESTIGE CLASS ABILITIES
If you already have completed your prestige class training and have access to those abilities. You may only select up to three abilities from the Universal Abilities. You may not choose abilities under 'class abilities' as these abilities are to make up for a lack of prestige class.I DO NOT HAVE PRESTIGE CLASS ABILITIES
If you have not completed prestige class training or do not plan do, you have access to both Class and Universal abilities. (Please note, when choosing from class abilities you do not have to match the ability to your actual class.) When selecting these abilities you may choose five, two of which must come from Universal Abilities and three which may come from either category.
DICE RANGES
D10
D10 is not intended to be used with abilities, equipment, or other mechanics found in our D20 system.
1-3
This is a Miss! Whatever you were attempting has failed.4-8
This is a Hit! You may Attack or Heal for 1 point.9-10
This is a Critical Hit! You may Attack or Heal for 2 points.
D20
D20 uses abilities, equipment, and other mechanics that may change outcomes of dice rolls, including their range.
Natural 1~
This is a Critical Failure! Whatever action attempted has failed miserably.
DM(s) involved may determine an appropriate consequence for the action.
Critical Failure at a Saving Throw causes the player to take double the hazard's initial damage, before any modifiers, if not aided by an ally.
2-6
This is a standard Miss. While you have not succeeded, nothing catastrophic should result.7-14
A successful Hit! Attacks or Heals within this range are worth 1 point.15-18
A spectacular Hit! Attacks or Heals within this range are worth 2 points.
Rolls within this range are also nearly always a Success on a Skill Check if one is being attempted.
19+
A crushing Hit! Attacks or Heals within this range are worth 3 points.Natural 20~
A critical hit! Attacks or Heals within this range are worth 5 points!
DM(s) are also encouraged to reward good luck to balance the risk of Critical Failures.
Critical Success at a Saving Throw allows the player to protect an ally as well as themselves, if applicable.
APPLICATION
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