A guide to roleplaying a troll:

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A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Mon Jul 30, 2012 10:39 pm

A guide to roleplaying a troll:



1.Foreword:
I have spent a lot of time gathering this information from various minor guides, longer guides, posts on forums all over the internet and the usual World of Warcraft Lore sources. This guide contains 137 pages in word, size 12. So if you wish to correct my grammar, be very –very- specific as to where, same goes for things you do not agree on. Give me chapter and the title of that part. I hope however that this guide is of use, despite it being a bit too long.

– Aadaria/Ioanna/Cendia.

*Mojo is not a spell but what's used to empower the spell *edit later*




2.Table of Contents

1.Foreword
2. Table of Contents
3. Short history
4. Types and tribes (short)
5. Appearances
6. Clothing, grooming, fashion
7. Language, terms and more.
8. Leisure
9. Arts and Crafts
10. Misconceptions of trolls by others.
11. Love
12. Personality
13. Combat, Tactics, Weapons.
14. Staring idea’s for a troll.
15. Age and lifespans.
16. Age summary
17. History and –your- troll.
18. Choosing a name
19. Culture shock
20. Troll Culture
21. Horde Tension
22. Troll Relations
23. Classes
24. Archeology
25. Racial Quirks
26. Healing and Regeneration
27. Religion, Faith, Customs
- Customs
- Voodoo and Shamanism
- Voodoo
- View of the spirits
- Head shrinking
- Head shrinking, heart burning and corpse drowning
- Cannibalism
- Human Sacrifice
- Animal Sacrifice and Self-Mutilation
- Shamanism
- Druidism
- Aging and Death
- The After Life
- Rituals Inspirational
- Hrookhzin's Troll Mating Rituals
- The Loa
- The Primal Gods
- List of Loa’s.
28. Long History Version
- History 1: Early Troll Civilization
- History 2: The Trolls and the Horde
- Trivia: Are Trolls Related to Night Elves?
- Troll Category: Forest Trolls
- Troll Tribes: Forest Troll Tribes
- Troll Category: Jungle Trolls
- Troll Tribes: Jungle Troll Tribes
- Troll Category: Ice Trolls
- Troll Tribes: Ice Troll Tribes
- Troll Category: Sand Trolls
- Troll Tribes: Sand Troll Tribes
- Troll Category: Other Tribes
29. Sources.




3.Trolls and their history:

World of Warcraft is full of trolls; you will find them on every continent.
World of Warcraft is absolutely full of trolls -- not the trade chat kind, the actual race. Whether you're traveling the southern continents or icy heights of Northrend, the trolls are everywhere; vanilla Wow and both expansions have all included troll content of some kind or another. The original game had Zul'Farrak, Sunken Temple and then later Zul'Gurub. The Burning Crusade didn't see much of the trolls in Outland (beyond a few settlements, of course), but trolls played a large part in high elf (now blood elf) history and currently plague the Ghostlands. Eventually we saw the release of Zul'Aman, and with Wrath's release, we were introduced to the ice trolls of Zul'Drak and their capital, Gun'Drak.

While there have been vague hints -- stone tablets and other records -- documenting the history of the race, there's very little solid information regarding the trolls. Big events have been documented, but the day-to-day life and the origins of the trolls aren't really addressed beyond "they have been on Azeroth since the beginning." Of all the various troll tribes, only one is playable -- the Darkspear tribe that now makes its home on Kalimdor. The trolls of the Darkspear have not only made a new home for themselves upon Cataclysm's release, but they've also found two new paths to follow; players will be able to choose troll druids and warlocks with the expansion's launch. In order to understand the Darkspear, a closer look at its origins and the origins of one of the bloodiest wars in Azeroth's history is necessary.

At the dawn of Azeroth's creation, there were several races that roamed the small world. The trolls were one of these races, and they covered a gigantic portion of the sole continent on Azeroth at the time, Kalimdor. These trolls were all part of a tribe known as the Zandalar -- the very first tribe that all other existing tribes on Azeroth originated from. Eventually, the Zandalar split into two massive empires, the Gurubashi and the Amani. Keep in mind that the original trolls predate pretty much everything else on Azeroth, including the night elves, the Titans -- and heck, more than likely even Elune.

The Gurubashi and Amani Empires didn't particularly care for each other, but they didn't really fight much, either. Their efforts were instead concentrated on the Aqir, a race of insect-like creatures that were intent on claiming the entirety of Kalimdor for themselves. The Gurubashi and Amani Empires weren't too terribly keen about this and spent thousands of years making sure this never came to pass, by beating back the Aqir until they split into two different areas of the Kalimdor continent -- Azjul-Nerub to the north, and Ahn'Qiraj to the south.


After the Ahn’Qiraj was defeated, the trolls went back to their normal lives -- until the night elves appeared. Stories of the night elves' origins are also shrouded in mystery, but there are ancient troll legends that suggest a group of trolls sought to create their own colony in the heart of Kalimdor, stumbled across the Well of Eternity and were changed into what we call night elves today. The night elves fervently deny this, of course -- mostly because after their origins, the night elves spent the next several thousand years warring with both tribes and carving out a giant chunk of land to claim for their own.




When the Sundering occurred, the continent of Kalimdor split, shattering into the continents we know today. Most of the Gurubashi Empire was shunted off to the new continent of the Eastern Kingdoms, in the southern part that we call Stranglethorn Vale. It's from these leftover Gurubashi that the Darkspear tribe originated. In the thousands of years following the Sundering, the Gurubashi Empire desperately struggled to stay alive, a shattered remnant of the once-great civilization. And in their desperation, a group of the highest-ranking troll priests made the mistake of seeking out the gods of old for aid. The trolls had many, many gods, but only one answered the priests' call -- Hakkar the Soul flayer.

Hakkar brought the Gurubashi Empire the power that it craved, but at a terrible cost: The blood god required sacrifices to be made, and countless souls of trolls were fed to Hakkar in an effort to keep him appeased. This wasn't enough for Hakkar, however, and he demanded that the priests -- who were now calling themselves the Hakkari -- find a way to summon him physically into the world, so that he could feed upon the blood of his victims directly. Some Hakkari were horrified at the idea, but there was a small fraction of priests that were entirely devoted to the old blood god and sought to do just as Hakkar wished. These trolls were called the Atal'ai.


And this is when everything exploded. The Hakkari who were against the Atal'ai rose up in revolt against Hakkar, along with the rest of the Gurubashi Empire. What resulted was wholesale slaughter; the Atal'ai was decimated, and the avatar of Hakkar was destroyed. The remaining Atal'ai fled north, hiding away in the Swamp of Sorrows, where they built another temple dedicated to Hakkar. But the Atal'ai weren't the only trolls murdered -- the Gurubashi, intent on wiping out anything to do with the blood god, also set their sights on the remaining Hakkari, despite the fact that the Hakkari were against the Atal'ai, as well.

The remaining Hakkari were angered at this betrayal and fled north to find the remnants of the Atal'ai swearing themselves to Hakkar's service. The Atal'ai welcomed them with open arms. Together, they sought to bring Hakkar back to life -- and Ysera, Aspect of the Green Dragon flight, discovered their plot. She smashed the temple beneath the marshes, which is why the Sunken Temple today is ... well, sunken. Ysera assigned several green dragons to watch over the area, including her consort Eranikus. Eranikus went into the temple directly and found himself overwhelmed by the dark power of the Atal'ai.




Meanwhile in Stranglethorn, the remaining trolls of the Gurubashi Empire began to splinter and fragment into several different tribes, each tribe claiming chunks of the Stranglethorn jungles and fighting viciously with the others in order to keep hold of their respective lands. It seemed the Gurubashi Empire was no more -- instead, there were mere fragments. These included the Bloodscalp tribe, the Skullsplitter Tribe and a small group known as the Darkspear. The remains of the Gurubashi Empire, now calling itself the Gurubashi tribe, came to the conclusion that it had, perhaps, made a mistake in killing Hakkar's avatar -- after all, despite the sacrifices and the bloodshed, the old god had kept the tribes united. It wasn't until Hakkar's defeat that the splintering began, and so the Gurubashi decided that it would dedicate itself to preparing for the Soul flayer’s return, convinced that he would restore the Gurubashi Empire in return for its service.

Of all the splintered tribes, the Darkspear was the one of smallest -- and unfortunately, the tribe was unable to hold the lands it had claimed. The Darkspear was driven off of the continent altogether and forced to settle on a group of remote islands off the coast. There it struggled to survive, plagued by murlocs, violent storms and soon enough, humans -- the humans of Kul Tiras. The leader of the Darkspear was a troll named Sen'jin, who wanted nothing more than to give his people some semblance of peace after all the bloodshed that had plagued them for centuries. His task seemed fruitless, until one day he received a mysterious vision -- a vision of a curious green-skinned creature, a far seer like himself, who would drive the humans away and lead the Darkspear to a new and brighter destiny.


Soon enough, a fleet of ships carrying orcs washed up on the island. The leader of these orcs was Thrall -- and Sen'jin went to Thrall to warn him of the human encampments on the islands. Thrall, pleased at the information and the newfound allies, offered to drive the humans from the islands, and Sen'jin quickly agreed. After driving back the humans, Thrall, Sen'jin and the other orcs were attacked and captured by murlocs, dragged to their prisons below the island's surface. Thrall escaped and freed many of the imprisoned orcs and trolls, but the murlocs high sorcerer was holding Sen'jin in the deepest caverns of the prison, in order to sacrifice the Darkspear leader to a mysterious sea witch. As Thrall arrived to save the troll witch doctor, the murloc struck -- and though Thrall managed to kill the high sorcerer, it was too late. Sen'jin was dying.





With his last breath, Sen'jin told Thrall of his vision and begged him to lead the Darkspear from the island and to a new destiny. The sea witch, furious at the defeat of the high sorcerer and her other minions, sent a gale of storms and waves to batter the island. Thrall and his forces worked to repair the damaged ships of their fleet, and when the repairs were completed, Thrall went to Sen'jin's son Vol'jin and offered him and the remaining Darkspear a place in the Horde. Vol'jin took Thrall's offer gratefully and sent some of his forces with Thrall. Vol'jin and the remaining Darkspear stayed on the islands for roughly a year after Thrall's departure, gathering supplies and then setting sail for Durotar, where they made their home on the Echo Isles. Despite Thrall's welcome reception, the trolls of the Darkspear found themselves having to adapt in drastic ways to their new life in the Horde...

There are a few things that are second nature to every troll on Azeroth -- rituals and beliefs that have permeated their culture and society since the dawn of time. While most of these things are accepted by the Horde, there are a few that are not. Shamanism and the worship of gods and spirits are just fine as far as the Horde is concerned -- but even though the Darkspear are the "nice" trolls of Azeroth, they still originate from the bloodthirsty and largely evil Gurubashi Empire. Traditions like voodoo, sacrifice, black magic and cannibalism were second nature to the Darkspear, part of its history and beliefs.


To the trolls, the spirits of the dead are just as much an entity as living creatures -- greedy and dangerous entities that are jealous of those still alive in corporeal form. These spirits miss the land of the living and require sacrifices to appease them. This is why trolls sacrifice their enemies -- to keep the spirits of the dead satisfied and happy, so that they don't wreak havoc. As for cannibalism, the trolls believe that by eating the flesh of their enemies, they are also consuming their spirits -- or at least damaging the spirit enough that it will be rendered unable to commit any acts of vengeance.

This makes sense, to a small degree, as far as religious beliefs go. But while the trolls view spirits as jealous or vengeful entities, the orcs look at them in an entirely different light. The orcs revere the spirits of their ancestors, who often stick around in the afterlife to offer advice or guidance. They believe the spirits of their ancestors can lend them their power. In fact, the orcs revere spirits in general -- the spirits of nature, of the elements, of the creatures around them. It's a very shamanistic way of looking at things, but the orcs were shaman at heart, before they were corrupted.




So to the orcs, the trolls' practices of sacrifice and cannibalism are ... disturbing, to put it mildly. Think of it in terms of a devout Catholic taking a stranger into their home and offering them a place to stay, because the stranger is terribly friendly and the two get along very, very well. Both believe in God and Christ, but where the Catholic faith has the tradition of drinking the blood of Christ in the form of wine at church, and both Christ and God are generally benevolent and loving beings, the stranger says that his faith has always dictated that the blood of Christ is something you use to take a bath with. This is so that Christ does not come and kill you in your sleep, because to the stranger, Christ is the harbinger of a fearful and vengeful God.


Thrall asked that Vol'jin and the rest of the Darkspear stop practicing cannibalism and that they stopped sacrificing their enemies. Vol'jin agreed to this. It wasn't an immediate change, but over time, most trolls have stopped these practices. Cannibalism is a no-no, and as for sacrifices, they are made with animals rather than sentient beings. The fact of the matter was that while the Darkspear's beliefs were strong, their desire to survive was stronger. Add to this the fact that Sen'jin foresaw Thrall's leading his people to a brighter destiny -- and Vol'jin knew of this and wanted to honor his father's wishes.

If spirits you worshiped told you that a person was supposed to lead you to a brighter and better future, and that person suddenly came out and suggested that you drop the things that had been a part of your culture for so long ... well, there really would be only one clear choice to be made. End the darker practices and continue towards that path of greater destiny, or continue the practices and abandon the destiny the spirits have foretold. After all, the dark practices of voodoo and cannibalism hadn't exactly gotten the trolls very far. It's a bit of a catch-22 in a way, but the trolls chose to end the darker practices and instead try to adapt and embrace the ways of the orcs.

Or most did. There are rumors of those who still practice in secret, away from the eyes of their Horde allies, rumors of those who did not accept this decree as easily as Vol'jin and the majority of the Darkspear. While most of the trolls were content to remain quiet, others were quite vocal about their opposition to Vol'jin's ideas and practices, including a troll named Zalazane. Zalazane was the apprentice of Master Gadrin, a witch doctor, spiritual leader and Vol'jin's closest advisor. Gadrin chose to cease all use of the dark arts at the behest of Vol'jin. Zalazane, on the other hand ... Zalazane loved power.


He loved power so much, in fact, that he let it overwhelm him completely and ignored the decree regarding the dark arts, instead choosing to use dark voodoo to rob members of the Darkspear tribe of their free will, forcing them to obey his every command. His army of mind-controlled Darkspear grew larger and larger each passing day, until Vol'jin and the few Darkspear left were forced to abandon the Echo Isles completely. They created Sen'jin Village, a small fishing community on the coast opposite the Echo Isles. Vol'jin left Gadrin in charge and made his way to Orgrimmar to serve as Thrall's advisor and to try and come up with a plan to retake the Echo Isles for good. Meanwhile, Master Gadrin was charged with doing something about Zalazane, something he tries to accomplish even now: sending players to kill his former apprentice and bring back his head.

While many appear to succeed and even return with Zalazane's "head," days later the trophies revert to their true forms -- coconuts or rocks painted to look like faces, or even the severed heads of former Darkspear. Just before Cataclysm, Vol'jin finally launches an effort to re-take Echo Isles for good and enlists the help of players to achieve this. Along the way, another surprise is discovered: Zalazane and his mind-controlled army aren't the only denizens of the Echo Isles. For years now, there has been a group of troll druids living on the isles, watching Zalazane's activities and waiting patiently for Vol'jin's return.

Where did these druids come from? That's a good question, and one whose answer isn't made immediately clear -- but there have often been shape shifters in troll lore, most notably the champions of the loa like those found in Zul'Gurub, and the animal lords of Zul'Aman. Remember, the troll race has been around since the dawn of Azeroth -- they don't really need anyone like Cenarius to "tell" them what to do; they are simply so intertwined with the world, the spirits and the gods that shifting into different forms isn't a huge stretch. It isn't likely that these trolls called themselves druids, but that's how they're referenced now. It could very well be that in the beginning, before the word "druid" existed, these guys were around in one form or another -- they simply didn't have a name for themselves.




Regardless, the troll druids of the Echo Isles are very keen on helping Vol'jin take the islands back, and after the island has been restored, they are more than willing to stick around and teach the Darkspear the ways of the druidic arts. Most druids have some kind of deep connection with the earth, and it's likely that these trolls knew that something larger and more terrifying was approaching. The Darkspear would need all the help they could get.


As for the Echo Isles, there was another factor involved in their reclamation. In addition to their spiritual beliefs, the trolls also believe in gods or loa's, and one of these loa plays heavily into Zalazane's fall. Bwonsamdi is the loa of death; it is he who controls and watches over the spirits of the dead. Unfortunately, Zalazane drove the Darkspear away from the Echo Isles, and they were unable to continue the rituals and offerings to the death loa. Vol'jin has to make a plea to Bwonsamdi, beg his forgiveness and ask for his help in overthrowing Zalazane. Bwonsamdi agrees to this, and Zalazane is at last destroyed for good -- but Bwonsamdi now expects the rituals to continue.

And they will, of course -- though the sacrifices offered are now animal, rather than humanoid. But Vol'jin's people still have things to consider in regards to their alliance with the Horde. Thrall has led them to a brighter future, but Thrall will soon be stepping away from his role as leader and putting someone else in his place. His choice? Not Vol'jin, not the troll leader who has been steadfast by his side for the past several years. No, Thrall instead chooses Garrosh Hellscream, a vocal, loud, obnoxious orc from Outland, and son of one of the greatest heroes the orcs have.

To Thrall, this is a no-brainer -- his people want a war hero to lead them, and Garrosh has a thing or two to learn in regards to leadership, respect and honor. To Vol'jin, this is shaky territory. First, there is the fact that his father's prophecy foretold Thrall, not Garrosh, leading them to a brighter future. Second, Garrosh hails from Outland, not Azeroth -- and his views on the world and the way it should be are brutal, harsh and unforgiving. Third are Garrosh’s attitudes towards the other Horde races and the trolls in general.






Garrosh Hellscream kicks Vol'jin out of the throne room. He has no interest in keeping Vol'jin on as an advisor. He allows a small subsection of Orgrimmar to be troll-run, but the leader of the Darkspear and his advice are not welcome in the capital building. Vol'jin isn't terribly pleased with this, and the two have a heated discussion in which Vol'jin tells Garrosh he is just like his father, that Vol'jin has no intention of sitting idly and watching Garrosh run the Horde into ruin, and when the day comes that Garrosh dies, it will be by Vol'jin's hand. Needless to say, this doesn't go over well with the new War chief. Vol'jin has much to think about -- should his people remain with the Horde, now that the Horde is no longer being run by the orc of his father's prophecy?


More importantly, the trolls of the Echo Isles aren't terribly impressed with Garrosh, either. And the Horde that Garrosh leads isn't necessarily the Horde that Vol'jin or his people wish to be a part of. Suddenly, the respect shown to the Horde, the years of denying the cultural aspects of the trolls, the practices of dark voodoo ... well, it may not seem quite so necessary to hide these aspects of troll culture anymore. If Garrosh isn't going to give the trolls of the Darkspear the respect that they deserve, why should they bother altering practices to accommodate his beliefs?

The trolls of the Darkspear are not only learning the ways of the druid -- they are once again openly practicing the dark arts. Players will be able to roll troll warlocks in Cataclysm, and though there doesn't seem to be any explanation for their sudden appearance, the tense political situation between the Darkspear and the rest of the Horde suggests that perhaps the Darkspear simply isn't interested in dropping its beliefs for Garrosh. Not only that, but considering the scope of what the Horde faces in the upcoming expansion, it's going to need all the help it can get -- even if that help comes in the form of voodoo. As Vol'jin says after discussing the matter with Thrall, "The future right now be lookin' very grim and bloody." And he couldn't be more right.








Participation in history

The fact that the Darkspear's story is fairly well documented makes them a relatively easy class to pick up and play. Even though troll history is a gigantic monster of dates, timelines and major events, the relative shortness of a troll's life span pretty much guarantees you aren't going to see a troll that has experienced all that history in his lifetime.

0-17 years of age a troll just starting out in the world in Cataclysm would have been born right around year 15 or thereabouts in the timeline. This would place them at around 5 years of age when the Kul Tiras and Thrall arrived on the Darkspear Islands, barely old enough to remember what occurred on that island. Since we have no definite dates for when the Darkspear were driven from Stranglethorn, it's up to you whether or not your troll was born in Stranglethorn or on the islands themselves -- keep in mind however that they were present on the islands at age 5, which means their memory of Stranglethorn Vale would be little to none.

18-30 years of age this is where it gets decidedly more interesting. A troll hitting 30 at the time of Cataclysm's launch would have been roughly 15 or so when the events of the Darkspear islands played out. They were old enough to remember Sen'jin, they were almost old enough to begin hunting and traveling on their own. Depending on when it actually occurred, it's entirely likely they remember Stranglethorn Vale, and they remember being driven from it. Depending on exactly how old your troll is, they may have participated in the coming of age ceremony on the Darkspear islands -- we'll discuss that in the resources section.

31-50 years of age a troll hitting 50 the year Cataclysm hits has been around for a very, very long time as far as the current history of Warcraft is concerned. They would have been born roughly year -20 or so in the timeline, prior to the orcs' first arrival on Azeroth. However, the events of the First and Second wars really didn't involve the trolls of Stranglethorn at all -- so this part of their life remains a delightful mystery that you can choose to fill with whatever you wish. Since we do not have exact dates for when the Darkspear were driven from Stranglethorn, you can assume that these trolls remember Stranglethorn Vale and actually grew up there - they would have been roughly 35 years of age when Thrall arrived on the Darkspear islands, and they would likely have strong memories of Sen'jin as a leader.

50 on up a troll over 50 years of age is a very old troll indeed. The same rules apply to older trolls as to middle aged; it's merely their birth date that changes. Since we don't have dates for the major events in Stranglethorn -- like the first attempted summoning of Hakkar -- you have the freedom to work with the lore and put your troll in that situation if you wish.





Last edited by Aadaria-Ioanna on Tue Jul 31, 2012 7:19 am; edited 5 times in total

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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Mon Jul 30, 2012 10:47 pm

4. Troll Types and Tribes




In World of Warcraft, there are a variety of Troll types that inhabit every conceivable location of Azeroth. There are jungle trolls, forest trolls, sand trolls, dark trolls, and ice trolls; of these, two jungle troll tribes and one forest troll tribes are part of or allied to the Horde — Darkspear and Shatterspear for jungle trolls, Revantusk for forest trolls.

Jungle troll tribes are the Darkspear, Bloodscalp, Skullsplitter, Gurubashi, and Shatterspear.
Forest troll tribes are Amani, Revantusk, Vilebranch, Mossflayer, Witherbark, and Smolderthorn.
Ice troll tribes are the Drakkari, Frostmane, and Winterax.

The Sandfury are the only sand troll tribe, while the ShadowTooth are the only mentioned dark troll tribe.

The Hakkari and Atal’ai are priest sects of worshippers of Hakkar, not separate tribes of Jungle troll.



Tribes:

The Tribe your Troll belongs to, or used to belong to, will have great impact on what characteristics he or she will have and how your character lived before joining the Horde.

Zandalar Tribe: Oldest tribe of Trolls, and often see themselves as the peacekeepers of all the Troll tribes. They are often found in areas of historical relevance, recording events important to troll history. Most tribes respect the Zandalari authority, and many recognize King Rastakhan, the leader of the Zandalar, as the King of the Trolls.

Amani Tribe: One of the Twin Empires, this Forest Troll tribe has an intense hatred for the High Elves and Blood Elves, as well as their allies, and has repeatedly tried to rise to their former glory.

Firetree/Smolderthorn Tribe: After Rend Blackhand split from the Orcish Horde, several Trolls followed him to Blackrock Mountain. Two of these groups of Forest Trolls are known as the Firetree and Smolderthorn, and both are a part of the Dark Horde. They view anyone outside the dark Horde with hatred, especially other Forest Trolls, who are seen as deserters.

Revantusk Tribe: While not officially part of the Horde, the Revantusk stand apart from their Forest Troll kin as they have a degree of respect for Thrall and the Horde, and their alliance is one of friendship.

Vilebranch Tribe: A splinter group from the actions of Zul’jin during the second war, the Vilebranch find themselves at constant war with their neighbors, the Revantusk, and their allies. This Forest Troll tribe is also believed to be one that sacrifices to the Blood God Hakkar.

Shadowpine Tribe: A small tribe of Forest Trolls found near Blood Elf lands who use necromancy to raise corpses in order to wage war against their neighbors.

Mossflayer Tribe: A Forest Troll tribe that can be found in northern Lordaeron who have made it their goal to slow the spread of humanity. Many of the Tribe found themselves turned into undead, not by the plague, but by an evil lich.




Witherbark Tribe: These Forest Trolls have found themselves allying with the local Ogres in order to strike out at the nearby Horde base of Hammerfall in the Arathi Highlands. Originally found in the Hinterlands as well, the Witherbark have been driven out after the Shattering.

Shadowglen Tribe: Almost no traces remain of this tribe, and it is believed that they were wiped out by the Naga under the command of Illidan.

Gurubashi Tribe: One of the great Twin Empires, this Jungle Troll tribe has a bloody past, and memories of Hakkar echo in its history. It is also the source of all splinter tribes, found mainly in the southern portion of the Eastern Kingdoms.

Bloodscalp Tribe: A hostile Jungle Troll tribe that find themselves fighting off any threats, including their neighbor, the Skullsplitter Tribe.

Darkspear Tribe: The default tribe given to you, as well as the only tribe that is formally allied with the Horde. Many have given up the ancient Troll practices and assimilated into the Orc influenced Horde.

Skullsplitter Tribe: Dedicated to expanding their Tribe, these Jungle Trolls will strike against any who stand in their way, even the nearby Bloodscalp Tribe.

Shatterspear Tribe: A Jungle Troll tribe that migrated to Darkshore after the splitting of the Gurubashi Empire. Living in isolation for many years, this tribe has been almost completely annihilated by the Shattering, as well as from attacks by the Night Elves after the Trolls allied themselves with the Horde.

Hakkari/Atal’ai: The Hakkari arose with the appearance of Hakkar, and this tribe became his most loyal of priests. However, as Hakkar revealed his plans to enter the mortal realm and drink the blood of every living thing, the Hakkari protested and found them among those revolting against the Loa. The Atal’ai was the extremists of the Hakkari, and wished to fulfill Hakkar’s wishes. After the wars, both the Hakkari and Atal’ai fled to the Swamp of Sorrows, or were slaughtered by the remaining Gurubashi Trolls.

Drakkari Tribe: A large tribe of Ice Trolls that reside in their nation of Zul’Drak in Northrend. As the Lich King began to move his undead armies into Northrend, the Drakkari began sacrificing their Loa in order to gain the power needed to repel the Scourge forces.

Frostmane Tribe: An Ice Troll tribe found in Dun Morogh, they fight a constant guerrilla war against the Dwarves of the Alliance after their lands were overrun by the dwarven armies.

Winterax Tribe: Like the Frostmane, the Winterax are also a small splinter Tribe of the Drakkari who decided to settle in the Eastern Kingdoms instead of the frigid north lands.

Shadowtooth Clan: The only know tribe of Dark Trolls; this Tribe is notable for fighting alongside the Horde, Night Elves, and Alliance during the Battle of Mount Hyjal. It is unknown if this reclusive group still exists, or has been wiped out by the Twilight Cult.

Sandfury Tribe: Believed to be a deviation of Jungle Trolls, the Sandfury Trolls defend their last bastion, Zul’Farrak, with undying fury. They practice necromancy on their own dead, and drink blood to unlock great voodoo strength.







5. Appearances: Description

Trolls are very big; they are around six and seven feet tall. Female trolls are shorter than their male counterparts, but that is hardly noticeable due to the hunched over posture male trolls adopt. The reason males are hunched over like this could have to do with the weight of their large tusks. As a young troll grows older, his tusks grow larger, and he because increasingly hunched over. The ears of trolls, especially male trolls, are very long - long enough to compete with the Night Elves. Troll teeth are pointed, and their eye colors range from orange to red. In order to look more intimidating, trolls also take to piercings, tattoos, and face paint. Jungle trolls, like the Dark Spears, get their purple and blue coloration from soft, short fuzz that covers their whole body. (Although cuddly, you really shouldn't hug a troll.) No other race of troll has fur like this, though it's interesting to note that forest trolls are able to support plant life on their body’s, and their green coloring comes from a layer of moss on their skin.

Unlike most of the races of Azeroth, the Trolls are quite varied in their outward appearances.

The smallest of Trolls are the Jungle Trolls, who are often a variety of blues and greens in coloration and are covered with a light coat of fur. The males usually stand somewhere between 7 and 7 ½ feet tall, with the females about a foot shorter. The Sand Trolls, believed to be a type of Jungle Troll, have adapted to their environment, their skin now a brownish hue, cracked and dry like their desert home.


The Forest Trolls are the next largest group of Trolls, and although they are close to the same height as the Jungle Trolls, with the females, again, being significantly smaller. They tend to be much more muscularly built than their Jungle Troll cousins, and instead of fur, these Trolls are coated in a type of moss. How this symbiotic relationship began is unknown.

The Ice Trolls are an exception to the size charts, as environment seems to play a part in how big a Troll can get. In the Drakkari nation of Zul’Drak, Ice Trolls tower over most of their cousins, averaging between 8 and 9 feet tall. However, the ice trolls found in places like Dun Morogh can cause difficulties. While the in game size puts them around the size of a Jungle Troll, Ice Trolls tend to be much larger. Assumptions can only be made, but it is likely that these Frost Trolls, realistically, resemble the Drakkari in size.

The final and rarest group of Trolls, the Dark Trolls, is larger than the Drakkari Ice Trolls, with most peaking at around 10 feet in height. Their skin is typically a deep purple, though some are dark enough to have a black coloration.




Height:
Trolls are tall creatures, though not quite as tall as their orc or tauren allies. Part of this can be attributed to their bad posture, but even while standing fully upright, they're not quite as tall as an orc.

Males range at 6'3" - 7'1", with the average being towards the taller end of the spectrum, averaging around seven foot in height.
Females range slightly shorter, 5'11" - 6'9", with the average laying about six and a half foot in height.

Weight:
Trolls are wiry, with no access fat, though they are fairly muscular. While not quite as broad or imposing as orcs, their muscles do take the form of athletic bodies capable of doing back flips from a standstill, adding to their weight.

Males range at 184 - 324 lb., with the average being around 200 lbs.
Women are slightly lighter in build generally, ranging 169 - 309 lb. with an average around 185 lbs.

Skin Color:
Jungle Troll skin colors vary a lot, but tend heavily towards blue hues, commonly taking the shape of light blue to dark gray, though hints of green and violet aren't unheard of.

Eye Color:
Troll eye colors tend towards the warmer end of the spectrum, ranging from a dark yellow, to orange, to a bloodshot red.

Hair Color:
Like their skin color, their hair color can vary greatly, with nearly every hue in the visible spectrum being present. Yellow, orange and red tend to be the most common amongst Jungle Trolls, but blue, green and violet are also possibilities. Troll hair greys with age.

Tusks:
As far as tusks are concerned, there appears to be quite a bit of sexual dimorphism. Female trolls tend to have smaller, barely even visible tusks, while male troll tusks tend to grow far larger. Unlike Orcs, their tusks are not actually part of their ordinary teeth, instead originating from their skull.




Darkspear Physiology

You should already know what the Darkspear looks like; according to the model you see in-game, so I'll only highlight on a few interesting points about their biology.

Trolls heal really quick... Really quick, and the Darkspear are no acceptation. Wounds that might very will kill an Orc or a Human, a troll can recover from. This is not to say that a troll’s injury will heal before your very eyes, but wounds taking the average race weeks to recover from will only take a troll days.
Trolls have a very high metabolism, this could be in part due to their quick healing, but it is very uncommon for a troll to become what one might call pudgy.

Unfortunately, Trolls are the playable race with the shortest life expectancy. They don't usually live past 70 years of age if even that old. It is needless to say then, that Trolls are expected to mature at a faster pace.
The feet of a Troll are incredible callused. As a race, they generally refuse to don shoes and find more comfort in being barefoot.

Most male Trolls have large tusks and hunched backs. These two characteristics are not separate from each other. The reason females are not hunched is due to the fact that their tusks remain small and light, but because males naturally grow larger and heavier tusks the weight affects their posture.





Last edited by Aadaria-Ioanna on Tue Jul 31, 2012 1:09 am; edited 1 time in total

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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Mon Jul 30, 2012 11:03 pm



6. Clothing

Trolls dress to impress! Trolls use their outward appearance to scare and gain the admiration of others by wearing very brightly colored clothing decorated with fur, feathers, voodoo masks, bones, and I believe I saw a kind troll priest wearing the shrunken head of a gnome round her neck last Thursday.
Troll clothing can, in a word, be described as primal.





Grooming

Trolls take their grooming quiet seriously, to the amazement of blood elves around them. In order to look more frightening, trolls usually style their hair in elaborate ways using braids and Mohawks. Even the color of a troll hair makes a statement, with colors ranging from pink and red to blue and green. Many have been surprised to even see bones in trolls' hair. Body piercings, usually ear and nose piercings, are also used to highlight the features of a troll. Tattoos and face paint are commonly seen on trolls, especially before they go into battle. Tusk upkeep is also very important, especially for the males.



Troll Fashion

Picking out clothes for your troll can be a wee bit difficult. A few things to note when dressing your troll are listed below, but remember, don't let me limit your creativity! If it seems a feasible style for your tusked character I say have at it. One thing I do dislike, however, is overpowered clothes, which I will talk about in the last note.

- For a large part of their history the Darkspear Trolls were isolated on their island. Without any other cultures to influence them it can be safe to assume that they did not advance far past a Stone Age culture due to limited resources. Largely, traditional Troll apparel would be composed of animal skins and hides.

- Some time before Thrall arrived, the Humans of Kul Tiras did. With conflicts between the humans and the Jungle Trolls flaring the Darkspear’s probably acquired some measure of the human influence. No doubt they stole clothes in the raids against the enemy and here we may find the first outside influence on the Darkspear’s in some time. A Green Sailors shirt probably wasn't the rage in Teen Troll fashion, but the material was no doubt used for something.

- Orcs! Since the Colonization of Kalimdor the Trolls and the Orcs have lived together in a tight community. Troll Fashion has since taken on some Orcish aspects and whatever an Orc might have in their closet, a troll might too.

- These days, trolls may blend the styles of age old tradition with the more recent revelations in fashion.

- Stay away from the high end gladiator and dungeon sets. Does it really seem likely that your character would have glowing eyes and shoulders with fire coming out of them? Thrall, one of the most powerful Shamans on Azeroth does not glow anywhere, and Vol'jin, the guy who can turn you into a gnome with a wink of his eye does not glow either. Unless your character is more powerful than those two, I don't see any need to look like a Christmas tree.







7. Troll Language

Language

Trolls speak Zandali (in game known as 'Troll), the language used by the first tribe of trolls, the Zandalar. While some tribes have forgotten how to speak their ancestral language, the majority of the Troll tribes still speaks this ancient tongue, for every six years every Troll tribe sends a representative to the isle of Zandalar, where the Trolls speak of things that concern the Troll race as a whole, usually with little success.

Talking the Talk

Those big tusks get in the way of talking! The clumsy language of Orcish is difficult for the troll tongue to fully master because of their different oral structure. When talking in Zandali (also known as trollish), however, a language made for speaking around tusks, no accent is needed, so don't bother, It'll save you a bit of muddled typing.

When not speaking in Zandali your troll will probably have an accent much like that characterized in the Caribbean, such as Jamaica. The best way to portray this accent is to just sound out the word and type what you hear.


Some common phrases you might want to know:

Mojo - Mojo is a magical spell, a hex or even a charm. It can also be used to describe magical or spiritual power as a whole.

Zufli - 'Baby witch', a term generally used to insult female witch doctors, though they have taken to using the term themselves to show their independence.

-Watch the Troll accent. I see so many people trying to make a believable accent and end up making the entire statement impossible to read. Read what you are typing aloud if you have to. And if you just can't get the hang of your accent down, you don't even need to type it. Just type normally. Its way better than something that looks like it was said with a mouthful of ice.

Accent: The troll accent of 'da' instead of 'the', 'mon' after every sentence and such (Example: 'You come get da voodoo, mon') can be great for adding flavor to a RP. Remember that you shouldn't use this accent while talking in Troll however; it'll look slightly silly to have an accent in your own native tongue

Speech

Here are some examples:

Greeting:
How ya doin' mon? Hey mon?

Goodbye:
I be seein' you mon. See ya later.
Be careful
Ya be watchin out now mon. Tread lightly mon.

Response to an insult

Blood Elf- Ya not be mockin us, ya magic addicted toad.
Undead- Ya come back when ya don't smell like ma raptor's leavin's
Orc- Ya people saved us, but don' be thinkin' I won't give ya a beating for dat.
Tauren- Ya best be watchin out, I like meself a good split of roast for me dinner.

Words: Person: Mon, Them: Dem, That: Dat, You: ya, Hello: Hey. Myself: Meself/Third Person Watching: Watchin Example : Zulzanie : What Zulzanie thinks is dat dis is a foolish venture. Der too many, only a fool would attack dem now. Zulzanie be thinkin' with his brain and not his heart. Live to fight another day eh?



Troll slang & swear words

“vekk”
One of the most versatile words in the Zandali language. Vekk actually means crooked, dishonorable, but it is used as an expletive for all occasions.

"Vekk! What the vekk are you doin', mon? You almos' got us killed, you vekking piece of vask."

“vask”
A noun that means excrement. Vask is used to describe something that is unpleasant or worthless.
Example - A troublesome guild-mate tells you that he has been given special voodoo powers by the High Priest of a long-lost tribe of trolls.
"Hah! Dat is da biggest cart-load of vask I ever heard."

“jillik”
A Zandali word for a noxious insect, used to describe any horrible creature. Being compared to one is not a compliment.
"Get away from me, you rotting offspring of a jillik!"

“naraka”
An old Zandali word meaning the Nether (the spirit world outside the troll heaven). It is roughly equivalent to the word 'Hell'.
"Where in naraka have you led us, you murka? Dere's vask up to my ku'ca and dere's no vekking way to get out!"

“murka”
A Zandali word for an inexperienced or foolish person.
"You vekking murka, Blackhorn! Now we has tha go lookin' for da key!"

«ku'ca»
Zandali slang for breasts.
"Hey, green-skin! Stop starin' at my ku'ca or I'll come over dere and slap you so hard you'll be pickin' your tusks out of da wall."

“puccha”
Insult implying that a female has loose morals or is of negotiable affection.
"I can't believe he's chasin' after dat skinny little puccha! She's leadin' 'im around by the draks!"
(A stronger word than 'puccha' is 'zuni', which means a female dog.)

“draks”
A Zandali slang word for an intimate male body part. (Males usually have two of them.)
"Hey, mon. She wouldn't have tricked you if you'd been tinkin' wiv your head instead o' your draks."

“ja'da”
Someone who isn't the sharpest sword in the armory. An unintelligent person.
"What a ja'da! It's already sunset an' we'll hav ta waste even more time waitin' for 'im to catch up."

Speech and Language

Trolls of all types speak Zandali, named for the Zandalar Tribe which is the ancestral home of the trolls, and also understand Common, although some trolls have descended so far into barbarism they have forgotten Zandali and use Low Common instead.

Some words in the Zandali language which can be used by role players to create a more realistic character are:

Juju = a charm or amulet used by some tribes, or the power associated with it
E'chuta! = an expletive
Mojo = a magic spell, hex, or charm
Mon = man
It should be borne in mind that not all role players will understand these words, so some explanation in a whisper may be necessary.




Troll terms

Voodoo- A type of magic practice by trolls. It is divine in nature, and originates from the Loa.

Loa- One of the Pantheon of Troll Gods. Tribes often have different types of these incredibly powerful spirits that are worshipped and feared. If a Troll is to do anything in life, it is to please the Loa.

Zandalari- The native language of all Trolls, a word originating with the Zandalar Tribe. No, Trolls don’t speak “Trollish”. They speak Zandalari.

Jin- the Zandalari word for “chief” or “leader”. This suffix is usually applied to a Troll’s name after he becomes chieftain, or can be used to describe a Troll. Example: The jin of the Darkspear Tribe is Vol’jin.

Cannibalism- The practice of eating the flesh of one’s own kind. This is ritually practiced in almost every Troll tribe, and it has been only recently that the Darkspear themselves have given up the practice.






8. Leisure:
Any trolls perfect day would be spent fishing till the sun is set. Trolls take great pride and their fishing; and most trolls choose to retire by the water (if they live to be that long) so that they can fish all day long. Cooking is something many trolls practice in free time as well, and some get to be quite good at it. Ask anyone and they will tell you that Awilo Lon'gomba over in The Filthy Beast in Dalaran makes the best Fish Feast in all of Azeroth.




9. Arts and Crafts

Trolls skilled in the art often make their money making and decorating masks to be either worn or hung on walls. These masks are used to show how powerful the owner is with their bright colors and frightening designs. Other than mask making, trolls don't practice a whole lot of art. They find the scars of battle to be of more value than any flimsy drawing.

10. Trolls are often misunderstood:

Trolls are known as an ancient, barbaric race, as many are hostile and considered evil. This prejudice is applied to the Darkspear’s, though they try and stand out as being much more sophisticated than their forest or jungle brethren. They never trust anyone first, unless they show extreme kindness or understanding. They usually hang out in groups, tending to be with others of their own kind who understands them better. But Darkspear trolls have one thing that many trolls lack: A sense of protection. If they ever see anyone the care about deeply, no matter the race, they well do anything to avenge them.

Many tauren distrust trolls for their darker ways. Forsaken always seem to regard trolls with a mixture of contempt and respect; being former humans and elves.

Blood elves, in their arrogance, have declared trolls vile and sickening. Many feuds in the past including the Troll wars, when the Darkspear’s were loyal to the Warlord of the forest trolls, Zul'jin existed between the elves and trolls. However, some blood elves have grown to care for Troll hunters and warriors, pointing out they are excellent archers and care for the wild things.

As for the Orcs, if it wasn't for the War chief Thrall, the Darkspear would have all died. No other race has ever stuck up to the trolls as selflessly as the orcs, as orc and troll warriors fought and died together first against the murlocs and the sea witch and then the invasion of the humans. Therefore trolls and orcs mostly are friendly to each other. However, with the ascension of the new War chief Garrosh Hellscream and Vol'jin's disagreement with him, could make some orcs loyal to Garrosh disapprove the trolls.

Trolls treat goblins with respect and care. Goblins do not discriminate trolls at all, as to goblins; anyone with coins is a valuable customer. But goblins may secretly hold a bit of contempt against the trolls, as they have revolted against their jungle troll oppressors and reversed the tables by making them their slaves.

So never rush to make friends. Remember you are misunderstood by many races, and there are prejudices already existent around you. So you should keep your distance unless they show the kindness Thrall has shown in the past or a friendly drink of ale together to a hunt.


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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Mon Jul 30, 2012 11:12 pm


11. Love

Many other races can't conceive of a troll in love, unsurprisingly. Trolls are very well known to be always on the move when it comes to lovers. Marriage does exist for trolls though, and you have to know that love is strong to make a troll want to settle down. Interesting note: instead of the traditional wedding ring, troll males give their mate a wedding nose-ring.

*Traditional jungle troll rites of passage include suitors battling to the death for the object of their affection (either gender would do this), fights with blunt weapons during a marriage ceremony to establish dominance in the marriage. Many jungle trolls consider their wives as both trophies to be proud of and lowly slaves who have no rights.

The more wives a warrior has, the more ties he shares within the tribe and the more allies he has. Though the warrior must have the means to care for all of his wives, it is a matter of prestige but also of political and social interest to own as many wives as possible. Only a willing father or brother agrees to give a female to a husband; unless, of course, a husband decides to hand out one of his own wives to another jungle troll to show his appreciation. Such a valuable gift shows a mark of respect and mutual friendship between the giver and the recipient.

This ancient tradition allows jungle trolls to cut deals and alliances with other tribes. It is not rare to see the members of a weaker jungle troll tribe offer wives as tributes or peace offerings to the warriors of a bigger or more organized tribe. Among the members of the Darkspear tribe — who suffer the influence of the Horde some are beginning to question this outdated way of life.







12. Personality

Trolls have a distinct personality, similar to Forsaken in their cruelty yet similar to Orcs in their culture. Trolls are bound by very little laws or codes. There are differing personalities among the Trolls. Here are some examples:

The tribal

These guys are very close to the tribe traditions and religion and some of them are known for their cruelty when it comes to defending their tribe. You will want to express that it is NOT a good idea to insult them, their tribe. In case the troll is of the Darkspear tribe, insulting the Orcs is also not recommendable, as the Horde rescued the Darkspear from obliteration and they honor the Horde as if their own.


The Less Racist

These Trolls are more willing to let allies help them and listen to their culture. The pros are that allies might like you better, the cons are that if you're not careful you'll end up more of the foreign race that a troll. Vol'jin might be an example of this.

The Savage One
These trolls care little for anything. They will backstab, slaughter and cheat if they win by it. This type of Troll is unpopular yet sometimes respected. An advantage of such a character is that you can almost do anything you want in a battle, giving you much leeway for personalization of the character. A disadvantage will be that allies will be harder to come by, as nobody enjoys being backstabbed. An example might be Zalazane.

The Mystical Troll

This Troll usually has a strong accent and still adheres to voodoo. They are deeply religious and superstitious. They would prefer to hex someone rather than get into an argument with them. They can either be cruel or less racist. These trolls are essentially trolls before the Horde, and thus more fun to role-play. But as Thrall did limit in the methods of working voodoo, such as no cannibalism or sacrifices of sapient beings, keeping too closely with the old ways could prove to be detrimental to others of the Horde, especially orcs. This type of trolls work exceptionally well with a Shaman and possibly a Druid. Note that this character may unsettle some people unless you're on an RP server.






13. Combat

Tactics
Trolls are few in number, but very cunning and cruel creatures. They are not above setting traps, ambushes, or other guerrilla tactics. Survival, regardless of how it is achieved is victory.

Weapons
While Orcs go for big, Trolls go for what kills. Trolls prefer dangerous yet not harmful to the user. Axes, Staffs and Swords are all employed by Trolls. In ranged combat they prefer bows over guns. Magic is part of Trolls combat as it is for most races.





14. Starting ideas

Here are a few ideas to get you started roleplaying a troll. There are many possibilities:

Mercenary

Trolls make good mercenaries due to their practical nature in battle. Go after enemies, take wanted posters. Suggested Class: Warrior or Rogue.

Witch Doctor

Take up herbalism, live in Sen'jin Village and heal the sick or bless other players with the power of voodoo. And as the spiritual leader of the trolls, lend wise advice to others. There are many variants on this particular story. Suggested Class: Shaman, priest or a Mage.

The Horde Warrior

Join the Horde and fight the Alliance, Burning Legion and Scourge as a proud Darkspear. Remember your cruelty can be an asset against even crueler forces like the Burning Legion and Scourge.
Suggested Class: Any.



The Treasure Hunter

Join dungeon groups in exchange for boons. You would go into Blackrock Spire for the treasure only and care little about what you would kill while in there. You will definitely need very good gear for this.
Suggested Class: Any.


The Berserker

Many trolls fight savagely, letting their wounds and their rage to overtake all senses. They care only for destroying any or all enemies. Use the power of hatred that trolls have strived off of for thousands of years. These barbaric brutes only care about battle, rushing in without any regard for their safety, relying on their brawn and ferocity in combat. Many trolls have tasted [Berserking] in some form, but the true masters are the ones who go toe to toe with the enemy rather than attack from afar. This feature of Berserking is not unique to trolls, but the trolls slack and agile bodies with long arms makes them one of the best of fighters relying on rage. Some have control of their fierce emotions during Berserking, becoming more dangerous and focused on the slaughter then a lesser trained troll.

Suggested Classes: Warrior, Enhancement Shaman, Death Knight

Pyro Maniac

Trolls are maniacal fighters. But none are as sadistic then the pyromaniacs. These trolls use various forms of fire, from fire magic to carefully crafted goblin bombs to lay waste to an outpost or group of enemies. Troll Bat-riders are trained as scouts, but many have vials of volatile oils that explode and burn buildings and people. Their rather cruel obsession has been seen over and over in arcane and fire mages, burning their enemies with unstable arcane energy or magical flame; cackling as their opponent’s burn.

Suggested Classes: Fire/Arcane Mage, Elemental/Enhancement shaman, Survival Hunter, Any Class with Goblin Engineering.



The Wise

These crafty trolls lead their people with tales of the past or their own tales of glory. Many have a deeper understanding with the land and life. Casting away their hatred to reach more intellectual goals, they seek more knowledge and learn from their own mistakes. Many young trolls believe the path of their people is not war but rather living with the land. These accepted shamanism and druidism within their race, much to the dismay of the fateful to the old ways. After all, trolls are not known to love change.
Suggested Classes: Druid, Shaman, Priest, and Protection Warrior.

The Cunning

If trolls are not the smartest race in Azeroth, then they are the most deadly. These sinister trolls care only to best their opponent with humiliation and taunts, leading them into a blind rage. Then they foil them yet again, laughing at their opponents' sluggish attacks. They strike from the shadows, and revel in torment. They further their own goals and keep their secrets to the grave. All they care about is power and how to achieve it.

Suggested Classes: Arms Warrior, Rogue, Shadow Priest, and Death Knight.






15. Troll age and life spans:

Life spans

Trolls come in a few different types -- the jungle trolls of the Gurubashi and the forest trolls of the Amani are among the most well-known, though there are also frost trolls briefly mentioned in lore, and there may be other types of trolls out there as well. As far as the jungle and forest trolls are concerned, their life spans are identical -- at least according to the Warcraft RPG source books. Remember, these life spans are from the RPG guides and may or may not be accurate -- use them as a guideline, not a bible of factual truth.

Trolls reach maturity at age 17, right around the same time as humans do. When a troll reaches about 30 years or so they're considered middle aged, a troll of 47-50 years is considered old, a troll 70 years old is considered venerable, and most trolls live no longer than age 80 or so. Consider, however, that the average troll's lifespan may be shorter than that 80 year mark, depending on where they've come from -- troll culture is a fairly violent one, and it's entirely possible parents, siblings, or loved ones may have had their lives cut abruptly short.




16. Quick Age Summary

Younger than seven years old: Born in Kalimdor.
Older than seven years old: Born on the Darkspear Island.
Older than 17 years old: Raised as a child to believe that women are inferior and little more than slaves.
22 years old: Were old enough to fight against Admiral Proudmoore and Zalazane.
24 years old: Were old enough to participate in the Third War, or the wars against the Murlocs on their home island.

Shamans older than 24 years old: Likely started their career gaining their powers from the Loa spirits, rather than the elemental spirits.




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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Mon Jul 30, 2012 11:20 pm


17. History and your troll:


Somewhere else where a lot of people new to troll role-playing go wrong is their history. For example, a common mistake is having your Troll being born in Kalimdor before the Darkspear ever arrived there, or having fought in a war despite being too young to fight at that time. This quick Jungle Troll timeline should help decide where your character has been, where they were raised and what they have seen. Note that the year '0' in Warcraft is when the first Orc crossed into Azeroth through the Dark Portal.

Roughly -16,000: Trolls are the dominant species in Azeroth in two massive empires. The Amani Empire owns the central forests, while the Gurubashi Empire owns the southern jungles. They fight a war with the Aqir, intelligent insects who try to take over Azeroth. The Trolls prevail and drive the insects into exile, which split into two different colonies; Azjol-Nerub in the northern wastes and Ahn'Qiraj in the southern desert.

Roughly -11,000: A splinter faction of the Amani Empire finds the well of eternity and mutate into the Kaldorei. (According to Troll legends, that is. It is unproven that Night Elves are mutated trolls, though most trolls are convinced they are.) Wielding the powerful arcane magic’s of the Well of Eternity, these Kaldorei quickly manage to do what the Aqir failed to do. They shattered the troll empires and sent them into disarray as they started forging their own empire.

Roughly -10,000: The Kaldorei mess up and summon the Burning Legion during the War of the Ancients. The world is destroyed and turned into three different continents. The Zandalar tribe manages to cast protective spells to save their own island from sinking to the bottom of the sea, but their attempts to save the rest of the continent go in vain, and the majority of the once gigantic continent disappears under the ocean.

Time unknown, most likely around -5000: The shattered Gurubashi Empire, driven desperate from famine and terror, seek mystical aid for their problems. Hakkar the Soul flayer answers their prayers and assists the Atal'ai, his most faithful priests, in taking over the whole of what is these days known as the Stranglethorn Vale.

The greedy blood god demands sacrifice after sacrifice and grew impatient, insisting that the Atal'ai physically summoned him into their world. The other tribes rose up and attacked the Atal'ai before they could finish summoning Hakkar, but the Gurubashi Empire falls into disarray. The Atal'ai build a new temple for Hakkar in the Swamp of Sorrows, where they are joined by the exiled Hakkari tribe, but their efforts are thwarted as the green dragon aspect Ysera sinks their temple to the bottom of the swamp and has her green dragons stand watch over the imprisoned tribes.

The rest of the Gurubashi Empire turns against each other and a gigantic civil war breaks out, that would last to this very day. The Darkspear, lacking the numbers of their opponents, are forced to call a retreat from Stranglethorn Vale and exile themselves into the southern seas, where they settle down on the Darkspear Island.

24: The once docile Murlocs start worshipping a naga called the Sea Witch. Demanding constant sacrifices, the Murlocs started attacking the Darkspear trolls to take hostages. Characters older than 18 will remember the Murlocs becoming hostile, characters older than 25 could have been fighting back.

25: Sen'jin receives a visage from the spirits that Thrall would arrive on his island and save his tribe. Indeed, Thrall and his orcs were forced to dock on the island after a vicious storm nearly destroyed their ships, and Sen'jin quickly befriended the young Far seer. Thrall and his orcs attempt to save him when he gets captured by Murlocs, but they do not make it in time to save the dying man.

The troll reveals his vision to Thrall and Thrall accepts the Trolls into the Horde. Sen'jin's son Vol'jin takes over leadership of the tribe and accepts Thrall's offer to come with them to Kalimdor. Thrall and his orcs continue their journey to Kalimdor, followed by a large group of Darkspear, and they fight in the third war.

Characters who are older than 17 years old will remember the orcs coming to their island. Characters older than 24 would have been adults at this time, and can have fought in the Third War. Note that only characters younger than 7 years old could have been born in Kalimdor.

26: Vol'jin and the rest of the Darkspear tribe finish their preparations to evacuate their entire tribe from the island, and also set sail for Kalimdor. They take the echo islands as their home, and Vol'jin becomes an advisor at Thrall's side.

29: Admiral Proudmoore arrives and forces the Darkspear to flee to Orgrimmar. Thrall manages to beat back and kill the admiral. Not much later, the insane witchdoctor Zalazane starts mind controlling trolls and forces the tribe to relocate once more, to the mainland of Durotar where they form Sen'jin village.

Characters who are older than 15 years old will remember Proudmoore's arrival and Zalazane's betrayal. Characters older than 22 would have been adults at this time, and can have joined the fights to take back their island.







18. Choosing a Name

Troll names are incredibly short, and rely on adding extra syllables to denote titles. For this quick tutorial to troll naming, we'll be using a troll named Nal, but it'll work for just about any troll name.

Both jungle and forest trolls share naming conventions of not giving young trolls a name until they have earned one in battle. The name given to a Troll will often be a defining factor in what that Troll seeks in life. The names are usually monosyllabic to allow for titles to be added to the names easily.

Examples of male names are:

Voone, Vol, Sen, Ros, Gal and Maz.

Female Names include Hexx, Shi, Mith, Arn, Din and Mak.

Trolls do not have family names but may use the name of their tribe as a last name. They may have a title, however, such as Vol’kuza “Thunder thighs”, but in Troll culture, no surname is given. Other variations on names include the use of prefixes and suffixes which can add meaning to a name.

Prefixes include zul, which describes a voodoo master, and zufli, which means 'baby witch' and is sometimes taken on by female witch doctors as a mark of pride.

Example: Zul. Had our example been a powerful voodoo master, he'd have been known as Zul'Nal.
Suffixes include 'jin', referring to the tribal chief or elder, and 'fon', who means 'loner' and is used to describe someone who has deliberately taken himself out of troll society and its obligations. 'Fon' would generally be used as a derogatory term.

Example: 'jin - A suffix used to describe a powerful leader, a chieftain. Had our example Gal been a powerful leader, he'd have been known as Nal'jin.

'fon - A suffix used to describe a loner who abandoned their tribe. These people are generally considered pariahs and worth no notion. Had our example been exiled from his tribe, he'd have been known as Nal'fon.

Example Male names: Vol, Ros, Mig, Gal, Doth, Vis, Mag.
Example Female names: Shi, Mith, Hai, So, Darn, Mak.

Sadly enough, the majority of the possible pre and suffixes are unknown and undocumented by official lore; leaving troll names in general a bit of guesswork. On top of that, Trolls do not use surnames which make it even harder to come up with a proper name for a Troll. I personally find that using the name of a random, non-lore significant NPC and altering it slightly works best.








19. Culture shock

What happened?

The reclamation of the Echo Isles had another, stranger side effect than simply taking back a homeland. It marked the first appearance of Troll druids. These druids were former witch doctors who were cut off from the Loa by Zalazane. After escaping and hiding away from the rest of the Darkspear in shame, the witch doctors found their way into the Emerald Dream through the help of a Loa and developed into druids. In addition, the Trolls now have warlocks among them, openly practicing demonology.


How this affects your character:

The addition of the warlock class may make some Trolls a little antsy, as the dark arts closely resemble dark voodoo magic. While some Trolls may be all right with this, others may not be. And then we have the druids, a class normally practiced by Night Elves. Given the fact that Trolls aren't terribly fond of elves in general, taking up a practice that was originally coined by the Night Elves may be a little hard to swallow for some trolls, despite the fact that the Tauren also practice druidism.




What to consider:

This time, it's a matter of culture and personal beliefs. Does your Troll find voodoo and warlocks okay, or do they disturb him? What does he think of those that openly practice the dark arts? Is he a warlock himself, and if so, how does he view the rest of the world? Does he try to hide what he is, or does he fully embrace it? As far as druids are concerned, what does your troll think of the druid culture? Is he put off by the fact that some of his tribe mates are allying with the Cenarion Circle and through it, the Night Elves? If your Troll is a druid, how does he feel about his uniqueness? How does he feel about the Cenarion Circle, and working with Night Elves? Does he view druidism as a way to get closer to the Loa?

There are a lot of new dimensional elements added to the Troll race in Cataclysm, from Vol'jin's explosive disagreements with Garrosh all the way to the budding art of druidism. Yet there's still plenty to play with outside of the plot points listed above. The Trolls of Azeroth have a rich cultural tapestry of information to pull from; even the Loa they worship seem to be unlimited, making it entirely plausible to simply make up a Loa and a purpose for that Loa off the top of your head.

The possibilities for storytelling absolutely shine for Troll role-players. With a race that's been around since the days before the Night Elves and even the days before the Titans, there are sure to be thousands of folk tales and legends passed down through generations. Making up stories and tales for your Troll to tell can help create a character with a grounded, cultural past. It also makes for a fun night of role-play!







20. Troll Culture

Culture


Jungle Trolls are first and foremost highly superstitious. A lot of the 'bad' habits Trolls practice, such as cannibalism, human sacrifice and the mutilation of corpses is a direct response to their religious believes. Trolls believe that every sentient creature that dies leaves behind a spirit. Even the spirits of the ancestors are generally greedy, hostile and dangerous, for they are jealous of the living and wish nothing more than to return to life. Because they can't actually do that, they instead revel in causing misfortune for the living, and only through appeasing them with bloodshed can their tempers be eased.

Lifestyle

Diet

Trolls are hunters and survivors first. They will eat plant, fruit, or meat due to their personal tastes or what they can get the quickest. The Darkspear Trolls have given up cannibalism upon joining the Horde, though most other tribes have not.


Honor

They care very little for honor in battle, preferring to win. It depends what race is with you. If an Orc or a Tauren is with you then be honorable. If a Blood Elf or Forsaken is with then do what you want to enemies. They won't care. With the retaking of the Echo Isles from the dreaded Hex master Zalazane; Vol'jin has a new ally to thank for this. Her name is Zen'tabra, a Troll druid who stayed behind in the aftermath of The Hex master’s Betrayal. Now a part of the tribe, a new code of honor has been brought upon the Darkspears. The retaking of the Echo Isles has brought a new hope for the twice exiled Jungle trolls. And the events of the Cataclysm will bring them to war once again. But will we witness the new honor, or more cruelty?


Sexism and Racism

There is not much sexism, Troll women and men can be high priests or priestesses. And they can fight in battle and practice voodoo. However female trolls must be extremely skilled to be able to be recognized as a warrior. Racism, on the other hand, is more prevalent in troll culture. Trolls are partially xenophobic, and rarely share their traditions with anyone other than those already within their tribe, or other troll tribe members. For instance, trolls dislike the Blood Elves due to the ancient wars their races participated in and the Forsaken due to the fact that they are undead, abominations and walking sins against the Loa of the Dead.


Women:
Women in most Jungle Troll tribes have no rights of their own. They are the property of their father, their oldest brother or their husband and exist only to reproduce. They are often 'given away' to other tribes in an attempt to keep the peace between tribes, and the woman has no actual say in it. Only those women who made incredible warriors were given any real respect as a person.

This changed when they joined the Horde. Thrall has outlawed the sexual division between men and women, which for many female orcs and trolls meant that they could finally pick up arms and fight for their own honor, an attribute important to both races.





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A grain of sand leaves an invisible trace upon the face of a rock, a million grains of sand and thousands of years reduce a mountain to nothing. So shall every good deed count towards the Greater Good.


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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Mon Jul 30, 2012 11:26 pm

21. Horde tensions

What happened Just after Garrosh Hellscream was appointed temporary War chief of the Horde, Vol'jin confronted the new War chief and gave him some words of advice. The words consisted of, "I don't like you, and I don't think you're right for the job, I think it's a matter of time before the rest of the Horde agrees, and when they decide you ought to die, and I’ll be the one to put you down." Needless to say, this did not go over well with Hellscream -- and tensions between the Trolls and the Horde have been high ever since. The Trolls may have a section of new Orgrimmar to call their own, but Garrosh's contempt for the Trolls is fairly well-known, especially to those who leveled through the Echo Isles. Vol'jin shows new players the scene between Garrosh and himself.

How this affects your character it’s a matter of tribal pride, here. The Darkspear have been loyal to the Horde and were the first non-Orc race to join the Horde back in Warcraft 3. Thrall obviously held great amounts of respect for the Trolls, but Garrosh seems to have none of it. And despite Thrall's respect for his comrades, he willingly placed Garrosh in charge, stating that it would be best for the Horde.

What to consider is your character new to the Horde with Cataclysm, or has he been present for Thrall's reign as War chief? How does he feel about Garrosh Hellscream? How does he feel about Vol'jin's reaction to Garrosh -- does he view it as a rash decision, or does he thinks Vol'jin was justified? Does he agree with Garrosh's views on the Alliance, or does he think the new War chief is far too harsh? What does he think about Thrall's leaving Garrosh to lead in his stead?






22. Trolls and the Other Races

Troll relationships with the other races of Azeroth are fairly complex. The Trolls’ ability to hate is pretty much legendary, and any wrongs are remembered for generations.

The Darkspear have no love for the other Jungle Troll tribes and can be considered hostile to all other Tribes that are not Horde-loyal, so it can be expected that any non-Darkspear that try to join the Horde will not be treated well by their Darkspear cousins. Any enemy of their allies is an enemy to themselves, so the vast majority of Trolls will not be fond of any members of the Alliance, and some may still hold the intense hatred from their ancestors’ dealings with the Kaldorei (the Night Elves’ defeat of the Trolls’ Twin Empires caused the splintering of said Empires into the various tribes known today). Hatred of the other Alliance races can depend upon the individual Troll and his or her run-ins with the enemy.


When it comes to the Darkspear and their interaction with the races of the Horde, things get a bit simpler. They do not trust the undead, which are abominations in the eyes of their Loa Bwonsamdi (Samedi), and are extremely manipulative; the trolls believe that the undead will cause a hell of a lot of trouble. They have a fair bit of respect for the Tauren and some may still have respect for the Orcs, but that respect is or has waned due to the treatment of Trolls by Garrosh and his ilk (if you haven’t noticed, the Darkspear are relegated to “slums” and the Echo Isles/Sen’jin). Their opinions of the Blood Elves are not entirely certain — some like them, some hate them, all for varying reasons that range from their abuse of fel to their general attitudes toward everything (Blood Elves are jerks). Goblins, too, aren’t entirely clear — but since they’re helping to pollute Orgrimmar and have upped the number of explosions that rock the city on a daily basis, I cannot imagine the Darkspear liking those little buggers very much.




Trolls in the Horde

The only tribes that are officially members of the Horde are the Darkspear, Shatterspear, and Revantusk. The Shatterspear have been nearly wiped out in their fight against the Night Elves, while the Revantusk hold their Hinterlands home against the Wildhammer and other Forest Trolls of the area. The Darkspear are in a rather unpleasant place right now among the Horde, since Garrosh is not fond of them or their leader — but they’ve never been stronger. They have their Echo Isles back, and they’re training their whelps in all forms of combat in preparation for their becoming part of the Horde war machine.

The average non-Troll generally is not able to tell the difference between the Darkspear/Shatterspear and other Jungle Trolls, or the Revantusk and other Forest Trolls. Sand Trolls, Zandalari, Ice Trolls and Dark Trolls stand out for varying reasons including size, skin color, and differing temperament from the rest of their kind (Ice Trolls are generally more vicious, especially the Drakkari, which is why they live so far from other tribes to begin with).

I know that the question you really want answered is, “Can a non-Darkspear, non-Shatterspear, or non-Revantusk join the Horde?”

The answer that most people will give you is “No”. Instead, I tend to say, “It depends”.

A non-Usual-Horde-Troll could get away with it if they pretended to be one of their Horde Troll cousins, or if they were in Horde lands as part of a neutral organization. A Drakkari Troll advertising what he is to the general populace is going to (or should) get killed. An Amani Troll stating that no, no, he’s definitely Revantusk (even though the idea makes him physically ill) is less likely to be killed on sight (unless some Sin’dorei or another Revantusk calls his bluff).

Goblin cartels use other races as servants, cheap labor, slaves, and for whatever other jobs they don’t want to do themselves. For a non-Horde Troll to be involved with a Goblin organization or other neutral party is not impossible, especially if they have skills that would be useful to that party and if their beliefs are in line with the beliefs of that group. When creating a non-Darkspear, non-Shatterspear, or non-Revantusk Troll to be played within the Horde, consider whether or not that particular tribe would stand out from the rest of the Trolls (Zandalari are now considered hostile, Sandfury are hostile, Dark Trolls are considered hostile but have never been seen in Wow, and Ice/Frost Trolls are also hostile — all are relatively obvious in comparison to the others as not Horde). A Bloodscalp or Skullsplitter is more likely to pass for Darkspear than a Sandfury.







Troll relations
Race Relations


For simplicities sake, I will be sticking to the average Horde-aligned Troll and their relations towards the other races of Azeroth. However, different tribes will have varying reactions towards these races.

Orcs: Trolls view the Orc's honorable ways with respect, and many are loyal to the War chief. Both the Orcs and the Trolls have a long history of inner conflict and war, and battle is one aspect they can bond over. Older Trolls might view the Orcs with disdain, as it was the Orcs who made the Trolls who joined the Horde give up some of their more taboo practices.

Tauren: Like the Tauren, many Trolls seek to live alongside nature, rather than master it. Shamanism, like with Orcs, are strong between the Trolls and the Tauren, and both groups hold high respect for the spirit world.

Undead: An average Troll would look upon the undead with pity to a point of disgust. The Forsaken are creatures that have been denied the afterlife, and have become abominations of nature. While there might not be any hatred between the two groups, Trolls are notoriously untrustworthy of unnatural magic.

Blood Elves: Out of all members of the Horde, the Trolls would find most conflict between themselves and the Blood Elves. For many years, bloody battles were fought between the High Elves, who later became the Blood Elves, and the Trolls, almost driving the Forest Trolls to extinction. While the Trolls of the Horde may hold grudges towards the elves, their respect for allegiances is strong enough to keep them in check.

Goblin: Many Jungle Trolls have come into contact with Goblins throughout the years, and some have even found their way into the Trade Cartels. They offer as much trust as anyone can to a Goblin, which isn't very much.

Humans: Only second to the Night Elves on the "To Kill" list. Humans have taken the place of many once strong Troll territories as the race of humanity expanded, and have come into conflict with Trolls throughout the Eastern Kingdoms. Their strong allegiance to the elves only makes the hatred towards the humans stronger.

Dwarves: Seen as short Humans, for the most part. The expanse of the Dwarven Empire, much like the Humans, has forced many Trolls out of their ancestral lands and into bloody conflict with the Dwarves.

Gnomes: The Trolls don't often find themselves in conflict with the fairly reclusive Gnomes. Their races have been separate long enough for no true tension to arise, not including the respective ties to the Horde and Alliance.

Night Elves: Public Enemy #1. The Night Elves obliterated the great Troll Empires of the past with the newfound power of the Well of Eternity, and that memory has been etched into the mind of every Troll. While a few groups, like the Cenarion Circle, have the two races working together, it is very rare to see a Night Elf and a Troll sitting together having tea.

Draenei: These strange creatures are viewed similarly to the Gnomes, as the Draenei are fairly recent visitors to Azeroth.

Worgen: Humans in wolf pelts.





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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Mon Jul 30, 2012 11:32 pm



23.Troll Classes
Troll Character Classes


As of World of Warcraft: Cataclysm, trolls can play any class except for Paladin. Blizzard is worried that the awesomeness of Troll paladins would cause the game to implode, so they have not been implemented (yet)*.

As warriors, they are protectors and berserkers; vicious, plate-clad defenders of their tribes and/or the Horde, or even their families or whatever other cause they may champion. As warlocks, they are feared hexxers, demonologists, destructive casters that sow fear and confusion in their foes. As mages, they are masters of frost, fire, and the arcane — tricksters with their illusions and dangerous with their grasp of devastating magic.

Their shamans bargain with the elements and demonstrate their connections to the spirits of Azeroth with impressive displays of combat prowess: from lightning-throwing Elementalists to chain-clad melee warriors whose fists crackle with electricity, to the smirking, totem-tossing healer whose spells mend wounds with a splash of cool water.

Their priests, too, are masters of the hex and of healing; their rituals are unknown to orcs, tauren, the forsaken, and the elves, and even if they knew, they’d never be allowed to witness, for these are rituals that are ancient and sacred to the trolls.

The druids, fairly new among the trolls of the Horde, but not in practice, lash out with tooth and claw, or with the burning light of the sun and moon; they are friends of the natural world, though their presence in the Cenarion Circle is somewhat contested. Then, you have troll rogues: sneaky, stabbity, doing the work that nobody else really wants to do. Trolls have some of the most cunning rogues of the Horde. Lastly, but certainly not least in my eyes, the Death Knights of troll-kind are looked upon with revulsion by troll and non-troll alike — a combination of hatred of the unnatural nature of the undead, and the lingering fear that even those in the arms of Samedi are not safe from the terror of being wrenched from the grave.

In short: Trolls have a lot to choose from with regard to their character classes, and a lot of options for concepts based upon those classes.





Choosing your class:

While your Troll can certainly be a simple roaming warrior or a mage trained by the Kirin Tor, there are some specialty classes that arise out of Troll cultures. Be aware that for the Trolls within the Horde, necromancy is frowned upon, so your Death Knight might not receive the warmest welcome, even amongst his own people. Of course, there are far more class options available to a Troll, but I am simply listing a few of the more common choices. Note that although classes are listed for each specialty class, the specialty class is not limited by your in game class. They are only recommendations.




Headhunter (Warrior/Rogue/Hunter): These trolls specialize at projectiles, especially throwing weapons like spears and axes. They are capable hunters and survivalists, as well as ferocious warriors on the battlefield.

Shadow Hunter (Hunter/Priest/Rogue): These Trolls are widely regarded as Voodoo masters, and are blessed by the Loa to both heal their allies and curse their enemies. Shadow Hunters are typically chosen from the Headhunter group, so they excel at ranged combat and hunting. These Trolls are the elite of society, and only those who have large experience with the races should attempt to play as a Shadow Hunter

Berserker (Warrior/Death Knight/Rogue): Trolls that can channel their anger and hatred into fury to use against their enemies are known as Berserkers. Much stronger than your average Troll, they do not fear death as they charge into the fray, weapons whirling.

Hexxer (Warlock, Shaman, and Mage): Utilizing wild dances and chants, these Trolls invoke the power of the spirits to smite and curse their enemies. They know how to bind the essence of enemies to items, creating effective voodoo dolls, giving them control over their opponent.

Witch Doctor (Priest/Shaman): A master of potions, a witch doctor is able to infuse his creations with the power of the spirits. This type of Troll also has great mastery of the mind, able to see into, and even control, the minds of his or her enemies.

Primal (Hunter/Druid/Warrior): These Trolls have embraced their inner beast, and have gained the powerful abilities that come along with it. They fight savagely, and the longer they fight, the more they seem to take on the attributes of the beast they are mimicking.




Class Guide

Warrior Trolls were very violent and brutal. Yet currently, the Darkspears have become more civil. The warriors are violent, vicious and strong. They suit axes, swords and maces. Often they eat the heart of their enemy with the (fake) belief to increase their strength. Trolls usually wear leather armor. Keep in mind that they do not usually own a relevant position in the tribe and would likely just be an average guy who decided to defend his tribe, work has a mercenary, or something similar.

Rogue Rogues are cunning and intelligent. They suit leather equipment, to move fast and a good sword. Even an axe or a dagger could suit the troll assassin. It is the best melee class for Trolls. They are mistrusted by the Horde and often rejects of the society, but they're often feared and respected.

Hunter Like the rogue, hunters are cunning and intelligent. This makes the Darkspear tribe to perfect hunters. They could be headhunters, trackers, scouts, Shadow Hunters, or common hunters.

Shaman Trolls need power and Shamans are powerful. Trolls use elemental magic and voodoo so this class suits them to the bone. As a shaman, you could be a Witch Doctor, a Hexxer or a Shadow Hunter. Those types have great morals and are greatly respected among their tribe. Usually they worship a Loa. They can have names like: Windcaller or Earthshaker. Shaman are often looked to for spiritual guidance, think of them has religious leaders, only more like a Medicine Man then a Priest. You may want to have an air of mystery about you, speaking in riddles and using deep philosophical and metaphorical terms in your language (It may be hard at first to do this while adhering to their particular accent and syntax.) Typically the Shaman class can be used to role-play a Shadow Hunter, much like the Hunter.

Priest Priests are meant, obviously, to be Witch Doctors. Like the shamans. The only difference is the fact they may be even Shadow Priests. You may want to consider playing a Priest looking to help his tribe out by healing their already diminished numbers, or a Priest trying to bring his people into the Light. Keep in mind it is possible they will be mistrusted due to the fact that they follow the Light rather than the Loa.

Mage Darkspears are violent but small. Mages are powerful but lack endurance. Trolls have occasional uncontrollable rages sometimes and magi have trouble controlling their power sometimes and, obviously, their role is under the shadow of the Witch Doctors, the Shadow Hunters or the Hexxer who rule the tribe. Staffs are usually gnarled for Troll mages. They would likely be held in somewhat high regard due to the power they hold, but less so than Shamans.

Death Knight Trolls are capable of extreme cruelty and so are Death Knights. There are Ice Trolls and normal Trolls in service of the Lich King. They are usually mistrusted the way Warlocks are: the Loa, divinities of the trolls, should be the only ones able to domain over the dead. It is possible you may of been ostracized for this, or maybe you proved yourself to the tribe and are a valued protector, maybe you are somewhere in between.

Druid Trolls have been rumored to have been studying druidism. Unlike many of their counterparts, they tend not to focus on their hatred as much. They care for the planet, and becoming druids, forged a stronger friendship with the tauren, who have always regarded trolls with distrust. These trolls tend to be more caring and less savage, but have a deep streak of criticism, evening questioning the motives of their own brethren. They are wise, and trusted. For who can dislike the power of nature?




_____________________________________________________
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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Mon Jul 30, 2012 11:39 pm

24. Troll Archaeology

Some of these are from the actual archaeology profession, some are just speculation.

Atal'ai Scepter

Atal'ai' means 'devoted ones' in Zandali, and this twisted group of trolls was devoted to the blood god, Hakkar: a being of extreme malevolence who recently tasted defeat in Zul'Gurub, ancient capital of the Gurubashi Empire. This scepter is decorated with a bat motif, possibly a connection to Hir'eek, the primal bat god.

Bracelet of Jade and Coins

This bracelet was made by connecting troll coins and polished bits of jade with a silver chain. Since trolls tend to prefer gold in their jewelry, it's possible the silver was captured from another race, which would make this piece of more recent origin. The coins are unusual and depict the leering faces of a series of lady trolls.

Cinnabar Bijou

This small token was formed from a volcanic - and toxic - red mineral. The inscription on the reverse states that it was once the property of Min'loth the Serpent. Traces of barnacles suggest that the bijou has spent time underwater.

Bijou: French word for Jewel, but is connected with the creole language of the Caribbean practitioners of Voodoo. Made by the volcanic mineral (thought by the ancient Chinese to be an ingredient for an elixir of life)

Drakkari Sacrificial Knife

The Drakkari tribe was driven north by other trolls and eventually settled in Northrend, where they survived the harsh elements to establish their own nation. The arrival of the Lich King was a great threat to the Drakkari. One of their least sensible attempts to fight off the Lich King was to begin sacrificing their own animal gods: the serpent, snow leopard, bear, wind serpent, mammoth and rhino.

Eerie Smolderthorn Idol

When the high elves went to war with the Amani trolls, the elves could not understand how the trolls' weapon enchantments were more powerful than their own. The elves then stole ancient knowledge from troll spell-casters, including the famous Zanza, and used idols such as this one to craft their own versions of the troll enchantments.

Feathered Gold Earring

The feathers are probably from scarlet and green macaws, though they have been well preserved. The gold is twisted to appear like thorns or veins. The pin used to pierce the ear looks particularly painful.


Fetish of Hir'eek

Hir'eek is one of the animal spirits worshipped by southern trolls. Hir'eek's totemic animal is the bat. Jeklik, a high priestess of Zandalar, was one of Hir'eek's most famous followers.

Fine Bloodscalp Dinnerware

Okay, it's really just a big knife, but in a culture like the Bloodscalp tribe, any use of actual utensils counts as fine dining.

Gahz'rilla Figurine

The sand trolls summoned this huge, white hydra from a sacred pool within Zul'Farrak and then proceeded to worship it as a god. Gahz'rilla's (which is a demi god being worshipped is a trait shared by other hydra, notably Aku'Mai of Blackfathom Deeps, said to be a pet of the Old Gods themselves!) scales are electrified, and even this small figurine seems alive with energy. Within Zul'Farrak, the legendary hydra is a common motif in architecture and ornamentation.


Jade Asp with Ruby Eyes

This tiny figurine could possibly be a representation of High Priest Venoxis, though snakes of all types are venerated throughout troll culture. The delicate jaws on this figurine can be closed, presumably to draw blood from a finger.


Lizard Foot Charm

This is a small mummified foot of a jungle lizard. Any magic it once contained has long since been drained.

Skull-Shaped Planter
Forest trolls have a strong affinity for plant life. The trolls' bodies themselves can support simple vegetation, such as moss or algae, which gives them their characteristic green color.

Tooth with Gold Filling

This tooth has a frightening crack in it, and you wonder whether it was filled with gold to treat an injury or whether the tooth was broken for some gruesome troll ritual.

Zandalari Voodoo Doll

Little is known about the emergence of voodoo among the trolls. The troll belief system is complex, full of dark spirits and primal, often animalistic gods known as loa.


Zin'Rokh Destroyer of Worlds
A large sword/blade.






25. Racial Quirks

All trolls share remarkable healing qualities, and can reportedly regenerate lost limbs and recover from any injury that doesn't kill them outright. This healing power is the reason many healing potions are named 'troll's blood'.
However, players should be cautious about exaggerating these healing abilities too much when role playing. Even with its enhanced healing abilities an injured troll will still take some time to recover from a serious injury, and will not be completely unstoppable on the battlefield. Role-playing a virtually indestructible character will be looked at unfavorably, and may even be compared to 'god-modding'.









26. Healing and regeneration

Trolls are famous for their ability to regenerate. When wounded, trolls are able to heal very quickly; even arms and legs can be regrown over time (although it does take a good bit of time). Young, unwise trolls are quick to put themselves in danger because of this ability but learn to use it as an advantage later in life, while knowing when not to go too far.

* Trolls heal very quickly. They've got a racial ability for it and everything!
- Why don’t trolls always regenerate? Like shown in former Zul’Aman videos?
* A good question to ask to remove the “assumption of “that a troll can grow back any limb lost.
-The troll male /silly in which he states, "I heard if you cut off an extremity, it'll grow back a little bigger... don't believe it."

-There is a Gurubashi legend in the game that mentions a troll that loses his arm and has to become left-handed.
-Zul'jin hasn't grown his arm or his eye back.

-It was specifically stated that arcane magic and fire were used by the elves and humans to finally beat the trolls back, because it prevented them from regenerating.

-In the recently-published Wow comic, the troll combatant has his arm sliced cleanly off just below the shoulder. This is a similar injury to Zul'jin's. Another character states quite simply that the troll "can't regenerate that arm", but doesn't state why. The character is definitely younger-looking than Zul'jin.


A theory:

I suspect that troll regeneration has little to do with age and physical fitness, and more to do with the nature of the injury and how much of the limb is lost.

Obviously, if the wound is cauterized, it's not growing back, and the same may be said for arcane magic, possibly. Since Zul'jin lost his eye to torture in the custody of high elves, it's possible that is the reason why the eye did not regrow.

Arms, though, are another matter. The troll in the comic has his arm amputated by what we will assume is a normal sword, and Zul'jin himself states that he cut off his own arm and escaped imprisonment. The likelihood of Zul'jin choosing to cauterize something he thought might grow back, or even taking the time to do so when he was escaping, seems a bit far-fetched to me.

I suspect that the healing factor has more to do with the amount of flesh lost. The /silly specifies an "extremity", which is the furthest reaches of a limb, like a hand or foot. It may be that growing back any more than that is more than a troll can manage. ...Of course, it is a /silly, and the word choice may mean nothing.




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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Mon Jul 30, 2012 11:50 pm

27. Troll Religion, Faith and Customs.





Troll customs

Actions to show trust and respect;

When a troll invites you to share his fire he trusts your intentions enough to keep you close but do not care that much for your well-being.

When a troll shares his water with you he shows the same trust as for sharing a fire but also cares for your well-being, but neither enough to dare sleeping under the same roof as you. The same goes for sharing food.

If a troll invites you to share his roof you are as close as you may come to him without being a part of the tribe (which only trolls can be a part of). He cares about you and won’t let you sleep outside and trusts you enough to spend a night side by side. For non-trolls this is a great honor and should not be turned down because it will offend the troll deeply.

To ask of any of these four things without the troll offering them first will be an offence to the troll and can lead to you getting forced away if you are lucky, otherwise injuries or even death.

Troll religion is a strange and varied thing. Their overlying faith is Voodoo where Deities called Loa are worshiped. Voodoo also involves veneration of the dead and protection against malign forces.

More recently, outside influences have seen the development of Shamanism (and soon, Druidism).
Troll tradition and customs are mainly based on voodoo and a nomadic lifestyle in the wild which has given them lots of very unique customs. Here are some of them;

Rush’alor (mask + altar, an altar not all may see) is a hut in each village or settlement where only the high ranking priests, shadow hunters and witch doctors may enter. This is where they prepare for bigger ceremonies and perform secret rites to appease the spirits.






Voodoo and Shamanism:

Up until recently, Darkspear trolls practiced voodoo exclusively. Those troll tribes in Stranglethorn who do have shamans are generally not so much mediators of the spirits as they are simply voodoo doctors who draw upon the Loa spirits. Yet due to the influence of the Tauren and Orcs, the Darkspear trolls have been slowly finding their way to 'true shamanism', mediating between the spirits and asking the elements for their power, rather than calling upon the power of ancient spirits through ritual dances and voodoo magic.




Voodoo

What really sets the trolls apart from the rest of the Old Horde is their religion. Darkspears practice a sect of Jungle Troll Voodoo which they inherited from their ancient history as a part of the Gurubashi Empire. Of recently, however, their faith has come under the scrutiny of the Orcs and Tauren. Old voodoo traditions and rituals have been outlawed by Thrall and the New Horde, the sacrifice of humanoids and cannibalism being the largest two disputes the Orcs has with the Darkspear's old religion. Many, however, still practice the old ways in secret, but many more have given in to these laws. Those trolls who do obey the New Horde's demands still cling to what pieces of voodoo they can, their Loa a sharp contrast to the spirits New Horde Shaman call upon.

Overall, Voodoo is a bloody and merciless faith characterized by hostile ghosts and angry gods. Trolls in general are a superstitious race and hold both great respect and great fear of their voodoo mystics and the supernatural.



Troll death rituals used to involve ritual mutilation of the body. The trolls believed that simulating the sacrifice of a corpse distracted nearby malign spirits. The spirits, drawn to the pretend sacrifice, would fail to notice the new spirit entering their world. This allowed the deceased’s spirit to pass more easily into the next world and find a place for itself without harassment. Now trolls avoid these rituals because the Horde finds them disturbing and the rituals evoke unpleasant associations with the Scourge. Trolls frown on cremation, as they believe the body provides the spirit with a tie to the mortal world, and to destroy it sets a spirit adrift and confused for eternity. Recently the trolls have taken to cutting the eyes out of a corpse, thus opening a path into the skull where the spirit resides. Often a witch doctor sacrifices an animal nearby to distract any hungry spirits; if the mourners have no time for such a ritual, they may instead cut their arms and let their blood spill to achieve the necessary distraction. To avoid the possibility of undeath, trolls either bury their comrades’ bodies in hidden places or in sections (usually the body in one place and the head in another).

Some scholars view voodoo as a type of animism, and to an extent that theory is true. The trolls’ religion takes a decidedly different dark bent than the shamanistic beliefs of the orcs and tauren, though. Trolls have a complex belief system involving malign spirits and their effect on the world, but no scholar has established what truth is and what simply long-held belief is. The Darkspear trolls come from a dark and bloodthirsty history of sacrifice, cannibalism and black magic. They consider spirits to be individuals much like living creatures. Spirits are greedy, hostile and dangerous. Trolls also believe their ancestors linger on as jealous spirits who miss the land of the living and require blood sacrifices to appease them. Trolls sacrifice and eat their enemies. They conduct these practices for two reasons. First, they believe the sacrifice of sentient creatures appeases malicious spirits. Second, they believe that after death, an enemy’s spirit can visit misfortune on its killer. By consuming the flesh of their enemies, trolls believe they can also consume their enemy’s spirit, or at least damage it enough to render it impotent.

The orcs’ influence tempers the Darkspear trolls’ spiritual beliefs. The trolls willingly support Thrall and the Horde, and they understand that their destructive rituals offend their allies. Under Thrall’s tutelage, the Darkspear trolls abandoned the sacrifice of sentient creatures and took up animal sacrifice instead. These trolls no longer eat their enemies, but practice other methods of trapping, injuring or destroying enemy spirits. These methods include witch doctor blessings, the burning of enemy hearts, drowning corpses and head-shrinking.

Witch doctors hold an important position in troll society. Trolls respect their witch doctors as the wisest and most powerful tribe members, and show them courtesy and deference. Trolls are superstitious. They see bad omens everywhere and rely on witch doctors to interpret and exorcise these omens. Witch doctors govern success or failure in battle almost more than the warriors do; trolls believe that a witch doctor who reads the portents correctly and conducts the proper rituals can guarantee success in any endeavor. Until Thrall’s involvement with the Darkspear trolls, only male trolls became witch doctors.

Female trolls have since seen the equality other Horde women possess and crave their own emancipation. Despite their efforts, few female witch doctors exist, and those who attempt to take on the role of tribal witch doctor meet with much derision and resistance. Trolls call female witch doctors “zufli,” a corruption of the voodoo master prefix “zul.” “Zufli” is a derogatory term and literally means “baby witch,” but some females have taken on the title as a mark of pride.

Troll death rituals used to involve ritual mutilation of the body. The trolls believed that simulating the sacrifice of a corpse distracted nearby malign spirits. The spirits, drawn to the pretend sacrifice, would fail to notice the new spirit entering their world. This allowed the deceased’s spirit to pass more easily into the next world and find a place for itself without harassment. Now trolls avoid these rituals because the Horde finds them disturbing and the rituals evoke unpleasant associations with the Scourge.

Trolls frown on cremation, as they believe the body provides the spirit with a tie to the mortal world, and to destroy it sets a spirit adrift and confused for eternity. Recently the trolls have taken to cutting the eyes out of a corpse, thus opening a path into the skull where the spirit resides. Often a witch doctor sacrifices an animal nearby to distract any hungry spirits; if the mourners have no time for such a ritual, they may instead cut their arms and let their blood spill to achieve the necessary distraction. To avoid the possibility of undeath, trolls either bury their comrades’ bodies in hidden places or in sections (usually the body in one place and the head in another).

The main practitioners of voodoo are the Hexxer, Shadow Hunter and Witch doctor.






Hexxer

All shaman and witch doctors know of ways to invoke spirits to do their bidding. The hexer (or hexxer) takes this craft to a new level, calling the wrath of spirits down upon his enemies. With a dance and a chant, he weakens and debilitates his foes. If a particular enemy becomes troublesome, he can bind a hostile spirit into an idol, delivering a permanent curse.

Hexxers attract spirits to do their bidding through the use of music, chants, dances, or other types of performance. Therefore a high skill in performance is desirable. The idols a hexer creates usually take the form of carvings or other types of figures (the classic voodoo doll, for example), so some ability to craft is also necessary.

The hexer can invoke a hex chant. Although termed a “chant,” hex chants can involve ritual dance, hand motions and the like; they do not necessarily have to produce sound. A hex chant produces a supernatural effect on one or more creatures in an area, within a specified range around the hexer. The hexer can freely designate which targets are affected and which are not. He may include himself. A hexer can continue a hex chant as long as he is concentrating. A hexer can begin a new chant while the effects of an old one persist.

A hexer can create a hex idol, which takes the form of a wood or bone carving, voodoo doll, or similar object. The idol is attuned to a specific individual creature, giving the hexer power over that creature. Crafting the hex idol requires some piece of the creature such as a lock of hair, fingernail or claw clipping, discarded scale, and so forth. He can use any appropriate craft depending on the type of idol such as woodworking; bone carving, stonecutting, and even glassblowing are all good choices. Success indicates that he has successfully called upon a spirit hostile to the creature and bound it to the idol.

The typical hexer is the stereotypical voodoo priest, dressed in animal skins, dancing wildly about a bubbling cauldron as he calls forth spirits to do his bidding.






Shadow Hunter

The shadow hunters, masters of voodoo magic, are the highest authority of the jungle trolls. Their spirit powers both heal and curse, walking the line of dark and light in hope of saving the future of the jungle trolls. The dark gods will channel themselves through the shadow hunters when they use their ceremonial rush'kah masks.
Like other practitioners of voodoo, shadow hunters deal with the darker aspects of the spirit world. Unlike witch doctors and members of other professions associated with this ancient faith, shadow hunters claim to develop a special bond with voodoo spirits called the Loa. Able to channel the essence of some of these extremely potent beings - and often acting with their blessing - shadow hunters gain special abilities only the Loa can grant. As they grow in experience, the shadow hunters' bond with the Loa strengthens and their connection to these powerful voodoo spirits eventually gives them the ability to curse and heal at a whim.

Brave practitioners of rituals and dark rites, shadow hunters tread a cautious line between darkness and light. Often misunderstood but always respected by those who have witnessed their eerie powers, shadow hunters rely on faith in the Loa and the ability to communicate with them. Through the magic of prayer and ritual, a shadow hunter spends a lot of time maintaining the particular relationship he shares with the Loa.

Roughly spoken, shadow hunters are former headhunters who have gone deeply into the arts of voodoo and Loa. However, they have not forgotten their hunting skills, which make a shadow hunter very dangerous in combat. They can stand far away from their enemies while throwing weapons at rapid speed, track down enemies with ease, and also heal themselves and allies. Of all trolls, shadow hunters are the most feared.

The voodoo faith of the shadow hunter deals with beings they call the Loa. Supposedly, these spirits are mighty entities that grant the faithful extraordinary powers. By calling upon these voodoo spirits, the shadow hunter gains special blessings with which he can combat darkness and help those in need. The abilities granted vary according to the Loa the shadow hunter calls upon.







The Loa Legba is a master of swift motion. Through him, the shadow hunter learns to bestow great speed and grace to his allies.

Lukou is the Loa of healing and respite. She grants the shadow hunter the ability to heal his allies. With a word, the shadow hunter can invoke a scintillating rain of positive energy, which drops from the sky to heal all living allies it touches.

Samedi is the Loa of cemeteries and the restful sleep of the dead. In Samedi’s eyes, the undead are abominations that should be destroyed. A shadow hunter with this ability may attempt to smite an undead with one normal melee attack. If the shadow hunter accidentally smites a creature that is not undead, the smite has no effect.

Shango controls the realm of storms, and he guards the secrets of lightning and mayhem. By channeling the fury of this powerful and often unpredictable Loa, the shadow hunter can throw a lightning bolt that deals electrical damage.

Ogoun, the Loa of war, teaches the shadow hunter to place dire curses upon his enemies. The shadow hunter may change a single targeted individual into a frog. This ability functions like a mages polymorph spell except that it always turns the target into a frog.

Dambala, the Loa of serpents and treachery, teaches the shadow hunter to move swiftly and quietly by changing his shape into that of a serpent.

Traditionally, most shadow hunters remain in their homelands, providing sound counsel to tribal chieftains and warriors as well as lending a hand in battle and during other times of need. Today, many shadow hunters roam the world in search of adventure while seeking to further their faith as well as the interests of their people. In olden times, shadow hunters donned special rush'kah masks when performing ceremonies. As they travel throughout the lands of Azeroth, many shadow hunters wear these unique ceremonial masks to cover their features and inspire fear in others.






Witch doctor

The witch doctor is an alchemical and spiritual master, skilled at not only simply brewing potions and alchemical goods, but at awakening the spirits of the ingredients that go into his goods. A witch doctor at work can be unsettling, for he croons and chants to the herbs and animal parts that go into his brew, shaking a rattle to awaken them from their slumber, and sometimes even bursting into dance to appease them and make them favor him. The powers that witch doctors revere are creatures of wild, ecstatic worship who demand dynamism from their servants.

The witch doctor's arcane magical art is formed from the ability to twist and turn nature through a crude yet effective science called juju. Often the more cunning and savvy members of the savage troll tribes, witch doctors are uncommon among other, more civilized races that instead rely on shamanistic aid in times of need. During war, the witch doctor's juju can give a troll tribe a needed edge.

Witch doctors teach that worthy trolls receive dominion over various aspects of nature upon their death - whether plants, weather, beasts, or even disease. When witch doctors exhibit their supernatural powers to cure the sick, control nature, or assist in battle, it is said that ancestral spirits are riding them.

The witch doctor's seething cauldron contains a hallucinogenic mixture of herbs, poisons, crushed insects and other noxious materials. He may add drops of this Shaka brew to improve the efficiency of any potion or alchemical item he creates. The Shaka brew maximizes all variable, numeric effects of the witch doctor's potions or alchemical creations. Drinking a potion treated with the Shaka brew leaves the imbiber with a euphoric buzz.

The Bambe brew is a secret recipe that extends the effectiveness of magical potions. Drinking Bambe brew potions leaves the imbiber with a faint crawling sensation over their skin.
The witch doctor can add drops of the Zuvembi brew to any potion. The brew creates a powerful suggestive state in the imbiber that he can trigger and control. After drinking a Zuvembi brew potion, the imbiber can be dominated by the witch doctor.

Creating curses and hexes is a specialty of the witch doctor. The witch doctor can make a deadly doll of wax or tallow containing a specific person's hair, skin or blood. He can affect the target with a harmful touch attack spell as long as the person is on the same plane. The doll disintegrates after a touch attack. Using shadow and voodoo magic, the witch doctors can also cast spells without the use of dolls. By repeating old ritualistic chants, the witch doctor curses the target into feeling pain without physically harming it, only mentally. This might still prove deadly.

The witch doctor can shake and rattle the gourds and necklaces that he carries to create a frightening rhythmic effect. The juju of the highly skilled witch doctor becomes potent enough to kill (the Death Rattle). The reagent required to use this ability is a death gourd, which must be cursed and carved by the witch doctor himself using bizarre and disgusting components. The witch doctor can rattle his death gourd, targeting a number of living creatures, the closest creatures are affected first.

Witch doctors are also benders of will, as they can control other lesser intellectual beings with their mind. These tricks can be fatal for several enemies of the witch doctor, not knowing whom of their allies to trust anymore. They are also able to sear through a targets mind and erase or create new memories as they please, causing the target to get confused and not knowing what is real. These rituals will also inflict massive pain onto the target.

Much like a wizard, the witch doctor relies on his ability to bend magic to his will. Juju secrets can only go so far, though.

They also served as spell-casters for the Horde during the Third War, being able to create several types of wards for such activities as healing, trapping, and watching over land.

Trolls are the ultimate witch doctors. It was the trolls, so they say who invented the art. Their pots ever bubble with strange concoctions, and they scatter protective and decorative totems around their dwellings. They speak in tongues most can't understand, communing with the strange voodoo spirits from their tribal religion that grant them their power. They decorate themselves with ritual tattoos and designs, and shrunken heads dangle from their staves. The iconic troll witch doctor focuses on helping his allies with his strange blend of science and faith. He plants magic totems to help his allies, who may start a bloodlust or an adrenaline rush in his body. A powerful witch doctor may even transform their foes into frogs. He's not a particularly skillful combatant, but when the Horde is in a scrape, somebody calls for the doctor.

Although they are savage and nefarious in the extreme, the troll witch doctors have aligned themselves with the Horde out of pure necessity. These dastardly magic users are adept at manipulating the chemical processes within their fellow warriors in order to augment their combat abilities.

Supposedly, upon his death, an enemy’s spirit lingers in his body for a short time. Then the spirit flees the corpse and is free to wreak havoc and revenge on its killer. Troll witch doctors believe that a fallen enemy’s spirit lairs in the corpse’s head before fleeing the body. Trolls who wish to trap enemy spirits often turn to head-shrinking.

To shrink a head, a troll first decapitates his fallen enemy. Then he makes a slit up the back of the head and carefully removes the skull (which he saves or discards). The troll then sews up the incision and boils the head for two hours to shrink. The troll uses scalding hot rocks and sand to fill the head cavity and shrink the head further. When the head is fist sized and rubbery, the troll sews up the eyes, mouth, and neck with elaborate stitching.

The enemy spirit now remains trapped inside the head forever. Most members of the Horde look askance at the practice of head-shrinking, but consider it a step up from human sacrifice and cannibalism. Some trolls have techniques to shrink skulls as well, which involve removing key pieces and reconstructing the skull as a smaller version using animal parts and resins to hold it together.





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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Mon Jul 30, 2012 11:53 pm


Trolls view of the spirits

The trolls have always been of the opinion that the spirit is linked to the body and that some of the practices of their fellow horde members destroy that link.
The trolls also believe that these spirits are as likely to cause harm as to give help and guidance and so offerings (usually of blood and flesh) would be expected to appease them before making any requests.
- The spirits are powerful, and they work fast, with much flare and grand proofs of existence. The Loa’s are patient, and they move at the pace of Loa’s, not the living. Faith is needed.
- The spirits are our ancestors. They wish us often neither well nor harm, but the shamans sometimes twist their powers for their own purposes. Do not blame spirits for the use they are being put to.
- The elementals are servants of their own masters.

“The Darkspear trolls come from a dark and bloodthirsty history of sacrifice, cannibalism and black magic. They consider spirits to be individuals much like living creatures. Spirits are greedy, hostile and dangerous. Trolls also believe their ancestors linger on as jealous spirits who miss the land of the living and require blood sacrifices to appease them.

Trolls sacrifice and eat their enemies. They conduct these practices for two reasons. First, they believe the sacrifice of sentient creatures appeases malicious spirits. Second, they believe that after death, an enemy’s spirit can visit misfortune on its killer. By consuming the flesh of their enemies, trolls believe they can also consume their enemy’s spirit, or at least damage it enough to render it impotent.
The orcs’ influence tempers the Darkspear trolls’ spiritual beliefs. The trolls willingly support Thrall and the Horde, and they understand that their destructive rituals offend their allies. Under Thrall’s tutelage, the Darkspear trolls abandoned the sacrifice of sentient creatures and took up animal sacrifice instead. These trolls no longer eat their enemies, but practice other methods of trapping, injuring or destroying enemy spirits. These methods include witch doctor blessings, the burning of enemy hearts, drowning corpses and head-shrinking. “










Troll head-shrinking

Supposedly, upon his death, an enemy’s spirit lingers in his body for a short time. Then the spirit flees the corpse and is free to wreak havoc and revenge on its killer. Troll witch doctors believe that a fallen enemy’s spirit lairs in the corpse’s head before fleeing the body. Trolls who wish to trap enemy spirits often turn to head-shrinking. To shrink a head, a troll first decapitates his fallen enemy. Then he makes a slit up the back of the head and carefully removes the skull (which he saves or discards). The troll then sews up the incision and boils the head for two hours to shrink. The troll uses scalding hot rocks and sand to fill the head cavity and shrink the head further. When the head is fist sized and rubbery, the troll sews up the eyes, mouth, and neck with elaborate stitching. The enemy spirit now remains trapped inside the head forever. Most members of the Horde look askance at the practice of head-shrinking, but consider it a step up from human sacrifice and cannibalism. Some trolls have techniques to shrink skulls as well, which involve removing key pieces and reconstructing the skull as a smaller version using animal parts and resins to hold it together.






Head shrinking, heart burning and corpse drowning:

Because cannibalism is outlawed by the Horde, and only practiced in secret by Trolls unwilling to let go of their old ways, the Darkspear have turned to other ways of dealing with the spirits of their enemies. Witch doctors often place wards and blessings to ward away evil spirits, but to many, simply warding an angry spirit isn't enough.

Some methods of weakening or completely destroying the enemy spirit are drowning the corpse underwater, to 'wash the spirit away', or burning the heart of the fallen enemy, but the most common of all seems to be head shrinking. Using alchemical substances and boiling water, a Troll first removes the skull and then shrinks the skin of the head. They then sew all openings, such as the eyes, the mouth and the wound at the neck closed, believing that this will trap the spirit within for the rest of eternity. While such gruesome methods are considered disgusting by many of their allies, they are still tolerated a lot more than cannibalism.






Cannibalism:

Trolls believe that by cannibalizing a corpse, they will be able to steal a portion of the spirit's strength before it can escape, leaving it crippled and weak. This way, the spirit will not be able to return later on to assault their killer. Cannibalizing their fallen enemies has little to do with actually being hungry.

Human Sacrifice:

Angry spirits can also be appeased through bloodshed, and sacrificing captured enemies to the spirits will ease their anger for a while, granting the tribe safety. This is usually done when one of their own has died. To prevent the spirit of their fallen friend from being attacked the very moment they go into the spirit world, Trolls sacrifice an enemy nearby to draw the attention away from their fallen friend. By mutilating the corpse and spilling its blood, they hope to keep the spirits entertained long enough for their own friend to find a place in the spirit world.

Both these methods of dealing with angry spirits are, however, heavily frowned upon by the Horde. As the Trolls greatly respect the Orcs, and Thrall in particular, for saving them from the Darkspear Island, most have dropped their old rituals and replaced them with slightly more humane methods, although even those tend to confuse and bewilder their allies.






Animal Sacrifice and Self-Mutilation:

To draw the spirits away from fallen friends without sacrificing a human life, Trolls have turned to sacrificing animals. If no animals are nearby, they will usually turn to mutilating their own body, slashing their arms and wounding themselves to draw the spirits to themselves instead of their friend. While Orcs and Tauren tend to frown upon such behavior, most consider it a large step up from human sacrifice.





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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Mon Jul 30, 2012 11:57 pm


Shamanism

The shaman does not worship plant life and nature as the druids do. Instead, they honor the spirits of their own ancestors and the elemental forces. The shaman are not themselves imbued with the ascendency of the spirits, rather they harness it through ceremonial totems. They carve these totems to represent the spirits and animals from which they draw power, and it is within these totems that the true potency of a shaman lies.

Much like the rebirth in Orcish culture, the Darkspear Tribe has found a savior in Thrall and the practices of shamanism. The old ways of voodoo hexes, cannibalism, and non-animal sacrifice are being replaced by a more divine set of beliefs. No longer do these trolls feast upon the corpses of their fallen as the undead do. However, they do still practice voodoo and they taught Hex to their allies. They have brought out a different elemental totem, as well as teaching Orcs and Tauren more about restoration and regeneration. They are finding, under the guidance of the older shamanistic races, more civilized ways to appease their bloodthirsty ancestry. As the Orcs found guidance towards the divine from the Tauren, so now do the Trolls find their path through the Orcs.







Shamanistic Philosophy

Everything that is, is alive

All shamans gain their power from the Elemental Spirits, so most shamanic philosophy is the same no matter which race practices it. Access to the power of the shaman is borrowed, rather than taken. Unlike the rigid disciplines of the Holy Light which bends the power of the Light to its user through spells, shaman practitioners refer to the act of using their magic as calls, not spells.

The power imparted by the elements to the shaman has a wide berth, and encompasses many forces. A shaman can diagnose and cure ailments, harness the power of the elements to defeat their opponents, and enhance the natural power of themselves and other. And these abilities are but a mere fraction of the ability of a shaman. By traversing the axis mundi and forming a special relationship with the spirits, shaman has gained access to divination, dream interpretation, astral projection, control over the weather, and a near innumerable list of abilities.

Shamanism is based on the premise that the visible world is pervaded by the invisible force of spirits that affect the living in a very strong and meaningful way. Shamanism can therefore be seen as the practical application of the concepts of animism through specialized knowledge and abilities. Shamanism is not, however, organized into full-time rituals or spiritual association as priests are. There exists a very distinct chasm between a Priest serving the Earth-mother, and a Shaman of the Earth-mother.




The Spirits

The shamans call upon the Elements in their magic. There are five elements, or Spirits: Earth, Air, Fire, Water and the Wilds. At their simplest, the elements may cause an earthquake, summon a storm, and conjure fire or finding water. As their most complex, the elements are the very world we live in.

The Spirit of the Wilds is the most complex and least understood of the elements. This element is tied to life and the living things that grow when the other four elements are in harmony. The Wilds is rarely used by shaman, and lies more in the domain of the druid. It is invoked by the shaman only during the ritual of Ancestral Spirit, a call so powerful it can rewind the mortal coil, bringing life to the dead, and binding the spirit of a being back into their corporeal shell.






Druidism

Druids are keepers of the world who walk the path of nature, following the wisdom of the Ancients and Cenarius, healing and nurturing the world. To a druid, nature is a delicate balance of actions, in which even the smallest imbalance can create storming turmoil from peaceful skies. Druids draw their power from this wild energy, using it to change their shapes and command the forces of nature.

Traditionally druids chose the path of a specific animal totem. Since the invasion of the Burning Legion, however, most druids have undergone a number of reforms, including encouraging the study of magic from all totems. Druids who do this are known as druids of the wild.

The druids live a very spiritual life: firstly acknowledging and honoring each spirit as an individual life; secondly honoring the goddess Elune (known to the Tauren as Mu'sha), the only true deity on Azeroth. The druids seek guidance — or interference — from the spirits, asking the small spirits for small tasks and entreating Elune or one of the other wise and powerful spirits of the forests for more significant tasks. They see their forests as havens for living spirits, and as such are bound to defend them. It has become the highest priority for the Druid's Cenarion Circle to heal the corruption of their precious forests caused by the demonic and undead invasion of the Third War. As the spirits have served them for thousands of years, the druids seek to give back to the spirits by healing the very living woods.

This close proximity to nature imbues the druid directly with the power of the spirits, allowing them to harness the power of nature, and assume the form of the animals they worship. Because of this direct power infusion, the druids can be seen as the purer parent of the humans' paladin. Unlike the traditional paladin, however, druids still view themselves as servants of the divine, rather than agents.

Through their deep connection to life and nature, druids are able to take on an unusually large variety of roles. Probably a druid's best-known role is that of a healer. Druids are justly famed for their ability to restore life, cure poisonous wounds, and remove curses. Indeed, restoring and protecting the planet is one of the top priorities for all druids. Still, to regard a druid as merely a healer is a dangerously simplistic assumption that has led to the defeat of many an unwary foe.

A druid's empathy with the creatures of the wild also allows him to shape shift into the forms of other animals. For example, a wounded druid whose magical energies are running low might abruptly take on the form of a bear in order to better withstand further injury. Alternatively, the druid might shift into the form of some large cat, sneak up behind an enemy, then pounce and deliver a fierce flurry of melee attacks. Even the deepest oceans can be explored by a druid, who can simply shift into an aquatic creature, allowing him to stay underwater as long as needed.

Until the end of the Third War, druids periodically visited the Emerald Dream to monitor the ebb and flow of life on Azeroth. Today such a visit has become more difficult due to Nordrassil's poor health. Druids possess a deep understanding of the way in which all living things depend upon one another. Whenever this delicate equilibrium is disrupted, the druid works to restore the balance. To that end, a druid can use his connection with the Emerald Dream to exert a calming influence over animals, even forcing some into a temporary state of hibernation.

Just as the druid can wield peace and somnolence, however, the druid can tap into the fury of nature itself. Terrible storms have responded to a druid's call. Thorns have sprouted from the druid's skin to wound his attackers. Even previously harmless roots have grown up out of the soil at greatly accelerated speeds in order to entangle a foe.





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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Tue Jul 31, 2012 12:03 am

Aging and Death

Trolls live relatively short lives - they come to adulthood around their 17th year of life, middle age around their 30s and then die usually in their 70s. It's very, very rare to see a troll ever make it past 30 though; they often die in battle. After dying, the witch doctor and any family or friends that want to help get the body prepared so the spirit of the dead troll can move on. The departed are never cremated, as the trolls believe the body to be the departed’s last tie to the mortal world. Lately it's become common to cut the eyes out of the dead in order help the spirit of the dead escape from the skull. A witch doctor will sacrifice a small animal near the dead, so that hungry spirits are distracted by the animal's death and don't try to eat the spirit of the departed. If there are no small animals around, mourners may cut their arms so that their blood distracts the spirits instead. After all the ceremonies over the body are done, trolls are buried and given a tombstone. Sometimes, in order to avoid undeath, the head of the troll is buried in another, hidden place or the body buried in sections. At the very least, the head is separated from the body.

The ancestral spirits are treated with respect by other trolls and to show that, they will put food and presents on the tombstones of their dead. During times of need, trolls will go to the tombstones and ask their ancestors for help or guidance and after getting it will also show their gratitude some sort of gift. To the trolls, the spirits never really leave.






The After life

- The trolls used to revere their dead, and their ancestors, singing songs of their deeds, and reciting their lineages with pride.
- Your soul lives in your memory, and in the honor your children and your children's children place in it. A troll will have eternal peace and glory in Zul, but on this earth that we tread, memory is important.




Troll Rituals (inspirational)

Sepanja

The ritual of Sepanja is the closest thing to marriage that these trolls have. Sepanja has no accurate translation, but could most closely be defined by the term “shared spirit.”

When two trolls (always of the opposite sex) participate in Sepanja, they are making vows of trust to each other. Those bonded to Sepanja trust each other implicitly, sharing secrets and truths they would normally fear presenting to other trolls. Indeed, if a troll confided in one that was bound by the vows of Sepanja, then that one would be bound by the vows to tell his or her partner. Tell something to one, and the other will soon learn of it, too. In fact, some of those who have been bonded by Sepanja for some time seem to develop a strong connection and seem to even share one mind, even when separated by miles.

The bond is deeper than any physical attraction. In fact, a physical commitment to one another never takes part in the vows of Sepanja, and participating trolls remain just as sexually promiscuous as before the ritual. But those that have performed the ritual find that they prefer their partner, their “shared spirit” providing a more passionate, intimate experience than copulation with an unknown stranger. Some of those bound by Sepanja even try to deliberately have and raise their own children.

The ritual is surprisingly simple. The two trolls must contact a troll priest or shaman, and express their desire to participate in the ceremony. The three trolls then figure out a date to perform the ceremony, and the tribe is notified. At sunset of the date, the ceremony begins by firelight. The troll spiritual leader(s) call forth the spirits to watch over the couple and to unite their spirits. After reciting a few sentences describing the nature and tradition of Sepanja, which takes perhaps 10 to 15 minutes, the two trolls retire to a private tent to share their secrets. At this time, the rest of the tribe participates in a celebration of music and dancing which tends to last until the morning light.

If one of the trolls gets “cold feet” and decides not to participate in Sepanja, the troll that did come to the ceremony has two choices: either forgive the troll who refused to appear at the ceremony (in which case, the troll who did not appear is branded on the forehead, indicating that he or she failed to live up to a promise), or hunt down and kill the one that did not appear (in this case, the whole tribe often participates in the hunt, in an effort to appease any angry spirits). In either case, the troll who did appear at the ceremony receives a tattoo on the forearm, which indicated that he or she has been wronged by one he or she once trusted (the tattoo often includes the name or symbol of the offender).

If neither troll shows up to the Sepanja ceremony, the entire tribe usually hunts down and kills both in an effort to appease any angry spirits (the spirits apparently do not like being summoned for no good reason).

Although it is rare, some trolls undergo Sepanja more than once. A troll may have multiple “husbands” or “wives.” All who have participated in the ritual have the same vows. However, it is strictly forbidden for one who is bound by Sepanja to participate in the ritual with another who has been bound by Sepanja, regardless of whether or not their partners still live. The bounds of Sepanja are said to cross even the line between the living and the dead.

If one partner of Sepanja is killed, the survivor typically goes through a period of mourning, usually at least a week. He or she also shaves his or her head. After the mourning period, the survivor receives a tattoo on the face, typically symbolic of death, indicating that there is another waiting for him or her in the realm of the spirits. The surviving troll is perceived as “half-dead” (since half the spirit is no longer upon the material world) and often is treated with respect. Some survivors claim that their partner continues to communicate with them from beyond the grave, from the spirit world: many times, this is how shaman begins their careers, as their connection to the spirits is believed to be extremely strong.

Those who have been marked in this fashion may never participate in the Sepanja ritual again. It is forbidden to share the spirit of the dead with any other living troll.









Urubaj

Those bound by the Urubaj, or “blood bond” are said to have a relationship just as strong as those who have participated in Sepanja, possibly stronger. Participants are those who have fought side-by-side in battle, and have saved each other’s lives. Battle companions often form a connection that others lack, and the trolls have taken this one step further.

Before participating in the ritual, several conditions must be met. The two trolls must have hunted or fought together more than once, usually as part of a “military campaign” (often raids against an opposing tribe or powerful enemy); the two must have saved each other’s lives at one time; and they must be able to fight together and trust each other in combat.

Urubaj often occurs between members of a military company or raiding party. It is very seldom seen at other times, but this is one of the few times that a troll from outside a tribe may be inducted into a different tribe. The outsider troll must have done something to save one of the tribal trolls, and worked with the tribe long enough to become trusted. After the ceremony, the outsider renounces his ties with his previous tribe and is welcomed into the new one.

The ritual of Urubaj requires the presence of a priest or shaman, in order to ensure the spirits serve as witness over the ceremony. No other trolls need to be in attendance, but troll law dictates that there must be a spiritual representative available who is not being bound by Urubaj. For example, if a troll shaman wanted to be bound with a troll warrior, he could not serve as his own spiritual representative…another shaman or priest must be found to watch over the ceremony.

The two trolls must recount the battles that they have shared to the spiritual representative. Once that is done, the representative calls forth the spirits to witness the ceremony. The two participants use their own knives or daggers to slash their wrists, and then grasp each other’s forearms so that the wounds touch. The representative then wraps the arms in leather or linen straps which have been blessed for the Urubaj ceremony. These straps are burned after the ceremony is completed. The trolls keep their arms linked until their natural healing ability causes the wound to heal. The ritual, however, does leave a lasting scar, quite noticeable to anyone who looks at the wrist.

The two trolls are now said to be “blood brethren,” and refer to each other as “bredda” or “sistren,” even if they are not biologically related. They are said to have shared blood, and rarely will be found apart.

If one of the trolls should faint during the ritual, it is deemed a very bad omen. Both trolls receive a tattoo of a white band around their forearms, near the scar. The tattoo indicates that the troll has the blood of a coward in his or her veins, and it is often very difficult, nearly impossible, for trolls marked in such a fashion to participate in Urubaj again. This also typically ends whatever relationship the two trolls may have had before the ritual.

Those who have formed this blood bond fight as a team, and often are capable of coordinating their attacks with deadly ability. It is possible for a troll to participate in Urubaj with more than one troll, and legendary stories are told about companies of four or five trolls who have all been bound by Urubaj and the fantastic feats and successes they obtained.

If a troll who participated in Urubaj is killed, then his or her blood sibling(s) are bound by their oaths and the ceremony to avenge the death, even against insurmountable, suicidal odds. Those bound also cannot leave a wounded companion behind, and will remain to fight as long as he can to let his companion get to safety. Some of those who have made hunting trolls a career have noticed this behavior and try to exploit it. In fact, it served as the origin for the dwarven hunter’s phrase “hit the shoe, you kill two.”

If the slain troll is avenged, the surviving companion often undergoes a brief period of mourning, usually no longer than a week. At the end of the mourning period, he or she receives a tattoo of three black dots, arranged in a triangle, next to the scar which marked the Urubaj ceremony. The troll does not have any additional stigma or restrictions against participating in other rituals.

In very rare cases, two trolls will participate in both ceremonies. These trolls are often elevated to legendary status, and frequently form new tribes, or at least, become highly revered and respected elders in the tribe.

In troll history, a non-troll has never participated in any of these rituals and become a member of a troll tribe. With the Darkspear trolls now part of the Horde and closely allied with the orcs, it is possible that the customs may change.



_____________________________________________________
A grain of sand leaves an invisible trace upon the face of a rock, a million grains of sand and thousands of years reduce a mountain to nothing. So shall every good deed count towards the Greater Good.


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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Tue Jul 31, 2012 12:12 am

Hrookhzin's Troll Rituals

Dance uh Da Spahda Woemon

Dis ‘ere ritual popula wit dem Widahbahk trolls an’ der spidereh weyz. Da woemon takes uh dozen small daggas an’ dips dem in da letal poisons uf dem deadleh Hintalan’ Broodgahd spahdas. Da mon setz ‘is weapon down an’ bota dem git rid uh da cumbasome an’ protective ahma. Den da duel stahts. If da mon kin survahve all dat poison, den ‘es good ‘nuf fer da woemon an’ dey ‘ficialleh mated. If da mon dahs, den good riddance ta bad breedin’ an’ on ta da nex’ troll. Dis ‘splains wah so maneh dem Widahbahk trolls is woemons an’ alsah wah dose few dat is men is mostleh crazeh in da head.





Da Tradishunahl Dance ‘Neat da Waves

Dis ona da moe traditional rituahs for dose ‘oo lahk ta keep da olde weyz. Doe dis ritual coul’ be performed anywer wit deep enuf wata, dey sez i’s mos’ effective on da smood an’ fahn sans on da coast above Grom’Gol wer da ancestahs used ta live. Da woemon an’ mon troll dahve down ta da sea flow. Once der, each opens uh small clam (not ona dem gian’ ones down der) – if eda dem fahnd uh pearl in der clam den dey won da duel an da couple is mated wit da blessin’ uf da sea.

Onleh one couple in da books ah read eva foun’ two pearls – dat wuz Wuzabazin an’ Heratoki uh coupla hunnred years back – everehbahdeh sez dem doubleh blessed until dey swimmin’ back ta sho’ an’ Wuzabazin wuz pulled beneat da waves bah uh stran’ uh stranglekep der an’ Heratoki dahd trahin’ ta free ‘im. Ta dis day if ya look real close from da raht angle, joo kin still see da two dem stuck kissin' wit der las' bret uh air in da coral down der in da Vahl Reef.

Anywez, wer wuz ah? Oh, yeah. If needa dem trolls fahnd uh pearl (which is mos’ lahkley), den dey bot drop da wortless clams an’ da duel stahts raht der unda da sea. Dey don’ git ta use no poshuns or spells fer breedin’ unda wata (doe if dey successful, mebbe dey be breedin’ unda wata lata, eh?). If eeda dem drown unda da wata, den da union weren’ meant ta beh.









Duel of a Tousan’ Moons

Dis one da epic kinda rituah dat we don’ see too much uh dese days. It requahr some plannin’ an’ bot’ da trolls gotta beh prepared mennalleh an’ physicalleh. On uh naht wit uh full moon, bot da trolls meet on da toppa uh mountain dat is ona da talles’ in da lan’ dey in. Den da firs’ uh maneh duels begins. Wen ona dem trolls loses uh duel, den da victah gits ta tell da uda troll wut piece uh ahma dey gotta put away. Bot’ da trolls heal der woun's an' take uh swig uh da ceremoniahl mojo (or cherreh grog) an’ dey go at it agin. Dis continues wit da duels travellin’ all ‘roun’ da nearbah lan’ until ona two tings happens:

1) One dem trolls win fahve straight duels – if dis da case den da trolls ain’ balanced an’ dey ain’ raht fer each uda. Den ders usualleh some teahs an’ da two trolls go der own ways.

2) Ona dem trolls ain’ got no uda ahma ta put away. If dis ‘appen witout ona dem trolls winnin’ fahve duels in uh row, den da trolls is uh fair match an’ dey be good fer each uda, since dey balanced.

Dis kinda duelin’ is tough, but joo know wen joo seen da trolls dat mated unda da Tousan’ Moons, cuz dey in balance wit each uda.






Da Quick an’ Dirteh

Dis ain’ so much uh rituah, but it bin used troo tahm ‘immemoriah an’ it vereh populah wit da youngin’s now dayz. ‘Ere’s ow it works.

Da woemon troll sez ta da mon troll: “We gonna duel.”

Da mon troll ida shuts his gob an’ duels or ‘e runs lahk ‘ell. Onleh de dummes’ uf da mon trolls stan’ der an’ argues and dose dat do deserve ta beh cut down bah da woemon – keeps da dumness outta da trolleh breedin’ stock.

Bot da trolls duel until ona dem gives up. Den dey mate.

Dis mettid got da good an’ bad sahd. It easeh an’ quick – dats good. But it don’ got no cost ta it, so der ain’ no way ta determin’ weda each uf dah trolls is serious. Dis results in lotsa matin’s breakin’ up an’ lots more quick an’ dirteh duelin’. Course, mebbe das not so bad, so long as ya alwez win da duel.





The Loa

Most Trolls practice voodoo and follow the Loa, powerful spirits — not Gods — that are based upon the Loa/Lwa of Haitian Vodoun. They are not easy to please and demand offerings, sacrifice, and ritual in exchange for their favors. They often work in rather mysterious ways and occasionally not the way that’s expected.

The Loa are thought to be jealous, preferring their followers to only stick to one Loa at a time, though this is not always the case and each Troll’s situation may be different. The closeness of a Troll to their Loa is also something to be dealt with on a case-by-case basis, as not all Trolls will be particularly attached, while some will be viciously so. This is an area that is flexible: perhaps your Troll feels the Loa are ignoring him because of things that have happened in his life, or perhaps she feels exceptionally blessed and wants to share that with everyone.





Loa’s:

- The Loa’s are plentiful, and the trolls are the favored creatures of the Makers.

- Too many forget the old ways, and while they revere the Loa’s, and thank them for their good will they have forgotten to fear their anger.

- The Loa’s are seldom silent, if one knows when to listen.

- For one to truly believe in the Loa’s, one must constantly be mindful of them. Lukou is there when you heal or rest, and she watches you. When in battle Shirvallah watches and listens, and from the stormcloud Shango sees your every move.

- But for the Loa’s to listen you need to sacrifice. You need to pay tribute. It can be blood, or pain, or death... But it's the sacrifice made, not what is sacrificed, that makes the power. It doesn't have to be blood. It can be effort, or time. Going to find a rare thing is often done, but the thing itself matters little. It's the quest that matters. The story walked.

- The Loa’s are forever. Sometimes they forget that what is years for us can be like the blink of an eye for them.






The Primal Gods

The Mighty Loa of the Jungle trolls. These Gods have the greatest strength in the Voodoo Pantheon. Tread carefully in their midst

We as players know a lot more about the primal gods of trolls than before, we know about the gods of the amani, the gurubashi (Or stranglethorn centered jungle trolls) and the ice trolls, mainly the drakkari. These gods seem to be either some kind of ancestor of the animal itself, or a god taking on the aspect of that animal. But there are many mysteries that still remain. Are some Primal Aspects simply the same god just appearing in different ways? What are these god's intentions, and what separates them from other divine beings likes the Old Gods or the Vanir? Why are there some races of trolls who do not seem to have Loa of their own?

"All trolls worship a pantheon of primal forces; a sacred animal represents each aspect of the pantheon."
- Dark Factions





Primal Forest Gods

The Primal Gods of the forest are encountered primarily in the raid event of Zul'Aman, where they are being used to empower four of Zul'Jin's warriors in order to fight the Alliance and the recently abandoned Horde. However, theses gods may not be partisan to the forest trolls, and may have been being held against their will like the Jungle gods of Zul'Gurub. In fact, these gods are apparently benevolent, as they help in the effort of the Zandali in Zul'Drak, perhaps in an attempt to save the Ice Gods from suffering the same fate they had. Ula'tek is a serpent goddess that is prevalent in the lore, speculated to be connected to the old gods. There is no given reason why Zul'Jin did not use her aspect in his war against the mortal invaders of Zul'Aman, perhaps it is because Ula'Tek is far more powerful, or perhaps because she is the same entity as Hethiss, the jungle goddess of snakes. Some speculate that she is an Old God herself, and the mother of Hakkar, but since the Old Gods have no affinity to any mortal creature, it is unlikely an Old God would align itself with serpents/snakes.






Primal Jungle Gods

With the exception of Shadra, the primal gods of the jungle are all represented on azeroth by their champions alone. The champions of the primal gods were all sent into the ancient city of Zul'Gurub in an attempt to defeat Hakkar, but they eventually all fell under his power.

Since Hakkar is not the aspect of an animal spirit, and since he is far more powerful than any of the other gods, it can be assumed that his influence is not limited to the jungle, or indeed the Gurubashi empire. Brann Bronzebeard believes he may be the spawn of an old god, or even an old god himself. The spider goddess Shadra appears as an aspect before her forest troll worshippers in Shadra'Alor, Hinterlands. This could support the theory that the primal gods are simply entities that can traverse Azeroth, and adopt aspects that their followers will relate to, that being the animals of the area.


Primal Ice Gods

The gods of the Drakkari have arguably been given the most attention, as they are involved in quests and instances throughout Zul'Drak. Sseratus, the serpent god was slain by his followers, who then drank his blood and gained power from it in order to defend their homelands, The Prophet of Sseratus even becoming a powerful snake being similiar to high priest venoxis. Also, Slad'Ran, a high priest in Gun'Drak seems to have benefited from Sseratus's power when the god was killed. The fact that these primal gods can be killed is interesting, unlike other gods, who are usually just 'defeated' or just have their physical form destroyed. Mam'toth was the Loa god of mammoths for the Drakkari, but when they turned against him and attempted to steal his power, probably in much the same way as Sseratus, he destroyed himself creating a massive crater, but his power is used by Moorabi in Gun'Drak.

Rhunok receives less attention, and asks to be killed so that his power may not be stolen by the Drakkari. He is one of many bear gods in the game, including Ursoc, Ursol and Nalorakk.
Har'Koa is an interesting Loa, as she is the only Loa describe as having a mate (Loque'Nahak) and even children (discounting the sons of Hakkar) and is the only one that survives the Drakkari ordeal, living on in Zim'Torga with the Zandali trolls.

Quetz'lun is equally interesting, she looks exactly the same as the blood god Hakkar, and she is similarly malicious. When the Drakkari attempted to kill her and drain her of her power, she ripped open a hole in reality, sending them tumbling with her into an underworld of her creation. Quetz'lun is arguably the most powerful of the Ice Gods, being the only one that did not fall under the hand of the drakkari, and the fact her altar is heavily guarded by powerful wind serpents and air revenants. This could lead to speculation that she is of the same race as Hakkar, even related to him in some way.

Finally Akali, the rhino god, who has been chained and drained by his followers in front of Gun'Drak. His power is being used by Gal'Darah in Gun'Drak to summon spirit rhino.
The fact that the deceased Loa's power is still prevalent in the bosses of Gun'Drak could suggest that the gods are spirits that cannot be destroyed, and have willingly given their power to the high prophets to exact revenge for their deaths.






Primal God Speculation
Sul and the desert gods


This is Antu'Sul, translated as Guardian of Sul. Who is Sul? Perhaps it is one of the sand troll's desert gods? Sul, the basilisk god? And then maybe there are others, the scorpion god, the hyena or roc god? The Basilisk in Zul'Farrak are named Sul'Ithuz, and referred to by Antu'Sul as the 'children of Sul'.
Sul may be a desert god, but according to the Tablet of Theka there are at least two more:

'Eraka no Kimbul

God of Tigers, Lord of beasts, King of Cats, the Prey's Doom

Ueetay no Mueh'zala

God of Death, Father of Sleep, Son of Time, the Night's Friend.'
The fact that Theka's (An undead sand troll) tablet mentions a god of tigers is interesting, as the closest tigers to Tanaris would be the ones inhabiting the Echo Isles. But it is never stated that Eraka is a tiger himself, and could just as well have been a troll hero that was canonised in the eyes of the Sand Trolls.

Mueh'Zala couldn't be more ambiguous. He seems to be skin to the 'shadow hunter loa' and shares the power of Samedi (Perhaps soon to be known in WoW as Bwon Samdi). Mueh'Zala being described as a 'son of time' is interesting given the proximity to the caverns of time, perhaps Mueh'Zala is the troll name for one of the bronze dragonflight, maybe one who adopted a troll form?






_____________________________________________________
A grain of sand leaves an invisible trace upon the face of a rock, a million grains of sand and thousands of years reduce a mountain to nothing. So shall every good deed count towards the Greater Good.


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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Tue Jul 31, 2012 12:17 am

List of Loa’s:

Shadra, the Spider
- Creator and Godess of Order, Shadra brings the laws of the universe to the mortal plane. She also brings death and misery. Hers is a bitter sweet song.

Shadra is an extremely powerful Loa. Tread carefully among spiders, for they hold her love, and wrath.

Hir'Eek, the Bat
- The Bat is the guardian of all the world's knowledge. Hir'eek is the protector of trolls and is unbiast towards a particular tribe.

Hir'eek is often revered by the Zandalari and aspiring mystics for the knowledge he guards. Please this god and the secrets of the universe are made clearer.

Hethiss, The Snake
- A Godess of battle, Hethiss is the favored god of the Darkspear and her animal, the snake is revered by our people.

She is known for her clever tricks and wile. Some may call her the Loa of dirty tricks, foul manuevers and murder, but she is a powerful and beautiful godess to those who woe her and pay respect.

Bethekk, The Panther
- The Panther god is the wise and patient guardian of those who practice voodoo. It was he who brought the mystical arts to the troll people and taught the first Witch Doctor.

Bethekk is to be praised with each spell and in each prayer, if only briefly.

Shirvallah, The Tiger
- God of honour, combat, valour and fair victory, Shirvallah is respected by warriors and has an almost cult like following among troll fighters.

Old warriors who worship this god are known to be voluntatily put to death by fighting a younger warrior. This is reasoned to be a more honorable death then succumbing to disease or old age.


Various Other Loa

Not as emphasised among the average troll communities as the Primal Loa, these Loa are none the less powerful and to be reverred. They are strong allies to the mystics and medicine men of our people. Do not underestimate their power.

Mueh'Zala, God of Death
- It is Mueh'Zala's job to bring the spirits of the dead into the Realm of Sam'Di

It is only by the beacon that is a troll's remains may Mueh'Zala find a spirit and usher it into the next world. If a body is completely destroyed Mueh'Zala can never find the spirit and the soul will be doomed to wander between the worlds for all time.

Legba, Loa of Speed
- Legba, the Loa of speed and travel is a pleasant god and is sometimes represented by the road.

Pray to Legba for a safe and quick journey, but remember to thank him when you are done, least you fall from his favor.





Ogoun, Loa of War
- This Loa is the god of all battle. He gives his mystics dark magicks of destruction and fury. Warfare, both holy and senseless is his. He can be both just and cruel. Remember that always.

Ogoun is said to have invented the bow and arrow, as well as the throwing axe.

Dambala, Loa of Trickery
- Often mistaken for Hethiss, Dambala is also a Loa represented by serpants. He is a god of betrayers and tricksters. However, unlike Hethiss he is not a Loa of battle and does his best to avoid it.

Dambala is often reverred for his cunning by priests and other mystics.

Sam'di, Loa of the Restful Dead
- it is Sam'di who is king of the Afterlife. Not even the strongest of shaman pretend to know the ins and outs of his domain. The Land of the dead is a mystery to those not of it.

Also, Sam'di is the guardian of graveyards who punishes graverobbers. He can be represented by the Graveyard.

Shango, Loa of storms
- Shango is a very powerful god. He is king of the realm of storms and his weapons are lightning and thunder.

His fury is majestic and frightening. A god of chaos and beauty reverred by all shaman.

Zanza of the Zandalari
- Zanza is the protector of our ancestors and the mother tribe from which we all come, The Zandalar.

He is a restless Loa of origins and is honored by few other than the Zandalar tribe.







Lokou, Loa of Healing
- Lokou is the compassionate godess of healing and respite. It is she that has the most love for mortals and gives the trolls their abilities of regeneration.

Lokou is kind above all else and can be represented through ones

Ad'jaso
Ad'jaso is known for her bad sense of humour and the tricks she plays on people. She lives in trees growing near springs and is very fond of drinking.
Domain: She is the guardian of spring water, she keeps it fresh and clean.
Symbols: Her colour is pale blue. Her symbol is a water drop.
Family: She is the wife of Obatala and the mother of Sey'en

Adya'to
Domain: He is the loa of drumming.
Symbols: He takes the form of a brown skinned troll with deep red hair. His symbol is a drum and his colour dark brown.
Family:

Agassu
He is a water god and sacrifices are made to him when one is in need of money.
Domain: He is the loa of wealth and prosperity.
Symbols: His colours are brown or gold. He takes the shape of a crab.
Family: Agassu is the son of Beth'ekk and a troll woman.

Agau
Agau is a violent god, that is summoned by Sogbo and Bade working together.
Domain: He is the god of earthquakes and lightning.
Symbols: He takes the form of a blue skinned troll with greyish blue hair. His symbol is a grey square.
Family: Bade and Sogbo are his brothers and Shango his father.






Agweh
Sacrifices to Agwe are put on a small raft and sent into parts of the sea where Agwe is belived to reside. If the raft sinks in the waves, it means he accepted the sacrifice. If it floats ashore, he refused the sacrifice and something else must be thought of.
Domain: He is the loa of the sea. He rules over fish and aquatic plants and is the protector of those who sail on the sea.
Symbols: Either a painted image of a boat or a small metal fish. His colours are white and blue. He takes the form of a deep blue haired troll with green eyes. He takes the shape of an alligator.
Family: His wife is Sey'en.

Akali
Akali is known to possess his worshippers in battle, granting them supernatural strength and speed for as long as he is with them. His power can turn a battle, but his recklessness and disregard for his followers might leave them broken and weak as he leaves.
Domain: He is the loa of berserkers.
Symbols: He takes the form of a rhino.
Family:

Akil'zon
Domain: A loa of the skies, with the ability to harness wind and lightning, and command the birds.
Symbols: He takes the form of an eagle.
Family:

An'boa
He lives in the deep, wild forest and doesn't like to be seen.
Domain: He is the protector of wildlife.
Symbols: His symbol is a green leaf. He is said to take the form of any forest animal and never that of a troll, but his voice can whisper in the tree tops.
Family:

Ayao
A minor goddess. She is a fierce warrior who lives in the forest.
Domain: She is the goddess of ambushes and traps.
Symbols: Her colours are brown and green.
Family:

Ayizan
One of the oldest loa, the mother of many children whom she cares for greatly. Her followers are often referred to her children. She will punish adults who take advantage of the young, the rich of the poor, the strong of the weak and the husband of the wife.
Domain: She is the loa of marketplaces and commerce. She is also said to be able to purify places and exorcise malevolent spirits.
Symbols: Her symbol is the palm frond. Her colours are gold and yellow. She takes the form of a crab.
Family: She is the wife of Legba.




_____________________________________________________
A grain of sand leaves an invisible trace upon the face of a rock, a million grains of sand and thousands of years reduce a mountain to nothing. So shall every good deed count towards the Greater Good.


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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Tue Jul 31, 2012 12:20 am


Ayida
"The rainbow serpent"
She is a mother figure, submissive and delicate.
Domain: She is a loa of fertility.
Symbols: Her symbol is the rainbow. She takes the form of a white snake.
Family: She is the wife of Dambala, the daughter of Begite and Sam'di. She is the sister of Shadra and Obatala.

Bade
Domain: He is the god of the stormwind.
Symbols: He takes the form of a thin, pale blue troll with white hair. His symbol is a spiral.
Family: His brother is Agau, his twin Sogbo and his father Shango.

Ba'ulu
A terrible loa that once swallowed the sun, only barely stopped by <other loa>. He was chained with magical chains that he now has to drag behind him wherever he goes. He is said to live in the deep woods and offerings are left to him to keep him there.
Domain: He is the god of betrayal and vengeance.
Symbols: His symbol is a skull and bones. He takes the form of a pale troll laden with rusty chains.
Family:

Bed'ess
Domain: She is a loa of the sky and clouds.
Symbols: Her symbol is a rounded cloud. Her colours are pale blue and white.
Family:

Begite
Together with Sam'di she is the very last resort to turn to and plea for a cure for those dying from an illness.
Domain: She is the goddess of poetry, smithcraft and healing.
Symbols: She turns into a black rooster. She takes the form of a yellow haired troll with green eyes. Her colours are black and grey.
Family: She is the wife of Sam'di and mother of Aiyda and Obatala.

Beth'ekk
The Hunter of the Dusk and Dawn
She is known to be wise and patient, one of the most learned of the gods. She is a magician and it is said that she listens to every word said by those teaching the voodoo and those learning it.
Domain: She watches over spellcasters and magic.
Symbols: She takes the shape of a male panther. She takes the form of a purple skinned troll woman with dark blue hair, her clothing and hairstyle are elaborate.
Family: Agassu is her son.

Boli'shah
Boli'Shah is one of the minor loa.
Domain: He is the guardian of families.
Symbols: His colour is purple and his symbol a candle.
Family:

Brise
Though he can appear menacing, he is in fact a gentle soul and fond of children. He is a strong and demanding protector.
Domain: He is the loa of the hills and the woods.
Symbols: He takes the form of a huge, dark skinned troll. He takes the shape of an owl.
Family:




Cle'il
Domain: She who causes and prevents floods.
Symbols: Her colour is deep blue. She takes the form of a blue haired troll in a simple brown dress, always dripping wet and with seaweed stuck in her hair and clothes.
Family:

Dambala
He is a sneaky trickster god, but can also be a benevolent and loving father figure. He can grant both wisdom and riches, but never communicates in clear messages to his followers. He is one of the oldest loa.
Domain: He is a loa of visions and prophecy, as well as lies and trickery.
Symbols: He takes the shape of a black serpent.
Family: Ayida is his wife.

Deni'kuz
A playful, young loa. She is a swift, ferocious hunter. Prayers to her are made in thank of killed prey. Sge accepts the meat of raptors as sacrifice.
Domain: She is the loa of teamwork and hunting.
Symbol: She takes the shape of a large raptor.
Family:

Din'sin
A loa feared for his temper and cruelty. He is greedy and demands great sacrifices.
Domain: He is a loa of political power and influence.
Symbols: He is depicted as a tall troll, carrying a whip.
Family:

Erzulie
She was originally a sea spirit and allways carries with her the scent of fresh air and water.
Domain: She is the protector of temples and spellcasting. She also protects abused women.
Symbols: She takes the form of a scarred woman with a child on her arm and a knife in her other hand.
Family: She is the wife of Ogoun.

Eshu
A child loa who plays tricks on people with the purpose of teaching them and help them mature. He is a difficult teacher, but a good one.
Domain: He is a loa of chaos and trickery. He can also be the one bringing punishment to those who perform bad deeds and offend the gods.
Symbols: His colours are white and black. He takes the shape of a white sheep. He takes the form of a troll boy with golden hair and tribal tattoos.
Family:

Ezili
The Queen of the Moon.
She holds tremendous power and is as much feared as loved.She grants dreams and creativity to her followers. She is the most feminine goddess and is fond of music and dancing. She flirts with other gods, Agweh, Ogoun and Zaka in particular, but is always faithful to her husband.
Domain: She is a goddess of health, beauty and fortune, as well as one of jealousy, vengeance and discord. She is also the loa of ideality, dreams, hopes and aspirations.
Symbols: Her symbol is the waxing moon. Her colours are red and blue. She takes the form of a pale skinned woman with white hair, dressed in beautiful clothing and jewelry.
Family: She is the second wife of Legba.

Halazzi
Domain: A loa of agility
Symbols: He turns into a lynx.
Family:



Hakkar
The Soulflayer
Hakkar is a powerful loa, vengeful and angry. Some times he is called called the Faceless One and he is often referred to as the Blood God. Some believe he is not a loa but one of the Old Gods. He is vile and bloodthirsty, demanding blood sacrifices of his followers, but capable of granting them dark powers.
Domain: He can grant both great magical power as well as physical strength to his followers, and call down doom and destruction on their enemies.
Symbols: He takes the shape of a wind serpent. His colours are red and turqouise.
Family: Brother of Queltz'lun, son of Ula-tek.

Har'koa
Domain: She has the power to cleanse corrupted or tainted spirits.
Symbols: Har'koa takes the form of a snow leopoard. Her colours are white and turqouise.
Family: The wife of the lesser spirit Loque'nahak

Hethiss
She is a merciless and cunning loa.
Domain: She is a goddess of war, representing it's darker side. She is a goddess of dirty tricks, foul manoeuvres and outright murder.
Symbols: She takes the form of a red serpent.
Family:

Hir'eek
The Guardian of the Night. She is a wise and fearsome loa, known for her great knowledge.
Domain: She is the protector of troll tribes.
Symbols: She takes the form of a bat. Her colour is indigo.
Family:

Ib'lele
He is independent and hateful, proud of himself and ambitious. He doesn't like to associate with the other loa and stays to himself.
Domain: He is the loa of individualism, protector of exiles and outcasts as well as those who stand up for controversial opinions.
Symbols: He takes the form of a short troll with short cut, green hair and leather armour.
Family:

Jan'alai
Domain: A loa of fire
Symbols: He takes the shape of the dragonhawk. His colours are gold and orange.
Family:

Kalfu
He is a respected loa, but not much liked. He is dangerous and violent, but can be placated with the right sacrifices. He understands how the minds of mortals work and can help people with their problems. He is known to turn people into animals, or take control of their minds.
Domain: The controller of crossroads alongside Legba. He controls the evil forces of the spirit world and the malevolent spirits of the night. He allows bad luck, deliberate destruction, misfortune and injustice. He has power over dark voodoo and the creation of charms.
Symbols: His symbol is the full moon. His colour is red. He takes the form of a young, tall and muscular with doctor.
Family:


_____________________________________________________
A grain of sand leaves an invisible trace upon the face of a rock, a million grains of sand and thousands of years reduce a mountain to nothing. So shall every good deed count towards the Greater Good.


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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Tue Jul 31, 2012 12:23 am





Kimbul
God of Tigers, Lord of Beasts, King of Cats, the Prey's Doom.
Kimbul is an unpredictable god. He grants luck and protection to his followers, but one never knows when he might respond or not. Once he does respond, one might get more than asked for, for good or for bad.
Domain: Protector of hunters and wanderers, granter of good fortune and luck.
Symbols: He takes the form of a tiger. His colour is orange.
Family:

Legba
He is the one to let spirits into the world of the living, and carries messages between gods and mortal. He is among the oldest loa and the creator of life.
He is always called upon in rituals, to open the gates to the spirit realm and let the other loa through. Anyone who offends him will find themselves unable to address their loa and deprived of their protection. If he is pleased and grants wishes, he can grant immense power to his follower.
He is polite and caring and a much loved loa.
Domain: He controls the crossroads alongside Kalfu. He is the loa of the sun, daylight and all things positive. He controls the gates between the world of the living and the world of the spirits. Where Kalfu controls dark voodoo, Legba controlls all other voodoo. He is the protector of both homes and travels.
Symbols: His symbol is the sun. He takes the form of a lion. He takes the form of a small, crooked, lovable old man, dressed in wispy garb and traveling alone down the roads. His colours are yellow and green.
Family: He is the husband of Aiyzan and Ezili. He is the son of Oshun.

Lukou
She is known for her intolerance of injustice and is often called upon to end conflicts.
She can take the form of a tree and the wind blowing through the leaves will bring peace and calm to anyone resting beneath it. Offerings to her are put in straw bags and hanged from trees where she is believed to have been.
She has extensive knowledge about medical herbs and is called upon to heal the sick. She is the one who granted trolls their regenerative powers.
Domain: She is a goddess of healing, sanctuaries and vegetation.
Symbols: Her symbol is the butterfly. She takes the form of a lizard. Her colours are pale purple and green.
Family: She is the sister of Shango, Ogoun and Olokun.

Mam'toth
Mam'toth is old and wise, the ancient patriarch that watches over his flock. He can see the souls of mortals and tell the good from the bad. He is forgiving, patient and slow to anger. Once angered though, his wrath and punishments tend to be violent and excessive.
Domain: A protector of family and tribe, granter of wisdom in difficult choices.
Symbols: He takes the form of a mammoth.
Family:

Manetwa
A dreaded evil loa, sworn servant of evil and very rarely worshipped.
Ceremonies for her are held by a huge fire and one of the sacrifices to her is to throw salt into the fire.
She grants impressive powers to her worshippers, but tries to manipulate them into performing hideous crimes, and once it is done tries to make them cast themselves into a fire for her.
Domain: She grants supernatural powers and temporary immortality to her followers.
Symbols: Her colours are blood red and black. She takes the form of a screeching owl. She takes the form of a skeletal looking scary troll.
Family:








Mueh'zala
The Harbinger, God of Death, Father of Sleep, Son of Time, the Night's Friend.
Mueh'zala is the Loa that fetches the dead and takes their souls to the domains of Sam'di. Some days Mueh'zala is a hunter; like the great cats, he only kills the sick and the old, culling the flock. Other days, he is like a farmer, and gathers fallen fruit only.
Domain: The loa of the dead, the collector of souls.
Symbols: His colours are grey and purple.
Family: He is the husband of Shadra.

Nalorakk
Domain: He represents brutal, primal strength.
Symbols: He takes the shape of a bear
Family:

Obatala
Domain: The loa of the sky. Protector of unborn children, and the one responsible for birth defects.
Symbols: He takes the form of a troll dressed entirely in white.
Family: The father of Sey'en and husband of Ad'jaso. He is the son of Sam'di and Begite. He is the brother of Shadra and Ayida.

Oblamin
Oblamin is a violent loa, most often called upon in times of war. He protects his followers when they travel at night. He can lend great aid, but is not very reliable and does not always come to help his followers.
Domain: He is a loa of melee battle.
Symbols: As a troll he has three horns, symbolising strength, wildness and violence.
Family:

Ogoun
He was once a loa of blacksmithing, but picked up arms and became a warrior. He is mighty, powerful and triumphant. He gives strength through his followers through prophecies and magical blessings. Some times he can be convinced to interpret the cryptic messages of his brother Dambala.
It is said that with the right sacrifices, he can make is follower immune to arrows and weapon wounds. His followers are great drinkers, but alcohol has no effect on them.
Domain: He is the loa of fire. He controls magical battles as well as political ones.
Symbols: His symbol is a piece of iron. He takes the form of a red bull. He takes the form of a warrior dressed in red, with a sword in his hand and often smoking.
Family: His mother is Sey'en, he is the brother of Shango, Olokun and Lukou. His wifes are Erzulie and Oshun and Simbi is his son.

Olokun
Residing at the bottom of the sea, ey is the personification of patience, observation and wisdom. Ey knows all that is worth knowing and all that can be learned. Olokun is either male or female, or neither.
Messages from Olokun come in dreams when sleeping by the sea, or through visions in the clouds.
Domain: The loa of all wisdom and knowledge.
Symbols: Eir symbol is a figure sitting cross legged, the body smooth and the face featureless.
Family: He is the brother of Ogoun, Shango and Lukou.

Oshun
She is a benificient, generous and very kind loa. It is hard to anger her, but once it happens she has a horrific temper. She is known to be quick to answer prayers, and always listens to her followers.
Domain: She is a goddess of love, maternity, marriage and harmony.
Symbols: Her colours are yellow and metal brass.
Family: She is the wife of Ogoun and the mother of Legba.






Oya
She is a warrior goddess. Tornadoes are said to be from her whirling skirts when she dances. She is said to be Shango's favourite wife and he was the one who gave her power over lightning. She has been called 'the one who puts on pants to go to war', being a goddess who willingly acts very masculine.
Domain: She is a loa of lightning, fire and magic, and also one of destruction and change.
Symbols: She takes the form of a kodo.
Family: She is the wife of Shango and the sister of Ayao.

Quetz'lun
Lesser known than her brother, but not for lack of power, Quetz'lun shares her brothers cruelty and bloodthirst. She controls her followers, often possessing their minds entirely or partially to make them do her bidding. Any gift recieved from Quetz'lun comes with a very high price. She siphons power from anger and pain, both that of her followers and their enemies.
Domain: She can grant borth magical power as well as physical strength to her followers, but unless careful they might find themselves in her servitude forever to try to pay for their gifts.
Symbols: She takes the form of a wind serpent.
Family: Sister of Hakkar and daughter of Ula-tek.

Rhunok
Rhunok is at peace, forever meditating and contemplating the bonds that bind all the spirits of mortals and gods together to form the world. He is a benevolent god, granting insights to his followers and giving them the strength to follow their intuition and instincts to find the right answers.
Domain: He is a loa of meditation and reflection, a guide through difficult choices.
Symbols: He takes the form of an arctic bear.
Family:

Sam'di
The lesser spirits fear and avoid Sam'di. He is the one who gives power to spells that kill, and anyone killed by his power is under his control once they reach the spirit realm. The undead are an abomination unto his name and his followers go to great lengths to wipe them out. Anyone wishing to communicate with the spirits of the dead must first ask him permission. He does not want to see children die, as they need and deserve a full life. He is the one to turn to when seeking help for a sick child. Being the lord of death, he is also the last resort in prayers for healing, since he can choose not to accept the sick person into the realm of the dead and thus allow him to recover.
Domain: Is the loa of death and the ruler of the realm of the dead. He is the guardian of graveyards and the restful sleep of the dead. He is also a protector of children.
Symbols: His colours are deep purple and gold.
Family: He is the husband of Begite. He is said to be the father of all other loa.

Sev'anu
A malevolent, fierce and strong loa. He can give great strength, but demands only people as sacrifices
Domain: It is said that his followers have the ability to make any lie seem believable and are great manipulators, as well as masters of dark voodoo.
Symbols: His symbol is a sacrificial dagger and a skull.
Family:

Sey'en
The Queen of the Ocean. Sacrifices to her are performed much like those to Agweh, but the objects on the raft differ. Those who win her favour usually end up lucky and wealthy.
Domain: She is the goddess of sea and rivers, and a protector of shipwreck survivors. She is a protector of women, pregnant ones in particular.
Symbols: Her colours are pale blue and coral. She takes the form of the most beautiful woman imaginable, with light blue skin and unnaturally long black hair. She is only some times dressed, but often carries a large snake wrapped around her upper body.
Family: She is the daughter of Obatala and Ad'jaso, the wife of Agweh and the mother of Olokun, Ogoun, Shango and Lukou.

Shadra
God of Spiders, Mother of Venom, Silk Dancer, Death's Love. She is also known as the Venom Queen and the Heart Weaver.
Domain: She is a goddess of creation and order, as well as a bringer of death and misery.
Symbols: She take the form of a spider.
Family: She is the wife of Mueh'zala. She is the sister of Obatala and Ayida. She is the daughter of Begite and Sam'di.

Shango
Some call him the Loa of chaos, and thunder. Others name him the Loa of Fire, Storms and Lightning. He rides clouds and conjures storms upon the unfaithful. It is said that from his stormcloud Shango sees each troll's every move. Shango is the brother of Lukou who he protects fiercely. In this role he is sometimes called the Raging Brother.
Domain: He is the storm god, lord of lightning, thunder, chaos and mayhem.
Symbols: His colours are deep blue and silver. He takes the form of a troll with blue hair and lightning in his eyes, the air around him crackling with static electricity.
Family: He is the brother of Lukou, Ogoun and Olokun. The father of Agau, Sogbo and Bade. He is the husband of Oya.





Shirvallah
He is both honourable and strong and a great warrior. When trolls are in battle Shirvallah watches and listens.
Domain: He is a god of war and honourable battle. He is a guardian of the troll tribes. He is the patron of Hunters, Warriors, Rogues, and Royalty.
Symbols: He takes the form of a tiger.
Family:

Simbi
He can be cruel. He is either very kind to the followers that have won his favour, or turns his back completely to those who haven't. He lives in springs and rivers. He is known to kidnap children who go to fetch water and make them work for him under the water for a few years, granting them magical powers and second sight when he returns them. He has the power to cure supernatural illnesses.
Domain: The guardian of fountains, wells and springs.
Symbols:
Family: He is Ogoun's son.

Sogbo
Domain: The god of lightning.
Symbols: He takes the form of a thin, pale blue troll with white hair. His symbol is a lightning bolt.
Family: The twin of Bade and the brother of Agau.

Sou'annan
He is known for his thirst for blood.
Domain: The lord of diseases and plagues, both granter and protector from.
Symbols: He takes the form of a hideously ugly loa, covered in sores
Family:

Sseratus
Sseratus is a good of change and transformation. Peculiar is also that he is one said to grant rebirth to chosen spirits, a chance at a second life, rather than the eternal rest of the afterlife. Wether this is a great gift and honour or a cruel punishment is unclear. Few are those considering that aspect of the god, even fewer ask for it.
Domain: He is a loa of natural change and transformation, as well as one of rebirth.
Symbols: He takes the form of a serpent
Family:

Ula-tek
A very ancient goddess that is worshipped in the Amani empire the same way Hakkar was in the Gurubashi empire.
Domain: Similarily to Hakkar, she grants both physical and magical power to her followers, as well as bring misfortune to their enemies.
Symbols: She takes the shape of a serpent.
Family: She is the mother of Hakkar.

Zaka
A young and playful loa.
Domain: He is the loa of agriculture, protector of both fields and farmers.
Symbols: He takes the form of a yellow haired troll with a straw hat and a pipe in his mouth.
Family:

Zandor
A violent and passionate loa.
Domain: The protector of those who use black magic.
Symbols: He takes the form of a short, stocky troll with only one foot.
Family:

Zanza
He is sometimes called Zanza the Restless. He is worshiped through ceremonies with drumming and dancing.
Domain: The protector of the Zandalar Tribe. He guards the Zandalar island and was once the protector of all trollkind and their lands. He is a god of light and balance.
Symbols: He takes the form of a ghostly, bald, brown skinned troll.
Family:

Zim'Abwa
Domain: A god of melee battle
Symbols: He takes the form of a viciously grinning warrior.
Family:

Zim'Rhuk
A peaceful god of wisdom. He does not approve of violence and killing.
Domain: The god of peace and alliances.
Symbols: His symbol is a two blue flowers and a bud.
Family:

Zim'Torga
The Mother of Prosperity. She cares greatly for her followers and under her guidance they are sure to grow and learn and reach their full potential in life.
Domain: The loa of prosperity through knowledge and skill.
Symbols: Her symbol is a bowl of water, or a well.
Family:




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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Tue Jul 31, 2012 12:27 am

Long History Version

- History 1: Early Troll Civilization
- History 2: The Trolls and the Horde
- Trivia: Are Trolls Related to Night Elves?
- Troll Category: Forest Trolls
- Troll Tribes: Forest Troll Tribes
- Troll Category: Jungle Trolls
- Troll Tribes: Jungle Troll Tribes
- Troll Category: Ice Trolls
- Troll Tribes: Ice Troll Tribes
- Troll Category: Sand Trolls
- Troll Tribes: Sand Troll Tribes
- Troll Category: Other Tribes








28. History 1: Early Troll Civilization

The Rise of Troll Civilization


The earliest known trolls belonged to the Zandalar tribe, from which all other trolls are descended. On the whole, the Zandalari valued knowledge above all else, but a significant portion of the tribe hungered for conquest instead. These disaffected trolls eventually departed to form tribes of their own. As time went on, what remained of the Zandalar tribe came to be regarded as an overarching priest caste for all trolls. The Zandalari worked tirelessly to record and preserve troll history and traditions, and these wise trolls acted to further the goals of troll society as a whole. Greatly respected by all other trolls, the Zandalari nevertheless remained apart from the day-to-day politics of their people.

About 16,000 years ago, trolls lorded over much of ancient Kalimdor, which was the only continent on Azeroth at the time. Out of the tribes that had split off from the Zandalari, two troll empires had emerged: the Gurubashi empire of the southeastern jungles and the Amani empire of the middle forestlands.

Several smaller troll tribes were also driven out of civilized lands and into the far north, where they settled in the region that would later be known as Northrend. These tribes founded a small nation known as Zul'Drak, but this kingdom never achieved the size or prosperity of the southern empires.

The Gurubashi and Amani empires had little love for one another, but their conflict rarely escalated into war. At the time, their greatest common enemy was a third empire: the civilization of Azj'Aqir. The aqir were intelligent insectoids who ruled the lands of the far west. These clever insectoids were greatly expansionistic and incredibly evil. The aqir were obsessed with eradicating all non-insect life from the fields of Kalimdor.

The trolls fought the aqir for thousands of years, but never succeeded in winning a true victory. Eventually, due to the trolls' persistence, the aqiri kingdom split in half. Its citizens fled to separate colonies in the far northern and southern regions of the continent. Two aqiri city-states emerged: Azjol-Nerub in the northern wastes, and Ahn'Qiraj in the southern desert. Although the trolls suspected that there were other aqiri colonies beneath Kalimdor, their existence was never verified.

With the insectoids driven into exile, the two troll empires returned to business as usual. Neither civilization expanded much farther than its original boundaries.



Newer Foes: The Kaldorei

The night elves developed along the shores of the Well of Eternity, and so they were strengthened by its energies. Despite the trolls' attempts to keep this new race from claiming further territories, the night elves built up a mighty empire that expanded rapidly across Kalimdor. Wielding fierce magics never before imagined by the trolls, the night elves soon threatened the two greatest empires in the world.

The night elves systematically dismantled the trolls' defenses and supply chains. Unable to counter the elves' destructive magics, the trolls buckled under the onslaught. The territories of the Gurubashi and Amani empires fragmented within only a few years, and the night elves' shockingly quick victory incurred the trolls' eternal hatred.

Eventually the night elves were burned by the arcane fires they had sought to control: the elves' reckless use of magic lured the Burning Legion to the world of Azeroth. The demons crushed much of the night elves' civilization. There are no records to indicate that the Legion attacked either troll civilization, but it is likely that battles took place across the breadth of the continent.

At the end of this terrible conflict, known today as the War of the Ancients, the Well of Eternity imploded. The resulting shockwave shattered ancient Kalimdor into several landmasses and drove the center of the continent far beneath the sea. Large tracts of land that once belonged to the Amani and Gurubashi empires still exist in the present-day lands of Quel'Thalas and Stranglethorn, respectively.







A Savage God

The long centuries following the Great Sundering were difficult ones for the troll race. The dauntless trolls rebuilt their ravaged cities and set about reclaiming some of their former power. Even so, famine and terror became commonplace within the broken kingdoms. The jungle trolls, driven to desperate ends, sought aid from ancient mystical forces. Both troll empires shared a central belief in a great pantheon of primitive gods, but the Gurubashi empire alone would fall under the sway of the darkest one.

Hakkar the Soulflayer answered the jungle trolls' plea. Hakkar gave the trolls his secrets of blood and helped them extend their civilization across most of Stranglethorn Vale and certain islands in the South Seas. He brought the jungle trolls great power, but in return the bloodthirsty god required that souls be sacrificed to him.

His demands quickly escalated, and he grew impatient with his loyal priests, the Hakkari. He told them to find a way to summon him physically into the world, so that he might directly drain the blood of his victims. So vast was his hunger that he dreamed of devouring the lives of all mortal creatures. Most of the Hakkari had already begun to guess at his insatiable appetite, and they were horrified at the prospect of the damage he might wreak and the power he might gain if given the ability to feed unchecked. Nonetheless, the Atal'ai, a small extremist faction of the Hakkari, decided to do as Hakkar wished.


_____________________________________________________
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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Tue Jul 31, 2012 12:31 am



Civil War Among the Jungle Trolls

Before the Atal'ai could complete the summoning, the other jungle trolls, including the Hakkari, rose up in open revolt against the cruel god. Even the Zandalar tribe was drawn into the conflict, for they saw that Hakkar presented a deadly threat to the entire world. The magics that were unleashed laid waste to Zul'Gurub, but just as the battle seemed most hopeless, the trolls succeeded in destroying Hakkar's avatar. Driven from the jungles, the Atal'ai were hunted nearly to extinction. Only a small group of Atal'ai escaped into the Swamp of Sorrows, where they secretly built a great temple to their god: the Temple of Atal'Hakkar.

Having helped fight the fanatical Atal'ai, the Hakkari hoped their role in carrying out sacrifices for Hakkar would go unpunished. They soon discovered otherwise. Once the more immediate threat of the Atal'ai had been eliminated, the jungle trolls turned on the Hakkari as well. Many former priests were tortured and executed in grisly public spectacles. Others were torn apart in mob violence. The luckiest Hakkari were simply stripped of all their possessions and forcibly ejected from Zul'Gurub. They were warned not to return on pain of death.

Bitter and desperate, the surviving Hakkari reached a terrible decision. They tracked down their former enemies, the Atal'ai, and offered to help them summon Hakkar into the world. Pleased by the suffering that the Hakkari had clearly undergone, the Atal'ai were convinced of the Hakkari's change of heart, and accordingly welcomed them into the temple. The Atal'ai and Hakkari continued to do their god's work there, preparing for his arrival into the physical world. The green Dragon Aspect, Ysera the Dreamer, soon learned of the evil priests' plans and smashed the temple beneath the marshes. To this day, the temple's ruins are guarded by mighty green dragons.

The remnants of the Gurubashi empire went their separate ways, claiming territories in the vast jungles of Stranglethorn Vale. These scattered tribes began fighting one another, and at length the Darkspear tribe, which was smaller than most of the other tribes, was driven off the continent altogether and took to the ocean. Hoping to avoid further conflict, they settled on a remote desert island.

A fragile peace settled over the broken empire. Nevertheless, trolls spoke of a prophecy that Hakkar would one day be reborn into the world, and on that day, he would consume it whole.






Defeat of the Amani Empire

The War of the Ancients and the Sundering both came about because the night elves had abused arcane magic. Still, the highest caste of night elves, the Highborne, refused to relinquish arcane magic. As a result, they were exiled from Kalimdor, and they sailed across the sea and landed in Lordaeron. These exiles renamed themselves the high elves.

As they pressed further inland, the high elves developed a blood feud with the forest trolls, who controlled most of the northern reaches of Lordaeron. Finally the weary elves reached a forested region that reminded them of their distant homeland in Kalimdor. Driving out the resident trolls, the high elves established the kingdom of Quel'Thalas.

Elven magi crafted monolithic Runestones along the borders of Quel'Thalas. These massive stones powered a magical shield intended to mask the elves' magic from extra-dimensional threats and protect the land from invasion. The Runestones also frightened away the superstitious trolls for a time.

The hard-won peace of Quel'Thalas endured for roughly four thousand years, at which point the forest trolls gathered together and staged a vicious campaign to destroy the elven intruders forever. The high elves were hopelessly outnumbered. King Anasterian Sunstrider of Quel'Thalas desperately sought allies to aid him in the war, and so it came to pass that the king struck a partnership with the human nation of Arathor.

The elves taught a small number of humans how to wield magic. With these new magi and the armies of Arathor, the high elves succeeded in destroying the trolls' power base. The Amani empire would never fully recover from its defeat.







History 2: The Trolls and the Horde

Forest Trolls and the First Horde

Early in the Second War, the isolationist elves took little interest in the war's progress and provided only token support to the Alliance of Lordaeron. Then Warchief Orgrim Doomhammer offered the forest trolls a place in the Horde. If the trolls accepted, Doomhammer promised that the Horde would vanquish the high elves and assist the forest trolls in reestablishing the Amani empire.

The forest trolls' leader, Zul'jin, declined the tempting offer at first. As a famous hero of the Amani tribe, he had accomplished an amazing feat by uniting all forest trolls under his rule. Still, the forest trolls were primarily interested in fighting the high elves, and Zul'jin was skeptical about the Horde's plans. A short while later, human soldiers captured a war party led by Zul'jin. When the Horde rescued the trolls, Zul'jin changed his mind and agreed to an alliance with the Horde. A few tribes of forest trolls joined their new allies on the battlefield. Shortly thereafter, the Horde burned down the borderlands of Quel’Thalas and slaughtered many high elf civilians. Furious at this wanton destruction of life, the elves subsequently committed all their resources to the war.

By the time the Horde was driven back, however, the orcs and their allies had already achieved their true goal: to steal and desecrate many of the Runestones that powered the elves’ defensive shield. The warlock Gul’dan then used the pilfered stones to power his devious Altars of Storms.

Nevertheless, the Alliance ultimately won the Second War, and after a number of additional battles, most of the vanquished orcs on Azeroth were rounded up and placed in internment camps. In the war's disastrous aftermath, many forest trolls were furious at the Horde's failure to carry out its promise and deserted their former orc allies without a moment's hesitation. Today only one tribe of forest trolls--the Revantusk tribe--is loosely affiliated with the Horde, much as the Wildhammer clan of dwarves is associated with, and yet not a member of, the Alliance.

Although the Second War ended some years ago, the Dragonmaw and Blackrock orc clans and their allies--among them two tribes of forest trolls--have not given up trying to defeat humanity. Referred to as the Dark Horde by outsiders, this group is led by the orc Rend Blackhand, who has named himself warchief. A force of approximately five thousand strong, the Dark Horde regards itself as the true Horde, and believes that Thrall and his followers are foolish weaklings. Rend's forces reside in Blackrock Spire, and they have allied themselves with the black dragonflight.







Rebuilding the Horde

Before the Third War broke out, the courageous orc Thrall escaped his enslavement and began assembling a new Horde. This Horde would make no pacts with demons, nor would Thrall and his orcs seek further conflict with humans. Instead, at the urging of a prophet, Thrall led the revitalized Horde over the sea to Kalimdor.

The voyage grew perilous when a violent storm appeared and inflicted heavy damage on the orc fleet. Fearing that the ships would not reach Kalimdor intact, Thrall ordered the Horde to seek shelter in the cove of a nearby island. The elderly leader of the Darkspear trolls, Sen'jin, greeted the orc newcomers and warned them that a group of humans had established an outpost on the island.

Unfortunately the humans were not the only threat on the island. A group of murlocs captured Sen'jin, Thrall, and several other orcs and trolls. Thrall fought his way out of his prison cell and freed a number of other captives, but by the time he reached Sen'jin's cell, the wise old troll was missing. The murlocs had taken him away in order to sacrifice him to a mysterious sea witch.

Despite Thrall's best efforts, a murloc sorcerer succeeded in carrying out the sacrifice. Mortally wounded, Sen'jin revealed that he had seen a vision in which Thrall would lead the Darkspears from the island.

The sea witch was furious at the slaughter of her minions and the defilement of her sanctuary. She summoned powerful waves to batter the island. Regardless, Thrall and his forces managed to defeat further murloc attackers, repair the damaged fleet, and retrieve a number of troll survivors.

In Sen’jin's honor, Thrall offered the Darkspears a place in the Horde and sanctuary in the kingdom he planned to establish in Kalimdor. Vol’jin, the son of Sen’jin, took control of the Darkspear tribe and accepted Thrall's offer. After the orcs departed, a large group of Darkspears also sailed for Kalimdor. Vol'jin and the rest of the tribe weathered the sea witch's anger, gathered all the supplies they could take with them, and joined their brethren roughly a year later in the new orc nation, Durotar. They made a home for themselves on the Echo Isles, just off the southeastern coast.







Further Turmoil for the Darkspear Tribe

The Darkspears were not to know peace for long. After the Third War, Grand Admiral Daelin Proudmoore led a large fleet of battleships against Thrall's forces on Durotar. Proudmoore could not be convinced that this new Horde was any different from the corrupted Horde of the First War. Under heavy attack, the trolls were forced to evacuate to the mainland of Durotar, but the Horde managed to defeat the misguided admiral.

Much relieved, the Darkspear trolls began returning to the Echo Isles, only to be betrayed by one of their own. A witch doctor named Zalazane used dark magic to rob several other trolls of their free will, forcing them to obey him. As his influence spread, his army grew while the number of free Darkspears dwindled. Fearing that all of his people would fall to Zalazane's insidious sorcery, Vol'jin ordered the tribe to abandon the Echo Isles.

Thus, the free Darkspear trolls left the islands and created the fishing village of Sen’jin on the Durotar coast, just northwest of the Echo Isles. Some Darkspears have remained in the village, and others have ventured farther afield. Vol'jin himself dwells in Orgrimmar, the capital city of Durotar. Orcs make up the majority of the city's inhabitants, but there is a strong troll presence in the Valley of Spirits.

Today the Darkspears and their allies frequently strike at Zalazane's holdings on the Echo Isles, determined to win back the trolls' first home on Kalimdor. In the meantime, Zalazane has not given up in his efforts to enslave his entire tribe, and so he continues to send his trolls to the mainland in order to drag further Darkspears under his sway.


_____________________________________________________
A grain of sand leaves an invisible trace upon the face of a rock, a million grains of sand and thousands of years reduce a mountain to nothing. So shall every good deed count towards the Greater Good.


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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Tue Jul 31, 2012 12:36 am

Biology: Trollish Traits

Physical Features
Size

Trolls average seven feet in height and two hundred pounds in weight, save for two tribes, the Drakkari and the Zandalari, who tend to be somewhat larger than their kindred. As with other races, there are also scattered trolls who far exceed the normal size range. For further discussion of these outliers, consult the below section on these so-called "monstrous" trolls.

Health

All trolls possess astonishing physical resilience: they can heal grievous physical injuries and regenerate lost limbs. This accelerated rate of healing makes trolls formidable adversaries on the field of battle.

Specific Issues
Cannibalism


Most trolls seem to practice cannibalism. Several specific troll tribes have been confirmed as cannibalistic, including the Mossflayer and Vilebranch tribes. Furthermore, all the currently known tribes of ice trolls practice cannibalism. Sand trolls, forest trolls, and jungle trolls are also frequently cannibalistic, though not always. Even the mysterious dark trolls are believed to be cannibals for the most part. Yet there are several notable exceptions. For example, the Zandalar and Revantusk tribes do not consume troll flesh. The Darkspear tribe, too, was cannibalistic until it joined the Horde, at which point the Darkspears officially gave up cannibalism.



Voodoo

Not all trolls practice voodoo, but it is certainly at least as widespread as cannibalism. Little is known about the emergence of voodoo among the trolls, for most tribes that possess such knowledge are unwilling to share it with outsiders. However, with the recent advent of Zandalari trolls to Yojamba Isle, several notable researchers have come to speculate that voodoo may have originated with the Zandalari.






Dire trolls

A small number of trolls are strikingly larger and more heavily muscled than the rest of their brethren. There is no racial distinction between them and the rest of the troll race. A variety of reasons might be behind this unusual size and musculature. For example, dire trolls might have been altered alchemically or magically. They might also simply have been born larger than average. Regardless of the day-to-day prejudices that these trolls must contend with from other races, dire trolls are not regarded as monstrous by other trolls.

Trivia: Are Trolls Related to Night Elves?

Trolls and Night Elves?

Little is known about the night elves' precise origins, for their race was formed so long ago that no hard evidence has surfaced to prove or invalidate this theory. All that is known for certain is that a tribe of nocturnal humanoids came to live on the shores of the first Well of Eternity, and the Well's cosmic energies changed them into the night elves we know today.Certainly many trolls do believe that the humanoids who developed into the night elf race were trolls. The theory does have some credibility, for there is at least a superficial physical resemblance between trolls and night elves. Furthermore, the troll race dominated much of ancient Kalimdor--the only continent on Azeroth before the Great Sundering--long before the night elves came into power.

Nevertheless, many night elves find this theory preposterous and abhorrent. They are quick to point out that the first night elves began their rise to power by defeating a number of nearby troll tribes. As a consequence, the trolls came to fear and respect the might of their new rivals. The troll theory of night elf ancestry may have been a direct result of this early conflict. The trolls hated the night elves--a sentiment that persists to this day--and may have wished to marginalize the night elf race and its accomplishments. Also, attributing the night elf race with a troll heritage likely helped the trolls come to terms with their own shocking defeat. Without additional data, there is little point in debating the merits of this controversial theory. No doubt it will remain a matter of contention for years to come.






Troll Categories

Troll Category: Forest Trolls


Historians and physicians generally classify trolls into four categories: forest trolls, jungle trolls, ice trolls, and sand trolls. The trolls of the Zandalar tribe are considered unclassifiable because the Zandalari are the earliest known trolls, from whom all other trolls are descended.

There is some debate as to how many categories are necessary in order to describe the troll race. Several notable authorities on the topic have chosen to specify a fifth category: namely, the dark trolls.

Forest Trolls

Historical capital: Zul'Aman

Known tribes: Amani, Firetree, Mossflayer, Revantusk, Smolderthorn, Vilebranch, Witherbark

Description: Due to a mutation that took place many millennia ago, the forest trolls' bodies can support plant life to a limited extent. A thin layer of moss inevitably grows on the skin of forest trolls shortly after they are born and gives them their characteristic green coloring.

Most forest trolls hold all other races in contempt and will only work with them if doing so might eliminate either a more hated foe or a greater threat. The forest trolls' hostility explains in part why they are regarded as evil by most other races. It is also well documented that forest trolls sometimes practice ritual sacrifices. Although all trolls dislike elves in general due to their contentious past, forest trolls have a special hatred for high elves, blood elves, and orcs.

History: The forest trolls ruled all of Lordaeron long before the Great Sundering. Their empire took its name from the strongest tribe of forest trolls: the Amani. In modern times, the word Amani can refer to the forest trolls' ancient empire (and thus to forest trolls as a whole) or to the Amani tribe in particular. The Amani and Gurubashi empires battled the relentless aqir until the insectoids' kingdom was split in two, but the trolls never achieved a true victory.

When the high elves first arrived in Lordaeron, they used their sorcery to drive the forest trolls out of a region in the north, where the elves subsequently established the enchanted kingdom of Quel'Thalas. The forest trolls resolved to overthrow the elven invaders and topple the spires of Quel'Thalas.

In pursuit of this vengeance, the forest trolls united under Zul'jin--the most revered forest troll in history--and allied with the Horde during the Second War. A few of these tribes joined their orcish allies on the battlefield. However, in the war's disastrous aftermath, most forest trolls were furious at the Horde's failure to carry out its promise and deserted the orcs without a moment's hesitation. Zul'jin himself disappeared after the war, but he is still greatly respected by all forest trolls, regardless of their current allegiance.

Only one tribe of forest trolls is loosely affiliated with the Horde today: the Revantusk tribe. Two other tribes of forest trolls--Firetree and Smolderthorn--are part of the Dark Horde, a renegade group that is based in Blackrock Spire and led by Rend Blackhand.





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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Tue Jul 31, 2012 12:39 am

Forest Troll Tribes

Historians and physicians generally classify trolls into four categories: forest trolls, jungle trolls, ice trolls, and sand trolls.

Below you can learn more about the various tribes of forest trolls: the Amani tribe, the Firetree tribe, the Mossflayer tribe, the Revantusk tribe, the Smolderthorn tribe, the Vilebranch tribe, and the Witherbark tribe.





Amani Tribe

Where: Lordaeron (primarily in Zul'Aman)

Category: Forest trolls

Leader: Unknown

Background: Established long before the Great Sundering, the Amani empire took its name from the strongest tribe of forest trolls at the time. In addition, the tribe takes justifiable pride in counting Zul'jin as one of its members. In spite of his disappearance after the Second War, Zul'jin remains the most famous and respected forest troll in history.

After the Amani empire was shattered by the Troll Wars, most forest trolls settled in areas that were a comfortable distance from Quel'Thalas. However, the Amani tribe sneered at such precautions as cowardice. Beset by the high elves' powerful sorcery, Zul'Aman was greatly reduced in size, but the Amani tribe remained entrenched at the easternmost edge of the enchanted kingdom.

When Arthas led the Scourge into Quel'Thalas during the Third War, the Amani tribe witnessed the resulting slaughter with glee. Acting swiftly, the trolls launched a series of attacks on high elf settlements in the Eversong Forest. To the trolls' surprise, the few high elves who had survived the invasion seemed greatly weakened and put up a poor fight. The Amani claimed a significant portion of the forest before the elf Prince Kael'thas Sunstrider arrived in Quel'Thalas.

Gathering all the surviving elves he could find, the prince gave them a new name: the blood elves. These blood elves began draining magic from nearby creatures, and they seemed to gain new strength. Even worse, Kael'thas organized them into a fighting force that proved frustratingly effective against the Amani tribe's efforts, even after Kael'thas and his strongest warriors left Quel'Thalas to fight the Scourge elsewhere.

In recent days, the blood elves have shown signs of increased magical training and use. The elves' spells have increased in power, and they have rebuilt portions of Quel'Thalas. Most infuriating of all, the blood elves have begun retaking Eversong Forest. Nevertheless the Amani tribe remains fiercely dedicated to its battle against the elves, for the greatly diminished elven populace cannot long prevail alone in fighting both the trolls to the east and the Scourge to the south.






Firetree Tribe

Where: Blackrock Spire

Category: Forest trolls

Leader: Unknown

Background: The Firetree trolls are one of two tribes of forest trolls that belong to the Dark Horde, a renegade group of orcs, trolls, and ogres who dwell in Blackrock Spire. Commanded by Rend Blackhand, the Dark Horde has not given up the battle to claim Azeroth, although Rend's forces are significantly smaller than Thrall's Horde. A group of warlocks drives the Dark Horde, which has not relinquished the original Horde's involvement in demonic magic. The Dark Horde is essentially still fighting the Second War, but Rend and his group know that they stand little chance of success, despite their alliance with the black dragonflight.

The Dark Horde's numbers are dwindling, and it has no means of recruiting new members. Realistically these evil individuals are well aware that their days are numbered. Such knowledge has given them a grim mindset: they are desperate, bitter, and completely ruthless in battle.

Firetree trolls revere the memory of Zul'jin and consider the Smolderthorn tribe acceptable allies, but despise all other forest trolls as deserters, particularly the Revantusk tribe, which is loosely affiliated with Thrall's Horde. Ironically the Revantusks consider the Firetree trolls traitors for failing to leave Blackrock Spire and aid Thrall and his followers, for the Revantusks believe that Thrall leads the true Horde. In general, trolls outside the Dark Horde have long since decided that the Firetree and Smolderthorn trolls are insane for allying themselves with the black dragonflight and continuing to fight an unwinnable war (if, indeed, it can be called a war).






Mossflayer Tribe

Where: Eastern Plaguelands (primarily in the northeast and southwest)

Category: Forest trolls

Leader: Unknown

Background: The Mossflayer tribe split off from the Amani empire after the Troll Wars and decided to abandon that section of Lordaeron altogether. Even so, humanity continued to harry the forest trolls. The Mossflayer tribe had been driven out of much of its ancestral territory in Lordaeron by the time the Second War broke out.

Like all other forest trolls, the Mossflayers allied themselves with the Horde during the Second War under the leadership of Zul'jin, a famous troll hero from the Amani tribe. When the Horde was soundly defeated, Zul'jin disappeared, and the forest trolls abandoned their orcish allies. Disgusted with the Horde's defeat, the Mossflayer trolls decided they would have nothing further to do with such incompetent and reckless allies.

Instead, the trolls focused on trying to keep humanity from overrunning all of Lordaeron. When the plague of undeath began spreading across the land, the Mossflayer tribe was quick to take advantage of the blossoming chaos. Because the plague was designed to convert only the human race into undeath, human defenses soon faltered, and the Mossflayers managed to retake parts of their ancient territory.

The plague has since had taken its toll on the landscape. The verdant lands in which the Mossflayer tribe settled now form the northeast corner of the Eastern Plaguelands. The plants and animals, while not undead, are diseased and decaying. Yet despite these nightmarish conditions, the trolls have refused to relinquish the lands they had just recovered.

A large hunting party of Mossflayer trolls left their settlement some time ago in search of live game to take back to their people. The hunt took them far from home, for many animals had been affected by the plague. At last the trolls came upon several animals that seemed healthy. Slaying the beasts, the trolls rewarded themselves by feasting on a portion of the hunt.

Unfortunately for the hunting party, a powerful lich had deliberately altered the beasts. Any living creature that consumed the animals' flesh would be converted into undeath. Afterwards, the lich was able to impose his will upon the undead trolls. Following the lich's commands, most of the undead trolls formed a base of operations in the southwest of the Eastern Plaguelands.

One of the undead trolls was given a horrifying mission by his new master: to return home and infect the rest of his people. Hameya managed to hold onto his willpower long enough to scribble a brief account of what had occurred. His desperate note offered a reward for anyone who killed him before he reached his home.

Recent reports on the Mossflayer tribe paint a grim picture of subsequent events. A large number of fresh graves have been dug near the village, and several undead trolls have been spotted, hiding themselves among their unsuspecting brethren. It would seem that no one was able to stop Hameya in time, and he succeeded in accomplishing the lich's dread mission. Unless the Mossflayers come to their senses and flee the Eastern Plaguelands, the tribe will certainly be transformed in its entirety.





Revantusk Tribe

Where: Hinterlands (primarily in Revantusk Village)

Category: Forest trolls

Leader: Primal Torntusk

Background: Never one of the larger tribes in the Amani empire, the Revantusk tribe was nearly wiped out by the Troll Wars. Reluctantly the trolls yielded to practicality and moved a safe distance away from the elven invaders. Like other forest trolls, the Revantusks swore that one day they would have their revenge.

The Second War gave the forest trolls that opportunity. Warchief Orgrim Doomhammer asked the trolls to ally themselves with the Horde. In return, Doomhammer promised that the Horde would vanquish the high elves and assist the forest trolls in reestablishing the Amani empire.

As leader of all the forest trolls at the time, Zul'jin eventually accepted Doomhammer's offer. A few tribes of forest trolls joined their new allies on the battlefield. Shortly thereafter, the Horde burned down the borderlands of Quel’Thalas and slaughtered many high elf civilians. Furious at this wanton destruction of life, the elves subsequently committed all their resources to the war, which the Alliance ultimately won.

Several additional battles later, most of the vanquished orcs on Azeroth were rounded up and placed in internment camps. In the war's disastrous aftermath, the Horde was shattered, and many forest trolls deserted their former orc allies without a moment's hesitation. The Revantusks had little choice other than to flee as well, for their numbers were far too few to liberate the captive orcs, particularly when the orcs themselves seemed uninterested in freedom. Because they continued to feel some loyalty toward the Horde, the Revantusks were the target of many attacks from other forest trolls. Eventually the Revantusk tribe relocated to the coast of the Hinterlands, where they hoped to avoid further notice.

Then the courageous orc Thrall began reassembling a new Horde. He resolved that his people would return to their shamanistic traditions and establish a nation of their own. Word of the revitalized Horde and its noble goals soon reached the Revantusk trolls, who were still dwelling in Lordaeron. The news stirred the trolls' interest, and the tribe immediately dispatched its speediest runners to make contact with the orcs.

Thrall was wary of the trolls at first, but he came to see that the Revantusk trolls were unique among forest trolls in a fundamental way. The Revantusk tribe had never had much in the way of the fighters or resources, and so it had instead decided to specialize in the trickier art of negotiation. By the time they spoke with Thrall, the Revantusks had acquired a reputation for trustworthiness that was well deserved.

The trolls were impressed by Thrall and his dream. Even so, they remembered the recklessness and corruption of the first Horde. Thus, the Revantusks declined to rejoin the Horde, but they did agree to a pact of friendship and mutual assistance.

Today the Revantusk tribe continues to live in a village along the southeast coast of the Hinterlands. Due to the tribe's small size and the Revantusks' pact with Thrall, all other forest trolls regard the Revantusk trolls as weaklings and enemies. Similarly the honorable Revantusks regard other forest trolls as traitors to the Horde. There is also a long-standing enmity between the Revantusk tribe and the Wildhammer clan of dwarves, who dwell in the Hinterlands and are considered enemies of the Horde.



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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Tue Jul 31, 2012 12:42 am

Smolderthorn Tribe

Where: Blackrock Spire

Category: Forest trolls

Leader: Warmaster Voone

Background: The Smolderthorn trolls are one of two tribes of forest trolls that belong to the Dark Horde, a renegade group of orcs, trolls, and ogres who dwell in Blackrock Spire. Commanded by Rend Blackhand, the Dark Horde has not given up the battle to claim Azeroth, although Rend's forces are significantly smaller than Thrall's Horde. A group of warlocks drives the Dark Horde, which has not relinquished the original Horde's involvement in demonic magic. The Dark Horde is essentially still fighting the Second War, but Rend and his group know that they stand little chance of success, despite their alliance with the black dragonflight.

The Dark Horde's numbers are dwindling, and it has no means of recruiting new members. Realistically these evil individuals are well aware that their days are numbered. Such knowledge has given them a grim mindset: they are desperate, bitter, and completely ruthless in battle.

Smolderthorn trolls revere the memory of Zul'jin and consider the Firetree tribe acceptable allies, but despise all other forest trolls as deserters, particularly the Revantusk tribe, which is loosely affiliated with Thrall's Horde. Ironically the Revantusks consider the Smolderthorn trolls traitors for failing to leave Blackrock Spire and aid Thrall and his followers, for the Revantusks believe that Thrall leads the true Horde. In general, trolls outside the Dark Horde have long since decided that the Smolderthorn and Firetree trolls are insane for allying themselves with the black dragonflight and continuing to fight an unwinnable war (if, indeed, it can be called a war).





Vilebranch Tribe

Where: Hinterlands (primarily in the east)

Category: Forest trolls

Leader: Vile Priestess Hexx

Background: The Vilebranch tribe split off from the Amani empire after the Troll Wars and returned to their ancestral lands, in the area that is now called the Hinterlands. Like all other forest trolls, the Vilebranch allied themselves with the Horde during the Second War under the leadership of Zul'jin, a famous troll hero from the Amani tribe. When the Horde was soundly defeated, Zul'jin disappeared, and the forest trolls abandoned their orcish allies.

Furious at the orcs' failure to live up to Doomhammer's promise, the Vilebranch trolls returned home and eventually discovered that the Revantusk tribe had moved into the area. The Vilebranch decided that the small Revantusk tribe would be an easy source of victims for ritual sacrifices.

In this assumption, the Vilebranch were mistaken. The Revantusks fought back with strength and cunning, and the Horde began sending reinforcements to aid the Revantusk tribe. Nonetheless, thanks to their unusually large numbers, the Vilebranch trolls remain confident to this day that they will defeat the Revantusks once and for all.


Witherbark Tribe

Where: Hinterlands (primarily in the south) and the Arathi Highlands (primarily in the southeast)

Category: Forest trolls

Leader: Unknown

Background: The Witherbark tribe split off from the Amani empire after the Troll Wars and returned to their ancestral lands, in the areas that are now called the Hinterlands and the Arathi Highlands. Like all other forest trolls, the Witherbarks allied themselves with the Horde during the Second War under the leadership of Zul'jin, a famous troll hero from the Amani tribe. When the Horde was soundly defeated, Zul'jin disappeared, and the forest trolls abandoned their orcish allies.

The Witherbarks living in the Hinterlands have since happened across the Revantusks and launched many attacks against the small tribe, but the dwarves of Aerie Peak have also become a noticeable threat. In the meantime, the Witherbarks living in Arathi Highlands have grudgingly allied themselves with the Boulderfist ogres in order to wipe out a far more hated enemy: the Horde forces who have constructed the settlement of Hammerfall.





Jungle Trolls

Historical capital: Zul'Gurub

Known tribes: Bloodscalp, Darkspear, Gurubashi, Shatterspear, Skullsplitter

Description: The jungle trolls' bodies are covered in short, soft fur that causes the trolls to appear purple or gray. Jungle trolls are also unusually lithe relative to other trolls.

History: Much as the forest trolls came to dominate Lordaeron, the jungle trolls established a firm hold over the southeastern jungles of ancient Kalimdor. The jungle trolls' empire took its name from their strongest tribe: the Gurubashi. In modern times, the word Gurubashi can refer to the jungle trolls' ancient empire (and thus to jungle trolls as a whole) or to the Gurubashi tribe in particular. The Gurubashi and Amani empires battled the relentless aqir until the insectoids' kingdom was split in two, but the trolls never achieved a true victory.

After the Great Sundering, famine and violence spread until the jungle trolls begged their gods for aid. One god answered: Hakkar the Soulflayer. He gave the jungle trolls great power, but in return he demanded that they sacrifice trolls in his name. As his hunger for blood grew, he ordered his priests, the Hakkari, to bring him physically into the world of Azeroth so that he could feed directly on his victims.

Most of the Hakkari were horrified at the idea, but the Atal'ai, a small extremist faction of the Hakkari, agreed to do as Hakkar wished. Before the Atal'ai could complete the summoning, the Hakkari and other jungle trolls rose up in open revolt. Even the Zandalar tribe joined the fight against Hakkar, whose avatar on Azeroth was ultimately destroyed. The Atal'ai were driven from the jungles and hunted nearly to extinction. Still, a small group of them escaped into the Swamp of Sorrows and built a great temple to their god: the Temple of Atal'Hakkar.

The Hakkari, too, were slain or exiled for the evil deeds they had done in Hakkar's name. Bitter and desperate, they joined the Atal'ai in the swamps and resolved to bring the bloodthirsty god into Azeroth. The green Dragon Aspect, Ysera the Dreamer, soon learned what the Atal'ai and Hakkari were working toward, and she smashed the temple beneath the marshes. To this day, the temple's ruins are guarded by mighty green dragons. Nevertheless, trolls spoke of a prophecy that Hakkar would one day be reborn into the world.

The remnants of the Gurubashi empire went their separate ways, claiming territories in the vast jungles of Stranglethorn Vale. These scattered tribes began fighting one another, and at length the Darkspear tribe left the continent altogether and settled on a remote desert island, where they remained until they joined the Horde and fought in the Third War. Today the Darkspears live along the southeast coast of Durotar.



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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Tue Jul 31, 2012 12:47 am

Jungle Troll Tribes

Historians and physicians generally classify trolls into four categories: forest trolls, jungle trolls, ice trolls, and sand trolls.

Below you can learn more about the various groups of jungle trolls: the Bloodscalp tribe, the Darkspear tribe, the Gurubashi tribe, the Shatterspear tribe, and the Skullsplitter tribe, as well as the Atal'ai and Hakkari.




The Atal'ai

Where: Swamp of Sorrows (in the Temple of Atal'Hakkar) and Zul'Gurub

Category: Jungle trolls

Leader: Jammal'an the Prophet

Background: After the Sundering, the trolls of the Gurubashi empire were driven to desperate ends, and so they enlisted the aid of the god Hakkar, also known as the Soulflayer. Hakkar brought the trolls great power, but in return the bloodthirsty god required that souls be sacrificed to him.

His demands quickly escalated, and he grew impatient with his loyal priests, the Hakkari. He told them to find a way to summon him physically into the world, so that he might directly drain the blood of his victims. Most of the Hakkari were horrified at the idea, but the Atal'ai, a small extremist faction of the Hakkari, decided to do as Hakkar wished.

Before the Atal'ai could complete the summoning, the other jungle trolls, including the Hakkari, rose up in open revolt against the cruel god. Even the Zandalar tribe was drawn into the conflict, which finally ended with the destruction of Hakkar’s avatar. Driven from the jungles, the Atal'ai were hunted nearly to extinction. Only a small group of Atal'ai escaped into the Swamp of Sorrows, where they secretly built a great temple to their god: the Temple of Atal'Hakkar.

The Atal'ai knew that they needed greater numbers to achieve their goal. Fortunately their unwavering loyalty to Hakkar had pleased him greatly, and he taught them further dark magics, including necromancy. With a number of swift and secret missions, the fanatical trolls retrieved the corpses of the Atal'ai who had fallen in battle or been killed during their flight to the swamplands. Using what Hakkar had taught them, the Atal'ai raised their slain brethren into undeath and put them to work.

The Hakkari, too, were killed or exiled for the evil deeds they had done in Hakkar's name, despite the fact that they had fought the Atal'ai. In great bitterness and despair, the surviving Hakkari tracked the Atal'ai to the Swamp of Sorrows and pledged to help the Atal'ai summon Hakkar into Azeroth. Pleased by the Hakkari's obvious suffering, the Atal'ai welcomed their former brethren into the temple. Even so, Hakkar had not forgotten that the Hakkari had betrayed him in opposing his first entry into Azeroth, and so the hungry god would always regard the faithful Atal'ai with greater favor. Both groups bent all their efforts toward bringing about Hakkar's entry into the physical world.

The green Dragon Aspect, Ysera the Dreamer, soon learned of the evil priests' plans and smashed the temple beneath the marshes. To this day, the temple's ruins are guarded by mighty green dragons. What much of Azeroth does not know, however, is that the dragons are actually guarding the wrong location. In recent years the exiled Atal'ai have discovered that Hakkar's physical form can only be summoned within the ancient capital of the Gurubashi empire, Zul'Gurub.

Jammal'an the Prophet, leader of the Atal'ai, told his people that if they succeeded in bringing Hakkar physically into Azeroth, then Hakkar would grant the Atal'ai immortality. The Atal'ai and Hakkari lost no time in dispatching a number of their most skilled priests to Zul'Gurub, where their efforts met with success at last. Numerous spies have confirmed the presence of the dreaded Soulflayer in the heart of the ruins.

According to several reports, Hakkar has enthralled five high priests of the trolls' primal gods. Unable to oppose his will, the priests are channeling the power of their gods into Hakkar. Only their deaths can sever the connections that are vastly increasing Hakkar's might while draining the other gods of power.

Word of Hakkar's presence reached the Zandalar tribe in the South Seas, and they were horrified to discover the enslavement of their kindred, the Zandalari high priests. King Rastakhan has therefore sent emissaries from the island of Zandalar to the Eastern Kingdoms, where the trolls recruit champions from Azeroth's many races in the hope that Hakkar will once again be defeated.





Bloodscalp Tribe

Where: Stranglethorn Vale (primarily in the northwest)

Category: Jungle trolls

Leader: Gan'zulah

Background: The Bloodscalps split off from the Gurubashi empire after the defeat of Hakkar the Soulflayer. The various tribes claimed territories in the vast jungles of Stranglethorn Vale but quickly began fighting one another.

The Bloodscalp tribe has since settled in the northwest of Stranglethorn. To this day the Bloodscalps fight off all interlopers, including the nearby Skullsplitter tribe, in order to hold onto the land they have taken. Bloodscalps have nothing but contempt for the Darkspear tribe, which is the only tribe of jungle trolls to have joined the Horde.





Darkspear Tribe

Where: Durotar primarily, but also in many other places throughout the world

Category: Jungle trolls

Leader: Vol'jin

Background: The Darkspear tribe split off from the Gurubashi empire after the defeat of Hakkar the Soulflayer. The various tribes claimed territories in the vast jungles of Stranglethorn Vale but quickly began fighting one another. At length the Darkspear tribe, which was smaller than most of the other tribes, was driven off the continent altogether and settled on a remote desert island.

Before the Third War broke out, the courageous orc Thrall escaped his enslavement and reassembled his people into a new Horde. Rather than try to make a home in the Eastern Kingdoms, he decided to lead the revitalized Horde over the sea to Kalimdor. Along the way, a violent storm drove the ships to seek shelter in the cove of a nearby island. The elderly leader of the Darkspear trolls, Sen'jin, greeted the orc newcomers.

Soon a group of murlocs captured Sen'jin, Thrall, and several other orcs and trolls. Thrall fought his way out of his prison cell and freed a number of other captives, but despite his best efforts, a murloc sorcerer succeeded in sacrificing Sen'jin to a mysterious sea witch. Mortally wounded, Sen'jin revealed that he had seen a vision in which Thrall would lead the Darkspears from the island.

The sea witch was furious at the slaughter of her minions and the defilement of her sanctuary. She summoned powerful waves to batter the island. Regardless, Thrall and his forces managed to defeat further murloc attackers, repair the damaged fleet, and retrieve a number of troll survivors.

In Sen’jin's honor, Thrall offered the Darkspears a place in the Horde and sanctuary in the kingdom he planned to establish in Kalimdor. Vol’jin, the son of Sen’jin, took control of the Darkspear tribe and accepted Thrall's offer. After the orcs departed, a large group of Darkspears also sailed for Kalimdor. Vol'jin and the rest of the tribe weathered the sea witch's anger, gathered all the supplies they could take with them, and joined their brethren roughly a year later in the new orc nation, Durotar. They made a home for themselves on the Echo Isles, just off the southeastern coast.

The Darkspears were not to know peace for long. After the Third War, Grand Admiral Daelin Proudmoore led a large fleet of battleships against Thrall's forces on Durotar. Under heavy attack, the trolls were forced to evacuate to the mainland of Durotar, but the Horde managed to defeat the misguided admiral.

Much relieved, the Darkspear trolls began returning to the Echo Isles, only to be betrayed by one of their own. A witch doctor named Zalazane used dark magic to rob several other trolls of their free will, forcing them to obey him. As his influence spread, his army grew while the number of free Darkspears dwindled. Fearing that all of his people would fall to Zalazane's insidious sorcery, Vol'jin ordered the tribe to abandon the Echo Isles.

Thus, the free Darkspear trolls left the islands and created the fishing village of Sen’jin on the Durotar coast, just northwest of the Echo Isles. Today the Darkspears and their allies frequently strike at Zalazane’s holdings on the Echo Isles, determined to win back the trolls' first home on Kalimdor. Meanwhile, Zalazane has not given up in his efforts to enslave his entire tribe, and so he continues to send his trolls to the mainland in order to drag further Darkspears under his sway.

As the only tribe of trolls in the Horde, the Darkspears are considered enemies by all other trolls except the Revantusk and the Zandalari. The Darkspears return the sentiment and bear a special hatred for other jungle trolls, for the Darkspears have not forgotten being driven out of Stranglethorn Vale.





Gurubashi Tribe

Where: Stranglethorn (primarily in Zul'Gurub)

Category: Jungle trolls

Leader: Bloodlord Mandokir

Background: Established long before the Great Sundering, the Gurubashi empire took its name from the strongest tribe of jungle trolls at the time. The jungle trolls ruled the southern jungles of ancient Kalimdor until the Burning Legion's first invasion, which wrought havoc and devastation throughout the continent and culminated in the Great Sundering.

The long centuries following the Sundering were difficult ones for the troll race. The jungle trolls, driven to desperate ends, enlisted the aid of the god Hakkar, also known as the Soulflayer. Hakkar brought the trolls great power, but in return the bloodthirsty god required that souls be sacrificed to him.

His demands quickly escalated, and he grew impatient with his loyal priests, the Hakkari. He told them to find a way to summon him physically into the world, so that he might directly drain the blood of his victims. Most of the Hakkari were horrified at the idea, but the Atal'ai, a small extremist faction of the Hakkari, decided to do as Hakkar wished.

Before the Atal'ai could complete the summoning, the other jungle trolls, including the Hakkari, rose up in open revolt against the cruel god. Even the Zandalar tribe was drawn into the conflict, which finally ended with the destruction of Hakkar’s avatar. Driven from the jungles, the Atal'ai were hunted nearly to extinction. Yet a small group of Atal'ai escaped into the Swamp of Sorrows, where they secretly built a great temple to their god: the Temple of Atal'Hakkar. The Hakkari, too, were killed or exiled for the evil deeds they had done in Hakkar's name, despite the fact that they had fought the Atal'ai. In great bitterness and despair, the surviving Hakkari tracked the Atal'ai to the Swamp of Sorrows and pledged to help the Atal'ai summon Hakkar into Azeroth. Pleased by the Hakkari's obvious suffering, the Atal'ai welcomed their former brethren into the temple.

In recent years the exiled Atal'ai have discovered that Hakkar's physical form can only be summoned within the ancient capital of the Gurubashi empire, Zul'Gurub. Jammal'an the Prophet, leader of the Atal'ai, told his people that if they succeeded in bringing Hakkar physically into Azeroth, then Hakkar would grant the Atal'ai immortality. The Atal'ai and Hakkari lost no time in dispatching a number of their most skilled priests to Zul'Gurub, where their efforts met with success at last. Numerous spies have confirmed the presence of the dreaded Soulflayer in the heart of the ruins. Word of his reappearance reached the Gurubashi tribe, which had lost much of its power and prestige since Hakkar's avatar on Azeroth was destroyed. The Gurubashi eagerly returned to the capital to prove themselves to Hakkar and perhaps recapture their former glory.

According to several reports, Hakkar has enthralled five high priests of the trolls' primal gods. Unable to oppose his will, the priests are channeling the power of their gods into Hakkar. Only their deaths can sever the connections that are vastly increasing Hakkar's might while draining the other gods of power.

Word of Hakkar's presence reached the Zandalar tribe in the South Seas, and they were horrified to discover the enslavement of their kindred, the Zandalari high priests. King Rastakhan has therefore sent emissaries from the island of Zandalar to the Eastern Kingdoms, where the trolls recruit champions from Azeroth's many races in the hope that Hakkar will once again be defeated.

The Gurubashi tribe is convinced that the Soulflayer will restore the Gurubashi empire in return for the tribe's loyal service. These misguided trolls therefore guard Hakkar and his minions with reckless fervor.




The Hakkari

Where: Swamp of Sorrows (in the Temple of Atal'Hakkar) and Zul'Gurub

Category: Jungle trolls

Leader: Jin'do the Hexxer

Background: The long centuries following the Great Sundering were difficult ones for the troll race. The jungle trolls, driven to desperate ends, enlisted the aid of the god Hakkar, also known as the Soulflayer. Hakkar brought the trolls great power, but in return the bloodthirsty god required that souls be sacrificed to him.

His demands quickly escalated, and he grew impatient with his loyal priests, the Hakkari. He told them to find a way to summon him physically into the world, so that he might directly drain the blood of his victims. Most of the Hakkari were horrified at the idea, but the Atal'ai, a small extremist faction of the Hakkari, decided to do as Hakkar wished.

Before the Atal'ai could complete the summoning, the other jungle trolls, including the Hakkari, rose up in open revolt against the cruel god. Even the Zandalar tribe was drawn into the conflict, which finally ended with the destruction of Hakkar’s avatar. Driven from the jungles, the Atal'ai were hunted nearly to extinction. Yet a small group of Atal'ai escaped into the Swamp of Sorrows, where they secretly built a great temple to their god: the Temple of Atal'Hakkar.

The Hakkari, too, were killed or exiled for the evil deeds they had done in Hakkar's name, despite the fact that they had fought the Atal'ai. In great bitterness and despair, the surviving Hakkari tracked the Atal'ai to the Swamp of Sorrows and pledged to help the Atal'ai summon Hakkar into Azeroth. Pleased by the Hakkari's obvious suffering, the Atal'ai welcomed their former brethren into the temple. Even so, Hakkar had not forgotten that the Hakkari had betrayed him in opposing his first entry into Azeroth, and so the hungry god would always regard the faithful Atal'ai with greater favor. Both groups bent all their efforts toward bringing about Hakkar's entry into the physical world.

The green Dragon Aspect, Ysera the Dreamer, soon learned of the evil priests' plans and smashed the temple beneath the marshes. To this day, the temple's ruins are guarded by mighty green dragons. What much of Azeroth does not know, however, is that the dragons are actually guarding the wrong location. In recent years the exiled Atal'ai have discovered that Hakkar's physical form can only be summoned within the ancient capital of the Gurubashi empire, Zul'Gurub.

Jammal'an the Prophet, leader of the Atal'ai, told his people that if they succeeded in bringing Hakkar physically into Azeroth, then Hakkar would grant the Atal'ai immortality. The Atal'ai and Hakkari lost no time in dispatching a number of their most skilled priests to Zul'Gurub, where their efforts met with success at last. Numerous spies have confirmed the presence of the dreaded Soulflayer in the heart of the ruins.

According to several reports, Hakkar has enthralled five high priests of the trolls' primal gods. Unable to oppose his will, the priests are channeling the power of their gods into Hakkar. Only their deaths can sever the connections that are vastly increasing Hakkar's might while draining the other gods of power.

Word of Hakkar's presence reached the Zandalar tribe in the South Seas, who were even more horrified to discover the enslavement of their kindred, the Zandalari high priests. King Rastakhan has therefore sent emissaries from the island of Zandalar to the Eastern Kingdoms, where the trolls recruit champions from Azeroth's many races in the hope that Hakkar will once again be defeated.


_____________________________________________________
A grain of sand leaves an invisible trace upon the face of a rock, a million grains of sand and thousands of years reduce a mountain to nothing. So shall every good deed count towards the Greater Good.


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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Tue Jul 31, 2012 12:51 am

Shatterspear Tribe

Where: Darkshore (one village in the northeast)

Category: Jungle trolls

Leader: Unknown

Background: The Shatterspear tribe split off from the Gurubashi empire after the defeat of Hakkar the Soulflayer. The various tribes claimed territories in the vast jungles of Stranglethorn Vale but quickly began fighting one another.

The Shatterspear tribe has since settled at the northeast edge of Darkshore, a continent away from Stranglethorn. Highly reclusive and apparently uninterested in claiming further territory, the Shatterspear trolls live in a small village that is almost entirely surrounded by jagged hills. Visiting the secluded village is a difficult endeavor, and a number of adventurers have fallen to their deaths in attempting to scale the steep hills around the Shatterspears' home.

The trolls' purpose in living here is unknown at this point in time. Certainly it is a strange location for any troll to choose to live: surrounded by mountains and, beyond that, the trolls' ancient enemies: night elves.



Skullsplitter Tribe

Where: Stranglethorn Vale (primarily in the center)

Category: Jungle trolls

Leader: Ana'thek the Cruel

Background: The Skullsplitter tribe split off from the Gurubashi empire after the defeat of Hakkar the Soulflayer. The various tribes claimed territories in the vast jungles of Stranglethorn Vale but quickly began fighting one another.

The Skullsplitter tribe has since settled in the center of Stranglethorn. To this day the Skullsplitters fight off all interlopers, including the nearby Bloodscalp tribe, in order to hold onto the land they have taken. Skullsplitters have nothing but contempt for the Darkspear tribe, which is the only tribe of jungle trolls to have joined the Horde.



Ice Trolls

Also known as: Frost trolls

Historical capital: Gundrak

Known tribes: Drakkari, Frostmane, Winterax

Description: The skin of ice trolls can range from white to blue in color. A few green-skinned ice trolls have also been observed, but they are very rare, for such cases are matters of pigmentation alone (not plant growth, as with the forest trolls). Ice trolls typically have thick manes of hair.

Ice trolls are particularly savage and cruel, even by troll standards, but these unpleasant traits are not the product of the trolls' snowy territories. Rather, several troll tribes were driven into the far north long ago as a direct result of their behavior, and over time they developed into ice trolls.

History: Like other trolls, ice trolls are descended from the Zandalar tribe, but broke off to form several small tribes of their own. These new tribes proved too bloodthirsty for other races to tolerate. Driven out of civilized lands, the trolls were forced to settle in the far north of ancient Kalimdor, in the region that later become the continent of Northrend. Long before the Great Sundering, these ice trolls founded a small nation known as Zul'Drak, which never achieved the size or prosperity of the two southern empires.

For the most part, ice trolls have had little to do with the so-called civilized world; many of them still dwell in Northrend. Only recently have ice trolls been sighted in significant numbers in the Eastern Kingdoms, where the Frostmane tribe is launching increasingly frequent and aggressive attacks.



Drakkari Tribe

Where: Northrend (primarily in Zul'Drak)

Category: Ice trolls

Leader: Unknown

Background: The Drakkari tribe is one of a few small tribes that were driven out of civilized lands long ago for their extremely violent and cruel behavior. These barbarous trolls settled far in the north of ancient Kalimdor, adapted to their snowy environment, and formed the nation of Zul'Drak. After the Sundering, the Drakkari tribe continued to live in what had become the bitterly cold continent of Northrend. To this day, the ruins of the Drakkari civilization are scattered throughout the eastern side of Northrend.

Like Zandalari trolls, the Drakkari average eight feet in height: significantly larger than all other documented trolls. There the resemblance ends. Unlike the peaceful Zandalar tribe, Drakkari trolls are a ruthless and savage people who delight in battle and have no interest in the pursuit of knowledge. Hunting is also a popular pastime for Drakkari trolls because raw meat is the primary staple of their diet.

Regardless of its combat skills, the Drakkari tribe respects the might of the Lich King and does its best to avoid the growing forces of the Scourge. Even so, the Lich King has raised a number of ice trolls into undeath and forced them to serve him. The Scourge has also recently taken possession of Drak'Tharon Keep, an ancient Drakkari citadel. War between the Scourge and the Drakkari may be inevitable, and the outcome would surely be disastrous for the trolls.






Frostmane Tribe

Where: Dun Morogh

Category: Ice trolls

Leader: Great Father Arctikus

Background: The Frostmane tribe was once part of the nation of Zul'Drak. After the Sundering, the Drakkari tribe continued to live in what had become the bitterly cold continent of Northrend. The Frostmane and Winterax tribes, however, later settled in the Eastern Kingdoms. Due to the ice trolls' unrelenting hostility toward outsiders, historians have yet to learn how these two tribes were separated from the Drakkari and came to live so far from the ancient site of Zul'Drak.

Like the Winterax trolls, Frostmanes do not share the unusually large size of their Drakkari brethren. Even so, the Frostmane trolls have been launching increasingly frequent and aggressive attacks against the dwarves living in Dun Morogh. The dwarves currently consider the Frostmane tribe little more than a nuisance, and have not made a concerted effort to vanquish them.







Winterax Tribe

Where: Unknown

Category: Ice trolls

Leader: Korrak the Bloodrager

Background: The Winterax tribe was once part of the nation of Zul'Drak. After the Sundering, the Drakkari tribe continued to live in what had become the bitterly cold continent of Northrend. The Winterax and Frostmane tribes, however, later settled in the Eastern Kingdoms. Due to the ice trolls' unrelenting hostility toward outsiders, historians have yet to learn how these two tribes were separated from the Drakkari and came to live so far from the ancient site of Zul'Drak.

Like the Frostmane trolls, Winterax do not share the unusually large size of their Drakkari brethren. Even so, up until recently the Winterax trolls aggressively defended their territory in Alterac Valley from a number of foes--most notably the dwarves of the Stormpike Guard and the orcs who once belonged to the Frostwolf clan.

Then one day Korrak and his people simply disappeared, along with most of their belongings and supplies. The mystified orcs and dwarves concluded that the trolls had at last given up their home, which, after all, had devolved into little more than a bloody battlefield, and left in search of greener pastures.




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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Tue Jul 31, 2012 12:56 am

Sand Trolls

Historical capital: Zul'Farrak

Known tribe: Sandfury

Description: The sand trolls' skin is coarse and cracked, and its color tends to be brown or gold. Sand trolls also have thinner manes of hair than their brethren. Sand trolls mostly keep to themselves and attack all outsiders.

History: The chaos of the Great Sundering isolated one of the tribes that had been living in the fringes of the Gurubashi empire. The relentless desert sun of Tanaris beat down on the trolls, who gradually adapted to their harsh new environment.

The sand trolls have never formed an empire. In fact, they have gradually been forced to surrender much of their lands in Tanaris, though they are defending their current territory with great tenacity.


Sand Troll Tribes

Historians and physicians generally classify trolls into four categories: forest trolls, jungle trolls, ice trolls, and sand trolls.

Below you can learn more about the only group of sand trolls: the Sandfury tribe.




Sandfury Tribe

Where: Tanaris (primarily in Zul'Farrak)

Category: Sand trolls

Leader: Chief Ukorz Sandscalp

Background: Several millennia before the War of the Ancients, the Sandfury tribe was part of the Gurubashi empire. The Great Sundering shattered the jungle trolls' territory and left the Sandfury tribe stranded in the middle of what swiftly became the desert of Tanaris.

Eventually the trolls adapted to their harsh new environment, and today they bear only a rough resemblance to the jungle trolls from whom they are descended. Since the Sundering, the sand trolls have been forced to yield much of Tanaris to outsiders, and so the trolls fiercely defend what remains of their lands.

Nevertheless, new battles break out daily between the sand trolls and a wide assortment of interlopers. Much of the motivation behind this constant strife is that the two halves of a powerful sword known as Sul'thraze the Lasher are rumored to be somewhere inside Zul'Farrak. In addition, the sand trolls worship a massive hydra they call Gahz'rilla. Illustrations and descriptions of the beast have fired the imagination of adventurers for generations.




Dark Trolls

Historical capital: None

Known tribe: None

Description: According to scattered reports, dark trolls have gray to black skin and lead a mostly subterranean existence. Alleged sightings of dark trolls usually involve hulking and brutish creatures who attack with little tactical planning or coordinated effort. Thus, it has been theorized that dark trolls are much less intelligent than other trolls.

Background: There is no evidence that the dark trolls have ever formed a civilization or nation. Indeed, their estimated numbers are so few that their existence as a distinct category of troll is considered highly questionable. In consequence, it seems likely that if the dark trolls do exist, they are derived from a single troll tribe.




Zanzil the Outcast and His Followers

Where: Stranglethorn Vale (primarily in the southeast)

Category: Various, with a majority of jungle trolls

Leader: Zanzil the Outcast

Description: Zanzil and the witch doctors who follow him have unscrupulously poisoned creatures of many different races, causing the affected individuals to die and rise from the grave as Zanzil's undead minions. Trolls from several different tribes are only one small part of Zanzil's private undead army.

History: Zanzil was exiled from the Skullsplitter tribe for using his necromantic poisons on several of his unsuspecting fellow trolls, but his exile has not been the punishment that his kindred had hoped. Indeed, since that time, several witch doctors have joined Zanzil. With their assistance, he has built up an undead army that is loyal to him alone.


Zandalar Tribe

Where: South Seas (primarily the island of Zandalar) and a few in Stranglethorn Vale

Category: Not applicable

Leader: King Rastakhan

History: The earliest known trolls belonged to the Zandalar tribe, from which all other trolls are descended. On the whole, the Zandalari valued knowledge above all else, but a significant portion of the tribe hungered for conquest instead. These disaffected trolls eventually departed to form tribes of their own. As time went on, what remained of the Zandalar tribe came to be regarded as an overarching priest caste for all trolls. The Zandalari preserved troll history, and they worked to further the goals of troll society as a whole.

Greatly respected by all other trolls, the Zandalari nevertheless remained apart from the day-to-day politics of their people. The Zandalari average eight feet in height: significantly larger than all other documented trolls except the savage Drakkari. Despite the Zandalar trolls' greater size and knowledge, however, they have no sovereignty over other tribes, nor do the Zandalari seek such authority.

After the Great Sundering, these wise trolls saw no need to leave what had become the island of Zandalar. Rebuilding their damaged settlements, the trolls continued their studies until the Gurubashi empire began showing a dramatic increase in power and territory. The jungle trolls attributed their victories to the influence of the god Hakkar.



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Re: A guide to roleplaying a troll:

Post by Aadaria-Ioanna on Tue Jul 31, 2012 1:00 am


At first the Zandalar tribe was glad for its jungle brethren. When the Gurubashi empire's territory kept expanding, the Zandalari's pleased surprise turned to disquiet. They consulted myths and delved into ancient historical accounts. What the Zandalari learned horrified them.

Hakkar was also known as the Soulflayer, a name he had richly earned. He filled his adherents with murderous rage and reveled in their dark emotions. The carnage that invariably followed Hakkar suited him perfectly, for having consumed blood, he had developed a taste for it. Worse, he became more powerful as he consumed the blood shed in his name, and his tie to the world that was feeding him grew stronger.

Every Zandalari who could fight immediately set out for Stranglethorn Vale and brought the terrible tidings to the jungle trolls. The Gurubashi empire was already in a state of civil unrest due to the numerous sacrifices that Hakkar was demanding. With the Zandalar tribe's news, the jungle trolls banded together with the Zandalar tribe and rose up in open revolt against the bloodthirsty Soulflayer.

Eventually the avatar of Hakkar was destroyed, and Hakkar's priests, the Atal'ai and Hakkari, were hunted nearly to extinction. Yet survivors from both groups managed to escape into the Swamp of Sorrows, where they built the Temple of Atal'Hakkar. Working together, the Atal'ai and Hakkari prepared to summon Hakkar himself into Azeroth, so that he could feed on all living things.






The green Dragon Aspect, Ysera the Dreamer, soon learned of the evil priests' plans and smashed the temple beneath the marshes. To this day, the temple's ruins are guarded by mighty green dragons. What much of Azeroth does not know is that the dragons are actually guarding the wrong location. In recent years the exiled Atal'ai have discovered that Hakkar's physical form can only be summoned within the ancient capital of the Gurubashi empire, Zul'Gurub. The Atal'ai and Hakkari lost no time in dispatching a number of their most skilled priests to Zul'Gurub, where their efforts met with success at last. Numerous spies have confirmed the presence of the dreaded Soulflayer in the heart of the ruins.

Hakkar has also enthralled five high priests of the trolls' primal gods. Unable to oppose his will, the priests are channeling the power of their gods into Hakkar. Only their deaths can sever the connections that are vastly increasing Hakkar's might while draining the other gods of power.

Word of Hakkar's presence reached the Zandalar tribe in the South Seas, who were even more horrified to discover the enslavement of their kindred, the Zandalari high priests. King Rastakhan has therefore sent emissaries to Yojamba Isle, off the northwest coast of Stranglethorn Vale. There the trolls recruit champions from Azeroth's many races in the hope that Hakkar can be defeated.

Once part of ancient Kalimdor, Zandalar is the birthplace of troll civilization, and, as such, strictly neutral territory for trolls. When the first Well of Eternity imploded, a hole was punched through Kalimdor. Deep fissures appeared in the continent, and the Zandalari hastily cast strong protective spells to protect their home from destruction. Even so, they could not shield the rest of the continent from widespread upheaval. The ground immediately beyond the Zandalari's shield was drawn underwater when Kalimdor broke into separate landmasses. When at last the Sundering was over, the Zandalari saw that their home had become an island.



Zuldazar, the capital city of Zandalar, is built in a series of giant ziggurats that look like a towering mountain from a distance. Different troll tribes distrust one another and have often fought one another, but every six years, envoys from all the troll tribes arrive in Zuldazar in order to share information and discuss matters that may affect the entire troll race.









29. Sources:


http://thoriumbrotherhood.net/read.php?1,25989,26127
http://us.battle.net/wow/en/forum/topic/4768357055
http://www.wowwiki.com/How_to_roleplay_a_troll
http://www.trollbouquet.ca/tag/how-to-roleplay-a-troll/
http://wow.joystiq.com/2011/06/12/all-the-worlds-a-stage-trolls-a http://eu.battle.net/wow/en/forum/topic/859357496nd-timelines-in-roleplay/
http://heritageofzandalar.forumotion.com/t360-the-troll-rp-guide
http://wow.joystiq.com/2011/08/21/all-the-worlds-a-stage-plot-points-for-troll-roleplayers/
http://us.battle.net/wow/en/forum/topic/4254465162
http://theshatareu.wikia.com/wiki/Troll_(race_RP_guide)



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