Wowpedia

We have moved to Warcraft Wiki. Click here for information and the new URL.

READ MORE

Wowpedia
mNo edit summary
 
 
Line 1: Line 1:
  +
{{Racebox
{{Fanfic}}
 
  +
| image = Borgoth the Bloodletter.jpg
 
  +
| name = Abomination
A list of my Horde-allied characters that I use for roleplaying. Enjoy, and be sure to look at my [[User:Morec/Alliance_Roleplaying_Characters|Alliance]] and [[User:Morec/Neutral_Roleplaying_Characters|Neutral]] characters as well.
 
  +
| capital = [[Undercity]], [[Naxxramas]]; [[Icecrown Citadel]] (presumed)
 
  +
| faction = [[Scourge]], [[Forsaken]], [[Knights of the Ebon Blade]], [[Burning Legion]]
 
  +
| character = [[Barbarian]] (RPG)
= Morec, House of Rivendare =
 
  +
| mount = n/a (some of their parts may be from mounts)
 
  +
| homeworld = [[Azeroth (world)|Azeroth]]
{{npcbox
 
  +
| language = [[Common]]
| image = Morec, House of Rivendare.jpg
 
| name = Morec
+
| leader = n/a
  +
| height = Varies (average of 15 feet)
| gender = Male
 
  +
| alignment = Usually [[neutral evil]];<ref>''[[Horde Player's Guide]]'', page 204</ref> Formerly "usually [[chaotic evil]]"<ref>''[[Manual of Monsters]]'', page 99</ref>
| faction = Horde
 
| race = Forsaken
 
| affiliation = [[Knights of the Ebon Blade]], [[The Forsaken]]
 
| status = Active
 
| character = [[Death knight]]
 
| occupation = Death Knight of the Ebon Blade
 
| title = House of Rivendare
 
| alignment = [http://tvtropes.org/pmwiki/pmwiki.php/Main/ChaoticStupid Chaotic Stupid]
 
| relatives = [[Baron Rivendare]] (cousin), [[Aurius Rivendare]] (nephew), Sithia Frozenbone (on-again-off-again lover)
 
| companions = Two voices in his head, Pebblekeeper ([[ghoul]] minion), Blue ([[undead dragon]] mount)
 
 
}}
 
}}
  +
{{for|the Warcraft III unit|Abomination (Warcraft III)}}
   
  +
'''Abominations''' are [[undead]], [[ogre]]-like creatures, mounds of corpses cobbled together. The stomach-churning reek is choking, and a green-brown haze surrounds them. Their guts spill from a jagged gap in their stomach, and flies buzz about it, feasting. Three disproportionate, arm-like limbs emerge from their bloated body, two bearing bloody cleavers, and the other a thick chain with a hook on the end. Their tongues are thick and round and dangle from between crooked, yellow teeth.<ref name="Horde Player's Guide 204">''[[Horde Player's Guide]]'', pg. 204</ref>
:''"Who am I? I am the darkness. I am the chaos. I am the Lich King!"''
 
:''"Heh, I jest."''
 
:— Morec introduces himself.
 
 
All that is know about Morec's past it that he is related by blood to Baron Rivendare. Any occupation he may have had and even his real name - Morec being a name he chose for himself after an unfortunate encounter with a certain [[User:Morec#William_Morec|Scourgelord]] - are unknown. All that is known for sure is that Morec is somewhat mentally unstable, it has been speculated by some that he may not even know the secrets of his past anymore.
 
 
== Biography ==
 
 
Little is known about Morec's past. There has been much speculation, but all that is known for certain is that, before becoming one of the Ebon Blade, Morec was a warrior of the Forsaken, and that he is a relative of [[Baron Rivendare]]. He traveled to Northrend in a foolish attempt to strike at the Scourge, and it was there that he met and was slain by [[User:Morec#William_Morec|William Morec]] - the Scourgelord. He awoke in the Ebon Hold shortly thereafter, and was set to the task of crushing the Scarlet Crusaders in their own Enclave alongside the other death knights of [[Acherus]].
 
 
At Light's Hope Chapel he, like all of the Knights of the Ebon Blade, was freed from the grip of the Scourge. He then proceeded to Northrend, seeking the same vengeance against the Lich King all of his brothers and sisters of the Ebon Blade - although he held more allegiance to the Forsaken then the death knight of Acherus did, but also seeking to crush the Scourgelord that had forced him to again serve the wills of the Scourge. He crafted himself a set of [[Conqueror%27s_Darkruned_Battlegear|darkruned armor]] and stole a massive blade, [[Armageddon]], from the Military Quarter of [[Naxxramas]] for his own use against the Scourge. He also encountered and teamed up with [[User:Morec/Horde Roleplaying Characters#Sithia_Frozenbone|Sithia Frozenbone]] - who he quickly set to wooing - and [[User:Morec/Horde Roleplaying Characters#Vrem_Dartskul|Vrem Dartskul]]. [[File:Armageddon_-1.jpg|thumb|left|Becase a crazy Death Knight needs an oversized sword.]]
 
 
Despite his lust for vengeance, he spent most of his time in Dalaran, where he drank his time away - all the while complaining about how the "ale is so weak" that he couldn't taste anything, almost if he didn't realize that his taste buds stopped functioning around the time of his first resurrection. When he did go out to face the Scourge, though, he was relentless, merciless, and often got a tad bit carried away.
 
 
=== Post-Cataclysm ===
 
 
Sometime after the fall of the Lich King he assisted the Forsaken in their assault against Gilneas alongside Vrem. Upon returning, he and Vrem discovered that Sithia had been captured and executed by the Scarlet Crusade. The two assaulted the Scarlet Monastery, slaying many Crusaders and relcaiming Sithia's body, which had been damaged beyond any hope of reanimation.
 
 
[[File:Morec,_House_of_Rivendare_-_Cataclysm.jpg|thumb|left|Morec; Rocking-Out Since 2011]] Morec's lover was buried in the Brill graveyard, but the death knight seemed to be blind to the fact. In his mind, Sithia is still alive and living somewhere in the Western Plaguelands. The reason he dosn't see her; they're taking some time apart. He and Vrem also went their seperate ways, leaving the insane death knight, his sword, and his unholy powers to be unleashed upon the world. Morec used much of the fortune he had to commision the creation of new, stronger, and more intimidating armor. However, his definition of intimidation turned out to be "demonic clowns."
 
 
== Appearance ==
 
 
Like all death knights, Morec's eyes glow icy blue, and, like all Forsaken, he has a considerable ammount of rot. He uses a combonation of his own unholy magic and various alchemical potions to keep the deteriation of his body to a slow crawl. His hair is pitch black, and his skin has taken on a very pale color in death. He wears his magma-plated armor and carries Armageddon with him at all times, not even noticing the discomfort that doing so would bring upon a living being. He stands at six feet five inches, weighs one-hundred-fifty pounds, and has lost all of the skin on his lower jaw to reveal a graying bone.
 
 
== Abilities ==
 
 
Morec is a death knight who uses the blood aspect of the Ebon Blade's powers to kill... well, whatever he feels like killing at the moment. He is equally as skilled in the use of unholy magics, he just chooses not to use it as often as he does his blood-based magic. He is skilled with his stolen blade in combat situations, and will even attempt to bite anyone that he faces in battle - although shortly afterwards, if he does succeed in sinking his teeth into their flesh, he will likely complain about the "nasty flavor." He can speak [[Orcish]], [[Common]], [[Gutterspeak]], and claims to be able to understand the [[Faceless (language)|Faceless]] language of the Old Gods and their minions.
 
 
 
== Personality ==
 
 
Whenever they are asked about Morec, his fellow death knights, as well as a few others, have almost always claimed that "when the grip of the Lich King left him, so did his sanity." Morec supposedly lost his mind sometime after having to break free of the Scourge for a second time, but his will and intellect remains fully intact. Still, he has developed a habit of claiming to be various classes, as well as even heroes and villains of Azeroth and beyond - regardless of gender or race. Needless to say, it has confused more than a few adventures that have encountered him.
 
 
Ever since his free will was returned to him for a second him, he has had a voice in his head that he converses with outloud. This often leads people think think he is talking to himself - which, technically, he is. After the Cataclysm, or, more specifically, after Sithia was buried, Morec developed a second voice. The first of these voices speaks in ''italics'' while the second speaks in '''bold'''.
 
 
== Quotes ==
 
 
* "You dare to mock me? Feel the fury of the elements ''and'' excellent cuisine!" ''(claiming to be "Warchef" Thrall)''
 
 
* "This tavern shall fall, and from the broken dishes shall arise a better general goods store that will sell products for outrageously low prices." ''(said after being refused service at the [[Legerdemain Lounge]])''
 
 
* "I know that you know that I know what they know that you know what I don't know that we know, which is what I know that you know that Sylvanas doesn't know that I know and you know not what just happened!" ''(rambling)''
 
 
* "You just killed the nice psycho chick I was going to hook up with someday, maybe..."
 
 
* "Waa, waa worgen, can you feel pain? Yes sir, yes sir... I'm gonna feast upon your brains." ''(mocking a worgen before killing and partially-eating her)''
 
 
== Triva ==
 
 
The portion of Morec's history that states he was a warrior before being turned to a death knight is based off of Morec of Rivendare's original Forsaken Warrior, Morec. The character was later discarded when Morec transferred from Gilneas to Rivendare, leaving the original Morec behind and creating a death knight of the same race and name on his new server. Much of his personality, however, is based on the Marvel Superhero [http://en.wikipedia.org/wiki/Deadpool Deadpool], with elements of the DC Supervillian [http://en.wikipedia.org/wiki/Joker_(comics) Joker] slipping in from time to time.
 
 
{{clr}}
 
 
= Vrem Dartskul =
 
 
{{npcbox
 
| image = Malak Dartskul.jpg
 
| name = Vrem Dartskul
 
| gender = Male
 
| faction = Horde
 
| race = Forsaken
 
| affiliation = [[Forsaken]]; [[User:Morec/Organizations#Necrohunters|Necrohunters]] {{c-inline}}
 
| status = Active
 
| character = [[Hunter]], [[Epic marksman]]
 
| occupation = [[Deathguard]] (Formerly); Explorer and murderer of the living; [[User:Morec/Organizations#Necrohunters|Leader of the Necrohunters]] (Presumed){{c-inline}}
 
| alignment = [[Alignment#Lawful Evil|Lawful Evil]]
 
| companions = Rottalon (pet [[Carrion Hunter|undead eagle]]), Marrow (pet [[plague-dog]]), Deathpelt (undead [[panther]])
 
}}
 
 
:''"Does the Banshee Queen sanction your actions? No? Then die!"''
 
:— Vrem Dartskul
 
 
Vrem is a hunter and marksman of the Forsaken skilled in the use of guns and single-handed axes, although he is also greatly capable of fighting with almost all manner of weapons as well. He is fiercely loyal to the Banshee Queen, and approves of nothing if she doesn't approve of it first. Some say he is obsessed with following her orders, but he says that he is merely following them to the letter.
 
 
== Biography ==
 
 
Before his death, Vrem Dartskul was a simple farmhand on the [[Solliden Farmstead]], but when the Scourge came he and several others fled. In order to insure his own survival he left those who traveled with him to die one by one at the hands of the Scourge, eventually leaving him as the only survivor. Unfortunately his idea turned out to be less than the brilliant plan he had thought it to be, and shortly after he left the last of his companions to die he was attacked and killed by a pack of blood-crazed wolves. They left little of him to later be resurrected by the Forsaken, but he made do by robbing several other corpses of their body parts.
 
 
He pledged his loyalty to Lady [[Sylvanas]] and began to train as hunter of the Forsaken. He managed to capture an undead eagle - which he named Rottalon - as his pet of choice and later constructed a small [[plague-dog]] which he named Marrow, training both to seek and devour flesh whenever they could. He then proceeded to slaughter both the Scourge and the living - with the exception of his 'allies' in the Horde. Although several orcs and trolls that have aided him against the Scourge have "fallen in battle," but the number of these disappearances has been decreasing over the years.
 
 
His actions while in the Tirisfal Glade put him at odds with the Scarlet Crusade a number of times, and at one point they captured and attempted to execute him. They, however, underestimated his zealous loyalty to the Banshee Queen and overwhelming hatred of the living. By the end of the day, the forty-something Crusaders that had gathered to watch him burn were all dead by his and a few Forsaken that had come to his aid's hands.
 
 
After battling against the Scourge in the Plaguelands, Vrem ventured into Northrend alongside the other forsaken of the [[Hand of Vengeance]], and it was during this time he met Morec, House of Rivendare, and [[User:Morec/Horde Roleplaying Characters#Sithia_Frozenbone|Sithia Frozenbone]]. The three Forsaken were united in their common goal to see the end of the Scourge and the living alike, and became allies quickly. During his time in Icecrown he also freed a now-undead blood elf assassin named [[User:Morec/Neutral Roleplaying Characters#Marisa_"Talah"_Blackswallow|Talah]] from the Scourge, which indebted the elf to him.
 
 
=== Post-Cataclysm ===
 
 
[[File:Vrem_Dartskul_-_Cata.jpg|thumb|left|Vrem after the [[War against the Lich King]]]]He and assisted the Forsaken army with the assault of Gilneas, alongside Morec. When he and the insane death knight returned to Tirisfal, they learned that Sithia had been captured and killed by the Scarlet Crusade. He and Morec slaughtered their way through the monastery and retrived her body, and, upon learning it would be impossible to reanimate her, buried it within the graveyard at Brill. Vrem and Morec then parted ways.
 
 
Vrem shed his war-armor in favor of gear more suited for travel and stealthily killing the living and set up a small home in the [[Alterac Mountains]] to house his every-growing collection of "trophies" - various body parts that he has taken from the living races. He does not spend much time there, however, as he travels the world gathering more and more trophies. He has left his newest and favorite pet - Deathpelt - along with an assortment of traps there to guard it from would-be robbers. According to rumors and scouts attempting to keep tabs on Dartskul, the supposed house where Vrem keeps these trophies is completely empty, supposidly taken to the Aghal manor in the Eastern Plaguelands. He also is the founder and a member of the [[User:Morec/Organizations#Necrohunters|Necrohunters]]; a subgroup of the Forsaken which may or may not exist.
 
 
== Appearance ==
 
 
Vrem's eyes were once a dark brown, but now the unholy magic and potions that taint his body and keep him from rotting into a useless pile of flesh and bones have caused his eyes to glow yellow, like many other Forsaken. His hair has remained blond, though, despite the taint flowing through his body. He must also strap his face into place to keep it from falling off, but it is still mostly intact. He wears a set of [[Conqueror%27s_Scourgestalker_Battlegear|Scourgetalker armor]] and carries his gun whenever he thinks a battle might be in the near future. After the Cataclysm he chose armor more suited for stalking stealthily; mostly leathers but a bit of mail armor for extra protection. He stands at six feet two inches and weighs one-hundred-twenty-five pounds.
 
 
=== Marrow ===
 
 
Marrow's appearence has been significantly altered by Vrem and the [[Royal Apothecary Society]], turning him from a simple hunting hound into a monsterous beast. Putrid green slime drools out from this hounds mouth, and his claws and fangs and stained red from blood and gore. His body, although his ribs are showing, still carried much weight do to the various heavy objects that have been placed inside of it.
 
 
=== Rottalon ===
 
 
Vrem has had all unnesescary parts of Rottalon removed, giving his pet very little air ressistance and much, much more speed and agility. Even though much of his wings have rotted away, Vrem has managed to use bandages and the same processes that keep him from rotting to help minimize the loss of nessescary mass on the undead bird. The creature has become something like a nightmare, and Vrem uses this to psychological advantage.
 
 
=== Deathpelt ===
 
 
Deathpelt is probably the obly pet Vrem has left fully intact. The only noticable unnatural changes to this beast are that his claws and fangs have been replaced by metal ones. Deathpelt has grey and black fur covering his body, and green eyes. As with all of his pets, Vrem has used the exact same methods that prevent him from rotting on Deathpelt, leaving the beast almost looking as if he was alive - except for a few scars and dissease-ridden patches hidden underneath of the cat's fur.
 
 
== Abilities ==
 
 
Vrem aims for any weak spots on his enemies with his rifle and sharpshooting skills while he uses Rottalon or Marrow as a distraction whenever he finds himself in combat. If that strategy fails, however, then he reverses tactics: using his shots as a distraction while having Rottalon and Marrow tear his foes to shreds. He stays hidden the shadows as much as possible in battle, making sure his enemies can't see him but he can still clearly see them. He can speak Common, Orcish, and Gutterspeak.
 
 
=== Marrow ===
 
 
Marrow is the physically strongest, and most deadly, of Vrem's pets. The undead dog has demonstrated the ability to tear limps off of a variety of creatures - perhaps most notably a full grown human male - as well as having enough bulk on his rotting frame to be able to deal massive damage if he rams into someone. He has an extremely high pain tolerance, and will willingly take a blow for his master without Vrem even ordering the plague dog too.
 
 
=== Rottalon ===
 
 
Rottalon is the quickest and most intelligent of Vrem's two pets. The diseases that fester in the wounds over his body are extremely deadly and infectious. Even if the prey has escaped, if Rottalon has managed to sink his talons or peck his beak into its flesh, the diseases are likely to kill them within a few days to weeks. The rotting eagle uses his incredible speed and agility in whatever he can to divert the attention of enemies from his master. Rottalon is also the second most intelligent of Vrem's minions, as well as the most versitile.
 
 
=== Deathpelt ===
 
 
Is the fastest, second strongest, silentest, and absolute deadlists of Vrem's pets. His grey-black coat allows him to easily blend into the shadows, and his metal fangs and claws allow him to tear apart his prey in seconds. A cunning beast, Deathpelt will stalk around his prey for a minute or two before actually engaging it in combat. Although Vrem does not like to risk his favorite pet's life, he will do it if he has to. Since Deathpelt does not normally accompany Vrem into combat, though, he does not have to do so often.
 
 
== Personality ==
 
 
Vrem is a cold, dark, and somewhat grim character in terms of his personality. He hates the living with a passion, and kills as many of them as he can whenever the opportunity presents itself - always with Sylvanas' permission, of course - and kills the Scourge even more often. The only things that Vrem seems to care for besides himself are his pets, and is visibly devistated whenever one of them takes considerable damage. The encounter with wolves that led to his death reasulted in a deep hated, and maybe even fear, of wolves. This hatred would later extend to worgen, which Vrem delights in slaying, skinning, and wearing their pelts as a cloak.
 
 
== Quotes ==
 
 
* "Allow me to reacquaint you with death." ''(said to many minions of the Scourge)''
 
 
* "Death isn't that bad, it is much, much worse." ''(said to many living)''
 
 
* "Rottalon! Shred!" ''(siccing Rottalon on target)''
 
 
* "Marrow! Devour!" ''(siccing Marrow on a target)''
 
 
{{clr}}
 
 
= Sithia Frozenbone =
 
 
{{npcbox
 
| image = Sithia Frozenbone.jpg
 
| name = Sithia Frozenbone
 
| gender = Female
 
| faction = Horde
 
| race = Forsaken
 
| location = Buried in Brill Graveyard {{C-inline}}
 
| affiliation = [[Forsaken]]
 
| status = Active; Deceased {{C-inline}}
 
| character = [[Mage]]
 
| alignment = [[Alignment#Lawful Evil|Lawful Evil]]
 
| relatives = Morec, House of Rivendare (on-again-off-again lover)
 
}}
 
 
:''"What's the matter? Got cold feet?"''
 
:— Sithia making a bad pun.
 
 
Sitha is a [[mage]] of the Forsaken, specialized in the frost aspect of magic. She carries a one-handed sword that she forged out of arcane magic at Dalaran's blacksmith during her time studying in the magical city. She is slightly insane, but nowhere near as completely out of her mind as Morec is.
 
 
== Biography ==
 
 
Sitha was born Sitha Gaerl and raised in [[Stratholme]] for all of her early life, living with her parents who worked for [[Fras Siabi]]. Upon her eighteenth birthday she was accepted by Dalaran to study the arts of the arcane. After three years of study, she proved to be skilled in the use of frost and basic arcane spells. By the time the year she was scheduled to graduate in rolled around, she was very close to being able to be considered a master of the element of frost, although her skills in the use of basic arcane had wavered by this time.
 
 
Unfortunately, she never had the chance to graduate, because that same year Arthas led the Scourge to Dalaran and slaughtered every living creature he could in the magocratic nation. Sithia learned too late that her icy magics had little effect on the undead, and was viciously torn to pieces by the undead. A necromancer came across her broken corpse while the Scourge were sacking the city and decided to raise her into undeath for his own purposes. He had parts taken from other Scourge members to rebuild her, and used her as a slave for many years.
 
 
When the Lich King's powers started to wane, Sithia - now saying her last name to be Frozenbone - managed to break free from his grasp and sided with Sylvanas' coup. She quickly learned how to use her icy spells in a fashion that harmed the undead as well as the living, and poured all of her effort into helping the Dark Lady crush both the Scourge and the Dreadlords' forces.
 
 
After the Capital City was claimed by them, she served among Sylvanas' Deathguard for some time as a magic specialist. She, however, eventually got bored with that and left to spend her time hunting down and killing the Scarlet Crusade and Scourge in the Tirisfal Glades. When the Hand of Vengeance set out for Northrend, she was quick to side up with it. During her time in Northrend, she met and joined forces Vrem Dartskul and Morec - the latter of who she later became infatuated with.
 
 
=== Post-Cataclysm ===
 
 
Unlike Vrem and Morec, she did not assist the Forsaken in their attempt to take Gilneas for the Horde. This would turn out to be her greatest mistake, for while her two allies were gone she was captured by the Scarlet Crusade, tortured, and finally put to death. Upon learning this, Morec and Vrem massacred the Crusade before retriving her un-ressurectable body and burying it in the Brill graveyard. Her death caused a split between Vrem and Morec, and also left Morec even more mentally unstable then he already was.
 
 
== Appearance ==
 
 
Sithia's flesh is as tinged by death as any Forsaken's and her black hair is pulled up in a pair of boar tails. Her robes are dark, like many other Forsaken mages and casters. She is rarely seen without a smile. Her boney fingers have a slight layer of rime covering them, and the arcane sword she carries is pale blue in color. She stands at four feet five inches and weighs ninety pounds.
 
 
== Personality ==
 
 
Despite her race and last name, Sithia has a surprisingly warm personality. She couldn't be called "the embodiment of joy" by a long shot, but, when compared to Vrem at least, she is probably the most jovial of all the undead. Even so, she tends to be a bit sarcastic at times, the supposed humor - whether truly funny or not - that often results from these situations is found appealing by Morec. She also, of course, has no problem with killing the living, but only when it serves her means. This often puts her at odds with Vrem and Morec's ideas about how to deal with the living, but never so much that they part ways, being as her ideas often makes sense.
 
 
== Abilities ==
 
 
Sitha is a master of frost magics, and, despite her lack of skill in offensive spells of the arcane nature, she is also capable of opening portals. These portals are often unstable, however when told about this she insures the person speaking that they are "perfectly safe." She also has managed to retain the skills to reforge her arcane blade if it is ever damaged in battle, and has managed to become impressively skilled with it. Her main battle strategy is simple: freeze something completely, and then slowly unfreeze them so you can hear and giggle at their agonizing cries as the heat is sapped from their bodies. She can speak Common, Orcish, and Gutterspeak.
 
 
== Quotes ==
 
 
* "They're perfectly safe!" ''(when Vrem comments on her lack of ability to create a stable portal)''
 
 
* "I'm sorry, but I'm married" ''(lying to people about her marital status)''
 
 
{{clr}}
 
 
= Zol'jen =
 
 
{{npcbox
 
| image = Zoljen.jpg
 
| name = Zol'jen
 
| gender = Male
 
| faction = Horde
 
| race = Jungle Troll
 
| location = [[The Barrens]]
 
| creature = Humanoid
 
| affiliation = [[Darkspear Tribe]]
 
| status = Alive; Deceased {{C-inline}}
 
| character = [[Witch Doctor]], [[Hexer]]
 
| alignment = [[Alignment#Neutral Good| Neutral Good]]
 
| relatives = Salja (daughter), Mal'nat (son)
 
}}
 
 
:''"Joo be wantin' da voodooo? Wha' joo be wantin' da voodoo for?"''
 
:—Zol'jen
 
 
Zol'jen is an old troll, but he doesn’t look it. A witch doctor by trade, he's been able to make a variety of spells and potions that allow him to retain a youthful appearance. Unfortunately, he refuses to divulge his secrets to anyone else, and he is still prone to many of the ravages of old age. Even so, he's taken to these ailments like a naga to water.
 
 
== Biography ==
 
 
Zol'jen was born to a family of witch doctors on the Broken Isles, both his mother and father were practitioners of the mystical voodoo art. His family was among those sacrificed by the sea witch-worshiping murlocs. He grew up an orphan, and at some point sired a son and a daughter. When Thrall rescued the Darkspear Tribe from the sinking islands. He originally made a home on the Echo Isles with the rest of his tribe, but, after making some decisions he would later regret, decided it would be best for his tribe - and his son - if he were to just leave.
 
 
He set up a small home in the barrens, where he planned to spend the rest of his life making potions and distributing them to the Horde through a merchant at the Crossroads, with only the [[User:Morec/Horde_Roleplaying_Characters#Voodoo_Shades|worst mistake he had ever made]] to keep him company.
 
 
=== Post-Cataclysm ===
 
 
Zol'jen was killed in the destruction brought around by the Cataclysm. What became of the voodoo shades he created is unknown, although his son - Mal'nat - has been seen carrying a pouch that resembles the one Zol'jen used to carry.
 
 
== Appearence ==
 
 
Zol'jen's appearence is that of a young troll in about his mid-twenties - even though his true age is at least triple that. He has healthy colored blue flesh, but he still has no hair - much to his dismay. He still has a hobble in his old age, and uses a cane to help support himself. He wears traditional witch doctor garb, but he also carries a sheild - crafted in the shape of a tiki mask - and a staff for protection. He sthands at six feet exact and weighs one-hundred-seventy pounds.
 
 
=== Voodoo Shades ===
 
 
The voodoo shades thtat Zol'jen controls look much like the shades of the Scourge, but they also have a few key differences. The eyelids of these shades have been removed, letting their dead eyes stare out eternily. Their ears and nose have also been cut off, and all hair has been removed from their shadow-covered bodies. Their mouths have been sown shut, but they have still are able to scream and moan in pain and hatred.
 
 
== Personality ==
 
 
Zol'jen is a brilliant master of the arts of voodoo magic and alchemy, and uses both to further the interests of the Horde which saved him and the rest of the Darkspear Tribe from certain death on the original home of his people whenever he can. He holds loyalty to it, but believes more in his own people's power more. He holds close to his people's original traditions, and has no plans to change from them. He is not evil, but has no problems with enslaving powerful members of the Alliance and other factions not allied with the Horde - sometimes in very... unsavory fashions. He also loves coconuts, claiming that their milk "gives him visions."
 
 
== Abilities ==
 
 
Zol'jen studied and trained hard throughout his younger life to improve and increase his skills and understanding of voodoo and alchemy. He has the skills to create and use powerful voodoo dolls with ease, as well as use the various totems he's created to assist him in his work - both for defensive and offensive measures. He also has substantial knowledge of the layout of certain areas of Kalimdor - these areas being where he's gathered the materials needed for his alchemical and other voodoo-type creations. Given his age, however, he is subject to forget certain elements - often important ones - about these areas.
 
 
He also has a limited ability to create voodoo shades that are bound to his will from any humanoid creature that happens to be unlucky enough to be caught and turned into a ghostly slave by him. Thankfully, he only does this on very, very rare occasions. He can speak Zandali, Orcish, and Common.
 
 
=== Voodoo Shades ===
 
 
The shades he has command overnot only are able inspire fear in a number of races and power. They have no special abilies other then this far and an unnatural strength that they use to tear apart their opponents or keep they from harming their master - all depending on what Zol'jen orders them to do. They are amazingly proficient, but, because they disturb even him, Zol'jen dosn't use these unholy creatures except in very drastic situations.
 
 
== Quotes ==
 
 
* "Ey, mon, do joo be havin' any coconuts wit' joo?" ''(said to almost everyone that crosses his path)''
 
 
{{clr}}
 
 
= Salja =
 
 
{{npcbox
 
| image = Salja - Druid.jpg
 
| name = Salja
 
| gender = Female
 
| faction = Horde
 
| race = Jungle Troll
 
| location = Unknown
 
| creature = Humanoid
 
| affiliation = [[Darkspear Tribe]]
 
| status = Alive
 
| character = Priestess, Druid {{C-inline}}
 
| alignment = [[Alignment#Neutral Good| Neutral Good]]
 
| relatives = Zol'jen (father), Mal'nat (brother)
 
}}
 
 
== Biography ==
 
[[File:Salja_-_Priestess.jpg|thumb|left|Salja while she was still a Loa Priestess-in-training]]
 
 
 
=== Post-Cataclysm ===
 
 
 
== Appearence ==
 
 
 
== Personality ==
 
 
   
  +
Almost all abominations lack any real intelligence, having an I.Q. closest to that of an ogre on average. Abominations outwardly appear strangely joyful due to their absent-minded expressions and mannerisms, though this is most likely due to their low level of mental capacity. Like their undead cousins, abominations lust for flesh and are known to eat not only the living but the dead as well.
== Abilities ==
 
   
  +
Important [[Scourge]] abominations include [[Glutton]] (a constantly hungry abomination found in [[Razorfen Downs]]), [[Ramstein]] (the ruthless guardian of [[Baron Rivendare|Baron Rivendare's]] slaughterhouse in [[Stratholme]]) and the titanic [[Patchwerk]] (whom [[Kel'Thuzad]] uses as his "Avatar of War").
  +
[[File:Abomination.gif|thumb|An abomination in Warcraft III]]
   
== Quotes ==
+
==Introduction==
  +
Abominations are large created creatures, similar to [[flesh golem]]s. Mutilated bodies and limbs from many creatures combine into a single twisted, hideous form. A viscous trail of blood leaks from it with each laborious step, and the ripe decay of the slaughterhouse wafts from its body. These magically created automatons are incredibly powerful, possessing (literally) the strength of ten human men. Constructing one requires a great understanding of necromancy and science and the capacity to both animate undead and cause magical healing to living flesh. They are difficult to create, but once made they are fanatically loyal servants and tremendously powerful warriors. The twisted, mutilated bodies of abominations are comprised of multiple dead limbs and body parts from various corpses. These enormous warriors love to carve flesh and tear apart their enemies. They carry large cleavers into combat and wield various sicklebladed hooks on their disproportionate limbs. The animating force of an abomination is a blasphemous conglomeration of the souls incorporated into the corpses that make up the abomination’s unliving flesh. This creature is a singular entity with a united soul and, because of this unique makeup, is considered both an undead creature and a construct. It is certain that the abomination remembers nothing concrete of its previous lives, although snatches of memory occasionally plague the beast at times of great stress or unusual pressure.<ref name="Manual of Monsters 153-154">''[[Manual of Monsters]]'', pg. 153-154</ref>
   
  +
They are slow of body and mind, but tough and strong — excellent troops for the Scourge and the Forsaken. Disease spreads about them in visible clouds, but their enchantments ensure that, while they rot, they remain horribly alive. Abominations are some of the most powerful undead creatures in Azeroth. The Forsaken use them to guard Undercity and the Scourge employs them in a similar role. While not speedy, they are excellent at staying in one area and pounding anyone who gets close. Abominations understand Common and speak it…sort of.<ref name="Horde Player's Guide 204"/>
   
  +
Abominations are fearless, tenacious, and resilient, capable of pressing their advantage in combat for hours at a time without growing weary or weak. Their strength and ability are based on their unusual construction — they truly are more powerful than ten ordinary human men. Although mostly mindless creatures, they do occasionally show a flash of insight, modifying their orders to be more advantageous (such as attacking the most powerful opponent first when commanded into a battle). They are not particularly intelligent in most cases, however, and relying on an abomination’s sense of tactics is an exceptionally poor idea.<ref name="Manual of Monsters 154">''[[Manual of Monsters]]'', pg. 154</ref> Abominations’ dim brains don’t allow much room for tactics. They follow their master’s orders, trundling to where they are supposed to trundle and then hacking and ripping until their opponents are no longer recognizable.<ref name="Horde Player's Guide 204"/>
{{clr}}
 
   
  +
<blockquote>The twisted, mutilated bodies of the abominations are comprised of multiple dead limbs and body parts from many different corpses. These enormous warriors, scarred by loose stitchings and putrid, open sores, love to carve flesh and tear their enemies apart. The slow-moving and dull-witted abominations constantly drip blood and smell like disease-ridden slaughterhouses. They carry large cleavers into combat and wield various sickle-bladed hooks on their disproportionate limbs.<ref name="Warcraft III manual 102">''[[Warcraft III]] manual'', pg. 102</ref></blockquote>
= Soundtrack =
 
   
  +
==History==
A list of songs that I play while RPing as these character, seeing as it fits him to some regard:
 
  +
[[File:Abominations legends.jpg|thumb|Abominations in [[Warcraft: Legends]].]]
  +
Abominations are large, strong, virtually brainless amalgams of animated corpses. The Scourge created them from bits and pieces of various corpses, and they served as powerful troops in the Third War. When the Forsaken split from the Lich King’s control, they took a number of abominations with them — and, so some say, the ability to create more. Forsaken abominations guard Undercity and perform various tasks for their masters. Abominations love ripping and tearing apart living creatures. They also are breeding grounds for disease, and clouds of flies and putrid sick surround them. Their rotting guts hang from gashes in their stomachs. All of these traits make them poor traveling companions, and most who must deal with abominations make sure they do it from a distance. Abominations are also exceedingly dumb, but they possess enough intelligence for rudimentary problem solving and task resolution. They don’t possess much in the way of emotion, though. They have four basic states: pleasantly standing around and waiting for orders; being impatient that they aren’t killing things; feeling happy because they’re on their way to kill things; and being ecstatic when they’re actually killing things. If asked to do anything more — for example, to run an errand for its master — an abomination becomes confused. It wants to please its master — that’s why necromancers originally created them, after all — but tasks that don’t involve ripping take brainpower that most abominations don’t possess.<ref name="Horde Player's Guide 22">''[[Horde Player's Guide]]'', pg. 22</ref> ''{{quest|Gordo's Task|Gordo's Task}} is an example of this.''
   
  +
For all these reasons, few abominations are adventurers. An abomination on an adventure is probably a guard or servant for another adventurer — and it serves well (if a guard) or middling (if a servant) in that capacity. An abomination adventuring without a master is unheard of, but not unbelievable. If an abomination takes it into its head to go exploring, few are going to stand in its way. Such creatures likely strike out on their own, or perhaps with Forsaken allies who tag along. An abomination’s disease cloud means that any living creatures who attempt to venture with it have to remain far away, or be possessed of remarkably hearty constitutions.<ref name="Horde Player's Guide 22-23">''[[Horde Player's Guide]]'', pg. 22-23</ref>
[http://www.youtube.com/watch?v=9SSUQxGjZZ4 Voodoo - Godsmack] (Zol'jen)
 
   
  +
The abominations of the Third War were assembled in [[Slaughterhouse]]s which are still be found in the [[Eastern Plaguelands]]. Opposing the Scourge, however, the Forsaken abominations are made in the [[Apothecarium]] of the [[Undercity]] and are composed of the parts of [[human]]s that are in the captivity of the Forsaken. While for the Forsaken the abominations are primarily kept as guards, some have become highly regarded Forsaken representatives in the military such as [[Lieutenant Murp]] of [[Alterac Valley]]. However in patch 2.4.0 he was removed from [[Alterac Valley]] and is now in [[Wintergrasp]].
[http://www.youtube.com/watch?v=6xlqXHnb2YA Perfect Insanity - Disturbed] (Morec, House of Rivendare; Sithia Frozenbone)
 
   
  +
==Construction==
[http://www.youtube.com/watch?v=09LTT0xwdfw Down with the Sickness - Disturbed] (Morec, House of Rivendare; Vrem Dartskul, Sithia Frozenbone)
 
  +
[[File:factora.jpg|thumb|Abomination Factory in Undercity]]
  +
[[File:factorb.jpg|thumb|Abomination Factory in Undercity]]
   
  +
An abomination is created from the mutilated and disease-ridden corpses brought from the battlefield. It stands over 8 feet tall and weighs well over 500 pounds. The skin of an abomination is a sickly green and yellow, obviously covered with disease and twisted with horrible magics. It has no possessions and carries only the items given to it by its creator. It includes the dissection of more than 10 bodies to be used as the abomination’s flesh and organs. Each of these bodies must be infected with the Lich King’s plague, so that they will properly mutate when affected with the rituals to create the abomination proper.<ref name="Manual of Monsters 155">''[[Manual of Monsters]]'', pg. 155</ref>
[http://www.youtube.com/watch?v=Pkg-rBqllZI Funny Farm - Neuroticfish] (Morec, House of Rivendare; Sithia Frozenbone)
 
   
  +
A golem’s creator, any necromancer of Ner’zhul, or any death knight can command an abomination if it is within 60 feet and can hear and see its creator. If left to its own devices, the abomination will make the best of its situation, carrying out its last order to the letter until it is no longer capable of following that directive. The creator can also give the abomination a simple directive to govern its actions while the creator is not in the area, such as: “Attack all who enter here” or “Remain here, and do not allow the chest or its contents to leave this room.” Because abominations do not need to breathe and are immune to most attack forms, they can continue to fight even when the terrain is exceptionally dangerous (underwater, for example) or difficult.<ref name="Manual of Monsters 154"/>
[http://www.youtube.com/watch?v=FRWGcny1iI4 The Night - Disturbed] (Morec, House of Rivendare)
 
   
  +
==Notable Abominations==
[http://www.youtube.com/watch?v=QDfV1ZLGZmE&feature=related Rise of the Undead - Vader] (Morec, House of Rivendare; Vrem Dartskul; Sithia Frozenbone)
 
  +
[[File:Plagueborn Meatwall TCG.jpg|thumb|An abomination in art.]]
  +
*{{npc||Bloodfeast (Warcraft III)||Bloodfeast|smallicon=IconSmall_Abomination.gif}}
  +
*{{npc||Butcher (Warcraft III)||Butcher|smallicon=IconSmall_Abomination.gif}}
  +
*{{npc||Tartek the Enraged||Tartek the Enraged|smallicon=IconSmall_Abomination.gif}}
  +
*{{mob|Borgoth the Bloodletter|level=20|smallicon=IconSmall_Abomination.gif}}
  +
*{{mob|Knucklerot|level=21|smallicon=IconSmall_Abomination.gif}}
  +
*{{mob|Luzran|level=21|smallicon=IconSmall_Abomination.gif}}
  +
*{{mob|Stitches|level=35|smallicon=IconSmall_Abomination.gif}}
  +
*{{npc|2=Gordo|Horde|level=30|smallicon=IconSmall_Abomination.gif}}
  +
*{{npc|2=Goutgut|Horde|level=27|smallicon=IconSmall_Abomination.gif}}
  +
*{{npc|2=Lieutenant Murp|Horde|level=80|smallicon=IconSmall_Abomination.gif}}
  +
*{{npc|2=Sergeant Gorth|Horde|level=70|smallicon=IconSmall_Abomination.gif}}
  +
*{{mob|Glutton|level=37|smallicon=IconSmall_Abomination.gif}}
  +
*{{mob|Ramstein the Gorger|level=61|smallicon=IconSmall_Abomination.gif}}
  +
*{{mob|Meathook|level=82|smallicon=IconSmall_Abomination.gif}}
  +
*{{mob|Patchwerk|level=??|smallicon=IconSmall_Abomination.gif}}
   
  +
==Other Abominations==
[http://www.youtube.com/watch?v=6WMvLYMCwXk&feature=related Evil Has a Name - Hail The Villian] (Vrem Darskul)
 
  +
*[[Flesh beast]]
  +
*[[Flesh giant]]
  +
*[[Flesh titan]]
  +
*[[Flesh golem]]
  +
*[[Fungal monster]]
  +
*[[Plague-dog]]
  +
*[[Wight]]
  +
*In ''[[Manual of Monsters]]'' [[Manual of Monsters/Appendix Three|Appendix Three]] other types of abominations are mentioned: the [[Manual of Monsters/Appendix Three#Howling Abomination|Howling Abomination]], the [[Manual of Monsters/Appendix Three#Ettin|Ettin]] and the [[Manual of Monsters/Appendix Three#Troll Abomination|Troll Abomination]]; however the validity of the source is disputed.
   
  +
==References==
[http://www.youtube.com/watch?v=6r3yHiGJzi4 Land of the Dead - Voltaire] (Morec, House of Rivendare)
 
  +
{{Reflist}}
   
  +
{{undead}}
[http://www.youtube.com/watch?v=P0TzUNti3rY Ready to Die - Andrew W.K.] (Morec, House of Rivendare)
 
  +
{{WoW RPG classes}}
   
  +
[[fr:Abomination]]
[[Category:Player characters]]
 
  +
[[Category:Abominations| ]]
  +
[[Category:Creature classes]]

Revision as of 14:13, 8 June 2011

Template:Racebox

For the Warcraft III unit, see Abomination (Warcraft III).

Abominations are undead, ogre-like creatures, mounds of corpses cobbled together. The stomach-churning reek is choking, and a green-brown haze surrounds them. Their guts spill from a jagged gap in their stomach, and flies buzz about it, feasting. Three disproportionate, arm-like limbs emerge from their bloated body, two bearing bloody cleavers, and the other a thick chain with a hook on the end. Their tongues are thick and round and dangle from between crooked, yellow teeth.[1]

Almost all abominations lack any real intelligence, having an I.Q. closest to that of an ogre on average. Abominations outwardly appear strangely joyful due to their absent-minded expressions and mannerisms, though this is most likely due to their low level of mental capacity. Like their undead cousins, abominations lust for flesh and are known to eat not only the living but the dead as well.

Important Scourge abominations include Glutton (a constantly hungry abomination found in Razorfen Downs), Ramstein (the ruthless guardian of Baron Rivendare's slaughterhouse in Stratholme) and the titanic Patchwerk (whom Kel'Thuzad uses as his "Avatar of War").

Abomination

An abomination in Warcraft III

Introduction

Abominations are large created creatures, similar to flesh golems. Mutilated bodies and limbs from many creatures combine into a single twisted, hideous form. A viscous trail of blood leaks from it with each laborious step, and the ripe decay of the slaughterhouse wafts from its body. These magically created automatons are incredibly powerful, possessing (literally) the strength of ten human men. Constructing one requires a great understanding of necromancy and science and the capacity to both animate undead and cause magical healing to living flesh. They are difficult to create, but once made they are fanatically loyal servants and tremendously powerful warriors. The twisted, mutilated bodies of abominations are comprised of multiple dead limbs and body parts from various corpses. These enormous warriors love to carve flesh and tear apart their enemies. They carry large cleavers into combat and wield various sicklebladed hooks on their disproportionate limbs. The animating force of an abomination is a blasphemous conglomeration of the souls incorporated into the corpses that make up the abomination’s unliving flesh. This creature is a singular entity with a united soul and, because of this unique makeup, is considered both an undead creature and a construct. It is certain that the abomination remembers nothing concrete of its previous lives, although snatches of memory occasionally plague the beast at times of great stress or unusual pressure.[2]

They are slow of body and mind, but tough and strong — excellent troops for the Scourge and the Forsaken. Disease spreads about them in visible clouds, but their enchantments ensure that, while they rot, they remain horribly alive. Abominations are some of the most powerful undead creatures in Azeroth. The Forsaken use them to guard Undercity and the Scourge employs them in a similar role. While not speedy, they are excellent at staying in one area and pounding anyone who gets close. Abominations understand Common and speak it…sort of.[1]

Abominations are fearless, tenacious, and resilient, capable of pressing their advantage in combat for hours at a time without growing weary or weak. Their strength and ability are based on their unusual construction — they truly are more powerful than ten ordinary human men. Although mostly mindless creatures, they do occasionally show a flash of insight, modifying their orders to be more advantageous (such as attacking the most powerful opponent first when commanded into a battle). They are not particularly intelligent in most cases, however, and relying on an abomination’s sense of tactics is an exceptionally poor idea.[3] Abominations’ dim brains don’t allow much room for tactics. They follow their master’s orders, trundling to where they are supposed to trundle and then hacking and ripping until their opponents are no longer recognizable.[1]

The twisted, mutilated bodies of the abominations are comprised of multiple dead limbs and body parts from many different corpses. These enormous warriors, scarred by loose stitchings and putrid, open sores, love to carve flesh and tear their enemies apart. The slow-moving and dull-witted abominations constantly drip blood and smell like disease-ridden slaughterhouses. They carry large cleavers into combat and wield various sickle-bladed hooks on their disproportionate limbs.[4]

History

Abominations legends

Abominations in Warcraft: Legends.

Abominations are large, strong, virtually brainless amalgams of animated corpses. The Scourge created them from bits and pieces of various corpses, and they served as powerful troops in the Third War. When the Forsaken split from the Lich King’s control, they took a number of abominations with them — and, so some say, the ability to create more. Forsaken abominations guard Undercity and perform various tasks for their masters. Abominations love ripping and tearing apart living creatures. They also are breeding grounds for disease, and clouds of flies and putrid sick surround them. Their rotting guts hang from gashes in their stomachs. All of these traits make them poor traveling companions, and most who must deal with abominations make sure they do it from a distance. Abominations are also exceedingly dumb, but they possess enough intelligence for rudimentary problem solving and task resolution. They don’t possess much in the way of emotion, though. They have four basic states: pleasantly standing around and waiting for orders; being impatient that they aren’t killing things; feeling happy because they’re on their way to kill things; and being ecstatic when they’re actually killing things. If asked to do anything more — for example, to run an errand for its master — an abomination becomes confused. It wants to please its master — that’s why necromancers originally created them, after all — but tasks that don’t involve ripping take brainpower that most abominations don’t possess.[5] Gordo's Task is an example of this.

For all these reasons, few abominations are adventurers. An abomination on an adventure is probably a guard or servant for another adventurer — and it serves well (if a guard) or middling (if a servant) in that capacity. An abomination adventuring without a master is unheard of, but not unbelievable. If an abomination takes it into its head to go exploring, few are going to stand in its way. Such creatures likely strike out on their own, or perhaps with Forsaken allies who tag along. An abomination’s disease cloud means that any living creatures who attempt to venture with it have to remain far away, or be possessed of remarkably hearty constitutions.[6]

The abominations of the Third War were assembled in Slaughterhouses which are still be found in the Eastern Plaguelands. Opposing the Scourge, however, the Forsaken abominations are made in the Apothecarium of the Undercity and are composed of the parts of humans that are in the captivity of the Forsaken. While for the Forsaken the abominations are primarily kept as guards, some have become highly regarded Forsaken representatives in the military such as Lieutenant Murp of Alterac Valley. However in patch 2.4.0 he was removed from Alterac Valley and is now in Wintergrasp.

Construction

Factora

Abomination Factory in Undercity

Factorb

Abomination Factory in Undercity

An abomination is created from the mutilated and disease-ridden corpses brought from the battlefield. It stands over 8 feet tall and weighs well over 500 pounds. The skin of an abomination is a sickly green and yellow, obviously covered with disease and twisted with horrible magics. It has no possessions and carries only the items given to it by its creator. It includes the dissection of more than 10 bodies to be used as the abomination’s flesh and organs. Each of these bodies must be infected with the Lich King’s plague, so that they will properly mutate when affected with the rituals to create the abomination proper.[7]

A golem’s creator, any necromancer of Ner’zhul, or any death knight can command an abomination if it is within 60 feet and can hear and see its creator. If left to its own devices, the abomination will make the best of its situation, carrying out its last order to the letter until it is no longer capable of following that directive. The creator can also give the abomination a simple directive to govern its actions while the creator is not in the area, such as: “Attack all who enter here” or “Remain here, and do not allow the chest or its contents to leave this room.” Because abominations do not need to breathe and are immune to most attack forms, they can continue to fight even when the terrain is exceptionally dangerous (underwater, for example) or difficult.[3]

Notable Abominations

Plagueborn Meatwall TCG

An abomination in art.

Other Abominations

References

 
  1. ^ a b c Horde Player's Guide, pg. 204
  2. ^ Manual of Monsters, pg. 153-154
  3. ^ a b Manual of Monsters, pg. 154
  4. ^ Warcraft III manual, pg. 102
  5. ^ Horde Player's Guide, pg. 22
  6. ^ Horde Player's Guide, pg. 22-23
  7. ^ Manual of Monsters, pg. 155

Template:Undead