I’m glad you asked, because I would change a lot of things.
I’ve been writing on a project like this for quite some time now and I’ve already finished writing some races that I’d like to post here. But since my mother tongue is not English, please forgive my perhaps not accurate translation. I have many more but just post one now and i translated that with a translation tool, so pls forgive the grammer
Quel'Thalas
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Chief: Phoenix King
The kingdom of Quel’thalas in the north of the ancient world is the enchanted kingdom of the Quel’dorei, commonly known as the high elves. It is also known as the kingdom of magic and is famous for its green hilly forests, the great magic academies and the idyllic fields and meadows in the Crown Lands. The majestic cities of the Elfs are paradisiacal in the midst of their magical realm and the country is famous far beyond its borders for its powerful magic and the elite forces at its disposal. Led by the Sunstrider Dynasty, the Quel’dorei live in the benevolent glory of their gods and the legendary Sunwell, in whose glow they grow and prosper. The ten provinces of the heartland, led by the Synod, are composed of
-Immersang Forest
-Thor’dana
-Volura
-Eastern Crown Lands
-Moon Valleys
-Western Crown Lands
-The Silver Rivers
-The Twin Islands
-Westmark
As well as the three large colonies of the high empire;
-Thala’dor (Lordaeron)
-Thalar’Dwari (Outback)
-Thalar’Modan
But all was about to change when death throbbed at the gates of Quel’thalas, and in a bloody and devastating wave of desolation, the armies of the Scourge bored their way to the sanctuary, the Twin Islands, where the Sunwell is located. In a shameful act they desecrated its power and left only suffering on their way. Though not all towns and villages of Quel’thalas are defiled and desecrated, the kingdom and its inhabitants suffered a deep blow from which they may never fully recover. The thousands of deaths caused by the Scourge’s incursion are fighting the survivors and have turned Quel’thalas and its forests and landscapes into a battlefield where only the strongest survive.
Immersang Forest.
Lord: Ranger General
Status: Military Head of all Forces of Quel’thalas
Synode house: House Windrunner
Capital:Tristessa
The Immersang forests stretch from the north of the empire to the heartland and are considered the home of the Ranger Lords. The forest’s boundaries have long been a contested territory, with both the humans of Lordaeron and the trolls of Zul’aman reaching out for the fertile lands and hoping to conquer some of these forests. The largest city in the Immersang Forest and home of the Windläufer family is Tristessa, with its great walls and sprawling city centre, it almost seems like part of the country itself. Here beats the heart of the Ranger Corps and only here meets the Council of the Forest, the meeting of the Ranger Lords with the General that takes place every month. The great fortress of the legendary World Wanderers, the enclave of the forest is only a few hours away and in the northeast the view of Tash’dora towers in the sky like a watchful hawk whose gaze lies incessantly on the woods. The massive tower was built by the arriving elves before the Age of Tears and served as a watchtower that warned of the arriving trolls. In the course of the following centuries, the tower was extended further and further until it became what it is today. The swinging architecture makes it look like a bird of prey with its eyes fixed on Zul’aman. It is said that from the top of the tower you can overlook the entire kingdom!
In the woods around Tristessa, in addition to several Ranger bastions, there is also the Windrunner Village, the training ground for young recruits, which is able to recreate the harsh conditions a Ranger will encounter during his training.
The city of Thelodir borders the Windläufer family’s empire to the neighbouring areas to the north and is home to the botanists of Quel’thalas. It is here that the young academics learn to use the secrets of the forest and its magic to help their allies in their fight against invaders. To the north-east is the great city of the wizards’ forge, the city of Val’jarar, which marks the boundaries of the empire to the south and has long vied with Stratholme for power and influence. Just a narrow strip of land between the two cities is home to both large mines of arcanite and real silver, something both empires desire. So it is not surprising that border conflicts occur here again and again. It was in Val’jarar that the wizard smiths of Quel’thalas began, and they fathom the mystery of Arcanite. Over time, the smiths have perfected the use of Arcanite for armor and weapons. The Javador Academy is also located here. The academy is well known in the enchanter’s circles, and has specialized in providing equipment with special and unique abilities.
The people of the Immersang forests are known for their rather serious but nevertheless calm vein. They honor ancient customs from a time long before the founding of Quel’thalas. Also, it seemed that the new gods of Quel’thalas had never entered the enchanted forests. Wanderers also report rumors of remote villages where a deity, the Mother of the Moon, is said to be worshipped. Nevertheless, the inhabitants of the Immersang Forest are feared for their art of warfare and traditionally provide most recruits for the Rangers and quite a few botanists. During the third war Tristessa was almost completely destroyed when the Scourge raged through the town. Today, citizens of Tristessa are a rarity.
Bordering to the north: Volura (Home of the Flying Towers of Quel’thalas)
Bordering on the east: Thor’dana
Bordering on the west: The Western Crown Lands
Bordering on the south: Thalar’dor (colony), Nordland (Lordaeron)
Thor’dana:
Lord: Master of Beasts
Stand: Keeper of the Quel’thalas Wilderness
Synodehouse: House of Wild Thorn
Capital: Gold Nebula
The lands of Thor’dana are a barren and rocky mountainous landscape that borders closely on the Troll Empire. In the past, it has often been the victim of raids and has long suffered from border conflicts with the Amani. The landscape is still dominated by the quarries, which Thor’dana runs through like a network of veins. The country is also known for its dragon hawk populations, which live in the nearby mountains. For a long time it was therefore considered to be ore poor and uninteresting, but everything was to change with Thor’Dana’s greatest heroine, Marali Wild Thorn.
The young Marali Thor’Dana, a ranger from Tristessa, was able to learn the secret of dragon hawk breeding from the Amani during the great troll war. So she stole the Dragon Falcon nests within Thor’dana and raised the dangerous predators by hand, tying them to herself with a mixture of dominance and pack behaviour. This knowledge was to make Thor’dana the home of Thor’dana’s mistress and, after the end of the war, earned the house of Wild Thorn a place in the synod for its decisive contribution in the great troll war, henceforth as guardian of the Wilderness of Quel’thalas.
With large sums of money, Marali Wild Thorn finally built Goldnebel, where the schools of the Dragon Falcons are located. Marali became a leading researcher in dragon hawking, and her family and the people of Thor’dana have formed the powerful Dragon Falcon Riders for generations. Unfortunately, she herself was not to see the completion of Gold Nebula and the Dragon Falcon schools, but even today the statue of the brave ranger is adorned by the highest pass of Thor’dana.
Goldnebel, in addition to the local nurseries, has developed over time into a centre for geology, and has produced a large number of stonemasons who work throughout Quel’thalas and sometimes even beyond its borders. The thorns of Ahilea are also found here, a unique monument that testifies to the deep veneration of the goddess of nature. Today, the small town is an important trading centre, supplying the otherwise barren country with goods from the other corners of the empire. The few villages around Goldnebel mostly consist of single houses.
The inhabitants of Thor’dana are considered to be taciturn and stubborn, once they get something into their heads, they go their way. Troll packs have invaded the barren landscape time and again, but the Dragon Hawk Riders have gained a reputation as fearless defenders in the battles they have fought, and they have a high standing in Thor’dana. It is probably so unusual that even here the belief of the eight gods was established and even cultivated. However, during the 2nd War, the orcs and Amani trolls attacked and partially destroyed Gold Nebula, so the Dragon Hawk schools have had to be rebuilt since then.
Bordering in the north: Moon Valleys, Volura
Bordering on the east: Eastern Crown Land
Bordering on the west: The Silver Rivers
Bordering on the south: Zul áman
Voltura:
Mr: Justiziar
Status: Judge of Quel’thalas
Synodehouse: House Sonnenhäscher
Capital: Voltura
The most famous wonder of the eastern kingdoms, the flying towers of Quel’thalas. Home of astronomers, scholars and philosophers. Origin of the belief in the Eight Gods and co-founder of the Academic Association for Understanding between Elves and Humans. The floating city of Volura is known for its share of the Elven Laws and has housed the largest university of law north of Ironforge within its walls.
Volura was originally founded by the House of Sunshakers as a place of healing and faith after the horrors of the Empty King, which ended the Age of Tears. A new order arose in the kingdom, belief in the Eight Gods and Volura became its Spiritual Center. It was meant to heal the deep wounds caused by the battle against Dath’tahan.
The Pantheon of the Eight, a monument of faith, establishes the city center and lies within the innermost ring in the Cloud City. Priests and pilgrims gather here year after year to pay homage to the Eight with gifts and offerings. When the Scarlet March finally marched into Quel’thalas, the priests of Volura fought against the crusaders together with the troops of the Empire and together they were able to achieve victory. The tens of thousands of deaths that followed this war would not be repeated. For this reason, the Academic Association for Understanding between Elves and Humans was conceived, which has its headquarters in Volura, but there are also offshoots of the academic partnership in other large cities between Quel’thalas and Stormwind. Voltura in particular pressed for a peaceful solution and agreed with King Anasterian on the great Council of Stratholme, which ended in the foundation of the Church of Holy Light. Once again Volura was to become important as a place of cooperation, where humans and elves were to explore the secrets of the faith together. Also in Volura’s city stands the Cathedral of Radiant Light and is the seat of the High Priest of Quel’thalas. A long epoch of peace was to follow the Council of Stratholme, and rest in the high realm.
Almost 600 years later, in 561, during the 2nd Witches’ War, sorcerers invaded the city to plunder the city’s archives and obtain magical knowledge in the fight against the Priests of Light of Lordaeron. The fire that broke out in the city shortly afterwards threatened to bring the wonder of the world down from the sky and although humans and elves fought together against the witchers, they needed the support of the Wildhammer dwarves, who were guests in the nearby Silvermoon at the time and got wind of the tumult that was going on in the floating city. So the Wildhammers travelled with their griffin riders to the aid of the dwarves and were able to chase away the witchers and extinguish the fire together.
This act was a great honour for the dwarves, so Voltura opened its gates for the Wildhammer dwarves and they were welcome in the floating city. In honor of the alliance with dwarves and humans, Lord Silifius Sonnenhäscher erected the city’s landmark, the blind towers, which stands for justice and equality of the nations before the law of Voltura
The people of Voltura are known for their strong sense of justice, whereby the influence of humans and dwarves did not remain without consequences, especially many young elves choose the path of knighthood in addition to studying law in this country, the order of blood knights has also settled here and the Temples of the Eight next to the houses of the gods of the holy light come together peacefully here. The great universities and academies of Volura dominate the image of the city as well as the libraries and inscriptionists and archaeologists. Only the magi of Silvermoon could never win Volura over, much to the regret of the city superiors. As one of the jewels of Quel’thalas, Volura survived the third war almost completely unscathed.
Bordering to the north: Reichslanden
Bordering on the east: Eastern Crown Lands
Bordering on the west: Moon Valleys
Bordering on the south: Thor’dana
Eastern Crown Lands:
Lord: Royal Administrator
Stand: Thalassian Prince
Acting: House sunstrider
Capital: Silvermoon
The wide and fertile areas of the eastern crown land border the empire in the east. Apart from the Gardens of Veresdor, which is the palace and administrative seat of the Eastern Crown Lands, there is only the enormous tomb of the empire’s founder Dath’Remar the Great, the King’s Rock. Rural life dominates the picture here, with large farms and homesteads as far as the eye can see. As one of the three countries of the Sonnenwanderer family to meet their royal claim, the lush green land is also a place of idyll and peace. The Crown Lands are on the right and left side of the Moon Valley with the capital of the empire.
Although Volura may be considered a center of faith, many inhabitants of the Eastern Crown Lands are followers of the holy light. In addition to the fertile farmland, the Forganar coast, the Sea of Oblivion and the villages on its shores often go out to sea to gather fish and other treasures of the sea for the weekly markets in Silvermoon.
The biggest festival, the Founder’s Festival, takes place once a year at the summer solstice and brings together celebrants from all the kingdom and all the colonies to pay homage to their first king. The mighty Drak’nur therefore tried to rob the pride of the Crown Lands and desecrate the tomb, but this was doomed to failure. The Halls of Sorcerer-Breakers and their brave recruits stood against the trolls. Bravely they fought for the pride of the nation and managed to save the national sanctuary from the trolls until the reinforcements arrived. Since then, the Halls of Sorcerers have provided the members of the Royal Guard and are the guardians of the King’s Rock.
The people of the Eastern Crown Lands are a rather leisurely and hard to upset people, they appreciate the simple life and, although they are of elven origin, they have little in common with magic. The few forests that exist in the Eastern Crown Lands are revered as a grove of tranquility.
Bordering on the north: Silver Rivers
Bordering on the east:
Bordering on the west: Moon Valleys
Bordering on the south:Voltura
Moon valleys:
Lord: Phoenix King
State: Head of all elves
Acting: Royal House Sunstrider
Capital. Silver Moon (capital of the entire elvenhood east of Kalimdor)
Minions:
Synod
Council of Powers
The enchanting Moon Valleys, between the higher eastern and western Crown Lands, are home to the pulsating heart of the Empire, the legendary and majestic capital of the entire elven kingdoms of the Eastern Kingdoms and the shining diamond of magic, Silver Moon. Famous as one of the most beautiful cities in the world, home to the legendary Magistrate of Silvermoon and the academy Majores Thaumaturgica Arcanium, which is considered the best magic academy and training centre for arcane magic in the world.
Above all else, the legendary Palace of the Phoenix Kings, the Palace of Avanturin, home of the Sunstrider family, is even larger than the Academy. Nestled in the landscape itself, the magnificent buildings of the palace seem like a shining sea of flames that embraces the entire width of the city to the north and whose largest basilica is enveloped by a beam of pure light that seems to come from behind the palace. Here, in the halls of Avanturin, the Phoenix Throne is located in the Imperial Hall of Quel’thalas, and the Council of Powers and the Synod meet regularly in the halls to the left and right of it.
The magical academies of the magistrate of Silvermoon are located in the west of the city, as are many of the civil servants of Quel’thalas. To the east, the city is dominated by the temples and places of worship of the many different faiths that have their home in Quel’thalas, in particular the Temple of the Sun and Moon, the Palace of the Eight and the Cathedral of St. Charles of Arganor. The large markets and stalls for non-magical materials are also located in this part of the city. The south of the city is a place of hustle and bustle and trade for military purposes, and it is not surprising that the bastions of the Rangers, the Blood Knights and the Spellbreakers were built here to protect the city. The aristocratic quarter to the north of the city is reserved for the wealthiest and most affluent inhabitants of Quel’thalas, who can afford to live in splendour and glory. In addition to the nobles of Quel’thalas, the embassies of the peoples of the Eastern Kingdoms are also located in the north of the city. The actual city guards of Silvermoon, the so-called Pretanians, ensure peace within the city, and have the task of ensuring the safety of the elite as well as the observance of royal laws.
Silvermoon is a place of intrigue and power, especially if you consider what can only be seen from Silvermoon. The legendary Isle of the Never-Setting Sun, Quel’danas, which carries the heart of the culture, the Sunwell. Protected by powerful spells and illusions, only the path known as the Hidden Path leads to the island. Honeycombs of pure power and a light, more pulsating and brighter even than the sun, shines incessantly into the sky. Only the magistrate seems to be allowed to approach the island without a royal order. But not only magic barriers protect the sanctuary, mighty walls and a whole army of magicians, rangers, blood knights and infantrymen protect the well of power, the so-called Sunwell Plateau. This fortress also serves as a retreat for the kings of Quel’thalas in times of need and was built by King Thalandor, the Redeemer. Furthermore, enemies of the Crown are said to have been imprisoned there, in the deep dungeons beneath the walls no light shall ever reach the prisoners, and the powers of the Sunwell, although so close, never shine there. The unfortunate ones who were imprisoned here are said to have fallen into madness over time.
Poverty within the city seems to be extinct, to the amazement of the guests, but already the famous philosopher and ethnologist Silgarth of Gilneas wrote for his part in the book named after him, “The Ways of Silgarth”. “Poverty does not seem to live here, but that does not mean that it does not exist, whoever searches at the gates will find the scum of the streets fighting for life, here, as elsewhere, there, elves and humans are equal and by no means everyone here is rich”
The cleanliness of the city is preserved by the enchanted brooms of the city, and the Faculty of Technomagic, which is considered a subdivision of the Majores Thaumaturgica Arcanium, is responsible for the production of magical constructs, while the Home of Trade Guilds of Magical Artifacts is responsible for their management and publication. In some places it is rumoured that in reality it is here, in the distant Silver Moon at the northernmost tip of the continent, that decisions are made that affect almost all the nations of the continent.
The people of the Moon Valleys are known for their arrogance, they consider themselves to be elven standards as perfect creations and it is easy to incur their wrath, as the most elite mages in the world, they are not afraid to remind everyone who you are and where you come from. Only the most wealthy elves truly live in Silvermoon, although from time to time exotic beauties from the remote south scurry across the streets here in light clothing. The population is mostly elven in nature, but also very wealthy humans and dwarves have settled here. A well-known example is the dark iron dwarf Magnar Aschengrund, who became an integral part of the townscape as the owner of the Aschengrunder jewellery shops in the metropolis of Silbermond. Silbermond was almost completely destroyed during the Scourge’s attack and is currently undergoing reconstruction.
Bordering to the north: Quel’danas
Bordering on the south: Silver rivers
Bordering on the east: Eastern Crown Land
Bordering on the west: Western Crown Land
Western Crown Land:
Lord: Royal Administrator
Stand: Thalassian Prince
Acting: House Sonnenwanderer
Capital: Silver Moon
The Western Crown Land is the home of the veterans of Quel’thalas. Anyone who has served the nation for 200 years is rewarded with a piece of land. The land not to be inherited is due to the veteran until the end of his life and can be transferred to a family member who also takes the oath. The two small towns of Vor’Dratos and Sarinor, are the centers of the Western Crown Lands away from Silvermoon. The land with its forests and meadows is also the site of the Mausoleum of the Kings, which was plundered by the Scourge in the Third War.
The Western Crown Lands are located directly between the Western Mark and the Moon Valleys, which is why it promises a certain wealth to its inhabitants through customs duties. In addition, the Western Crown Land is known for its safety, and few enemies have ever come this close to Silvermoon. Even during the Second War the Western Crown Lands had been safe and unharmed. From time to time, looting bandits, groups of beggars driven from Silvermoon and trying to survive, marched through the land. From time to time, Rangers scour the woods, scaring off some bandits in the process, but it doesn’t last long.
It is here in the Western Crown Lands that the great breeds of Quel’thalas are held, and it is here that the Thalassic steeds, renowned for their grace and elegance, have their origin. As a price for the prosperity and the land, the Western Crown Lands often represent parts of the foot soldiers in times of war, which is why the local peace seems bizarre and strange at the same time, like a calm before the next storm.
The people of the Western Crown Lands are known for their peaceful attitude, they are simple elves who appreciate peace, but they are also feverish patriots, some of whose families have lived in the lands for thousands of years. The largest city here is Vor’Dratos, which is the only fortified bulwark for security far and wide. Most of the time Vor’Dratos is unoccupied by soldiers, but in case of war the weir and freemen of the Crown Lands occupy the battlements of the city to defend their land and home, for Quel’thalas.
Bordering to the south: Westmark
Borders on the west: westmark
Bordering on the east: Moon Valleys
Bordering to the north: Immersang Forest:
Westmark
Lord: Lord of the waters, Master of the ships and Admiral of the fleet
Stand: Navy of Quel’thalas
Synodehouse: House of Eldras’Thanir
Capital: Thalar Dal Anir
The Westmark is the home of the river lords, here the Anuin flows into the great sea, the Varaa, “Mother Lake”, so the country is criss-crossed by river forks and floodplain forests. The seat of the Lords of the Western Mark are the large port cities, from Thalar Dal Anir to Isar Del Ne’uin, where the large fleet of Quel’thalas is anchored. As the supreme river lord and member of the synod, the old family of the Sun Falcons resides here. They have their palace in Thalar dal Anir, the largest of the 4 port cities.
The cities are a heart of trade for the whole empire, there are hardly any cities that have not passed the big ports of Quel’thalas, from exotic goods from the south to unique treasures, several thousand tons of goods pass the big trading ports of Quel’thalas every day. Only the war port Isar Del’Ne’uin is a forbidden zone for the merchant ships. The Westmark is considered to be the southwesternmost border of the empire, whereby parts of the fleet are constantly patronized here to protect against pirates.
Ships also leave here regularly to travel to the hidden islands, one of the elf colonies near the Maelstrom, whose location is still a well-kept secret. Only the reigning river lord, according to legend, knows how to reach the hidden islands. The characteristic picture of the 3 large port cities, Thalar Dal Anir being the largest, are the temples on one side and the Brothels on the other. The markets that are actually open all year round complete the picture. In the taverns and hostels of the city the life of the sailors pulsates, and beside humans and dwarves one finds here also goblins, which are not allowed to travel further inland. The preferred weapon of the sailors of the Westmark is Rapie, and the sailors of Kul’tiras and the elves of the Westmark are competing to refine and improve this weapon. The pride and joy of the Quel’thalas Navy, including the university for training ship captains and soldiers at sea, can be found here. In collaboration with the shipyards of Kul’tiras, Gilneas, Lordaeron, Ironforge and Sarafir, research is being conducted here into better and more efficient types of ships. This project was initiated after the founding of the Lordaeron Alliance and was one of the things that has survived the founding to this day. Although the headquarters of the Naval Naval Association is located in Kul’tiras, Quel’thalas itself has built a quite considerable site.
However, since the goblins learned of the cities’ wealth, pirate fleets have been popping up and trying to block the ports to extort ransom, and the company has sought to work even more closely with Kul’tiras to protect the waters, and piracy has been punishable by death. Plans have even been pushed forward to build up a very own hunting fleet solely for the fight against piracy. But before all these plans could be realized, disaster struck, and Quel’thalas and Lordaeron both lost the means necessary to put the plan into action through the Scourge’s attacks. Though none of the port cities have been badly damaged, the problem with the pirates has grown since the fall, and now it appears that Kul’tiras sailors have also joined the plundering of the ports, much to the annoyance of the river lords.
Bordering to the south: Silver River
To the east: Western Crown Land
To the west:
To the north: Western Crown Land
The Silver Rivers:
Lord: supreme botanist “Green Magician”
Status: Protector and Caretaker of Nature
Synodehouse: House Leaf Shadow
Capital: Adar’Therra (Grove of Life)
The silver rivers are a strange place, even by Quel’thalas standards, many inhabitants fear the sacred groves, and the living trees of this place. Here stands the mother tree of Quel’thalas, an object of living energies, and whose power stimulates the surrounding area to grow. Individual human druids have found a new home here after the horrific slaughter caused by the Scarlet March, and have never left. Only the rangers and their mages, the green mages, also commonly known as botanists, dare to enter the silver rivers. The province got its name from the pure river branches of the Anuin, as well as the blue-silver shine of the water. Some grove keepers live here as well as in old days here in the times of the dragon alliance a small nest of red and green dragons.
The silver rivers are mainly associated with the superstition that even older powers rule here and that one should not interfere in the affairs of nature. Only the mightiest and greatest Rangers and World Wanderers are allowed to make their bows from the majestic branches of the mother tree, and the greatest of all these bows is Tash’Dorah. Yet each and every bow of the mother tree has come to great power in the history of Quel’thalas.
The Rangers and World Wanderers from the Immersang Forest are especially grateful to the Druids, and although the Synod knows of their presence, they themselves tend to reinforce the whispers and speak of ancient forest spirits who dwell there.
The province Silver Rivers holds only one larger city, Morgenluft, whose seat is occupied by the great botanist of the empire, Lady Nathera. Her people still live by ancient traditions. Every year the king’s wife has to go to the groves of the silver rivers to make a symbolic sacrifice of humility and honour (a drop of blood) and to perform the dance of the mothers. But expectant mothers also set out to obtain nature’s blessing for their unborn child, as well as to lull themselves into safety. The forest itself miraculously survived the Scourge’s attack unscathed, but one thing changed forever, the druids revealed themselves and defended their home, much to the dismay of the elves, but together they were able to push back the Scourge. Queen Vereesa already travelled there in summer to perform the dance of the mothers and the symbolic sacrifice, as tradition demands. King Kael’thas himself asked the druids of the grove to bless his wife with fertility, and invited her to attend the Conference of Faith in Voltura, but they cathegorically declined. Lady Nathera, who barely survived the war against the scourge, went in her place and wants to learn more from the old druids in the near future, about nature and its unique powers.
It is said that the king himself encouraged her to do so. Meanwhile, the Druids of the Silver Rivers are working together with the Green Mages to restore the Death-Snow, while most of the cities that were destroyed or devastated by the Scourge are in the process of reconstruction.
The twin islands (Quel’danas and Island of the Sunwalkers)
Lord: Grand Magister
Status: Magi of Quel’thalas, Keeper of the realm, Protector of magic, Controller of order
Synodehouse: By choice according to quality
Capital: Sunwell Plateu
Quel’danas is home to the mighty feasts of the Sunwell Plateau, as well as a number of other important buildings, including the Well Mages, masters and specialists in Leyer’s exploration in their Sanctum of Danas, and the Sunguard, a unit of skilled battle mages who live in the Tower of Ashei, another bastion in front of the plateau. The name of the Twin Islands was only given later, originally the islands had little in common with each other before the trolls planned an attack on the Sunwell during the Great Troll War. The battles on the island raged bloody, but a small troll troop managed to get inside the plateau. They were prevented from reaching the Sunwell, but on their escape they stole a magical artifact, which the mad scientist and gnomish mage Mantur Manasturm had devised, the Gravitator. The artifact caused the Sunstriders’ and Quel’danas’ Isle to slowly converge. The gnome was questioned extensively, but without result. The mages are still trying to avoid the disaster, but they have not yet found a solution to prevent the Twin Islands from colliding. As a further safety measure and consequence of the event, the island has been hidden by a spell in the meantime and for 2800 years no enemy ever reached the holy island again.
But this was to change when the Scourge invaded Silvermoon. The death knight Arthas - incapable of simply destroying the magical barriers - found help from the power-hungry magician and later traitor, Dar’khan Drathir, who, fascinated by the magic and possibilities of the Scourge, sacrificed the future of his people for his personal profit. He guided the Scourge through the protective spells and had them land on the island. Arthas rewarded him for this with a life as servant of the Scourge and master of an army of the dead. Right here, at the gates of the Sunwell Plateau, the legendary duel between the fallen prince and the king of Quel’thalas, Anastarian the Eternal, took place. Arthas wanted to put his reputation to the test. But even the mighty prince could not defeat Anasterian alone. The king was about to execute the prince when a bloodcurdling scream distracted Anasterian and Arthas stabbed him through the heart with the runeblade Frostmourne. In honor of the fallen king, Prince Kael’thas had a statue of his father erected here, with Prince Arthas Menethil kneeling, as witnesses told him.
The Sunwell Plateau fortress has not been restored to this day, and the Sunwell was corrupted by the Scourge and then shielded by Kael’thas so that its corrupted rays would not further harm his hard-hit people. Something happened in the Sanctum of Danas, worse than death, when the sanctum was damaged by the raging battle, it blew up and took the leymages inside with it, the released arcane energies flooded their souls and turned them into creatures of wild uncontrolled magic, their bodies began to degenerate until they literally became addicted to magic, wild creatures that only felt the desire for mana burning inside them. The Tower of Ashei is just a burnt down ruin, the mages in it are still on the island as undead slaves of the Lich King. The Holy Land of the High Elves has become a nightmare of terror, and no one - not even the king himself - approaches the sanctuary without bringing an entire army with him.
Colonies of Quel’thalas
Lord: Ranger Lord
Status: Lord of Thalar’Dor, Ranger Lord
Acting: Lor’themar Teron
Gender: Teron
Thala’dor (Lordaeron)
The colony of Thalar’dor, with its capital New Avalon, is one of the few domiciles of the alliance between humans and elves. The city of Avalon was repeatedly besieged and ultimately destroyed by Lordaeronian troops during the last colonial war, until finally the Rangers of Quel’thalas encircled the Lordaeronian army and destroyed it in the so-called Avalonian Cauldron. This turned the tide of battle and ended the war between the peasant stirred up by Stratholme and the colonial rulers of Thalar’dor for the time being. Deeply angered by the uprising, peace did not last long and troops from Talar’dor besieged the city of Stratholme for almost 3 years before a diplomatic end of the bloody conflict could be proclaimed in the Nordland Peace. Quel’thalas returns the illegally occupied areas to the Crown of Lordaeron, but in return receives the reparations to restore the city and several thousand gold compensation.
Thalar’dor, the colony, was established after the Peace of Stratholme, when the bloody conflict ended with the Scarlet March and Quel’thalas claimed the border territory as one of the many claims of this Ore Kingdom. Only years later would it become clear that the largest real silver mines in all of Lordaeron were here, making it a constant source of dispute between the kingdoms of Lordaeron and Quel’thalas. On the one hand, Quel’thalas continues to insist on its sovereign claim in the peace of Stratholme to consider the colony a property and protectorate, while on the other hand, Lordaeron insists on the mining rights to the much-needed real silver. Thus, 7 colonial wars have developed over time, the last of which ended in the destruction of Avalon, so it was decided to build a Ranger Fortress near the capital, the so-called “Hut of Quel’Ithilien”, it should take the impressive fortifications a little of their seriousness. Avalon was rebuilt in the meantime and is now called New Avalon.
The people of Thala’dor are mostly of human origin, and the elves who live there feel a bond with their fellow citizens, but it is the Rangers in particular who infuriate their neighbours from Lordaeron with their faith, as the Thalasian colony is now accused of heretical practices. The Church of Lordaeron therefore requested permission to build a chapel in New Avalon. It is precisely this constant conflict that characterizes the image of the inhabitants of Thala’dor. As a rather pragmatic race of humans and elves, they have come to terms with the situation of changing claims to power. So it almost seems that the inhabitants of Thala’dor feel connected to both Lordaeron and Quel’thalas, because they lived under one flag as well as under the other.
During the Third War, the former colony was completely destroyed, most of its inhabitants became undead slaves of the Lich King, and one of the greatest heroes of Thalar’dor, Nathanos Marris, died defending his homeland. Today, New Avalon is part of the Death Fortress that belongs to the traitor and necromancer Dar’khan Drathir, but no attempts to recapture the colony have been made so far.
Thalar’Dwari ( Hinterland)
Lord: Ranger Lord
Stand:Lord of Thalar’Dwari, Ranger Lord
Acting: Master Bernauge
Gender: Unknown
Thalar’Dwari, commonly known as the symbol of the Wild Pact, is synonymous with the deep bond between the elves of Quel’thalas and the Wildhammer dwarves of the Hinterlands and the Shadow Highlands. Even though the great troll wars within Quel’thalas and Strom provided peace and quiet, there were a number of other troll wars that shaped the changing picture of empires and lands in the following centuries. After the terrible War of the Three Hammers, the furious period also culminated in the Hundred Years’ War of the hinterland, a series of conflicts between the tough Wildhammers and the mighty forest trolls. In tiring battles, firm borders slowly began to emerge and a fragile peace returned.
This did not last long, however, and only twelve years later the forest trolls rose again and entered the heart of the small dwarven kingdom, the Griffin’s Peak. The dwarves defended themselves as best they could, but against the fundamental superiority they could not take over anything. So they finally barricaded themselves in their fortress and sent messengers to the distant elf of Quel’thalas. King Anasterian, not averse to helping the dwarves, wanted to see for himself and sent his son, Crown Prince of Quel’thalas, Valodir.
Valodir, frightened by the atrocities committed by the trolls, urged a quick decision after his return, either the synod will decide within the next days or there will be no dwarves left to help. The synod decided to support the dwarves and decided to send an army of rangers, as well as some dragon hawks and botanists, under the leadership of ranger lord Bernauge, but if the situation were to escalate, a war could threaten, worse than the great troll war.
Thus, the army finally advanced into the land of the dwarves, and the initially small conflicts erupted into a single war front. The Gryphon Summit had fallen by the time the elves arrived, the nests had been plundered and most of the dwarves had been taken to the troll city as prisoners of war, only a few resistance fighters joined the elven armies.
In the years that followed, however, the forces of Quel’thalas fell ill with a plague called the shrinking plague. Though the sheer force of exhaustion regained the territory north of the Saradar River, and also managed to get around a giant tree in the east of the hinterland, for the dwarves called Krakoncha, the Pillar of Heaven, to win land, the trolls successfully defended their position and the war finally proceeded in a mutual inability to continue the war, due to a lack of troops, both among the forest trolls and the alliance of elves and dwarves.
The shrink plague, however, had infected the great Thalassic Rangers, so they were forbidden to return to the high realm and instead wanted to send priests to the hinterland. Struck by this deep betrayal, the Ranger Lord Bernauge asked for the land around the Pillar of Heaven, the Krakoncha Oak. His botanists discovered that healing might be found here. The dwarves, grateful for the help, did much more than that, the High Tatan decreed that this land should henceforth belong to Quel’thalas, and become a place to keep peace within the hinterland and a balance of power.
The botanists did indeed find a cure, but the price was high, it was assumed that one would be eternally contagious, even if one was no longer affected by it. For this reason, King Anasterian decided to settle the Ranger Lord Bernauge and his army in the newly established colony, raising the lord to the rank of Colonial Lord, a Governor, and calling him Master Bernauge.
The elves, far from home, realized that this was the only way, and began to adapt the land to their needs, but the longer the elves of Quel’thalas lived there, the more ordinary they became. The magic left their eyes, and they became smaller from generation to generation. Thus, over time, a culture of its own developed. The former colonialists did not build a big city, but founded only a few villages and built a bridge over the river. The descendants cultivate this culture to this day and stand by their roots, so they practised fighting with bow and arrow and worshipping nature here at the feet of the Krakoncha oak tree, which gave rise to a cult of its own. Forest spirits from the distant past, called the children of the moon, settled here and became part of Thalar’Dwari.
But this change had another price, the alienation of their homeland, culminating in Master Bernauge declaring independence from Thalar’Dwari in the year 20, when King Anasterian left the Alliance of Lordaeron. There were a few small diplomatic meetings, but fearing that the plague victims would continue to infect themselves, they refrained from military intervention and have tried to resolve the dispute peacefully to this day.
The people of Thalar’Dwari are known for their life in harmony with nature, living in remote villages and protecting their forests with bow and arrow as well as spear and blade. Known as cunning warriors and skillful hunters, every year they organize the bloody spectacle of the great troll hunt. It is even said that Goldrinn himself, the god of wolves, is well-disposed towards the elves of Thalar’Dwari and every year he appoints a champion among the elves of Thalar’Dwari to imbue him with his power.
Thalar’Modan
Lord: Ranger Lord
Stand:Lord of Thalar’modan, Ranger Lord
Acting: Eleria bloo arrow
Gender: Blood arrow
There are few stories more tragic than the creation of Thalar’Modan. Once there was a stable and mutually valued alliance between Quel’thalas and the dwarf kingdom of Khaz modan, the elves sold cultural goods, musical instruments and wood to the remote dwarf kingdom, and the dwarves sold armor and weapons to their northern partner. But this alliance was a thorn in the side of the close friends of Quel’thalas, the Wildhammers. They themselves had too little strength to stand up to the dwarves of Ironforge and defeat the hated Bronzebeard clan, but Hochthan Durak thought that the elves would be the ideal candidates. So they attacked dwarven towns near the Shadow Highlands and across the Thandorhall Crossing, leaving weapons and banners of Quel’thalas behind.
It didn’t take long for diplomats to arrive in Silvermoon and demand compensation and negotiate a surrender of the elves in the name of their king, Edark Bronzebeard, and declare themselves. King Anasterian could hardly believe these demands, he had heard about the attacks, but the king did not want to be blamed for such a dishonourable act. Anasterian did not want to leave this impertinence unpunished and sent the dwarves away and wanted to arrange a meeting with the dwarves to get to the bottom of the events. But this meeting was never to happen, because the dwarves are not the most patient of people, and once they get something into their heads, they usually do. So Arathi and the Bronzebeards allied themselves and sailed together towards Quel’thalas. The elves won the first skirmishes, but when the great army finally landed in the Western Mark and attacked the port cities, the tide threatened to turn. The war of sins took its course.
The Ranger General of that time, Lady Thalarissia Windläufer, grandmother of the legendary Windrunner sisters Alleria, Sylvanas and Vereesa-Windrunner, led the troops in defense and fought within the Westmark for the security of their homeland. Meanwhile, Prince Valodir moved towards Arathi with another army.
To his surprise, however, he was surprised to find that the Wildhammer dwarves were already intervening and making the war in the far north more difficult by attacking the supply line. The King of Arathi, Bjarnon Trollbann, did not want to sit on this and attacked the Wildhammer Dwarves and invaded their territory. However, this was to end in a high price for Arathi, because the forest trolls from the hinterland recognized the weakness of the enemy and attacked the south-eastern city of Hammerfall and brought it under their control. Now with a bridgehead within Arathi, the people of the Arathi Highlands were involved in a three-front war. Only years later, it would turn out that the prince was conducting secret negotiations and that he had been in charge of a and persuaded the trolls to divide Arathi among themselves.
In bloody battles the Westmark could be reconquered and secured over time, which is why the elves finally took a closer look at those responsible for this war. With reinforcements from Quel’thalas, the Arathi were forced to capitulate, and so Prince Valodir occupied Nuvrengarde, the capital of the empire. From there he commanded his battles and held King Bjarnon prisoner. The Peace of Rajörn ended the occupation of the capital, and obliged Arathi to free conduct and neutrality in this conflict. Furthermore, Hammerfall was deprived of the land, which was to ensure many years of war with the trolls, a wound that has not healed until today.
With the now complete army from the hinterland and Quel’thalas, the troops moved into the dwarven realm, Khaz Modan. Within a few weeks they fought their way through the passes and even advanced into the Modan Valley. There, their advance ended abruptly when an army of nearly 100,000 Bronzebeard dwarves faced the forces of elves and Wildhammers. The ensuing battles stained the fertile valley, leaving it in a desolate and terrible state. The Bronzebeards tried everything to stop the advance, and so it happened that in the course of the fights the Thane of Karakor and Ilmaril, the general of the Bronzebeards, Barzhul Copper Slash and also Prince Valodir lost their lives. When the news of the prince’s death reached Quel’thalas, Anasterian, in his anger and grief, overcame it and let the magical research continue, he wanted a weapon that could destroy any army, any army no matter how large. As the conflict in the Modan Valley continued
Anasterian, blinded by his grief and anger, let his troops return to the swamps and decided to use the weapon. The bright flash of light that preceded the rumbling explosion was just one of the many things that happened that day, the victorious army of dwarves was almost completely destroyed and the face of Modan changed forever, a crater as big as a whole city filled with water from the underground and created Lake Modan, giving the land a new name, Loch Modan.
The name was to remind of the sins of the elves who brought shame upon themselves with this weapon. Lordaeron, Alterac, Arathi, Kul’tiras, the Wildhammers, the distant Stormwind, and Gilneas quickly joined this view, only Dalaran abstained. This is how the Silvermoon Agreement came about, which outlawed the use of mana bombs, regardless of who was using them, but the countries could not achieve a ban, the fear of becoming victims of this weapon of mass destruction was too great.
Ironforge, defeated, was forced to surrender and lost Loch Modan in its entirety to silver moon, thus Quel’thalas rose to the undisputed pinnacle of empires within the Eastern Kingdoms, and the years known as the Golden Age began. Together with Arathi, they received the war debt and had to pay huge reparations.
The people of Thalar Modan are mostly dwarven, given to the elves as workers to fulfill the reparations payments, and to serve their masters as miners and craftsmen. There is no colony of Quel’thalas where rebellion is more common than here. The dwarves of Loch Modan seek to punish the Elven occupiers for their clannic murder and sin, and rise up against their bloody rule. The capital of Thalar Modan has already been set on fire twice by insurgents, and even so Karador is an eyesore by elven standards.
The situation only calmed down when the Phoenix King had a Ranger Fortress, commonly known as the Ranger’s Hut Quel’nadres, built. Since then, the rebellion has subsided, but it is still seething beneath the surface. King Kael’thas returned Thalar’Modan to the dwarves of Ironforge in 44, and the elves left the colony, forcing Ironforge to accept the Shadow Highlands into the hands of the Wildhammers. This contract is the Hammer contract.
The hidden islands
Governor
Status: Lord of the Islands, Admiral
Acting: Thorana’s Breath of Mist
Gender: Breath of mist
The Hidden Isles are a land close to the Maelstrom, and only the elves know how to reach it. The wild waters and rocky land make it difficult for slow ships to travel the sea. The Hidden Islands are a colony formed in the year 200 of the year Phoenix King Anasterian Sunstrider. The elves in greatest distress, against the fireswelling trolls, received orders from the king that all ships should leave the country immediately to seek refuge for the people should they lose the war.
Most of the ships never returned, but one of the greatest seafaring heroes of Quel’thalas, Ildarion Silver Star, reached the remote islands, which were uninhabited. Leaving half his fleet behind, he set out for Quel’Thalas, which had by then won the war against the trolls along with the humans.
King Anasterian was nevertheless taken with the idea and sent Silver Star, along with a fellow student from Volura, with the returning ships to occupy the islands in the name of Quel’thalas’ glory. Both of them were henceforth in charge of the administration of the newly established colony and they were commissioned to build cities.
According to the legends, however, the islands are considered to be heavily fortified and are said to have large mines of gold and gemstones. Kul’tiras has repeatedly tried to follow the elves, but they themselves are interested in the hidden islands and the legends about them. Even the goblins do not venture onto the hidden path that the elven ships travel.
The people of the islands are known for their independence due to the long distance to Quel’thalas. In the course of time, they have become increasingly estranged from their homelands and now even see themselves as an independent nation. Once they enter the continent’s mainland, they behave like travellers from distant shores.
They are also sunburnt as their relatives living in the far north, and are often called sea elves, although this is a feeble attempt by humans to distinguish between the high elves of Quel’thalas itself and the elves of its colonies, who, the further away one goes from the kingdom, have developed conspicuous characteristics, both culturally and externally.
Pantheon of 8.
Gods of the elves
The Eight, or the Pantheon of Quel’Thalas, took its origin in the bloody Age of Tears. The era, which lasted thousands of years, ended almost 5000 years ago, but a legacy from that time has been preserved to this day. The 8 Gods stand for the culture of the elves and represent their power over light, arcane magic and nature. But also their sovereignty over aesthetics, philosophy and the beauty of mind and body. Risen in the divine spheres, nourished by the Sunwell itself, the Eight have always protected the Thalassic people from attack. But with the fall of the Sunwell, some of them changed. They manifested as Manahungry Horrors, terrorizing the land to satisfy their hunger for magic. So now the elves of Quel’Thalas themselves call for help to protect them from their gods. But not all of them fell prey to the hunger for magic. Ahillea, the goddess of nature, stepped out of the shadows to fight the misguided ones and to preserve her essence to resurrect her one day.
Belore, the Two-Faced God, Lord of the Living Flames, defender of Quel’thalas and supreme god of the high elves - as patron saint of all high elves and guardian of the throne, he drives the great chariot Quel’dathal, pulled by the hundreds of flaming birds, riding across the firmament day after day in pursuit of all the terrors of darkness. In the shining armour of the canoe he is able to defy every wound, with the Thal’A’dor, the legendary Sunspear he destroys all his enemies and smashes their bodies in the mountains of heaven and earth. Its light is so bright that it never goes out. The second face of Belore is the Silver Falcon. When night falls and the cold threatens to extinguish all lights, the Silver Falcon Shal’Belore rises and gives hope that never perfect darkness will bring Hersche. Its sign is the sacred Sunwell, dedicated to Belore himself.
It is symbolized by the light.
The mage priestesses and priestesses of Belore fight in steel armor with the powers of holy light and arcane magic against the minions of darkness. They are also master healers and feared warriors on their steeds of steel. Their home is the Flying City of Voltura, a champion of justice, and the islands of Quel’Danas and Silvermoon. The three great temples form the three pillars of Belore.
It is also said that Felo’Melorn is a splinter of Thal’a Dor, and was bestowed upon the kings of Quel’thalas as a sign of authority, along with the crown of the Phoenix.
Ulandil, the grumpy god, lord of thunder and lightning, ruler of the seas and prince of the high heavens - is feared for his whims when in his anger he unleashes storms and sends lightning across the sea and the land. As Lord of all waters, he is the patron saint of shipping as well as adventurers and explorers. As the son of Belore, he plays the lullaby of the tides, of rising tide and sinking ebb tide. Thus he soothes the clouds and leads them to sleep, or awakens their anger and makes them pile up into violent storms. His song reaches the eternally burning Belore, whose favour he wants to win. Thus father and son unite in the morning and evening, so that the seas burn in the flames and the chariot Quel’dathal plunges into the floods. The sign of Uldandil is the song of the Thunder Harp.
Is symbolized by arcane magic, evocation (Divine Magic)
The magician priests of the Uldandil are trained sailors and are considered great discoverers. Masterful at reading the winds and directing lightning, they are indispensable to the Thalassic Navy, as well as being able to summon the stormy forces of Ulandil to crush their enemies in an emergency. The floating temple of Ulandil and the ports of Quel’thalas are their home.
Junkai, the deceiving god, weaver of prophecies, master of time, prince of magic and lord of fate As weaver of prophecies and lord of all things that were, are and perhaps will be, he lives in the halls of immortality, his eternal land stretches from the wells of the past to the waters of the future. He grants a glimpse into time to all those who need a foresight, but even the wisest cannot say whether these are past, present or future insights. Those who listen to his voice for too long will find themselves in the inextricableness of time and fate, until it literally drives them out of their minds. In the old days he was the supreme of all gods, and as father of Belore he finally left the rule of the heavens to his son. His symbol is the Eye of Providence.
Is symbolized by arcane magic
The priests of the Junkai are considered masters of prediction, omens of the future and chroniclers of the empire. Their temples are towers of magicians, their places of prayer are libraries and their weapon is the sharp word. They use their powers solely to maintain the empire and they are not allowed to see more than Junkai allows them to see. As esteemed astronomers, the mage priests of Junkai can be found in the sanctums of the empire as well as in the larger cities of Quel’thalas.
Jasia, the goddess of beauty, mother of the elves, dancer of joy and mistress of lust-As the patron saint of all birthing, she stands for fertility and love. So she lies in the gardens of Alar’dora and celebrates the love-filled Lumars. As protector of all women, she curses all those men with the unquenchable desire and reveals to them that their deepest dreams and hopes are nothing but ashes and dust. As Belore’s wife, she calls him home once a month to the Kingdom of Heaven and accompanies him across the firmament in the days of the unconquered sun, when the sun and moon meet. No one, it is said, can elude Yasia, her smile makes even the strongest warriors lose their strength and the legends say it is easier to kill oneself than to even think of harming her. Her symbol is the nursing woman or the passionate dancer.
Is symbolized by love, the magic school of enchantment, the magic of nature and the holy light
Priestesses and priests of Yasia serve in the temples of lust to satisfy the desire of both men and women for physical pleasure. They are also guardians of the traditions and proclaim the feast days of the kingdom every year. As laisareis in prestigious houses they teach the young children of the elves the traditions of their homeland as well as the long history of Quel’thalas. The role of man and woman is also largely taught by the priesthood of Yasia in the lands of the elves. There is a temple of Jasia in every major city and village.
Ahillea, goddess of nature, protector of animals, creator of all flowers and guardian of all plants - as a field full of grain, as a lynx roaming the forests, as an ancient giant tree that defies the winds or as a flower that appears only once a year, the elves recognize Ahilea in them all. The goddess of nature is also called the shapeless, it is said, there is no figure that could do justice to her grace and at the same time her cruelty. So she is said to be unimaginably beautiful and at the same time indescribably terrible. At the end of the old year, she puts all the children of her kingdom to a long sleep until the new year, when they will be stirred up again. As wife of Junkai, she is the oldest of the female deities. She already ruled the world when the elves were young and only Junkai seems to have been before her. Her symbol is the Thalassic Rose, beautiful and yet full of thorns.
It is symbolized by the worship of nature, as well as divine magic - nature.
Ahillea is the only deity who has no priesthood, the elves believe in the powers of nature and have worshipped nature for thousands of years. Especially the inhabitants of the Immersang Forest as well as the Silver Rivers are known for their strong belief in Ahillea, but also the farmers make a symbolic sacrifice of earth and water every year. Their temple is the world itself, and their worship is the appreciation of life. Belore’s strong desire to protect all life is said to originate from Ahillea.
Hanyariel, the god of wisdom, master of philosophy, king of fools, guardian of muse and art as well as chronicler of the gods - chained to the inkwell, Hanyariel serves in the eternal lands of Junkai. As a former servant of the deceitful god, he learned to see through the deceptions Junkai imposed on him and thus attained true wisdom. As a chronicler of the gods, he keeps the fate tablets, in which the mortal lives are written down. He is the king of all fools and is able to put a smile on the lips of even the most deceitful of deceivers, and with his incorruptible philosophy he recognizes the twisted truth inherent in the spoken words. Only little escapes his notice and in his eyes shine the depths of the stars and the blue skies of the day. His symbol is the open book volume. It was he who convinced the junkie to renounce the eternal throne in favour of his son.
It is symbolized by philosophy, by attaining enlightenment and wisdom as well as the powers of the world itself. He is sceptical about magic, as it is said to deny one the way to true wisdom.
The priests and priestesses of the Hanyariel are above all eloquent philosophers and mathematicians, they are well-known supporters of art and appreciate a discussion at eye level. Especially elves who find themselves at the end of their lives choose the path of Hanyariel and follow the paths of wisdom to find enlightenment and peace before death. There is only the temple in the mountainous clefts of Thor 'dana, and it is said to house one of the largest libraries in the whole country.
Valarie, goddess of a thousand faces, mistress of winter, queen of plagues, domineering over darkness, princess of death - Valarie, commonly known as the goddess of death and fled among the elves, stands for the finiteness of life. Despite the many centuries of Quel’thala’s life, the elves of Quel’thala cannot escape the thousand faces in which their work can take hold of you. She is on every battlefield, in every hospital, in every childbed and even in every bedroom. In her cauldron she brews decay in manifold forms, whether it be a blade, a disease or a nasty fall! As an omnipresent deity, no one can escape her brew and even nature has to bow to her will and fall into a long sleep year after year, yet too many still pay the ultimate price to honour Valarie. The sign of Valarie is the dead body.
Valarie is symbolized by the emptiness.
The followers of Valarie are mainly active in cemetery maintenance and as gravediggers. But they are also regarded as skilled assassins and effective assassins. The priests of Valarie are masters at concealment and are able to merge with the shadows of their surroundings. Thus they have become known as Shadow Runners outside of Quel’thalas.
Olidir, god of war, the great hunter, master of all weapons, hero of the gods, soldier king and lord of the battle - appreciated as a great hunter among the rangers, nothing escapes Olidi’s arrows. In his magnificent armour, on the great warhorse Ilfraha, Olidir rides into war and calls the warriors of the old world to him with the Horn of Aldrathur. As a master of all weapons, he has fought on many battlefields. His lust for battle and pain can only be quenched by the song of arrows whistling through the wind or the sound of steel hitting steel. His only concern is for the fight. The God of War struggles with the same passion and craves for blood on the eternal battlefields as his enemies and whenever the opportunity presents itself, he throws himself mortally brave into the next battle, regardless of the risks, in order to successfully save the palaces of the Gods in the Celestial Lands from complete destruction.
The classic symbol of Olidir is the feathered arrow that crosses the sharp blade, but the new symbol of Olidir is the blood-dripping fangs of a lynx.
As a belligerent god, Olidir gives his followers courage and bravery, but instead of protecting the world and guarding life like Belore, Olidir also dares to attack. The selfless war is his concern, and for this no sacrifice is too small for him. Especially the rangers and world wanderers follow the virtues of Olidir. His priests are the soldiers of Quel’thalas, who fight as relentlessly for the glory and honor of the realm as Olidir fights for the Divine Palaces.
The high priest and champion of Olidir is the Ranger General of Quel’thalas, who traditionally carries the sacred bow: Tash’Dora, the legacy of war.
It is said that as long as Tash’Dorah protects the forests of Quel’thalas, no attacker can ever defeat the elves in the field.