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The Ebon Road, a guide to RPing a Death Knight

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siegmund
Magaskawee/Anaei
Vaell
Zouyo
erwtenpeller
Braiden
Amaryl
Gustov
Drathun
Eowale
Lorainne/Bridlington
Lyniath
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Thelos
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Ledgic
Timna
Lexgrad
Tyriez
Emrys
Jeanpierre
Shaelyssa
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Morinth
Frostfeather
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itsy
Gesh
Dréfurion
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Kristeas Sunbinder
Drustai
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Post by Drustai Fri Aug 19, 2011 5:02 pm

Kristeas Sunbinder wrote:Thassarian, according what I get from wowpedia, was killed by Falric in Frostmourne cavern. Nothing exactly states that Arthas had a hand in raising him.

Falric, however, is stated to have been raised as a death knight by Arthas (in fact, he was the first 2nd generation outside of Arthas). Falric was not a paladin, either.

Thassarian was then slain and raised by Falric, making Thassarian also one of the first 2nd generations.





Last edited by Drustai on Fri Aug 19, 2011 5:06 pm; edited 1 time in total
Drustai
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Post by Emrys Fri Aug 19, 2011 5:06 pm

Alright, you've been very helpful, feels like I know my character even better now xD Thank you! I'll try to make you all proud and stuff :3
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Post by Drustai Fri Aug 19, 2011 5:09 pm

You're welcome! Smile


Also, an update coming soon. Realized I forgot about the shadowy tormentors that plague all free death knights!

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Post by Seranita Fri Aug 19, 2011 5:10 pm

hmm sounds like fun.. just try not to kill your own child in a fit of raging bloodlust lol shadowy what now? whats that?
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Post by Drustai Fri Aug 19, 2011 5:14 pm

Monrena (Chareshia) wrote:shadowy what now? whats that?

http://www.wowpedia.org/Shadowy_Tormentor
http://www.wowpedia.org/Quest:The_Power_to_Destroy

"The Lich King says: The boy believed that he was free, but free will has a price. The demons I kept at bay are now loose upon him and all death knights that attempt to flee..."

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Post by Seranita Fri Aug 19, 2011 5:16 pm

so basicaly all dk's have a sort of spirit stalking them for the rest of there days in some form or another? would other spiritualy aware be able to sence these things follow the dk? (like monrena for instance?)
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Post by Kristeas Sunbinder Fri Aug 19, 2011 5:18 pm

Kristeas Sunbinder
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Post by Drustai Fri Aug 19, 2011 5:19 pm

Monrena (Chareshia) wrote:so basicaly all dk's have a sort of spirit stalking them for the rest of there days in some form or another? would other spiritualy aware be able to sence these things follow the dk? (like monrena for instance?)

Not just a spirit, but many spirits.

Spiritually-aware could probably sense something amiss, but not necessarily exactly what. A feeling of a dark presence, or so.

Shamans, however, as well as others that can literally see spirits (Auchenai, for example) would probably have a more concrete idea of what exactly that presence is.
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Post by Tyriez Fri Aug 19, 2011 7:07 pm

..This is really interesting and I actually want to have a go at RPing a DK now!
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Post by Lexgrad Fri Aug 19, 2011 7:19 pm

It really begs for a DK Guild.
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Post by Seranita Fri Aug 19, 2011 9:24 pm

a proper one too not the pro scurge one Smile I have a dk who ironicaly has a twin who is also a dk (thow he has never rp'ed beffor and i am slowly working on him to that end mwahaha) that would love this idea!
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Post by Timna Sat Aug 20, 2011 2:06 am

Thusly I daresay.

Happy Birthday, Drustai!
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Post by Seranita Sat Aug 20, 2011 11:14 am

oh? grats happpy birth day :0
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Post by Lexgrad Sat Aug 20, 2011 12:55 pm

Merry birthday! Also yes, not pro scourge, DKs being DKs! Knight of the ebon blade guild.

On another note, I was inspired to roll my dk last night, go and dk up sw slightly. TBH no one gave me a chance until I told them who I was ooc. Bad Defias! One encounter even drew the comment "f8%k off and level before you can rp with me" :0 Generally people would gz me for rping a DK as it should, yet seemed unhappy that that meant the DK didnt want to be nice to people. So I would suggest a guild tag or to get into any guild. OOC contact seems to make little differance too, but is most likely better than just going for it. Be ready for rejection.
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Post by Ledgic Sat Aug 20, 2011 1:39 pm

I think you'll find the reaction came from bad experiences overall. The sheer amount of people that have made DK's and just come to Stormwind the moment they were done with their starting zone, then RP'd horribly has just made everyone.. well, very prone to turning their noses up at those DK's.

A guild/levelling and perhaps getting out of their starting armour would probably be the easiest solution. As daft as it is. People will be people.
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Post by Guest Sat Aug 20, 2011 1:48 pm

Dreth wrote:Merry birthday! Also yes, not pro scourge, DKs being DKs! Knight of the ebon blade guild.

On another note, I was inspired to roll my dk last night, go and dk up sw slightly. TBH no one gave me a chance until I told them who I was ooc. Bad Defias! One encounter even drew the comment "f8%k off and level before you can rp with me" :0 Generally people would gz me for rping a DK as it should, yet seemed unhappy that that meant the DK didnt want to be nice to people. So I would suggest a guild tag or to get into any guild. OOC contact seems to make little differance too, but is most likely better than just going for it. Be ready for rejection.

Were you at:

a) The Cathedral

b) A bar/tavern?

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Post by Drustai Sat Aug 20, 2011 1:48 pm

Thanks for the happy birthdays. Smile

Dreth wrote:On another note, I was inspired to roll my dk last night, go and dk up sw slightly. TBH no one gave me a chance until I told them who I was ooc. Bad Defias! One encounter even drew the comment "f8%k off and level before you can rp with me" :0 Generally people would gz me for rping a DK as it should, yet seemed unhappy that that meant the DK didnt want to be nice to people. So I would suggest a guild tag or to get into any guild. OOC contact seems to make little differance too, but is most likely better than just going for it. Be ready for rejection.

DKs can still be nice to people. They don't have to be mean, rude assholes. Dru for example is rather polite until people anger her. Cold does not necessarily mean rude.

And yes, a guild does help with playing a DK (not for the tag, IMO, but in having people with common interests with whom the DK can interact with), but very few accept them and I personally do not agree with all-death knight guilds (or any all class guilds). They typically flop because there is only so much you can do and so many members you can get. So getting a guild is typically very problematic. Neutral

I also think you need to spend more time building relationships instead of relying on random RP. Death knights work best not as lone wolves but as the Lancer to a group of other individuals. What I think you need to do, is get more involved with specific events that would interest your DK, rather than trying to look for random RP, and building relationships through that. A DK is not going to easily find random RP.

I, personally, have not found much in the way of rejection as a DK (even as someone who does something worse--DK/Mage multiclass). Maybe it's because I'm an established presence, or simply the fact that I avoid random social RP, I don't know. /shrug I go into my RP with confidence, and don't see the point in talking to people OOCly first unless I'm specifically arranging something complex beforehand. I'm there to RP, and RP is what I do.

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Post by Gesh Sat Aug 20, 2011 2:05 pm

Similar to the undead a Death knight experiences a detachment from their emotions, as Drustai pointed out: That doesn't exactly mean rude or even evil.
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Post by Lexgrad Sat Aug 20, 2011 2:14 pm

Meh, we shall see. Personally I give everyone a chance to RP. The same DK issues can be directed to worgens yet they dont get the same trouble. tbh it is bad attitude that killed some RP. But I will try again.
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Post by Emrys Sat Aug 20, 2011 7:39 pm

Hmm, Endalynne is an Elf, so she will always be wellspoken, I do not like the rude badguy DKs anyway.

But random RP is also difficult due to her personality and due to her being a DK, I see no reason for her to step into the Silvermoon Inn. She does not think it is a useful place to be and she doesn't require food or drinks xD Guild-interaction where she can shine as politely bloodthirsty and basically a very intelligent individual suits her more.
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Post by Ataris Wed Aug 31, 2011 1:33 pm

Very well written and good food for thought.

I hope more people read this.
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Post by Lexgrad Wed Aug 31, 2011 2:02 pm

Gotz us a guild now, and we are going Dragon hunting soon! Contact Drustai, Sedalli or moi (lexgrad)

http://www.defiasrp.com/t3684-a-the-ebon-shroud
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Post by Thelos Sun Sep 04, 2011 11:50 am

I have a question about Necromantic magic.

How much of an Undead's bodily functions have been "taken over" by Necromantic magic supplements? Undead are, well, dead, and have no need for the use of most internal organs. They have no use for a heart, for they have no use for blood. That raises an important question though: do they need muscles, tendons, nerves, sensory organs? Are an Undead's body parts completely moved by Necromantic magic, or does the Necromantic magic somehow take over some functions the internal organs would have in moving those muscles? If you cut the tendons on a Death Knight's arm, will he still be able to move it trough Necromantic magic? Does the nose still function as it does with the living - and so, is the nose being kept functioning with Necromantic magic? Or do Death Knights somehow sense things using this magic, without using their actual organs?

And, related to this question, if an Undead would be placed in an enivorment that completely negates magic or maybe perhaps just Necromantic magic, would that "Dispel" the Undead, taking out all of those body functions just mentioned that the Necromantic Magic sustains? Or are Undead somehow protected against this by some powerful anti-anti magic?

In short:

Undead are mostly being kept functional trough magic. How much of the body's natural functions have been replaced by Magic, and does this mean that Undead could be "Disabled" by somehow negating this magic?
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Post by Seranita Sun Sep 04, 2011 12:43 pm

hmm good thought.. I have always thought that thow the organs are not needed.. magic allone would not be ther total answer to the deathknights movements.. ony that the necromantic magics is what "feeds" the muscles to keep them moving.. and they do have there senseory system.. otherwise how would they know if some rogue has just stabbed them in the back?
as for smell.. Me and a couple others play ower dk's as if we can literely "smell" the living (probably by smelling there sweat, hormones blood, etc)
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Post by Drustai Sun Sep 04, 2011 12:49 pm

Thelos wrote:I have a question about Necromantic magic.

How much of an Undead's bodily functions have been "taken over" by Necromantic magic supplements? Undead are, well, dead, and have no need for the use of most internal organs. They have no use for a heart, for they have no use for blood. That raises an important question though: do they need muscles, tendons, nerves, sensory organs? Are an Undead's body parts completely moved by Necromantic magic, or does the Necromantic magic somehow take over some functions the internal organs would have in moving those muscles? If you cut the tendons on a Death Knight's arm, will he still be able to move it trough Necromantic magic? Does the nose still function as it does with the living - and so, is the nose being kept functioning with Necromantic magic? Or do Death Knights somehow sense things using this magic, without using their actual organs?

And, related to this question, if an Undead would be placed in an enivorment that completely negates magic or maybe perhaps just Necromantic magic, would that "Dispel" the Undead, taking out all of those body functions just mentioned that the Necromantic Magic sustains? Or are Undead somehow protected against this by some powerful anti-anti magic?

In short:

Undead are mostly being kept functional trough magic. How much of the body's natural functions have been replaced by Magic, and does this mean that Undead could be "Disabled" by somehow negating this magic?

It's not really clarified anywhere. I personally just go with artistic license for it. I prefer the idea that unholy energy drives the muscles, so that muscles are actually needed--slicing Dru's wrists have left her hands limp, for example. The fact that zombies seem to move in very limpy manners seems to imply that muscles do go into it.

Sensory organs I don't think are needed. Undead see by the ghostlight in their eyes, they don't need their real eyes. I imagine they also hear and smell necromantically (with the smell only really being able to sense life). They cannot be knocked out (immune to non-lethal damage), so that implies that the brain is useless, too. They have no nervous system, as their nerves and brain are dead--any feeling they have is purely supernatural in origin.

Basically, I only really see muscles as being 'active', and only because they are driven by necromantic magic to pull and push the limbs. And the thing you have to remember is, muscles still 'do their job' even when dead. Because a muscle's function is to simply pull or push the bone. Therefore, if animated by necromantic energy, it continues to accomplish this despite being dead. So basically, everything about a DK is dead. Muscles are dead, too, but are driven by necromantic energy to drive locomotion.


If an undead is placed into a completely magic-cancelling environment, then... hmm. Realistically I imagine it would completely slay them, because their entire body is built on necromantic infusion. It must, of course, be an environment that cancels magic, rather than simply prevents it. The necromancy would most likely be very, very powerful, though, so simple Dispel spells will not destroy an undead. It'd take something far, far more powerful to disable it.

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