- Not to be confused with Pandaren spirit.
The elemental spirits (also known as elements) are volatile energies that serve as the core of an elemental and become one when a spirit attains raw physical form. The spirits are tied to shamanism and a few other professions. Every world has its own elements, its own powers to call upon.
- 1 Spirits
- 2 RPG
- 2.1 Spirit of Earth
- 2.2 Spirit of Air
- 2.3 Spirit of Fire
- 2.4 Spirit of Water
- 2.5 Spirit of the Wilds
- 2.6 Tauren culture
- 2.7 Pandaren culture
- 2.8 Quilboar culture
- 2.9 Various cultures
- 2.10 Miscellaneous and unknown
- 2.11 RPG notes
- 3 References
- Spirit of Earth
- Spirit of Air or Spirit of Wind
- Spirit of Fire
- Spirit of Water
- Spirit of Life or Spirit of the Wilds
- Spirit of Lighting
Living beings contain the spirits of air in their breath, the spirits of fire in their blood, the spirits of earth in their bones, and the spirits of water in their tears. The Spirit of Life is contained in all these parts along with the corresponding elemental spirits.
In Lord of the Clans and Whispers, the Spirit of Fire is invoked to call down lightning. In Shaman, lighting has its own spirits that lend aid. In Bloodsworn, Shagara calls lightning through air spirits. Micky Neilson's unofficial opinion is that lightning is fire and air together.
The ability to give elemental spirits a physical form
Mages, among other classes, might have the ability to give elemental spirits a raw physical form. Elementals are formed when elemental spirits attain raw physical forms and mages are able to conjure water elementals who possess the spirit of water.
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Elemental spirits are the source of shamans, geomancers, trancendents, and pandaren brewmasters powers and the origin of much of their knowledge. The spirits of the elements are the shaman's to command.
Elemental spirits are by nature chaotic and destructive, but also capable of reasoning and clever actions. The Earthen Ring was actually formed to keep the elemental spirits in check. They work to prevent the elemental forces from wreaking havoc on Azeroth, otherwise, the world would be in danger. The group works hard to keep the elementals pacified, by talking to and dealing with them, thus ensuring they do not cause trouble in the world. Its main goal is to maintain the balance between the world and the elementals that dwell upon it. In this manner, the Earthen Ring prevents elementals from engaging in the chaotic destruction that would otherwise ensue. The Twilight's Hammer venerate the Old Gods and study the elemental spirits under them. They work to anger the elementals and embolden them. The Earthen Ring believes they are not only unwise but also a great threat to Azeroth and their most dire enemy. Anyone who seeks to maintain the fragile balance of nature by keeping the elemental forces in check an ally.
The Spirits care nothing of the battle between order and chaos, and have only a passing interest in the conflict of good and evil. Their role is one of cosmic balance, and the shamans are the mortal maintainers of that balance.
Recently, however, the Spirits appear to have taken sides: With the Burning Legion rampaging across the universe, the Spirits have revealed the secrets of shamanism to races who oppose the Burning Crusade; of Azeroth's inhabitants, the orcs, the trolls, the tauren, and the draenei, amongst others, may become shamans. All of these races hold a sense of balance and are dedicated to stopping the Legion from consuming their world.
Orcs and tauren take a more symbolic approach to spirits. The spirits they encounter on the wild plains of Kalimdor are less specific, cover a wider range, and are more likely to be spirits of earth and fire than the essences of trees or animals. Orcs and tauren believe that plant-spirits, nature-spirits and earth-spirits exist, and that everyone must treat these spirits with respect. One who denies the reality of nature spirits severs her connection with the earth.
Spirit of Earth
The Spirit of Earth is called upon to help crops grow and destroy enemy strongholds. It is warm and nurturing in personality, as well as a firm and persistent presence.
Spirit of Air
The Spirit of Air (also known as the Spirit of the Air, and the Spirit of the Wind) may grant a gentle breeze to a trading ship or a violent tornado. It was the wind who answered the prayers of Nobundo. Personality-wise, Wind is generally calm and talkative, endlessly whispering in the ears of the Shaman. At other times it can be as forceful and powerful as Fire.
Spirit of Fire
The Spirit of Fire is the most outwardly destructive though it has lighter sides such as a hearth or candle. Under its domain, shamans can call on the aid of heat, flame, and lightning. The Fire is also the granter of visions, thus Far Seers scry using campfires. Fire tends to be the most unpredictable and undisciplined of the elements, barely deigning to speak to even seasoned Shamans unless it wishes to. Its voice is usually loud, passionate and rumbling, prone to outbursts.
Spirit of Water
The Spirit of Water is a nourishing element that can quench the thirst of a weary traveler or drown an army. Water tends to be least affected by severe cataclysms, adapting quickly. Water is perhaps the most personable of the Elements; calm, clear and possessing a wry sense of humor and mirth.
Spirit of the Wilds
The Spirit of the Wilds is most nebulous and complex of the spirits of the wilds. In fact, no one is entirely certain of what the Wilds represent. It seems to embody the living souls of all living things, from the most humanoids, to animals to plants and even stones. The Wilds is by far the best friend and greatest enemy of the shaman; the Wilds can heal broken bodies and even restore beings to life... but only if it suits the balance. It is the Wilds that can make the shaman think he is a god - and show him that he's still mortal.
Tauren live in careful balance with their environment. They worship the spirits and elements of the plains on which they live. Instead of negotiating with individual spirits, tauren carve representative imagery on their totems and draw power from acting in a particular spirit's name.
See Earth Mother. Tauren revere a spirit they call the Earth Mother. The Earth Mother is the tauren ideal of all the spirits of nature. The Earth Mother lives in the rivers, trees, plains and mountains of Azeroth. She is the embodiment of nature. All lesser nature spirits come from the Earth Mother, and return to her upon death. While individual spirits represent a particular location, animal or object, such as the spirit of a single tree, or the spirit of a valley, the Earth Mother represents the land. River-spirits, sea-spirits, tree-spirits, rock-spirits and animal spirits all reflect one facet of the Earth Mother. She is everywhere life and nature is. The only spirits separate from the Earth Mother are the spirits of sentient creatures. When a tauren says life is sacred, he’s talking about a kind of spiritual energy that permeates the natural world. The Earth Mother represents that big spirit, and little spirits all inhabit rocks, trees and the like. That's why the tauren don't like mining and deforestation; it disrupts all those spirits and disrupts the Earth Mother.
Pandaren veil their beliefs in the trappings of a mystical and ancient method called geomancy. Geomancy is shamanistic. Geomancy teaches that the land is a reflection of the spirits, but that spirits are also a reflection of the land. The fierce powers of the elemental spirits are for the transcendents and brewmasters to gain and command. They learn to channel the power of elemental spirits. Tales say that spirits and energies are at work in the cosmos — spirits and energy that define the essence of reality, and from these vital sources all things are formed. This is one of the central philosophies of pandaren geomancy, and no one is more intimate with these energies than the pandaren transcendent.
When the pandaren transcendent uses one of these abilities, her appearance changes to match the spirit she channels. For example, when she uses channel earth, her clothing becomes brown and she moves with slow and stately grace; when she uses channel wind, her clothing turns light blue and her movements are swift and airy. Many other possibilities exist. Upon attaining the power of the transcendent body, the pandaren transcendent finally learns to master the elemental spirits and energies under her control. Transcendents swear no loyalty other than to serve the pandaren and the spirits of their people.
Spirit of wisdom
The spirit of the universe. Pandaren revere transcendents as embodiments of wisdom made flesh, residing in the shell of a pandaren host.
Spirit of earth
The power of earth is that of resilience and malleability. A transcendent channels the spirit of earth to become an invulnerable juggernaut against all but the most potent weapons.
Spirit of metal
The power of metal is also resilient and malleable like the spirit of earth. A brewmaster channels the spirit of metal to become invulnerable against most weapons.
Spirit of fire
By summoning the spirit of fire to her breast, the pandaren is wreathed in flame.
Spirit of thunder
Spirit of water
Spirit of wind
Orcs have a less organized philosophy than Tauren; they see all spirits as individuals connected in a greater whole, like members of a great clan. The shamans of the orcs find their power in the spirits of nature, forming an intimate connection with the very world that surrounds them. This awareness has led to even more revelations of their race’s true nature, as the orcs realize that they live more in harmony with the world itself than many of the races of the Alliance who would claim otherwise. The earth and elemental spirits desire to aid and protect those who speak to them. Orc shamans have the power of nature in their fists, and earth, wind, and fire come to their call. Shamans call upon the power of the elements, which will only be granted if it suits the purpose.
Miscellaneous and unknown
- A shaman can learn to capture an elemental spirit within a weapon he wields. A shaman can imbue a weapon with either flames or frost.
- Like the shamans of the Horde, hunters call upon the spirits of the land, wind, and fire to aid them in their hunts and tasks.
- With an imperious blow of an tauren totem, one can command the spirits of air and earth to batter his opponents.
- A mighty blow to the ground from a tauren totem frightens the spirits of the earth, causing them to shake the ground in their haste to escape.
- Ancient tauren shaman learned the secret of channeling nature spirits into creatures to boost their abilities or grant them temporary physical changes.
- The tauren have tales of legendary kodo beasts, gifted by the spirits of the sky and bound to the power of the storm. These legendary beasts are known as lightning lizards or thunder lizards.
- Tauren claim the existence of salamanders is further proof of spirits of the elements on earth, representing the burning fury of fire.
- ^ World of Warcraft: Shaman
- ^ a b c d e f Unbroken
- ^ Ultimate Visual Guide, pg. 176
- ^ Chris Metzen on Twitter (2013-12-19)
- ^ Patch 5.3 - Blood In The Snow Scenario
- ^ Actions at the Throne of the Elements
- ^ Lord of the Clans, page 176
- ^ Lord of the Clans, page 177
- ^ Lord of the Clans, page 161
- ^ Lord of the Clans, page 182
- ^ Shaman, page 41
- ^ Lord of the Clans, page 178
- ^ a b World of Warcraft: Shaman, Chapter 5, page 166
- ^ Micky Neilson on Twitter
- ^ Golden, Christie. "3", War Crimes, 56. ISBN 978-1451-68448-3.
- ^ Golden, Christie. "Thirteen", Lord of the Clans, 245 (ebook). ISBN 978-0-7434-2690-9.
- ^ Whispers, 15-16.
- ^ Bloodsworn, 23.
- ^ Micky Neilson on Twitter (2015-03-06). "Maybe fire and air together - just my opinion though, not official."
- ^ Warcraft: The Roleplaying Game, page 94
- ^ a b Dark Factions, page 148
- ^ a b Dark Factions, page 149
- ^ Dark Factions, page 165
- ^ a b Warcraft: The Roleplaying Game, page 126
- ^ Horde Player's Guide, page 91
- ^ Warcraft: The Roleplaying Game, page 52
- ^ Horde Player's Guide, page 35
- ^ a b c Horde Player's Guide, page 92
- ^ Horde Player's Guide, page 148
- ^ Manual of Monsters, page 79
- ^ Dark Factions, page 16
- ^ Dark Factions, page 56
- ^ a b c d e f Dark Factions, page 57
- ^ a b c d Dark Factions, page 71
- ^ a b c d Dark Factions, page 72
- ^ a b Dark Factions, page 69
- ^ Dark Factions, page 35
- ^ World of Warcraft: The Roleplaying Game, page 46
- ^ Warcraft: The Roleplaying Game, page 155
- ^ World of Warcraft: The Roleplaying Game, page 315
- ^ World of Warcraft: The Roleplaying Game, page 72
- ^ Warcraft: The Roleplaying Game, page 82
- ^ Warcraft: The Roleplaying Game, page 115
- ^ Warcraft: The Roleplaying Game, page 112
- ^ Horde Player's Guide, page 98
- ^ a b Horde Player's Guide, page 219