The Shadow Elves
Beneath the hateful gaze of dying stars, the Taen'dorei, known to their enemies as the Shadow Elves, carve a path through the Great Dark Beyond. Their history is one of woe, grim irony and paradox: they are a people born from both salvation and betrayal, survivors who willingly traded moonlight for the whispering dark. Ten thousand years ago, as Queen Azshara's empire crumbled in the cataclysmic fires of the War of the Ancients, a desperate sect of heretical Kaldorei tore open a rift to the alien world of Shial. This act of cosmic defiance saved them from annihilation... but bound their souls to a far older, hungrier power. The rift did not merely bridge worlds - it fused them. A part of Azeroth has been absorbed into Shial's very essence, providing the tainted Worldsoul with new memories, new goals... and new servants.
The Taen'dorei deem their homeworld shattered and lost, but neither did they settle upon the new refuge's surface. Instead, they took to the bleeding skies of Shial - and beyond. Now they sail the endless aether-oceans aboard living armadas, each vessel a grotesque masterpiece of pallid gold, obsidian, crystallized gore and petrified web shaped to both honor and mock the proud spires of Zin-Azshari. These are no mere ships; they are nomadic city-states, their hulls fused with the flesh of Shial herself. Ribbed with claws and tendrils, adorned with rows of all-seeing eyes and crowned with spiraling towers of sacrifice, they ride the astral winds and drift between dimensions, their shadow eclipsing suns as they pass.
Note: since the tilesets for the living vessels' interiors aren't finished yet (as they won't appear in Episode I and II), all the Shadow Elves on these screenshots are depicted either in the Bleeding Gardens or in the Nameless City, as per Act II story. They fit there well, but it's not their natural architecture.
As trueblood descendants of the Kaldorei, the Taen'dorei did not forsake their forebears' purpose of bringing beauty into the world - yet their ancestral fairness now is as alluring as it is alien, disturbing and lethal. Veins beneath unnaturally smooth grey skin shimmer with crimson iridescence, hinting at tainted blood and bile coursing within. Their silky hair is often woven with gold filaments, hidden razors and strands of living nerve. Taen'dorei architecture and fashion are a twisted elegy to the lost wonders of the Kaldorei empire. Sweeping, graceful arches end in hooked barbs and blades, every surface crawling with fractal patterns that shift when unobserved. Flowing garments reveal more than they conceal, translucent fabric embroidered with crimson thread that moves on its own to form mind-numbing words of forbidden tongues. Jewelry isn't worn, it's grown: living gold vines clamp around wrists, diadems's petals burrow into skulls. Intricate patterns of metal, silk and flesh inevitably amalgamate into the eight-pointed Sigil of Ruin, the dreaded sign of the Void Eternal.
"Where we are going, we won't need eyes to see", such was the promise, and thus each and every Taen'dorei has sacrificed their sight - meeting the gaze of the Void Eternal just once is enough to have one's eyeballs boil and burst. Some hide their scars, wearing jeweled masks or websilk veils, others let the charred blackness gape for all to see. Yet no Shadow Elf is blind - Shial can be generous when it comes to mending wounds suffered in her name. Tiny but sharp-sighted sparks of primordial Void matter are embedded into empty sockets, and even the lowliest Aetherites are each granted a living third eye in the middle of the forehead. Others receive more elaborate gifts, eventually beginning to resemble visages of the Spider Mother herself - perverse tapestries of blinking eyes and bleeding cuts, razortoothed maws and full-lipped mouths, worm-like tendrils and poisonous mandibles aligned in perfect symmetry.
For all their dread majesty, the Taen'dorei are fundamentally different from most Voidsworn. They believe and serve not out of fanaticism, but logic. To them, Shial's victory is as inevitable as entropy. Unlike the faithful of countless Void cults, they live by a chillingly simple thesis: collaboration with the apocalypse isn't madness, it is the most rational decision ever. As their fleets descend upon unsuspecting worlds, the Taen'dorei broadcast no threats, demand no surrender. Their message is short and honest, whispered directly into the minds below: "She hungers. So do we".
While the Void Eternal's touch eventually dissolves entire civilizations into chaos and savagery, twisting even the most noble of creatures, the Taen'dorei suffered a different fate - perhaps much more horrific. For all their aberrance, one can hardly argue they haven't forsaken their legacy. On the contrary, the Shadow Elves embody the ancient Kaldorei's ideals elevated to absolutes. Above and beyond mortals' envy, they enjoy a perfect, utopian existence, a balance of personal freedom and society's embrace. With an abundance of servant creatures spawned through flesh-engineering and Void thaumaturgy, the Taen'dorei need not sully themselves with menial labor, dedicating their lives to art, science and intrigue. All of their complex and many-faceted emotions are enjoyed to the fullest, in stark and gruesome contrast to Shial's loveless step-children, the sayaad, whose entire lives' purpose is to be one with the Blessed Anguish.
Yet the price of the Shadow Elves' prosperity is steep, although one may believe it isn't for them to pay. Like all of the Void Eternal's servants, they are consumed by madness, but theirs is one of a rare and insidious kind. The Taen'dorei's whole perception is based on complete denial of reality outside their own civilization's existence. They matter. Their peers, betters, family and companions do. Their pets. Even their semi-sentient ships. But absolutely no one else.
From Taen'dorei's viewpoint, outsiders are not enemies - they are inanimate imitations of life, referred to as "untrue ones". It doesn't mean they are not in danger, however, as essential resources are demanded in great quantities - and these resources include nearly everything that can be taken from a mortal.
The Shadow Elves deem sentience but a measure of energy yield. A child's cry of pain can be woven into a melody just like a crystal bell's chime or an insect's chittering. Unmaking a civilization is a logistical triumph, a masterpiece finalized. And the most terrifying part? The Taen'dorei's perfect Void-powered immortality is deceptively contagious and sometimes, unbeknownst to the Shadow Elves themselves, is "gifted" to random untrue ones on board the living vessels as well - breeding the worst of horrors. Even after having their muscles unraveled to be recycled in thaumaturgical vats, liquified neural matter conserved for use in varnish and paint recipes, and souls distilled into wine, even after becoming nothing, dissolved for raw materials, such victims do not die, their suffering feeding nameless shadows nesting in the darkest places aboard. This is a paradox beyond the Taen'dorei's comprehension, never spoken of out loud, and while some consider this a secret tithe demanded by the Void Eternal, others are mildly annoyed at the very fact that immortality is not exclusively theirs to keep.
The haunting beauty of the Taen'dorei's paradise is fed by endless, guilt-free sanctification of non-existence in its most intricate and decadent form. The Shadow Elves consider themselves free of "uncouth" malice and cruelty, they are not alien to concepts of right and wrong, of love, sorrow, loyalty, bliss and pain - but they are incapable of applying them to anyone beyond their kin, nor of conceptualizing suffering outside their own. A flawless species, an epitome of elven perfection and beauty, the Taen'dorei gaze into the insaturable abyss and see only their own reflection.
Developer Notes: Now where do we start... The Shadow Elves were perhaps the greatest challenge that HoS team faced in terms of both story and visual design. As we told you in the previous Development Update, this race, unsurprisingly, was originally based on D&D's drow but went a long way since the basic "evil white-haired, spider-loving elves living underground" premise. While making them loyal servants of Shial and, by extension, the Void, was a given, one pitfall we were adamantly going to avoid was making them simply "cultist elves" or "mutant elves". We studied various interpretations of dark elves in popular culture, going all the way down to 1970's with Michael Moorcock's Melniboneans and ElfQuest's Gliders (whose concept of "evil healing" actually inspired our Void thaumaturgy), and then it was the matter of finding out how deep we can dig.
It paid off the moment we read and discussed the full version of Michael Drayton's "Nymphidia, Or the Court of Faery" which J.R.R. Tolkien bashed in his essay on fairy tales - and that light-hearted 19th century poem (the good Professor's justified criticism notwithstanding) actually made it all click. So, we want scheming elves with invertebrates for pets? Okay, in "Nymphidia", King Oberon has a palace with walls of spider legs, eyes for windows and scalps for ceilings, and his wife rides a chariot made of giant crickets' husks. That's friggin' METAL!
From there, it was actually a self-assembling puzzle - various stories of the "fair folk" provided us with tons and tons of inspiration of what insidious insect-elves should look and act like. Well, the way they looked and acted like centuries before mainstream fantasy RPGs, i.e. like complete, utter horrors under the thin disguise of cute winged humanoids. Long version available here: The Fair Folk - TV Tropes
Of course, no matter how crazy and malevolent, folklore pixies simply lack scale to feel truly dangerous. That's where the other key part of the Shadow Elves' concept kicked in - they're not villains out of nowhere, they've descended from the Kaldorei... and if Azshara held a decadent and magnificent court, now, with Shial, they're up for overshadowing it. This also inspired us to make them a Void-faring race. Rather than hiding somewhere underground on Azeroth, they inhabit great living ships and travel between worlds, taking what they want - in other words, they're the Wild Hunt on Lovecraftian steroids.
It was very easy to make them a carbon copy of, say, the Dark Eldar at this point - but that's where we decided we have enough truly evil antagonist races to make them even eviler. As a playable faction, the Shadow Elves needed to evoke some sympathy or appeal to the rule of cool. Instead of going with, say, "they do bad things to others so that Shial doesn't do bad things to them", we simply asked ourselves, "why would anyone want to serve a Void goddess in the first place", and made the Shadow Elves a "that's why" reply. They are not a bunch of moustache-twirling backstabbers or Hellraiser-esque supersadists (that's the sayaad's role anyway), but, rather, a functional, prosperous society taking most, if not all, Highborne virtues (and vices) to the extreme. Their fundamental monstrous trait is a complete lack of empathy - but instead of personal level, they're taking it to a race-wide scale. The Shadow Elves are capable of perfect chivalry and gallantry between themselves, they're elves doing elven things. They simply don't consider other races their equals - which is also quite an elven thing to do (and the Void only needed to push a little). This is even reflected in the game's dialogue - they won't address "untrue ones" directly, rather they'd comment on these characters in third person or just dismiss the talk as gibberish unworthy of their time.
Act II's development led to lots of internal discussions and gradual clarification of the Shadow Elves' visual concept - we picked themes already present among other Voidsworn, such as human cultists, the Twilight's Hammer or the sayaad, and brainstormed on what the Shadow Elves can have in their stead. For example, we veto-ed out most variations of "cthulhumanoids" (the Faceless Ones were instead made exclusive to Azeroth-based cults), and toned down unstable and chaotic mutations. Elves, even evil and Void-attuned ones, should never look like a mess of tentacles. Another "don't" was using their original boring color scheme with pale blue skin and grey metal. We went through many combinations (some of them quite outlandish) before settling on using abovementioned pallid gold as their main armor color, and going for more nuanced and varied hues of red and purple for crystals and particles. And while their skin and hair still keep mostly true to drow-esque classics, we went for a lot of variety there as well. As for the monstrous mutations, while we originally had rather macabre ideas (such as some Shadow Elves having half-insectoid faces), instead we went with more nuanced but probably even creepier details. Look in their eyes (or lack thereof) to get what we mean. And those fancy pallid gold ornaments? They actually grow out of the Shadow Elves' skin.
Previously, we announced the Paths system for the Shadow Elves. Now it has evolved into the Facets, the first three of which are playable sub-factions and also parts of the main Shadow Elf race.
The Five Facets
Within the living vessels' obsidian spires, a chilling normality reigns. Families exist, children taught the basics of Void thaumaturgy through disassembling sentient puzzles. Partnerships are sealed via contracts signed with token amounts of life essence, romance involves gifting sculptures carved from petrified screams. Crime is negligible, ambition rewarded, art flourishes in macabre galleries. The Shadow Elves' society is a crystal spider's lattice: rigid, interconnected, and lethal to those who strain its threads.
The unity of the Five Facets is the cornerstone of the Taen'dorei civilization, each of them a different reflection of the Shadow Elves' twisted symbiosis with the Void Eternal.
The Aetherite Facet: Poets of Pain
The Aetherites are the closest to what could be considered everymen in Taen'dorei society, yet by mortal races' standards, each of them is a dark genius. Artisans, musicians and sorcerers, these Void-touched visionaries weave magic and art into perverse marvels. Theirs are workshops where tireless loom-spiders unravel agony into voidsilk threads, and forges that burn cold with the black, preternatural flame kept alive by screaming soul-kindling.
Artists and craftsmen whose talent is an alluring hymn to non-existence, their canvas is flayed skin, carefully maintained by Void thaumaturgy to be able to feel each brushstroke. Metals used in their craft are sentient alloys fused with pallid gold - the Seven-Headed God's blood that lived long past his demise. Ashes collected from graves of incinerated kingdoms become pigment and texture. The Aetherites' creations are not mere art, but instruments of Shial's will: statues whose singing liquifies minds, tapestries that induce fanatical devotion, bleeding paintings inspiring soul-shattering despair.
While proper military training is absent from this Facet, each Aetherite is naturally a killer devoid of empathy. When called to war, even as they unleash devastating spells upon the Void Eternal's enemies, the Aetherites seek inspiration and praise their shadowy muses. While these maestros of dart arts may appear fickle and frivolous, embodying the elven spirit of yore, they serve their betters with great zeal and dedication. The Aetherites are the keepers of warped Kaldorei aesthetic, beauty weaponized.
Developer Notes: The Aetherites are more or less "pure" elves, similar to traditional Highborne and Nightborne with all their love for art, magic, intrigue and excessively complex tactics. Their gameplay style, fittingly, resembles both night elves and naga from the classic TFT campaigns - they are fragile, micro-heavy, extremely mobile (their hovering units can move over water, and others can Blink around or use other means of teleportation) and have an abundance of special abilities and spells. Yes, even though the Shadow Elves as a whole are a race of casters, this faction brings it up to eleven. They may be glass cannons, but they dish out not just raw damage but a lot of control and utility. In addition to "high skill, high risk, high reward" playstyle, the Aetherites have their ways of making sure their starter forces don't become obsolete later - like the option to individually upgrade Tier 1 units to Tier 3 ones.
The Spiderkin Facet: Arbiters of Reality
The Spiderkin form both Shial's preaching clergy and the militant arm of her cult. When not fighting in campaigns of extermination or plundering flesh and souls in surgical raids, they serve as inquisitors who police the Taen'dorei society, weeding out "reality deviants" - a thankless job, as very few Shadow Elves stray from Shial's creed. Grim fanatics led by stalwart battle-priestesses, the Spiderkin proudly live up to ancient Kaldorei traditions - yet in their own dark and perverse way. Appointed as guardians and custodians of the Taen'dorei civilization, the Spiderkin refer to wars they wage as preserving their ancestral legacy and expanding the elven empire, each conquest done in the name of Shial who claimed what both Azshara and Elune renounced.
Clad in carapace armor adorned with pallid gold and painted with black ichor, the Spiderkin ride to battle astride nightmarish many-legged mounts - some of whom actually are hideously mutated descendants of ancient sabercats, while others are unspeakable horrors created by soul-alchemy and Void thaumaturgy. It is common for the Spiderkin to become aberrant hybrids of elf and arachnid, riders' minds wired directly into their beasts' nervous systems, bodies fused together as a mockery of Cenarius' children.
Hatcheries and breeding pits below Spiderkin shrines spawn terror made flesh: swarms of chittering grotesques eager to drown enemies in living tides, crawling siege engines whose maws swallow entire regiments whole. Yet not all of the Spiderkin's battle-thralls are mindless monstrosities. Some, like the aqir of Azeroth, the qilrae of Ressa or the sayaad of Shial, are sapient, willing servants assimilated into the Taen'dorei bestiarum. This is a reflection of the Spiderkin's lesser known duty - they are also the Void Eternal's missionaries and diplomats, being the only ones disciplined enough to fake goodwill and pretend treating their mortal Voidsworn allies as nigh-equals when the situation demands cooperation. Rarely, their benevolent inclination is not a complete lie - the Taen'dorei have a semblance of affinity towards slave-races spawned by the Gods Below or reshaped by the Void Eternal's will, acknowledging them as creatures similar to their own pets. Such beings, when subdued and assimilated, are treated like carnivorous orchids - not even remotely sentient, but useful, beautiful and worthy of affection and care - while all others are just lumber for the mill and the pyre.
Developer Notes: The Spiderkin Facet is, naturally, a reflection of the "spider" part, centered around various arachnoid horrors - but they're also a dark mirror of the traditional night elf army of warrior priestesses and woodland beasts as their combat pets. Unlike two other playable Facets, they are tailored for "aggressive turtling" playstyle, utilizing a variety of deployable units to serve as anchors for the mass of cheap frontline attackers. They don't have loads of fancy spells or excessive mobility, but they can very well hold their own and dominate in a war of attrition, relying on synergy between chaff, support and heavy hitters. Their units, more often than not, can switch between modes, making some versatile and useful for a quick change of tactics, and others - a sort of mobile base to serve as the abovementioned anchors on the offensive. Just like the Aetherites, the Spiderkin have a way of making Tier 1 units still meaningful in the endgame - but this is achieved not via personal upgrades but, rather, via new combos with Tier 3 units.
The Fatespeaker Facet: the Shadow's Shadows
Depicted above: some of the Void-Ephemera which can be summoned by the Fatespeakers
Not depicted above: the Fatespeakers themselves whose terrible true forms are beyond comprehension (but we're working on it!)
Coming from the dark corners of reality are the Fatespeakers - messengers of apocalypse, pitch-black silhouettes wrapped in false trappings of mortal form. Once sorcerers and priests of great renown, they are elves no more, their flesh replaced with tenebrous matter that devours light, warmth and hope. In their wake, shadowy frost spreads like a blight, plants blacken and crumble, and even the bravest warriors feel their blood turn to ice - often literally.
The Fatespeakers are everywhere and nowhere - simultaneously aboard the Taen'dorei's living vessels, within the writhing depths of Shial's tormented world, and in the Void Eternal itself. They do not truly exist - they manifest, coalescing from the smallest shadow, slipping through the cracks of reality like blood and pus from under scabs. An ink blot upon a parchment, a tree's shade on a scorching day, a mortal's unwanted thought - any flicker of darkness enough for them to step forth.
True to the Facet's name, their language is fate itself. Prophecies unfold upon being uttered, time fractures, and laws of creation twist into grotesque parodies of themselves. The Fatespeakers' libraries, concealed within the living ships' forbidden towers, hold collections of Doom-Simulacra - horrific visages carefully crafted from dying worlds' memories to drown entire civilizations in madness and despair.
Some Fatespeakers are nothing but living portals disguised as humanoid shadows. When the time is right, they unfold, splitting open to disgorge Taen'dorei reinforcements or unleash the Void-Ephemera - unspeakable horrors from beyond the stars. Some say the Fatespeakers themselves are not individuals, but fragments of a greater darkness, and by summoning eldritch terrors, they are merely calling pieces of themselves to be made whole.
Among the Taen'dorei, the Fatespeakers are either feared and avoided, or commanded with extreme caution and suspicion. Yet they are essential to the Shadow Elves' survival. Without them, the living fleets would be lost in the Void Eternal's labyrinthine depths. They navigate, their minds attuned to the anti-dimensional pathways between dead worlds and doomed worlds, guiding ships through realms where time and space are meaningless.
Developer Notes: The Fatespeakers Facet reflects the "cultist" aspect of the Voidsworn. Gameplay-wise, they are a call-back to Warcraft I (and II) where spellcasters ruled the battlefield with their incredibly powerful summoned creatures (or, in II, deadly AoE). This sub-faction's regular units of flesh and blood are expendable - the player is encouraged not just to use them as fodder to divert enemy attention, but also to convert them into health and mana for the Fatespeakers proper, and sacrifice them to bring forth Void creatures - and there's quite a lot to choose from...
Generally, things summoned by the Fatespeakers are divided into two categories - the Void-Ephemera and the Doom-Simulacra. The former are various eldritch creatures which fill a variety of roles, but mostly serving as frontline attackers or powerful flying support. The latter are technically units as well, but have the immobile forms of Void shards or portals emanating various types of energies, like dealing AoE damage or providing area-based buffs and debuffs, and some also serving as long-range artillery or even more exotic siege weapons. The Fatespeakers themselves (coming in several types) are slow and vulnerable but quite versatile when it comes to evading direct combat. This sub-faction is perhaps the most complex and hard to master, but absolutely devastating when played right.
The Arachnitect Facet: the Ascended Few
The Shadow Elves' ruling caste, forged through ruthless meritocracy, the Arachnitects are the pinnacle of Taen'dorei evolution, beings so powerful that even the mightiest of demon lords would hesitate before challenging them. Way beyond elven shape, their bodies are living, walking cathedrals of chitin and pallid gold, monuments to Shial's glory and beacons of dark hope for her spawn and servants. Only their upper bodies are a vague reminder of what they once were, and their faces, no matter how warped and twisted, keep traces of ancestral beauty.
With inevitably gigantic and spiderlike, no two Arachnitects are the same, and they grow in size and power as long as they live - the weakest are a Pit Lord's match, while the greatest, eldritch ancient ones standing taller than pyramids erected in their name, may challenge entire armies and effortlessly win. Their exoskeletons are etched with markings of apocalypse, each sigil a portal into the Void Eternal. Some Arachnitects have vestigial wings of crystallized shadow, others are fused with parts of profane temples dedicated to the Gods Below. Many are veiled by entrancing grace and beauty, yet some, on the contrary, resemble abominable, many-legged mountains of rot and bile. Their flesh pulses with dark veins, their many hearts drum with the discordant din of ruin made manifest, and their myriad eyes planted into blackened sockets by Shial's own hand are hers to see through.
The Arachnitects hold court from the safety of their Arachnethereal Conclaves, ossified chrysalis-palaces in the living vessels' hearts. Within secure aether-webs spun from tormented souls and maintained by communicator-sorcerers, they debate in a language of telepathic fractals, their thoughts then carried by the Void's breath and manifesting in verdicts imprinted into the minds of their lessers. The Arachnitects' will is adamant, their decisions absolute, yet their judgement is surprisingly sane and practical. The Taen'dorei have no concept of punishment among their own: imprisonment, torture or sacrifice are reserved only for the untrue ones, while the Bloodweepers' very existence is both their penance and reward. Those Shadow Elves who stray are reeducated, and those who defy Shial are unmade, their existence scrubbed from reality by the Fatespeakers' touch.
But for all their might, the Arachnitects are still servants. Shial's will is their command. And when she whispers, even the greatest bow.
Developer Notes: As the Avatar of Shial was redesigned into a less spiderlike, more refined Titan-like figure (see below), we knew that the Shadow Elves still needed a grotesque, arachnoid leader the size of a Town Hall. Or maybe more than just one leader - after all, each living ship needs her captain. As the top dogs (or top spiders) of the Shadow Elf society, the Arachnitects are taking everything associated with this race to the logical extreme and beyond - and this is reflected by their design, too, as we decided there's no such thing as "over the top" when you're dealing with living, walking temples. Give one a priestly tiara bigger than her torso? Embed eyes in that tiara? Wire a portal to it? Yes please.
These big creepy-crawlies appear exclusively as cutscene characters - or as bosses (and then you're screwed). While they can be compared to Zerg Queens or Tyranid Bio-Titans, concept-wise, they also epitomize the mythos- and fae-inspired nature of the Shadow Elves as sophisticated, fickle and malevolent demigod(esse)s. More on that below!
The Bloodweeper Facet: Devoured by Dreams
In myriad gardens, orchards and conservatories aboard the living vessels, the Bloodweepers writhe. Once, they were the Highborne - Queen Azshara's chosen, the Kaldorei empire's regal, proud, pompous elite. And then, following the Taen'dorei exodus, those of them who survived had the gall of making the most arrogant of claims: "We are too beautiful, too important to serve!"
As the epitome of Shial's cruel irony, this demand has been nominally fulfilled. Beautiful like enchanted flowers, important to the whole of the Taen'dorei society, their lives are ones of leisure and dreaming.
Transformed into alluring amalgamations of tree and flesh, their hollow eyesockets weeping crimson, their roots burrowing into corpse-fed soil, and their pollen carrying visions of Azshara's court in its final hours, the Bloodweepers are more than just grotesque reminders of ancestral pride and folly: they have been made sustenance for both their former servants and their new goddess. Cursed pariahs and sacred energy sources, the Bloodweepers are trapped in eternal dreams as they are made relive Azshara's fall or bask in false pleasure. These dreams are not mere torment - they are fuel, they are nourishment, the cornerstone of the living fleets' existence. Oneiromantic energy is drained from their suspended agony and ecstasy, powering the vessels on their voyages. No Shadow Elf food or drink is served without its invigorating touch. Aetherite dream-gardeners tend to Bloodweeper plantations, a sarcastic reflection of obedient lowborn servitors once toiling at the Highborne's palaces and villas. They carefully prune nightmares and nurture delusions of freedom, curating bliss and despair to maximize the energy output.
Yet one may say that the Bloodweepers are indeed free of fears and worries, since they deny reality on a whole different level. Their minds are forever lost in the Reverie Unending - a phantasmal dreamscape woven from the Bloodweepers' collective consciousness over millennia. Here they experience paradises built from memories of ancient Kalimdor, fantasies of worlds beyond, impossible adventures and pleasures. Gardens of eternal starlight, libraries holding arcane knowledge, feasts of unequal splendor, reunions with lost loved ones... Yet their once-lessers, now meticulous jailers, inevitably allow these fantasies to fracture, plunging the hapless dreamers into personalized hellscapes - before permitting hope to blossom anew in another cycle of the Reverie. The Taen'dorei farm their fallen kin's emotional resilience, gorging on each shattering and renewal.
Cast outside the Shadow Elf society, the Bloodweepers are still its essential part, providing more than raw energy, but a rich, complex banquet of emotion for the Void Eternal. Feasts of fleeting dreams, crushing despair, ecstatic madness, vestiges of love and joy - all amplified by innate elven sensitivity - is one of the most intricate and refined forms of sacrifice even known to the Voidsworn, a reason for the Taen'dorei's dark goddess to be nothing but indulgent and generous.
Developer Notes: While always envisioned as a relatively minor non-playable mini-race, the Bloodweepers are a bit more than ordinary creeps - they are essential to the story and illustrate the depths of the former Highborne's downfall. Inspired by living trees from Dante's Inferno, these poor things are meant to reflect the darker, creepier (pun intended) side of treant-like creatures associated with the night elves. Oh, and basic Bloodweepers are technically destructibles and a source of lumber - and we provided additional effects for them. Having your peons harvest trees that bleed when chopped and scream when cut down is not for the faint of heart.
The Reverie Unending is a major part of Act II's plot and that's where several missions take place, allowing us to show "historical" events from a different angle without the usual story crutches such as time travel or alternate realities.
Above and beyond the Five Facets is...
Shial Herself, the Spider Mother
For the Shadow Elves, Shial has seamlessly replaced both the distant moon-mother Elune and the glorious god-queen Azshara. She is the living embodiment of their aesthetic and philosophical ideals. She is not prayed to, rather, she is admired. When she descends to walk among them, it is in an avatar that is a perverse reflection of Titan perfection: a colossal marble-skinned maiden of unearthly grace. With three faces, thirteen mouths and thirty-three eyes, she is beauty and horror intertwined, and her subjects find her flawless.
As a part of their pact with the Spider Mother, Shadow Elves of the present day have their true names guarded like the most precious heirlooms, instead using titles that each embody their feats and masteries as aspects of Shial. A merchant is known as Shial's Avarice, a blademistress - as Shial's Edge, and a devout spider-priestess - as Shial's Voice. These titles are more than simple words: they are psionic signatures, pronounced with a unique psychic resonance that differentiates one "Edge" from another, a tonal name for those above and beyond a tone-deaf universe. Only the most exceptional beings warrant a unique title.
Developer Notes: Another aspect of the classic faerie that we deemed proper for the Shadow Elves was the concept of true names giving others power over them. This blended well with ElfQuest's Soul Names the idea of the Voidsworn sacrificing parts of their own self as a sign of devotion - and while the Shadow Elves are no zealots, it'd make sense for them to honor their god-queen-muse by letting her have what is normally reserved only for the most trusted friends and loved ones. This is also reflected in unit and building names which all follow "Shial's (something)" or "(Something) of Shial" pattern, with only heroes having more unique titles like those listed below. Only "historical" characters like Taramys and Raduloth have conventional names - and, as one may guess, these don't give random strangers any control...
The Avatar of Shial's concept has gone a long way since 2006's Nerubian kitbash. We kept the concept of three merged faces, but not much else - the drider/arachnoid form idea went to the Spiderkin and the Arachnitects instead. As a personification of a Worldsoul, Shial's avatar would naturally be Titan-like - a beautiful giant lady with marble skin, wearing fancy attire. Then you have a good look at her face...s. And count her mouths (13, most of which don't belong there) and eyes (33, none of which belongs there). And have a good view of her exposed brain with tendrils coming out of it to that... thing. And that's not nearly all. Yes, she's also a nod to the classic idea of the faerie queen being human-sized while her subjects are comparable to insects and small animals. Here, rank-and-file Shadow Elves are taller than humans, and their god-queen-muse is of literally titanic proportions.
Speaking of exceptional Shadow Elves who earned exceptional titles - here's a list of those who will appear (or at least get a mention) in Episode I and II. Most of them are also present on the screenshots above, so you may try guessing who's who! Spoiler: the scatidly clad lady with crimson wings is the Whisper of Streams Sanguine.
The Whisper of Streams Sanguine
Once a handmaiden to Queen Azshara, a rival to the famed Lady Vashj in both beauty and cunning, one known only the Whisper of Streams Sanguine had since become an Aetherite sanguimancer of supreme renown, blurring the lines between art and atrocity like few other Taen'dorei ever dared. With naught but a silent gasp or a tune hummed, she is able to flay a creature alive or turn it into crimson mist, to summon scarlet tides that crystallize into walls of screaming razorbloom, or breathe life into constructs of frozen gore - beautiful and terrible statues that weep as they shatter into myriad thirsting blades. Yet it is her body that is the one and only masterpiece unsurpassed. Bathed in the blood of millions over countless centuries, her unblemished skin is a silken living canvas upon which she plays a silent symphony, causing her capillaries to flush with hues of vermillion regret, carmine wrath, or crimson glee. From the intricately charred, Void-filled wounds that once were her eyes, tears of her own lifeblood perpetually flow, tracing wondrous shifting patterns across cheeks and lips. The Whisper of Streams Sanguine pays regular visits to the City of Screams where she is a welcome and respected guest, one that lets the sayaad tormentrices learn from her masterful bloodletting.
The Fairest Among Us
The Arachnitect of Peace and the Supreme Matron of the Spiderkin, this horrendous creature is Shial's favored daughter, a tyrant without rivals, lording over a flotilla of living ships, a host of lesser Arachnitects and all the Spiderkin in existence. Her immense yet mesmerizingly graceful body is encased in a masterwork of metallic fusion - a sarcophagus-armor forged from the idols of fallen gods and the crowns of vanquished kings, all molten with pallid gold. Her carapace is adorned with the flayed skulls of thirteen incubi - the consorts she took as a tithe from the City of Screams, now honored with pleasing her in wordless conversations. Within her deceptively unprotected chest, dozens of still-living hearts - ripped from the flesh of legendary champions and great beasts of myth - beat a slow, syncopated rhythm. A great portal yawns above the Fairest Among Us, linked directly to her brain, as she requires but a thought to bring forth swarms of the Spiderkin, always ready to enforce Shial's Peace in neverending brutal conquest.
The Feaster Upon the Faithless
A being of absolute and terrifying confidence, the Arachnitect of Certainty has gazed into the myriad rivers of time and found every one flowing into the same, dark ocean of the Void Eternal's victory. She bears only three eyes, all set into a tiara of pallid gold fused to her brow. The left eye peers incessantly into the past, trapped in an infinite loop of reliving the elvenkind's history of pride, folly, evolution and ascension. The right eye scans the infinite branches of the future, examining every possible outcome, and inevitably finds the Shadow triumphing upon the Light and the Flame. The center eye is not hers at all, but a separate, maddened entity she subdued and consumed, now forever locked in a state of ecstatic, screaming madness at the glorious inevitability it is forced to witness. The Feaster upon the Faithless is the guarantor of destiny, and the Certainty of her title is both a promise and a threat.
The Thirsting Orchid
Once the proud Arachnitect of Harvest, she was put in charge of the Bleeding Gardens, a sacred site where the Taen'dorei first entered the world of Shial, and one that is home to countless wildgrowing Bloodweepers. Millenia among the dreams of her kin have addled the Thirsting Orchid's mind, drawing it into the depths of the Reverie Unending and making her forsake her earthly duties. For this failure, Shial did not grant her the mercy of true death. She was exiled to the Gore-Swamps of Phlegethon, a bog of bubbling blood and phosphorescent fungi on Shial's surface. There, the planet's flesh actively mutated her, twisting her elegant form into a multi-limbed, floral aberration. Her legs have become roots that drink the sanguine muck, her body was enveloped by thorned vines and petal-like appendages. Yet, her mind remains trapped in the past. She believes herself still a Highborne of Azshara's court, holding imaginary soirees for long-dead nobles, her mad laughter echoing across the swamps as she offers cups of blood to phantom guests. Pitied and scorned by her former peers, the Thirsting Orchid is a beautiful and twisted monument to failure.
The Hand and the Eye
It is said that Taramys, the First Archpriestess, once pierced a veil so profound, learned a secret so fundamental to the Void's nature, that to retain her sanity and her life, she was forced to sever the hand that touched the unseen and rip out the eye that witnessed it. These body parts, infused with the cosmic truth she could not bear, did not die. Instead, they fused into a new form blessed with an otherworldly consciousness: a giant, five-fingered hand that scuttles on its fingertips, crowned by a single, massive central oculus from which a constellation of smaller, weeping eyes constantly bud and part. This entity, The Hand and the Eye, became the Arachnitect of Truth - Shial's ultimate spymaster. It sees through all lies and schemes that were, are and and will be. Its eyes, traversing the mortal realm as easily as the Void itself, serve as windows for a network of hidden agents across a billion worlds.
Raduloth's Ninth Shadow
Raduloth, the Harbinger Prime, is allowed to travel unimpeded in Eight Directions across Eight Dimensions of the Void Eternal. Thus, in the material world, he casts eight shadows. When not folded into one as a part of his masquerade, they writhe, lurk and linger, poised to seek and consume. But his Ninth Shadow is a separate being, serving as the Harbinger's own harbinger. Mirroring Raduloth's visage, it lords over the Fatespeakers, existing aboard all living ships, in every forbidden library and at each Arachnitect's court. Fate is more than this entity's speech, it is the matter to shape and sculpt. With fingers like needles, it etches self-fulfilling prophecies and commands directly into the fabric of reality, leaving behind invisible, humming scars that dictate the flow of events. Those near the Ninth Shadow find their own voices stolen and their thoughts forced into a terrible quiet where only Raduloth's will resonates.
The Unseen Maestro
The most honored of all flesh-smiths, this reclusive creature is revered by the Spiderkin as one who tends to their second birth - for it is said that each of them is born twice, first of womb and then of scalpel. In great sanctums of stretched skin and woven nerve-fiber, the Unseen Maestro works with countless willing living subjects, rearranging their anatomy into intricate, pulsating engines of flesh and bone. Organs are repositioned into pragmatic patterns, circulatory systems are rewired to withstand most severe damage, skeletons are artfully fractured to be reforged with pallid gold into exoskeletons, hearts and eyes are given backup copies, and minds expanded to appreciate the terrible beauty of these new forms. The Unseen Maestro considers itself not a mere flesh-smith but the ultimate beautician, one chosen by the Void Eternal to correct the inevitable mistakes of the Gift - one known in material world as the Curse of Flesh. The Unseen Maestro has no face, nor form or even a singular personality - instead, it manifests within the minds of apprentice surgeons and thaumaturges, guiding their hands and voices, and taking rightful credit for the resulting masterpieces.
And that's it for now!
For now.