Know Your Lore: The origin of goblin and worgen death knights, page 2

The goblin death knights are a little less complicated as far as backstory goes. Here's the quest text from A Special Surprise, goblin edition:
C... can't we work this out somehow?
Alright, j... just let me... let me st... stand up.
<Name>?
<Name>, I'd recognize that face anywhere... What... What have they done to you, <name>?
You don't remember me, <name>? I lost count of the number of jobs you and I ran back in the day on Kezan. Then I picked up a real bad Kaja'Cola habit and you saved me! It was you who took me to Kalimdor to join the Steamwheedle Cartel. You were the only good goblin I knew. That's how I ended up in the Argent Dawn, because I knew it's what you woulda done. How could this have happened to you?
Remember the goblin you once were, <brother/sister>! You were my best friend! Fight this!
Listen to me, <name>. You must fight against the Lich King's control. He is a monster who wants to see this world - our world - in ruin. Don't let him use you to accomplish his goals. You were once a hero and can be again. Fight, damn you! Fight his control!
Knight Commander Plaguefist yells: What's going on in there? What's taking so long, <name>?
There... There's no more time for me. I'm done for. Finish me off, <name>. Do it or they'll kill us both. <name>... Remember Kezan, our beloved home. This world is worth saving.
Do it, <name>! Put me out of my misery!
Alright, j... just let me... let me st... stand up.
<Name>?
<Name>, I'd recognize that face anywhere... What... What have they done to you, <name>?
You don't remember me, <name>? I lost count of the number of jobs you and I ran back in the day on Kezan. Then I picked up a real bad Kaja'Cola habit and you saved me! It was you who took me to Kalimdor to join the Steamwheedle Cartel. You were the only good goblin I knew. That's how I ended up in the Argent Dawn, because I knew it's what you woulda done. How could this have happened to you?
Remember the goblin you once were, <brother/sister>! You were my best friend! Fight this!
Listen to me, <name>. You must fight against the Lich King's control. He is a monster who wants to see this world - our world - in ruin. Don't let him use you to accomplish his goals. You were once a hero and can be again. Fight, damn you! Fight his control!
Knight Commander Plaguefist yells: What's going on in there? What's taking so long, <name>?
There... There's no more time for me. I'm done for. Finish me off, <name>. Do it or they'll kill us both. <name>... Remember Kezan, our beloved home. This world is worth saving.
Do it, <name>! Put me out of my misery!
Goblins are everywhere. They've been around in Azeroth wheeling and dealing for the best prices ever since vanilla. I'll be going into the history of Kezan and the goblins of the Bilgewater Cartel in detail in a future Know Your Lore, but for now, here's what goblin death knights need to know.
Goblins are, at heart, all about commerce and the exchange of goods. Goblins are generally separated into different "cartels"; a Trade Prince leads each cartel, and all the Trade Princes live in Undermine. Undermine is a vast underground city located beneath the island of Kezan.
Undermine is pretty much the center of goblin civilization. Not only do the Trade Princes of the various cartels make their homes there, but goblin alchemists and engineers continually practice their craft and develop new (and undoubtedly explosive) technology. According to various RPG source guides, there are five Trade Princes that lead the various cartels, but this number shouldn't be considered set in stone. The most successful cartel out of all is the Steamwheedle Cartel, who have struck deals with both Alliance and Horde and built successful ports all over Azeroth. The whereabouts of Steamwheedle's Trade Prince is unknown, but if goblin records are correct, he's in Undermine with all the other Trade Princes.

That goblin death knight you chose on the character creation screen wasn't a slave to anything in particular; he or she was simply working on the island of Kezan, where your friend picked up some sort of addiction to Kaja'Cola. In order to help him, you decided to leave behind the source of the problem -- mainly Kezan and the kaja'mite mines -- and head north to join the incredibly successful Steamwheedle Cartel. Problems continued to plague you up north, and you and your friend were attacked by Scourge. You were killed, but your friend decided to join the Argent Dawn and fight against the Scourge, because that's what he figured you would've done if you had had the chance.
As a goblin death knight, you were not there when the island of Kezan was destroyed; you'd left that island years before the events that play out in Cataclysm. When you are freed from the Lich King's control, the other neutral goblins are likely to want nothing to do with you -- think about it, a corpse isn't really an effective sales associate, and nobody is likely to openly trust a death knight no matter how hard he protests that he's broken free. So instead, you choose to join the Horde at Highlord Mograine's behest.

So in the timeline, you're jumping from the beginning of Wrath of the Lich King into Cataclysm, and then back into The Burning Crusade, then back to Wrath of the Lich King. Confusing, yes -- but the only way this could be addressed by Blizzard would be by a quest overhaul that would revamp all of Outland and update Northrend to address the Lich King's defeat. Frankly, I'd rather continue moving forward with new content than moving backward to fix stuff, so I'm willing to overlook the time discrepancy for now.
The other shaky supposition is that the goblin or worgen you killed during A Special Surprise was a member of the Argent Dawn. Goblins are a little easier to explain in this case -- the Argent Dawn needs supplies, of course, and who better to negotiate than a goblin? It wouldn't be entirely out of place to see one wearing an Argent Dawn tabard. The worgen, on the other hand ... People would definitely notice if a worgen suddenly appeared wearing the Argent Dawn's colors.

Despite the time discrepancies at the end of the phased death knight starting experience, the actual creation of a goblin or worgen death knight is well grounded in existing lore and shouldn't cause players concern as to where their characters "fit" into present day. While level 1 goblins and worgen will be playing through current-day Azeroth, Cataclysm and all, the goblins and worgen raised as death knights have been there all along -- we simply haven't seen them yet. It requires a little suspension of disbelief as far as timelines are concerned, but then, death knights have been doing just that since the launch of Wrath of the Lich King, when they join the forces of the Lich King and then abruptly leave it to go fight the forces of the Burning Legion that have, from a timeline standpoint, already been dealt with.
While it would be nice to see Blizzard address this issue in detail, players tend to forget exactly how much would have to be changed in order to make everything fit together again. If Blizzard altered Outland so that it reflected the defeat of Illidan, Kael'Thas, Vashj and others, there wouldn't be any content to play through. There wouldn't be any instances to run. There'd be no point in going to Outland at all -- and despite the fact that it's outdated content, Outland is still fun. So feel free to roll your worgen and goblin death knights knowing where they "fit" in the Warcraft universe -- but keep in mind you're going to have to continue taking Warcraft timelines with a grain of salt.
For more information on related subjects, please look at these other Know Your Lore entries:
- Highlord Darion Mograine
- The Lich King
- Current Alliance Politics: The humans
- Death Knights
- The Third War
- The Tinfoil Hat worgen edition
While you don't need to have played the previous Warcraft games to enjoy World of Warcraft, a little history goes a long way toward making the game a lot more fun. Dig into even more of the lore and history behind the World of Warcraft in WoW Insider's Guide to Warcraft Lore.





Reader Comments (Page 1 of 6)
Jamz Nov 7th 2010 2:15PM
Very interesting.....I started playing my premade dk and turned him goblin and enjoyed it. I thought, "hmm....gob dks...where did they come from?" this was last night. and i was going to research this today. Interesting coincidence!
I like what blizzard has done with DKs in cata but wanted something different with the next one and the whole worgen craze...well as a loyal member to Thrall's Horde (not Garrosh)...I thought more worgen? ha! i have tenacity now!!!!
Anyway thx for the article the day i wanted to read this.
Kharon Nov 7th 2010 6:22PM
Well I had always tought that goblin DKs would be simple mercenaries, but my problem with worgen DKs, which has thus far never been explained, is that Crowley reveals that having worgen blood in your system prevents you from being raised into undeath... so... what about that?
Natsumi Nov 7th 2010 9:34PM
@Kharon
Crowley's knowledge is flawed. He may be correct that Sylvannus and/or the Val'kyr cannot raise Worgen to undeath, but they are not the Lich King. That's like saying it is impossible pick up a car because nobody you know can do it, even though there are steroid popping body builders out there that can lift a Jeep over their heads. Flawed research and/or evidence results in flawed conclusions.
I'd also like to point out that Crowley is NOT a Necromancer and therefore cannot know everything there is about the raising of the dead to undeath. I don't think Ner'zul even knew EVERYTHING about Necromancy, but he did know quite a bit more than some human dabbler in the dark arts.
Boobah Nov 7th 2010 9:47PM
Yeah, worgen are immune to the more common forms of undeath. So are paladins. Which didn't stop Arthas from raising the Ashbringer to lead his Four Horsemen.
portague Nov 8th 2010 12:15AM
i do not beleve his logic is fully wrong it could be only the lk and a few generals had the power to bring worgen into dath knights. The forsaken do not posses the power to bring them back as undead. That could be the story there shooting for simply due dk being a hero class and wanting every race to have a chance at it. More of an oops how do you fix this. The worgen curse was generated by powerful form of magic just like lk forms his undeath with powerful form of magic. Meaning only one with equal power could pull off putting that extra curse on them such as the lk.
Arjunas Nov 8th 2010 12:09PM
Ok, so I had a random thought... what would have happened if, come Cataclysm, Death Knights were no longer a rollable class?
So, everyone who rolled a DK during Wrath would keep it, but you couldn't make any new ones come Cataclysm. A DK would be unique, and would fit the idea of a "hero" class decently well. No need to retcon anything, no odd timelines conflicting with Cataclysm. It could have been a Wrath of the Lich King class only.
I know this isn't going to happen, and I am in no way putting my weight behind the idea screaming "DO THIS BLIZZARD" because they aren't going to. I am just curious if other people think this could have worked?
Thoughts anyone?
Maccabeus Nov 8th 2010 12:18PM
I don't believe this clears everything up. Lets look at the Worgen sequence of events:
Summoned from the emerald dream
Imprisoned (for lack of a better word) in Shadowfang Keep
Escaped from Shadowfang to roam Silverpine.
Corrupted into undeath by the Lich King
Break Lich King's influence
Join the nation of Gilneas
Can now switch between human and Worgen form
That last one is the wtf moment. Unless there will be a retcon that states, "There were human druids who followed Goldrinn and ended up as wolfmen/worgen in the Emerald Dream," then the logical thing to assume is that these Worgen, if they would even be able to go back to a non-furry state, would be Night Elves, not citizens of Gilneas.
Sarim Nov 7th 2010 2:19PM
I found this to be a great article. Thanks for clearing all of that up!
Bloodybath Nov 7th 2010 2:24PM
well makes sense. pretty smart on blizzards part actually if you ask me. maybe once they've released all the expansions they can go back and fix up outlands, northrend, and whatever new zones well hav by then to make them "current" timeline accurate.
Almoderate Nov 7th 2010 5:17PM
People assume that time is a strict progression of cause to effect, but *actually* from a non-linear, non-subjective viewpoint - it's more like a big ball of wibbly wobbly... timey wimey... stuff.
Jonisjalopy Nov 7th 2010 5:36PM
+10 internets for the Doctor Who quote
Kylenne Nov 7th 2010 2:26PM
I checked this out on the beta myself, and I'm glad that Blizzard made a token effort after the somewhat flippant answer when the classes were first announced. Honestly, I don't know why people were freaking out about this in the first place, especially with goblins, there's a myriad of plausible explanations. This wasn't the fanwank I was going with, but it works.
I also like that they're given more of a personal touch than most of the other versions of the quest; as it stands, only the Night Elf and the Forsaken one really drive home the emotion of the situation (the Night Elf one left me in tears, and I don't even play Alliance). The rest feel like Search & Replace copypasta jobs in Word, so I'm glad the Worgen/Goblin ones didn't go a similarly generic route.
Cetha Nov 7th 2010 4:58PM
*runs to a random server to make a nelf and undead DK to see what you are talking about*
Nipah Nov 7th 2010 7:13PM
I don't know... I've only done the Dwarf/Troll DK starter, and I remember feeling pretty damn bad when I had to off my old friend.
However, these two seem to be pretty cut & paste if you ask me... "Oh, you remember me! You saved me from X! And then we went to Y! Go ahead and kill me, so you may live a hero!".
I'm actually fairly sure all the DK quests are in the same vein, but seeing them side by side really brings it home.
Also, the Worgen one calling you a Worgen seems... off. Call him a Gilnean or whatever the people of Gilneas are called. "YOU! The most noble worgen I ever knew." just sounds ridiculous to me for some reason.
JKWood Nov 8th 2010 1:26AM
Did you even bother reading the article? Worgen death knights ARE worgen, not Gilneans. Summoned by Arugal or transformed by Arugal, but a product of Arugal, nonetheless.
Artificial Nov 8th 2010 4:38AM
@JKWood: Did you even bother reading the article? They are worgen, yes. They are also Gilnean. Read what the DK's friend says again, all the way to the end.
StClair Nov 8th 2010 1:45PM
@Nipah:
Yeah, all of the variations of that particular DK quest are very similar. "Don't you remember growing up in [HomeCity]", etc. Nothing new (or worse) here.
Daniel Whitcomb Nov 7th 2010 2:33PM
On the Worgen issue, I assume the Worgen are like humans from the village outside SFK. They were innocent victims of the curse enslaved by Arugal who, once they escaped, joined the AD because it was one of the few organizations that would take them. They just stayed in human form whenever possible to avoid breaking people out.
Daniel Whitcomb Nov 7th 2010 2:34PM
Freaking people out, even. Dang phone autocorrect.
Anteia Nov 7th 2010 3:49PM
That's exactly what I would argue. They just stayed human, and you probably SAW worgen Argent Dawn around but you didn't -know- you saw them because they looked human. Maybe those particular Argent Dawn members locked themselves away at night (as the Silverpine worgen village is friendly to Alliance during day, but they ALL turn at night, which player Worgens aren't dependent on time of day, but who knows, but this is because of their stronger will...). Regardless, yes, we'd notice a worgen in a tabard. But we're not going to notice another human in one, and that's probably how the worgen appeared most of the time.