World of Warcraft, through a designer’s eyes
Same world.
New
perspective.
An archive of studies about what makes
Azeroth feel like Azeroth.
An ongoing collection / 01
The studies.
Looking closer at the world we play in.
One idea at a time.
Shaman has an art direction problem
Behind the archive
Less taking
it for granted.
More looking.
I’m Mattia, an art director who spends a lot of time thinking about Azeroth.
This is where those thoughts become studies. The identity of a class. The feeling of a place. How a new idea could belong in a world we already know.
Start with the Shaman About this siteBrandcrafting / 001
Shaman has an art direction problem.
One class fantasy, too many visual languages.
01 / The brief
Cover the names and guess the class.
Put Healing Wave, Chain Heal and Riptide next to each other, cover the names, and ask someone who has never played a Shaman which class each spell belongs to.
I think most people would answer Druid for the first one, Priest or Paladin for the second, and only on the third would they finally say Shaman. Healing Wave is green and leafy, Chain Heal is a golden beam that would look at home in a cathedral, and Riptide is a column of pale water. If a client sent me those three as one product range I would assume three different agencies had worked on it and nobody had been given the brand guidelines.
That is the whole problem, and it has very little to do with which colour is the right one. I am happy with green, I am happy with water, I could even live with gold. What I can't make work as a designer is a healing kit where the three spells you press most belong to three different class fantasies, because at that point Restoration has no look of its own, only a collection of looks it borrowed.
Healing Wave
Green glow, soft Nature light, leaf-like particles.
Reads as Nature
Chain Heal
Yellow and gold, luminous, a beam of light jumping between friends.
Reads as Holy
Riptide
Pale aqua, fluid, a column of water rising around the target.
Reads as Shaman
The funny part is in the icons. Look at Healing Wave and Chain Heal on the bar and you will see the same green hand on two different backgrounds, which means that back in 2004 somebody at Blizzard did design these as a family. The buttons agree with each other, and then you press them and the effects go their separate ways.
Forever is the right place to bring this up. Classic Era should stay exactly as it shipped, inconsistencies included, because that is the point of it. Forever is Blizzard going back into the old world to extend it and tidy it, with new racials, new class combinations and new talents, so a small correction to three spell effects fits the brief perfectly. I am not asking for Retail water simulations or new animations either. Everything in this study can be done with a hue shift and a particle swap on effects that already exist.
So I did what I would do for any brand with a confused palette. I laid out the colours the class uses today and what each of them says, and then I built two revised palettes, one for each honest answer to the question of what Restoration is supposed to look like. A third one turned up on the way, and it is the one I ended up choosing.
02 / The colour code
Azeroth already has a colour code.
Warcraft has been teaching us to read colour since the first Frostbolt. Green is Nature, yellow is Holy, red and orange are Fire, pale blue is Frost and purple is Shadow, and after twenty years nobody needs a tooltip to know what just hit them. It is one of the best pieces of visual branding in the game, and it is the reason the Restoration kit reads the way it does, because each of its colours is already saying something very specific.
Palette one: the classic, as it ships today
These are the four colours a Restoration Shaman actually has on the bar, sampled from the references above. Three of them heal, and the fourth is the fire that sits next to them.
Leaf green
#55823D
Healing Wave, Earth Shock
Chain gold
#D9BF5F
Chain Heal
Ember
#DF8051
Flame Shock, fire totems
Tide aqua
#BAF6EA
Riptide, Water Shield
| Colour | What it says | Who owns it | The neighbour it looks like |
|---|---|---|---|
| Green | Nature, growth, plants | Druid | |
| Yellow | Holy, the Light, faith | Priest and Paladin | |
| Red | Fire, the element | Shared, and earned | |
| Aqua | Water, but pale enough for Frost | Shaman, with Mage next door |
Read as a palette, this is a spell school chart with a Shaman standing in front of it. Green tells you the school and then hands the spell to the Druid, who has owned leaves and growth since day one. Yellow tells you nothing true at all, because Chain Heal is a Nature spell wearing the colour of the Light. Red is the interesting one, because it never touches a heal and yet it is the only colour here that nobody questions. A Shaman's fire is red because fire is one of the four things a Shaman is made of, so the colour belongs to the element first and the class second, and it works.
The aqua follows the same logic, which is why Riptide feels so right. There is no Water school in the game, and Riptide is a Nature spell on paper, but nobody has ever looked at it and thought of a Druid. It reads as an element, the same way the fire does.
"But a Shaman uses all the elements"
This is the reply I see most often, that the kit is fine as it is because a Shaman works with every element and so every colour is fair game. I like the idea a lot, and I think it deserves to be taken seriously, so here are the four elements next to the colours the class gives them.
| Element | How the Shaman shows it | Example | Used by a heal? |
|---|---|---|---|
| Fire | Red and orange flame | No | |
| Water | Pale aqua and blue, liquid | Riptide | |
| Air | Blue-white storm | No | |
| Earth | Green and leafy | No |
The argument explains the fire and it explains the water, which are the two colours nobody was complaining about. The green is a closer call than I expected, because in Classic the Shaman's earth is green as well: Earth Shock comes out in the same leafy green as Healing Wave. So on paper the defence covers it. The catch is that it is the Druid's leafy green, used with nothing added to tell the two classes apart, so Earth Shock doesn't rescue Healing Wave, it just shares its problem. And gold is not an element at all. There is no fifth totem for sunlight, and nothing in the class fantasy that would make a Shaman's water or wind come out looking like a Paladin's blessing.
So if the defence of the kit is that it shows all the elements, it only half works. It explains the green on paper without making it look like a Shaman, and it has no answer at all for the gold. I would happily sign up for a Restoration that really did heal with the elements. It would look like water, and maybe a little like wind and earth, and it would look nothing like Healing Touch or Holy Light.
School is the category, class is the brand
The usual reply is that Healing Wave is a Nature spell, so green is correct. It is correct as a category, in the same way that two competing brands can sit on the same supermarket shelf. A spell school tells you what kind of magic something is, and it has never told the artists how it should look.
Lightning Bolt and Wrath are both Nature damage, and one is a blue-white crack of storm while the other is a bolt of leafy green light. Nobody has ever mixed them up, and nobody has ever complained that Lightning Bolt isn't green enough. The damage side of the class solved this in 2004. Shaman Nature there means storm, and it looks like nothing a Druid would cast, so the same school can clearly hold two brands. The healing side simply never got the same attention.
Healing Wave reads Nature, Chain Heal reads Holy, Riptide reads Shaman. That gives me two ways out: make all three look like Shaman Nature, or make all three look like Shaman water.
03 / All Nature
If the answer is Nature, make it ours.
The first route keeps everything inside the spell school and asks what Nature looks like when a Shaman is the one casting it. The good news is that Blizzard already answered that once, and most of us played through it.
- 01Warcraft II
There is no chain heal here, and no Shaman either. The only spell that heals someone else is the Paladin's Healing, one target at a time. The Horde has no healer of its own: the closest it gets is the Death Knight's Death Coil, which takes life from an enemy and gives it back to the caster. Healing in Warcraft starts out as something the Light does.
- 02Warcraft III
The bouncing heal arrives with the troll Shadow Hunter. His Healing Wave "calls forth a wave of energy that heals a target and bounces to nearby friendlies", in the warm yellow light people still remember. Chain Heal itself doesn't exist yet: it is a World of Warcraft spell, added in the 2004 beta. WoW split that spell in two: the name went to Healing Wave, and the bounce and the glow went to Chain Heal.
- 03Patch 3.0.2 / October 2008
The Wrath of the Lich King pre-patch quietly changed Chain Heal. The patch history describes it in one line: spell graphics changed to look more nature-like and less holy.
So the gold is real heritage, and I understand why people defend it. What heritage can't do is explain what the colour means once it lands in WoW. In a strategy game with four armies, a warm glow only had to say "this unit is being healed", and it said it well. In a game with nine classes that have to be told apart at a glance, the same glow says Priest or Paladin, because by 2004 gold had become the colour of the Light. Nobody defending the current look has explained to me why a troll's voodoo and a Shaman's elements should share a colour with a cathedral, and I think that is because the honest answer is that it was inherited and never questioned.
Except that it was questioned once. I do love that last line in the list, because it means somebody at Blizzard looked at Chain Heal in 2008 and saw exactly what this study is about. Their fix was a very designer thing to do. They didn't throw the gold away and they didn't paint the whole spell leaf green. They kept a hot yellow heart in the middle of the beam and wrapped it in a bright storm green, so it still glows like the old chain but no longer looks like it came out of a Priest.
Palette two: Chainlight
This palette is sampled straight from that Wrath-era Chain Heal and builds the rest of the kit around it. The outer green belongs to the same family as the Healing Wave green, and the core is the old gold turned up towards yellow, so one beam carries both of the colours the kit already had. Chainlight, the hero colour, is the band where the two meet.
Static core
#FAFE8E
The hottest point of the glow
Yellow heart
#E9DE4C
Heritage, the old gold of the chain
Chainlight
#C0FD7F
Hero colour, every heal
Storm green
#69D05D
Body of the effect, trails
Moss
#3E7E34
Shadow and falloff
Keeping it away from the Druid
Green on green only works if the two greens can't be confused, so the separation has to be deliberate, and hue alone won't do it because the storm green is close to the green a Druid uses. The difference is in the core and the shape. Druid green is botanical all the way through, and it comes with leaves, petals and things that grow. Chainlight always has that yellow heart burning in the middle, which no Druid spell has, and it should move like energy travelling along a wire and never like something sprouting.
Druid Nature
Green all the way through. Leaves, petals, blossom. Grows and unfolds.
Shaman Nature
Green with a yellow heart. Sparks, ripples, totem glyphs. Arcs and travels.
In practice Healing Wave keeps its cast, its timing and most of its green, loses the leaves and gains the yellow heart. Chain Heal is already there if Forever uses the 2008 version. Riptide is the awkward one on this route, because pale water in a yellow-green kit becomes the new odd one out, so it would keep its shape and take a Chainlight rim to tie it back to the other two.
The risk with this palette is that yellow-green is also the colour of poison, and Nature is the school of stings and venom as well as healing. The way around it is brightness. A heal should be light with a yellow-white core, and a poison is always murky and dark, so as long as Chainlight stays luminous it reads as energy and never as something you would want cleansed.
04 / Brackish water
If the answer is water, keep it away from Frost.
The second route is the one Riptide already points to, and the lore has been pointing there for much longer than Riptide has existed.
- 01Canon / Original game
In Call of Water, the class quest for the water totem, Islen Waterseer puts it like this: "If there is one lesson you must learn of water, it is this: water means rebirth. Its power flows, erodes, and makes clean all manner of things."
- 02Canon / Original game
The Horde version of that quest ends at a shrine in Silverpine that has been tainted by the plague. The Shaman's job is to defeat what the water has become and make the pool clean again.
- 03Original game
Healing Stream Totem is a Water totem. Healing through water was on the action bar years before Riptide.
- 04The Burning Crusade
Water Shield arrives, blue and liquid and unmistakably Shaman, in an art style that sits comfortably next to the 2004 effects.
- 05Wrath / Forever
Riptide gives Restoration its first heal that looks like water, and Forever keeps it as the talent at the bottom of the tree.
So water as the healing element is as old as the class, and I could stop here and say make everything look like Riptide. The trouble shows up as soon as you sample it. Riptide today is a very pale aqua, close to white at its brightest, and pale blue-white is already taken. Frost has owned it since the first Mage pressed Frostbolt, and if the whole kit simply copies Riptide we trade a Druid problem for a Mage problem, where Healing Wave stops looking like Healing Touch and starts looking like Frost Armor.
Frost is water with everything taken out
The way out is to ask what kind of water a Shaman actually works with. Mage water is conjured out of nothing and frozen on the spot, so it is pure, cold, still and hard, which is why Frost lives in pale cyan and white with sharp edges. Shaman water is found, in rivers, marshes, tide pools and rain, and it has been somewhere before it reaches you. It carries silt and salt and a bit of green from whatever grows in it. That is brackish water, where the river meets the sea, and it has a colour of its own that no other class is using.
I do love a coincidence, and Call of Water has a good one. The teacher that quest sends you to, an orc Shaman living alone out in the Barrens who starts you on the path to the water totem, is called Brine.
Palette three: Brackwater
Here the hero colour keeps the hue Riptide already has, which sits between green and blue, and gives it the body it is missing, so it lands on a teal with some depth to it. Riptide's own pale aqua stays in the palette as the accent, and the highlight is a warm foam, never the white-blue of ice, which also gives me somewhere to put the Spirit side of the class as mist and pale wisps.
Foam
#E3F0E4
Highlight, mist, spirit wisps
Tidepool
#4DB5AE
Hero colour, every heal
Riptide aqua
#BAF6EA
Heritage accent, the Riptide we have today
Brackwater
#2C7C82
Body of the effect, trails
Silt
#34443F
Shadow and falloff, the earth in the water
Keeping it away from the Mage
Mage Frost
Pale cyan and pure white. Crystals, shards, hard edges. Shatters and holds still.
Shaman water
Teal with green and silt in it. Ripples, currents, mist. Flows and settles.
The rule I would give an effects artist is simple: if it could be an ice cube, it is too blue. Frost is light, clean and cold, so Brackwater has to be deeper, slightly murky and warm in its highlights, and it should always be moving. Healing Wave becomes a soft swell of Tidepool with a little foam where the leaves used to be. Chain Heal keeps its jump and its brightness and becomes a current running from one friend to the next, with a foam-white core so it stays as readable in a raid as the gold was. Riptide keeps its shape and its hue and only gets deeper, so it stops looking like ice and stops being the exception.
Retail went down the water road too. Healing Wave got a water-based animation in patch 4.0.6, and years later the whole kit followed, with surges and jets and a casting animation to match, and plenty of people said they missed the golden chain. This is a much smaller idea. It keeps the 2004 shapes and the 2004 particle count and only changes what colour the light is and what the little bits floating in it are.
05 / Side by side
Three spells, one pair of hands.
This is the cover-the-names test again, run four times. Read each column from top to bottom and ask whether those three lights could come from the same pair of hands.
| Spell | Classic, today | Chainlight | Brackwater | Tide aqua + Chainlight |
|---|---|---|---|---|
Leaf green |
Storm green, yellow heart |
Tidepool |
Tide aqua, Chainlight rim | |
Chain gold |
Yellow heart, storm green |
Tidepool, foam core |
Tide aqua, Chainlight rim | |
Tide aqua |
Tide aqua, Chainlight rim |
Riptide aqua core, Tidepool |
Tide aqua, as it is today |
Colour test only. The lights show palette and temperature, they are not mock-ups of the spell effects.
The first column is three strangers, and the other three are all families. Chainlight is the Healing Wave green wrapped around the Chain Heal gold, and Brackwater is the Riptide aqua with some depth put back into it. Neither brings in a colour from outside, so nothing in them would feel new to someone who has played a Shaman since 2005.
The fourth column wasn't in the plan. It turned up while I was building this grid, in the cell where Riptide had to sit inside the Chainlight palette and I gave it its own pale aqua with a Chainlight edge so it wouldn't be the odd one out. That one light looked more like a Shaman than anything else on the page, so I tried it on the other two spells as well.
How it could look in game
Coloured lights only go so far, so here are the three reference frames again with the spell effects retinted. The shapes, the casting poses and the scene are the same in every row, and Riptide is left exactly as it ships.
The second row is the smallest change of all, because it only puts the 2008 Chain Heal back. Healing Wave and Chain Heal already look related there, which shows how much that one patch got right, but Riptide is still standing on its own at the end of the row. The last two rows are the ones where all three finally belong together.
My pick: Tide aqua with a Chainlight rim
White core
#FFFFFF
The hottest point of the glow
Tide aqua
#BAF6EA
Body of every heal, sampled from Riptide
Chainlight
#C0FD7F
Rim and halo, sampled from the 2008 Chain Heal
Storm green
#69D05D
Falloff, trails, the last of the glow
If I have to choose, this is the one. The green edge is still a throwback to the Nature heal every classic Shaman grew up with, so nobody loses the spell they remember. With water at its heart it can no longer be mistaken for a Druid's green, and without the gold it stops borrowing from the Light, which leaves Restoration with a look that belongs to the class and to nobody else. It also solves the Frost problem from the other side, because a pale aqua with a living green rim is not something ice has ever looked like.
All water is the cleaner idea and I still like it a lot, but it cuts the last tie to Nature, and I think that tie is worth keeping. Forever is Classic plus for a reason, and this is the kind of small, careful change that makes the plus mean something.
How small the job is
For Healing Wave it means a tint on the existing glow and taking the leaves out. For Chain Heal it means a hue shift on the beam. For Riptide it means nothing at all, because the other two spells come to meet it. The animations, the timing, the particle counts and the size of every effect stay exactly as they are, so everything would still look like it belongs in the 2004 client.
Chainlight, Brackwater and the Tide aqua pick are my own proposals, and References 06 to 08 are concept mock-ups made on game footage. The classic palette, Chainlight and Tide aqua are sampled from the reference images in this study, while the Brackwater, Druid and Frost values are picked by eye as a starting point for discussion. None of this is announced or official.
06 / The test
Cover the names. Still a Shaman?
Every Restoration effect in Forever, the three in this study and whatever gets added later, should pass that one question. I am not asking for every Shaman spell to turn blue, or for the school to change, or for the old effects to be thrown away, and Enhancement and Elemental can carry on exactly as they are. The only thing I would like Blizzard to decide is what Restoration is supposed to look like, whether that is water, spirit, a Nature of its own or a bit of each, and then let the three spells we press all night say the same thing.
Sources
- Chain Heal, Warcraft Wiki (patch 3.0.2 note on the spell graphics)
- Shadow hunter, Warcraft Wiki (Healing Wave as a Warcraft III ability that worked like Chain Heal)
- Shadow Hunter (Warcraft III), Wowpedia (Healing Wave tooltip)
- Paladin (Warcraft II), Warcraft Wiki (Healing, the only spell that heals another unit)
- Death knight (Warcraft II), Warcraft Wiki (Death Coil drains life back to the caster)
- Healing Wave, Warcraft Wiki (water-based animation in patch 4.0.6)
- Brine, Warcraft Wiki
- Call of Water (2), Warcraft Wiki (quest text, Islen Waterseer and Brine)
- Call of Water (7), Warcraft Wiki (the tainted shrine in Silverpine)
- Restoration Shaman guide for WoW Forever, Icy Veins
- Beautiful new Restoration visuals, MMO-Champion forums (player reactions to the Retail water update)
End of the study
More worlds
within the world.
Brandcrafting / 002
An’she, the unused asset of the Tauren brand.
The brand trait that never gets its day in the sun.
Hearthstone card art
01 / The brief
A sun nobody names.
Every Tauren player has watched the sun come up over Mulgore, and hardly any of them could tell you its name.
It is An’she, one of the two eyes of the Earth Mother, and it might be the best brand asset in Azeroth left unused, because you could level a Tauren from Camp Narache to 60 and barely notice it exists. Night elves wear Elune on their sleeve, in their spells, their priestesses, their greetings and now in their racial, while the Tauren keep their sun in a drawer.
So this study looks at An’she the way I would look at an under-used brand trait for a client. What does the brand already own, where does it show up, where does it go quiet, and what would it take to bring it to the surface without breaking what makes a Tauren feel like a Tauren? Forever is the perfect moment to ask, because it is rewriting racials and class combinations right now, and the Tauren are the one Horde race it left exactly where it found them.
02 / Lore and limits
The brand already exists.
Everything below is either canon or confirmed for Forever. The problem is only how loudly it gets used.
- 01Canon
The Earth Mother created the land and the tauren, and her two eyes are the sun and the moon: An’she on the right, Mu’sha on the left.
- 02Canon
In the myth she gave birth to An’she first, a radiant son, then to his gentle sister Mu’sha, and pressed both into her eyes to keep them safe while she slept. In the later story Eyes of the Earth Mother, An’she is tied to fire and fights with two blades.
- 03Canon
The tauren know Elune as Mu’sha. The moon they pray to is the same moon the night elves already own.
- 04Canon / Original game
The Thunder Bluff scrolls tell the story of the Earth Mother tearing out her eyes and setting them to chase each other across the sky. The sun was in the Tauren story from day one.
- 05Canon / Later
Tauren priests became an order called the Seers, who draw their power from the Light of An’she, under the Sunwalkers. Their power can show up as red flames coming out of a white-hot core. Blizzard already made the connection, just a few expansions after the world Forever is set in.
- 06Official / Hearthstone
Priest of An’she is a tauren card in Forged in the Barrens, which is the same Barrens and Mulgore era Forever lives in.
- 07Official / Forever
Every race now has two active and two passive racials. Night elves got Elune’s Light. Tauren got War Stomp, Cultivation, Plainsrunning and Endurance.
- 08Official / Forever
Six new race and class combinations, including Gnome Priest and Undead Paladin. The Tauren get none.
- 09Official / Forever
Every priest race has two priest spells of its own. Night elves have Starshards and Elune’s Grace.
- 10In game / Forever beta
A tauren NPC called Eylah Sunhorn, level 55, carries the title Sun Priest of An’she, standing in a tauren camp with a quest to give.
Put 09 and 10 side by side and that is the gap in one picture. The moon has a racial, two priest spells and a goddess’s name on them. The sun has a priestess standing somewhere in the world, and no Tauren player is allowed to become her.
03 / The benchmark
How a faith becomes a brand.
Elune is what it looks like when a faith becomes a brand. She has a name you can say out loud, a colour, a kind of building, a role in the priestesses, a phrase people actually use and, in Forever, a button on your bar. Elune’s Light gives you 10% crit for 15 seconds on a three-minute cooldown, and mechanically it is nothing special, but every time a night elf presses it the game reminds you who they pray to.
Now look at the Tauren kit. War Stomp, Endurance, Plainsrunning and Cultivation all say something true about the Tauren: they are big, they are tough, they roam the plains and they know the land. None of them says anything about what the Tauren believe. The Earth Mother is the foundation of their whole culture and her two eyes are the sun and the moon, but the moon is already shared, because the Tauren see Mu’sha and Elune as the same light. That leaves An’she as the one part of their faith that belongs to nobody else, and it is exactly the part the game keeps in the background. Forever even has a Sun Priest of An’she in the world, and no Tauren player can follow her.
It gets sharper when you look at priests. Forever gave every priest race two spells of its own, so the night elf priest gets Starshards and Elune’s Grace and carries the moon into every fight. It also gave priests to gnomes and paladins to the Forsaken, so Blizzard is clearly happy to put the Light in unexpected hands when the fantasy works. The Tauren are the only Horde race that got nothing new, and they are the race that already has a sun in the sky they worship. I could see it for Forever.
04 / Touchpoint audit
Moon everywhere. Sun in the archive.
If I audit both gods the way I would audit a brand, touchpoint by touchpoint, the result is almost embarrassing for the sun.
| Touchpoint | Elune (night elves) | An’she (Tauren) |
|---|---|---|
| Racial | Elune’s Light | None |
| Priest spells | Starshards, Elune’s Grace | One NPC, not playable |
| Name on a button | Twice | Only on an NPC’s title |
| Everyday phrase | "Elune-adore" | "Walk with the Earth Mother" |
| Story | Everywhere, from Darnassus to the moonwells | The Thunder Bluff scrolls |
The Tauren voice is not broken, it is just tuned to one register. Everything they say and do points to the Earth Mother and the land beneath their hooves, which is lovely, but it means the sky half of their faith never gets a line. In brand terms they have a strong parent brand and a sub-brand that only lives in the archive.
05 / Activations
Fill the slots already there.
I don’t want to invent a new Tauren. Everything here works inside systems Forever already built, so each idea fills a slot that is sitting there empty.
The rule: An’she is the day
Elune owns the night and the stars, so An’she has to own the day, warmth and fire. The simplest way to make that stick is one repeated mechanic: An’she abilities get something extra during the day. Repeated across a kit, a small rule like that becomes a signature the player learns to recognise, the same way a brand reuses one colour until you can’t separate it from the name.
An’she’s Offering, a racial for every Tauren
Cultivation is a nice idea, but it describes the Tauren as gatherers and stops there. An’she’s Offering keeps the herbs, which is equity the race already has, and turns them into an offering to the sun.
Tauren racial / replaces Cultivation / proposed
The name follows the same pattern as Elune’s Light, a god’s name and one word, so the two racials read as a pair. And the gesture isn’t new either. In the original World of Warcraft cinematic, a tauren stands above Mulgore and releases a cloud of glowing incense into the wind, an offering to the father sun. More than twenty years later, An’she’s Offering puts that moment on every Tauren’s action bar.
The Tauren priest
Tauren priests should exist in Forever, and they should be Seers, priests of An’she, rather than borrowers of somebody else’s Light. The lore already wrote the job description, and Eylah Sunhorn is already wearing the title. Forever gives every priest race two spells, one at level 10 and one at level 20, so the Tauren fill the same two slots as the night elves.
Night elf / level 10 / in Forever
Tauren / level 10 / proposed
Night elf / level 20 / in Forever
Tauren / level 20 / proposed
Eye of An’she has the same damage as Starshards, but the school changes from Arcane to Fire, and that one word tells the whole story. It isn’t a stretch either: the lore already describes the Seers' power as red flame coming out of white-hot light. Starlight falls from the night sky, while An’she looks at you and you burn. No other priest deals Fire damage, so it is instantly a Tauren thing, and the name comes straight from the myth, since An’she is literally one of the Earth Mother’s eyes.
Elune’s Grace protects the night elf who casts it. Dawnmantle protects somebody else, which feels right for a people whose whole identity is looking after the land and each other.
Together that is three abilities, one god and one rule. And no paladins: the Tauren don’t need a new order to carry the sun, they need the faith they already have to finally speak up.
An’she’s Offering, Eye of An’she and Dawnmantle are fan proposals, not announced game content. Starshards and Elune’s Grace are shown as they work in the Forever beta.
06 / The test
Does the sun get a word in?
Every new Tauren touchpoint, whether it is a racial, a spell, a quest or a line of dialogue, should pass that one question. It doesn’t have to be every time, because the Earth Mother is still the heart of the brand and the land still comes first. But a people with a god in the sky should look up now and then, and Forever is the perfect place to let them do it.
Sources
- Earth Mother, Wowpedia
- An’she, Wowpedia
- Elune, Wowpedia
- Seers, Wowpedia
- Know Your Lore: An’she and the Holy Light, Engadget
- Priest of An’she, Hearthstone Wiki
- All new race and class combos and racial abilities in WoW Forever, Icy Veins
- Tauren race guide for WoW Forever, Icy Veins
- All new racial abilities in WoW Forever, Method
- WoW Forever priest changes
- WoW Forever priest: Penance, racial spells and new talents, Endgame Tools
- NPC database, Warcraft Forever (Eylah Sunhorn)
- An’she’s Offering, first shared as Rite of An’she: @laurendorwow on X, 28 September 2026
End of the study
More worlds
within the world.
About
Same world.
Older eyes.
01 / Who is writing
I’m Mattia. I have been playing World of Warcraft since 2006, and for a good part of my teenage years I raided hard, the kind of hard where the raid schedule decided what the rest of the week looked like.
I’m not that player any more and I won’t be again, which I say with some relief and a fair amount of nostalgia. WoW Forever is what brought me back, and what I didn’t expect was that after years of working as an art director I would walk through the same zones and see something else in them: a brand. Azeroth has a visual identity, a tone of voice, rules it follows and rules it happily breaks, and once you start noticing them it is very hard to stop.
02 / What this is
Azeroth Brandbook is where I write those things down. Every Brandcrafting study takes one piece of the world, a class, a race, a set of spells, and looks at it the way I would look at a brand at work: what it promises, where it shows up, where it goes quiet and what I would do about it. Some studies stay close to the lore and others are open speculation, and I try to make it clear which is which.
None of this is official, and none of it is a claim about what the game should be. It is one art director’s personal reading of a world he first logged into twenty years ago, and you are welcome to disagree with all of it.
03 / A note on the images
Alongside real game screenshots and icons, some of the images on this site are generated with AI or edited in Photoshop. I do this for fun, with no time or budget to commission the artists this world deserves, so please take the pictures as visual references and keep your attention on the ideas.
Azeroth Brandbook is an unofficial fan project and is not affiliated with Blizzard Entertainment. Warcraft and all related names and imagery belong to their respective owners.
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