Roleplaying a deathknight
When it comes to roleplaying deathknights are arguably the hardest class to play well. Why? Because deathknights face a hell lot of unique problems which i will list here to adress them:
There are 3 - 4 canon Generations of deathknights.
The first generation was created by Guldahn by merging the souls of dead orcish warlocks into the bodies of fallen Stormwind knights.
This Generation is seen as the weakest as they were basicly still warlocks and didnt know how to fight in melee, didnt wear plate armor but cloth and so on. If you want to play as one of these you ARE a warlock, and an orc in mind in a human body - which makes the game a bit complicated as you cant join the horde as human. Also you would actually wear cloth and avoid melee and game mechanic doesnt give you access to warlock skills though IC you would ofc. have them.
And since all that happened in the second war, you will be comparatively old and have participated in the first war and likely the destruction of the draenei.
These deathknights are indeed evil as they gave themselves willingly to demons in their lust for power and accepted undeath readily. Teron Gorefiend is the best known of this generation.
The second generation of deathknights were all humans that were corrupted over time by the influence of runic weapons - the best known is Arthas Menethil but there were others as well.
These deathknights never really died and are in a state between life and death so technically they are not undead but still living yet they share a lot of - though not all - benefits of undeath.
Their power is bound to their runic weapons that also stores their soul - destroy the weapon and the deathknight is destroyed. take the weapon away and his powers are severly weakened
Playing as a second generation deathknight means you served the Scourge willingly and are likely loyal to it. Why exactly you are is up to you - the scourge is not all about killing and destruction dont forget the Lich King is Nerzhul the greatest enemy of Sargeras and the purpose of the scourge is to ultimately destroy the burning legion so you could have been a paladin viewing this route as necessary evil for the greater good.
But dont get me wrong - while your motives may be noble in the end, the road changes you a lot. You will be cold hearted, cruel and uncaring.
The third generation is what you are by standard of the game. The third generation deathknights were fallen heroes of the third war that were raised by the scourge as death knights.
The third generation DKs are all undead, just like the first, but they were raised by very capable necromancers making this generation officially the strongest of all.
The third generation DKs dont depend as much on runic weapons as the second does (though they enhance their abilities) the way they were raised enhanced their physical abilities - they are stronger, faster and more agile than in life - and have all benefits of undeath like endless endurance, no need to breath, eat, sleep, immunity to illness and (most) poisons etc. while they also have ways to counter the downsides of undeath - rotting away is not a big issue for a DK as hygiene (and likely blood and frost magic) can halt the decay completly. They will still be ery vulnerable to holy powers though ;)
Also the third generation was raised as shock troops - meaning the standards werent too high (but still there)
While the first generation consists only of orcish warlocks and the second only of human paladins, the third generation is open to all races and classes - in theory though the scourge had way more humans and helfs avalaiable for turning into DKs than nelfs, tauren ior even draenei or worgen - those would be really really rare and likely belong to the 4th generation.
Classwise a deathknight was still expected to do his duties - without remorse, conscience, fear or compassion. He had to be a good melee fighter and experienced with weapons.
So the scourge prefered Paladins and warriors over all others and these were most likely to be turned. Spellcasters would preferably become liches and not DKs while others were more usefull as banshees or similiar so your DK most likely was a paladin or warrior in his former life. (Though there can be exceptions just have an explanation ready why you were chosen to become a deathknight if you didnt know how to handle a weapon)
Deathknights that werent strong enough, rebelled or showed weakness like fear or remorse were destroyed - while again it is theoretically possible that you hid your feelings all the way perfectly, its very unlikely.
The third generation also has inbuilt loyality check - they need to inflict pain and suffering to others and need to sustain themselves with other beings life force.
That means, while you dont have the urge to drink, eat or sleep you do have the urge to kill, you need to kill to survive - not killing over some time will cause you terrible unbearable pain and drive you mad and finally end your unlife if you dont kill anything.
Also they went through brainwash and psychological training - it doesnt matter who you WERE in life, you ARE something different now.
Years and even decades of training, bloodshed and brainwash dont go unnoticed and will affect you heavily.
While deathknights of the third generation still do have emotions and as seen in NPCs they are even able to love and be compassionate, the horrors they have seen and suffered will have severe effects. Take a soldier with PTSD. Now square that and multiply it with 100. Thats your deathknight. Deep Depression, outbursts of rage and a focus on violence and agression is pretty normal, add the urge to kill and you are a ticking bomb, and you know it. One reason DKs are usually solitary is that they usually are a danger to their company.
Depending on which race and class you were before, these effects will likely drive you into suicide (Draenei, Tauren, Nightelf) and end your pathetic unlife unless you have a very good explanation ready.
humans, dwarfs, orcs and trolls may be able to bear that better though the former will have quite some faith issues cause of the holy light thing and the latter cause of the ancestor thing - orcs and trolls dislike undead a lot.
gnomes, forsaken, worgen and goblins do have a better standing there as they can more easily see the benefits of being a DK over the problems it causes.
A belf is a topic in itself. A belf in general may not be so opposed to the idea of having gained power and a second chance for eternal life BUT remember that the scourge and indeed the DKs devestated the Helfen society so destroying everything you cared for will leave its marks like you murdered your own family.
The fourth generation consists of deathknights raised after the Lich kings fall - To raise a deathknight a good necromancer is all you need. So while the fourth generation is arguably significantly weaker than the third as they didnt have access to the same ressources and knowledge for raising and not the training, everything is possible here and pretty much any concept can work here, it also doesnt have to have the inbuilt killer instinct.
However they also didnt have the Training which means that its very very unlikely that they posess rune magic (as rune magic is only known to the vrykhul who shared it only with the scourge and its the only magic for that you dont need to have an innate magic ability, besides rune magic is very different from other forms of magic and a puzzle to mages) and would be limited to their former live abilities.
So the fourth generation allows for a lot more variation in personality and character concept, you could indeed have been raised by the ebon blade to carry on your duties beyond death.
Also these deathknights didnt have the scourges rigorous brainwash and training, that allows for far more freedom in your choices.
Undead or Undying?
This issue is kinda important for deeper roleplay. The problem is, according to lore 1st 3rd and 4th generation DKs are undead but the gamemechanic doesnt account for that and treats you (for balance) as if you were living. Ofc Lore > gamemechanic in my oppinion but its not the way all people see it.
So one way to approach this is to state your DK is undying - that means he is basicly still a living being that must breathe, does know fatigue, hunger and thirst but also has access to bodily functions like digestion, procreation, bodytemperature etc.
Also an undying DK is still closer to mortals in terms of personality - they never actually died and awoke undead, they never lost abilities that are important to a lot of living beings like enjoying food, drink, sex and the possibility to have a family etc. so while their runic weapons will corrupt them and leave marks they are closer to their humanity than undead DKs.
Unliving DKs share a lot of benefits of being alive while they dont have access to a lot of benefits of undeath - but they also dont have to worry about decay.
And they got some powerups from their magical state like enhanced combat capabilities, new magical powers and while poison and wounds do still affect them (see Arthas VS Sylvannas) they have a much higher resistance than mortals. They share the sides of both worlds but none of them to full extend. Like they dont rot but age and look quite ugly at some point.
Technically only the second generation DKs are undying but since all it takes is being corrupted by a runic weapon, the actual age and heritage of your DK is pretty much up to you.
If you choose this approach you should be aware that you became a DK willingly and that you posess one of the runic weapons known - while frostmourne is taken a few others are free.
And even though most DKs will be of 3rd Gen i just want to remind you that your character is influenced a lot by the actual generation he represents. 3rd Gen being the most powerfull but also most ****ed up, the fourth being the weakest but granting much more roleplay freedom as you wont have gone through all that "evil stuff" and the second Generation allows for kinda romance, i mean in real life there are people who love abusive, cholceric partners who show how inferior they are and thats kinda what your DK boils down to. Love...sure why not. Romance? No. Very very unlikely
Ah now it gets interesting. The thing is, becoming a deathknight is ultimately a magical process.
Magic doesnt effect everyone in the same ways and the way of becoming a DK is different as well and if raised, the outcome depends a lot on the skill and will of the necromancer.
So if you were neither raised by Guldhan nor by the Scourge nor corrupted by rune weapons...you could really just be anything.
There are necromancers out there that aint evil, just as there are warlocks that aint evil, and there are mages out there who know just enough about necromancy, and there are beings that can create DKs just as well - i am pretty sure deathwing knows how to, and the Titans ultimately know it as well.
So depending on who raised you for what purpose you really can make up your character.
All deathknights usually keep all of their former personalities (though they may be changed through training and the experience of becoming undead aor corrupted) so in theory you could just be a normal person that was granted power and eternal life.
theoretically just any character concept is possible but prepare for ****storms as most players have quite fixed ideas how a deathknight has to be - and indeed deathknights that are not cold hearted, blunted, cruel killers are a rare exception - yet it is possible. Just have a good explanation ready.
Also it is possible that you have memory loss of what happened during your scourge time - its a bit overused but also would explain why your character wasnt affected too much - yet the very power gained and being undead is indeed something that will affect you anyway ;)
Besides memory loss also means ability loss. if you forgot how to use runes you cant use them.
What a deathknight can do is indeed a roleplaying issue.
You gotta remember what deathknights are - they are melee powerhouses aided by rune magic enhanced with unnatural strength...and all the abilities and knowledges of their living days.
A deathknight (except undying) is physically superior to the living - he is stronger, faster and more agile, he has unlimited endurance, doesnt need to eat, drink or sleep, has a way higher pain tolerance and his body can take a hell lot more of a beating - anything that doesnt destroy his brain will be survived while a living being can bleed to death - no problem for a DK or die from various injuries to organs. Also severed sinews of muscles wont stop a DK from using the wounded body part - even skeletons can fight after all. So damaging and incapacitating a UNDEAD DK is very hard and very significantly harder than doing so with a mortal (or undying)
So taking down a DK is really hard just for their physical abilties but there is also psychological advantages:
As being undead and the training of the 3rd gen. DKs are immune to fear or charming effects, and most psychological tricks wont work on them. As they dont care much for the living taking hostages wont help you either.
And of course you should not forget that you were someone BEFORE you became a deathknight and the abilities of your former live are (for the most part) still at your disposal.
While neither nature nor the light will respond to a deathknight anymore (so priests, paladins and druids and shamans loose their powers) a death knight can totally be able to access magic like a mage does or summon demons and wield fel magic like a warlock or be a sneaky backstabber like a rogue. While most deathknights will have come from warriors and paladins not all did. And those who were warriors are really fearsome melees aided with the whole DK enhancements and rune magic - a DK is not simply a DK he is a warrior / warlock / mage / rogue / hunter AND a DK. Multiclassing.
But wait there is more:
- DKs are the only ones who can wear saronite armor without becoming an old gods slave or corrupted. Saronite armor in lore is almost indestructible and able to repell magic attacks. So saronite armor makes you pretty much invincible
- DKs do have access to rune magic - a form of magic that is as complex as shamanic or arcane magic, meaning, if you know the runes for a spell you can use it. So a DK is not limited to his ingame abilities he could indeed hurl fireballs or levitate if you have reason to know the runes needed for that. Lorewise runemagic can do the same that shamanic magic can do, even healing (without blood)
- DKs did have access to scourge teachers (3rd Gen) meaning you could arguably be a mediocre necromancer, cryomancer, bloodmage...while it will not have been the focus of your training it is possible that you learned that stuff to some extent.
- Age & Experience: Depending on how your DK was created he can already be a hundred years old and have a hell lot of experience and knowledge
So are DKs inbalanced? Yes. They are supposed to be after all they are not normal people like a cityguard they are elite troops enhanced by magic.
But then again if you go for lore rather than gamemechanics, warlocks can destroy whole worlds and shamans can change the landscape completly turning desserts into jungle and stormwind into a nice underwater funpark and mages are also just limited by imagination.
It boils down to how you play. Keep in mind, a fun roleplay is fun for everyone and most players dont like being pwned over and over again and people dont play with egoistic powergamers that make them feel bad.
While in theory a deathknight is supposed to be superior to just any warrior, rogue and hunter and with his saronite armor will be pretty much unstoppable for casters as well, a deathknight doesnt have to show off. And he doesnt have to wear saronite armor.
And of course he is very vulnerable to holy magic which makes paladins more than equal opponents for DKs. Indeed a Paladin can totally own a DK as Light really hurts you badly, saronite armor or not. While the paladin will be inferior in melee he is likely to win. You still stand a chance though but the advantages are with the paladin.
A priest may also be quite successfull dealing with you at least to some extend.
But in general yes DKs are very strong and one DK should be able to easily dispatch 10 cityguards on his own. Yet - why should he do that?
Purpose of a DK:
Ah now it gets interesting.
Actually it depends a lot on your choices so far.
Does your DK suffer from what he is? If so, why doesnt he just kill himself? Why do you continue to "unlive" on?
That is of course a very personal decicion - the standard answer is "to defeat the scourge once and for all"
Ok that is an approach, the purpose of revenge on the scourge, but that will bind you to northend and a few areas where scourge activities remain. So you will need a very good reason to travel elsewhere.
You could also pledge yourself to undo the destruction that you have caused before you go to rest, so you could say help repairing villages and farms though its very questionable that anyone would actually want your help. Just cause the leader(s) said to accept DKs from the Ebon Blade doesnt mean all take it to the heart and does for sure not mean they like or trust you.
Depending on your race they will even be outright hostile towards you making approaching such villages pretty much impossible.
You could of course try to serve the greater good with your new powers, something former paladins and orcs would most likely do.
There is a threat? You fight it. Scourge, Burning Legion, Crazy Cultists - you try to save lives by killing those threatening them and serve your people by eleminating threads for them.
Patriotism is a difficult point - on the one hand, diving into the alliance - horde conflict is a great idea for a deathknight as he can easily sate his hunger for killing and in a way that is socially acceptable and become a hero...yet its questionable how much you still care for your faction or race. they surely dont care about you.
By becoming a deathknight you joined a new faction, the Ebon Blade and that is neutral and consicting of all races. That is your family, your people, your faction now. What has been before is pretty unimportant.
You could also just turn evil (if you werent already) and serve as antagonist in the RP. After all power corrupts, and hell, do you have lots of it.
You could also be evil but hide it. Undermining the living from within and actually serving the scourge as kind of underground agent.
Another approach would be to be a sole wanderer trying to avoid others and be the occasional "random wilderness encounter" that is a wise depressive hero or something yet that ofc wont make for lots of RP.
You could also pledge yourself to a new master - maybe the titans pantheon (or the legion^^) and act accordingly.
Or act as diplomat for the Ebon Blade as kind of ambassador - showing people and proving the world that being a DK doesnt mean you are a heartless monster and try to carve out a place for DKs in the world. Tolerance, Peace and equal rights for deathknights! Dont judge us just because we have different skin color and like to be intimate with animated corpses :D