11-05-2012, 10:39 PM
This is my opinion on the matter
I am not trying to revive a dead argument or go around saying "I'm right and you're wrong."
This is simply what I think. If you wish to skim through the entire thing, please read the PS at the bottom at least.
(oh also, if I posted this in the wrong section, please move it)
This is simply what I think. If you wish to skim through the entire thing, please read the PS at the bottom at least.
(oh also, if I posted this in the wrong section, please move it)
So. I noticed that there was a thread on living Death Knights. The topic itself is way too old for me to go around and necro (hah, pun) so I figured I'd make a new one for me to get a few points across. Hopefully it might contribute to the topic and shed some light on a few matters. I did read the thread and some of these points were already mentioned in various posts, while others I've collected from lore sources around the web and I just sort of put all of this together in one post, so you didn't have to search through hundreds just to get the info.
First off, let's start with the DK generations, just so you get a basic grasp of what they all stand for and whatnot.
1. First Gen
First generation Death Knights were created by Gul'dan, who used his witchcraft and all that to instill the souls of Orcish warriors into the bodies of fallen Alliance. They were given magical prowess by their creator. And really, they have nothing to do with the Scourge, they are just a way for the Gul'dan's guys to bolster their forces when they went on their various killing sprees.
These will not be covered below, since they aren't playable in World of Warcraft.
2. Second Gen
Second generation Death Knights, the most powerful type currently created (including Arthas in that number) are created from fallen Paladins who have been either slain by the Scourge and raised, or had their soul taken away from them by Frostmourne (again, including Arthas in that number). All of them are pretty powerful, most 2nd Gen are like mini-Arthases. They have immense necromantic prowess and can raise a lot of undead minions. But keep in mind that all of their power lies in their runeblade. Each of them are bound to it and without it, they are powerless.
3. Third Gen
Third generation DKs were created by Arthas himself to serve both as expendable cannonfodder to protect Acherus from the Scarlets and as a shock troop force sent at Light's Hope to lure Tirion out. These are the Death Knights that are playable in the retail version of WoW. These are the Death Knights for which the entire Archerus zone is all about. If you've played the starting DK zone, you'd know how they're made. If not, they are simply killed and raised, given a shabby runeblade and some old patched up armor and sent to fight. They are less powerful than 2nd Gen, but are also less dependent on their runeblade, since their primary function is to cleave in half and fight until they are taken down.
Reasons why they cannot be alive
For 2nd Gen.
This is arguably the only variation of Death Knight that can be theorized as "possibly living". But through various lore sources, Blizzard have made it explicitly clear that a DK cannot be alive. Here are just a few examples.
a) Saronite
Saronite is the blood of Yogg-Saron. It drives any mortal man insane. Keep in mind that Yogg-Saron himself is an Old God, has nothing to do with the Lich King and if any of his minions were living, the usage of Saronite would make them turn against their master. Just so Yoggie can have a few laughs, because Old Gods have no allegiance - they just want to kill stuff. The fact that Saronite has no effect on any DKs means that they're dead. A lot of people say it's "The Lich King's will that binds them to his servitude" but even if it was that, let's think this over.
Who do you think has a stronger dominance. A former pawn of the Legion, or an Old God?
b) Necromancy
It has been said various times, both in the Scholomance quest chains and in various lore sources all over, that necromancy methodically eats away at a person's mortality. The more it is used, the less "alive" you are. And 2nd Gen use excess necromantic magic, plus a runeblade. Even if by some amazing feat, they were alive when they started their servitude to the Lich King, necromancy would slowly eat away at that until they are undead in a matter of months.
c) Frostmourne
Like we said, there are two ways to become a 2nd Gen. Either you were a powerful paladin who fell and got raised, or you were corrupted. The latter is the biggest argument people use to justify their Death Knight being alive. They say "My Death Knight is a 2nd Gen who was corrupted during the WCIII-era" But what they fail to realize, and this aspect is recurring in Warcraft III: Reign of Chaos, is that the mere act of "being corrupted" means Arthas himself assimilated you into his pack. What this means is that he used Frostmourne to rip your very soul out of your body. No soul = no life. Think that's pretty obvious.
3rd Gen
This requires no explanation. 3rd Gen DKs were killed and raised. There's no real way around that, they're exclusively dead. They were never picked for their allegiance, former profession or anything. Arthas just needed bodies, so he rose every regular Jack and Jill.
Additionally, please read this
It's from the World of Warcraft forums. Pretty useful. Disregard certain aspects that apply to Retail only, such as "you are a third gen" and you can extract some valuable info from that thread, which I haven't covered here.