THE FOLLOWING POST CONTAINS HEAVY SPOILERS AND ME LORE-NERD-ING ABOUT THEM. YOU HAVE BEEN WARNED.
First of all, I must give credit to Availed on Anvilmar-US for the world first Garrosh defeat, Apophasis for the first horde Garrosh defeat, and Silencer for uploading the following videos.
Now, in a first for Blizzard, upon defeating Garrosh, the raid receives a different cinematic depending on their faction. Each version has a scene unique to the Horde/Alliance showing their perspective on what should happen after Garrosh’s defeat.
Beneath the swirling vortex of raging arcane magic that is the Maelstrom lies the Eye. The Maelstrom is the scar that marks the implosion of the Well of Eternity. Event that happened 10,000 years ago at the end of the War of the Ancients.
Sargeras was about to enter Azeroth, when the champions severed the highborne’s spellwork. I may have to re-read War of the Ancients Trilogy. For some odd reason a memory glitch makes me wonder if it destabilized when Deathwing swooped down to take the demon soul from under the highborne’s nose. That would make him a selfish-heroic figure—nvm.
Anyway, the portal was severed and the Well of Eternity imploded. The land sunk around Suramar, and the ocean surrounding the massive landmass of ancient Kalimdor rushed in to fill the immense gap, submerging everything under the waves.
What once was part of a massive land mass, was now known as the Great Sea. Thus ancient Kalimdor ended up divided into three continents: Kalimdor, Northrend and what is now known as Eastern Kingdoms. Some higher land remained above the water. These are the known isles within the Great Sea: Tel Abim, Isle of Kezan, Zandalar Isle, Plunder Isle, Kul’Tiras, Darkspear Islands (now sunk), Hiji Isle, Gillijim’s Isle, Doctor Lapidis Isle, Crestfall, Tol Barad and Zul’Dare.
Is there anything else in The Eye? You would be surprised. There is indeed. Beneath the waves are various locations charted by Prospector Brann Bronzebeard during his exploration of the world. He left Gryphadin with a goblin merchant at the Broken Isles, and with the use of a magical helmet dove into The Eye of the Maelstrom.
The Eye is but the place that once was known as Zin-Azshari (Glory of Azshara). The city built by the Night Elves around the Well of Eternity. A place now sunk and smashed to the bottom of the Great Sea. It lies now in ruins beneath the waves.
The ocean floor has many locations of interest: Nazjatar, Grishan Caverns, Mak’aru, Drowned Reaches, Pillar Deep, The Boiling Terrace, the Scintal Reef and the Rift.
The Boiling Terrace is located to the southeast of The Eye. It has volcanoes, vents, fissures and emanate dangerous gases that swirl to the surface as large bubbles. To the southeastern edge of the Boiling Terrace is the Drowned Reaches. It is here where all the ships caught by the nigh-magnetic pull of the Maelstrom’s neverending storm vortex end up. It is a ship graveyard. Undead may be found here. Not Scourge Undead, but the restless sailors of many races that wander the area either as animated skeletons or zombies. Any ships caught by the Maelstrom in the past ten thousand years ends up in the Drowned Reaches.
The Rift is the place where the Well of Eternity still exists, smashed beneath the ocean floor into Azeroth’s exposed molten core. Red and orange light emanates from the fissure on the ocean floor.
The Scintal Reef is a coral reef on the southwest of The Eye. This is Makrura territory. Their capital is located within: Mak’aru.
The Grishan Caverns were formed by volcanic activity on the sea floor. The naga stays clear from this area, fearing gargantuan sea creatures may dwell within, such as the Kraken, giant octopi or giant squids—to name a few.
Mak’aru is the capital of the Makrura race—lobsterlike humanoids—who are sworn enemies of the naga. Mak’aru is built within the Scintal Reef, made of coral terraces and organic-like buildings. Due to their thousand of years feud with the naga, Prospector Brann Bronzebeard thinks they might serve as allies for a common goal if diplomats could convince those Makrura on the shores to seek an audience with their leaders.
Pillar Deep is on the northeast of The Eye. It is another thermal vents location that releases steam and gas bubbles. This place looks similar to the Thousand Needles, with thousands of stone-like pillars nigh reaching the surface—except they are not pillars at all. They are giant tubeworms. Smaller eyeless worms inhabit the place.
Nazjatar is the capital of the Naga civilization, former Night Elves known as the Highborne. Their leader is the fabled Queen Azshara, orchestrating and shaping the history of Azeroth from the depths of Nazjatar. Serving the whims of the Old gods who saved her people and transformed, nah, cursed them to be the Naga.—as revealed in Warcraft: War of the Ancients Archive by Richard A. Knaak.
Nazjatar is built into the walls of The Rift, overseeing the long descent to the molten core where the once Well of Eternity still exists. Queen Azshara is massive in size. She reigns from the place that was once her palace in ancient Zin-Azshari.
Creatures found in the Maelstrom: Naga, Makrura, Sea Giants, Giant Crabs, Eyeless Worms, Water Elementals, Octopi, Sharks, Hydras, Threshadons, Frenzies, Giant Squid.
The World of Warcraft RPG: Lands of Mystery is very thorough about areas of the South Seas, Northrend and Kalimdor. For a book published on 2005, it does have a lot of accuracy with what we can find currently in World of Warcraft: Wrath of the Lich King expansion. Therefore, most of the South Sea content might be accurate with what Blizzard Entertainment may provide fans in a South Seas-themed expansion. Grab your PDF copy of this book here.
Zandalar Isle is ruled by King Rastakhan – a jungle troll witch doctor and keeper of troll lore. This island is the home of the Zandalar Trolls who gave us quests for Zul’Gurub to oversee the destruction of Hakkar the Soulflayer. Its capital city is Zuldazar.
To the southwest is Isle of Kezan. To the north is the Broken Isles, and Westfall to the northeast.
Many huts, totems and ziggurats may be found scattered throughout the isle. Zuldazar is the biggest troll structure in the world of Azeroth. Zul’drak pales in comparison. Prospector Brann Bronzebeard traveled here by Gryphon after his trip to Isle of Kezan. He confused a structure of a series of Ziggurats with a high mountain. A city carved out of stepped pyramids and tiered walls.
All troll tribes around the world of Azeroth send emissaries to Zandalar every six years, a tradition which purpose is to discuss matters that affect all trolls.
Mount Mugamba is the highest peak on the island. Snow covers the top of it. Ice trolls live at the top of this mountain. Ice-carved totems may be found here.
Hermit Crabs, monkeys, tigers, hydras, lions, Makrura and couatl.
Hermit Crabs, monkeys, tigers, hydras, lions, Makrura and couatl.
This is what is read on the tablet at the Altar of Zanza in Yojamba Isle, Stranglethorn Vale:
We call upon you, Zanza of Zuldazar.
Bless those that ask for your help. Loa Zanza, Bless those that would ally with the Zandalarian people.
Aid us in this time of need. Aid us Loa. Give us the power to strike down our enemies. Give us the power to once more defat the Blood god.
These bits of info may be found in the pages of World of Warcraft RPG: Lands of Mystery by White Wolf Publishing. Most of Northrend regions lore was available in this book two years before Wrath of the Lich King was announced. This book was published on 2005.
The World of Warcraft: Burning Crusade expansion offers great sights and landscapes in Outland. One such place is Blade’s Edge Mountains, north of Zangarmarsh. Before Draenor was torn apart, this region was the homeland of the orcish Thunderlord Clan. Khadgar and the Expedition Force were sent here by the Laughing Skull clan to destroy the Thunderlord’s Stronghold in exchange of the Book of Medivh, which the Laughing Skull clan stole from Ner’Zhul (read the Warcraft 2 campaign mission). This happened 20 years ago. In the present, the new Horde has claimed the Thunderlord ruins to serve as their operation base. The Night Elves have a village named Sylvanaar to the southwest, and Raven’s Wood to the northwest. The Mok’Nathal village – a race of half-ogres – is found in the Blade’s Edge Mountains at the southeast. The zone is also inhabited by the Arakkoa, a ravenous race with vulture-like features who wear colorful robes and plume headsets. A mysterious faction lives hidden in a cave named Blackwing Coven with orc, arakkoa, draenei and Broken One members. Within such coven exist black dragon eggs and whelps which rises the question whether Deathwing may be in Outland. No one knows for sure what the future may hold. To the north, is the Ogre stronghold where you may find the dungeon named Gruul’s Lair. A Gronn. One of the demigods and thought-to-be ancestors of the Ogre race. The canyons harbor perilous creatures such as the Nether drakes, elemental flying serpents, stealthy spiders, reptiles and rock flayers. The Burning Legion has scattered bases in the Blade’s Edge Mountains, and no surprise, for each zone of Outland has a Portal. Blade’s Edge Mountain has a portal at the Death’s Door zone – to the southeast, protected by doom engineers, demons and an Eredar. This is one of the rifts opened by Ner’zhul 20 years ago (in Warcraft II: Beyond the Dark Portal). The rift portals were sealed by Illidan the Betrayer few years ago (read the Warcraft III: Frozen Throne campaign mission). However, players will be able to open these portals at some time. Blizzard revealed at BlizzCon 2005 there are 5 worlds planned, and two more – for a total of seven. And there may be more worlds thereafter through the lifespan of the popular MMORPG. The Blade’s Edge Mountains is named so due to the natural sharp spike-shaped rocks. While flying over the region you may see black dragon corpses impaled by these large spike formations of the mountains. Below you may take a sneak peek of how Blade’s Edge Mountains look alike.
The World of Warcraft: Burning Crusade expansion offers great sights and landscapes in Outland. One such place is Blade’s Edge Mountains, north of Zangarmarsh. Before Draenor was torn apart, this region was the homeland of the orcish Thunderlord Clan. Khadgar and the Expedition Force were sent here by the Laughing Skull clan to destroy the Thunderlord’s Stronghold in exchange of the Book of Medivh, which the Laughing Skull clan stole from Ner’Zhul (read the Warcraft 2 campaign mission). This happened 20 years ago.
In the present, the new Horde has claimed the Thunderlord ruins to serve as their operation base. The Night Elves have a village named Sylvanaar to the southwest, and Raven’s Wood to the northwest. The Mok’Nathal village – a race of half-ogres – is found in the Blade’s Edge Mountains at the southeast. The zone is also inhabited by the Arakkoa, a ravenous race with vulture-like features who wear colorful robes and plume headsets. A mysterious faction lives hidden in a cave named Blackwing Coven with orc, arakkoa, draenei and Broken One members. Within such coven exist black dragon eggs and whelps which rises the question whether Deathwing may be in Outland. No one knows for sure what the future may hold.
To the north, is the Ogre stronghold where you may find the dungeon named Gruul’s Lair. A Gronn. One of the demigods and thought-to-be ancestors of the Ogre race. The canyons harbor perilous creatures such as the Nether drakes, elemental flying serpents, stealthy spiders, reptiles and rock flayers.
The Burning Legion has scattered bases in the Blade’s Edge Mountains, and no surprise, for each zone of Outland has a Portal. Blade’s Edge Mountain has a portal at the Death’s Door zone – to the southeast, protected by doom engineers, demons and an Eredar. This is one of the rifts opened by Ner’zhul 20 years ago (in Warcraft II: Beyond the Dark Portal). The rift portals were sealed by Illidan the Betrayer few years ago (read the Warcraft III: Frozen Throne campaign mission).
However, players will be able to open these portals at some time. Blizzard revealed at BlizzCon 2005 there are 5 worlds planned, and two more – for a total of seven. And there may be more worlds thereafter through the lifespan of the popular MMORPG. The Blade’s Edge Mountains is named so due to the natural sharp spike-shaped rocks. While flying over the region you may see black dragon corpses impaled by these large spike formations of the mountains. Below you may take a sneak peek of how Blade’s Edge Mountains look alike.
Many fans wonder what the Twisting Nether and the Great Dark Beyond are. A fan offered a very good example of what they are:
“You have the universe, the universe is made up of two plane of existance.
The solid plain of existance, the one in which the suns, planets, and moons form, is known as “The Great Dark Beyond”. This is basically the name that the people of Azeroth use as a word for “outerspace”. This physical realm is where the planet of Azeroth sits, and is the realm in which the Titans travel the cosmos searching for worlds to re-construct into order.
The second plane of existance is an ethreal plane, one made of protein that has no form, no planets, nothing but an empty infinite expanse. This is called the “Twisted Nether”, and is considered the “glue” of the universe, as the entire nether is woven into the rest of the physical universe. The Titans know of the Twisted Nether, but because it is such a chaotic world, they refuse to travel within it. The chaotic nature of the twisted nether was a perfect home for those that gave themselves to chaos, the races that would later become known as demons.
The relationship between these two dimensions is to hold the universe together.
One of the perks the demons gain from the Twisted Nether, is the fact that the Twisted Nether, is agian, the glue of the universe, this means that every single point of the twisted nether, is also connected to every single point of the great dark beyond. One could enter the twisted nether by portal, walk three steps through another portal, and be on the other side of the universe.
The Twisted Nether was used is this way to bring the orcs.
Medivh used the twisted nether as a “bridge” across the universe, allowing the orcs to move instantly from their homeworld of Draenor, all the way to Azeroth within an instant” – Grocalis @ Tichondrius
A very detailed and descriptive explanation of the Twisting Nether—more official, from Chris Metzen—may be read at Warcraft RPG: Shadow and Light page 152-160
Murloc origins are shrouded in mystery. This is due not only to the fact that these creatures appeared on Azeroth’s shores fairly recently (as far as world history goes, anyway) but also because murlocs shun mortals and rarely, if ever, speak anything but their own garbled language.
What’s been known up until now about the fish-men is the following: they are not the most intelligent creatures. They congregate on shorelines in tribes and villages. They have been known, in certain instances to worship enigmatic sea-deities (sometimes including naga). And they seem to care little for the mortal races.
However, recent accounts by select individuals who managed to gather information? either by spying, torturing or surreptitiously gaining the murlocs’ trust, have brought some interesting details to light?
First, murlocs may not be as dumb as everyone thinks they are. Several clues point to the fact that their steady infiltration of the world’s land masses may be a coordinated effort. Whether or not this enterprise has been undertaken strictly of their own accord is not yet known.
Also, the murloc race may be far older than most believe. Several accounts and clues seem to substantiate this. In fact, it is now believed that murlocs (or, more appropriately, their ancestors) may even pre-date trolls. Of course these ancient murlocs lived in the oceans’ depths and therefore were never known to the world’s early land-dwelling races.
In the last few years, the vile naga have begun reemerging from their watery abodes, causing historians to speculate that their migration may have triggered the murlocs’ slow encroachment onto land. Some also guessed that the murlocs might be working in concert with the sinister amphibians.
But perhaps the most startling revelation to come from recent intelligence-gathering efforts was this: the naga may not be the only nightmarish horrors lurking in the seemingly bottomless oceans of the world.
Several indicators from the murlocs themselves point to the possibility that the fish-men are but worshippers or underlings of perhaps several deep-sea monstrosities that currently lie sleeping, or at least waiting, in the murky fathoms ? and even more disturbing, that the murlocs’ emergence is an indication of their incipient awakening.
If that is the case, the mysterious and somewhat underestimated murlocs may be the world’s first glimpse at something far more terrifying.
Lord Victor Nefarius has long taunted the defenders of the land during their adventures in Blackrock Spire – now. at last. his lair lies open. awaiting those daring enough to set foot within. Do battle against the black dragonflight and face off against Nefarian himself within the treacherous Blackwing Lair.
The mighty fortress carved within the fiery bowels of Blackrock Mountain was designed by the master dwarf-mason, Franclorn Forgewright. Intended to be the symbol of Dark Iron power, the fortress was held by the sinister dwarves for centuries. However, Nefarian – the cunning son of the dragon, Deathwing – had other plans for the great keep. He and his draconic minions took control of the upper Spire and made war on the dwarves’ holdings in the mountain’s volcanic depths, which serve as the seat of power for Ragnaros the Firelord. Ragnaros has uncovered the secret to creating life from stone and plans to build an army of unstoppable golems to aid him in conquering the whole of Blackrock Mountain.
Nefarian has vowed to crush Ragnaros. To this end, he has recently begun efforts to bolster his forces, much as his father Deathwing had attempted to do in ages past. However, where Deathwing failed, it now seems the scheming Nefarian may be succeeding. Nefarian’s mad bid for dominance has even attracted the ire of the Red Dragon Flight, which has always been the Black Flight’s greatest foe. Though Nefarian’s intentions are known, the methods he is using to achieve them remain a mystery. It is believed, however that Nefarian has been experimenting with the blood of all of the various Dragon Flights to produce unstoppable warriors.
Nefarian’s sanctum, Blackwing Lair, can be found at the very height of Blackrock Spire. It is there in the dark recesses of the mountain’s peak that Nefarian has begun to unfold the final stages of his plan to destroy Ragnaros once and for all and lead his army to undisputed supremacy over all the races of Azeroth.
The Great Trees of the world have been shaken to their roots; a new menace has come from the portals to the Emerald Dream. Four green dragons. once proud lieutenants of Ysera now corrupted by the Emerald Nightmare. have appeared in Azeroth to destroy the life they once dearly protected. Adventurers must ride forth and defend the land from this new threat. . .
Meanwhile in Silithus. the Cenarion Circle gathers at its Hold to research the strange goings-on both above and underneath the shifting sands. Something dangerous is stirring beyond the Scarab Wall. The Twilight’s Hammer are extremely active in the area. working to uncover some unnamed evil. Can you uncover the mysteries therein?
There is a disturbance at the Great Trees. A new threat menaces these secluded areas found in Ashenvale, Duskwood, Feralas, and Hinterlands. Four great guardians of the Green Dragonflight have arrived from the Dream, but these once-proud protectors now seek only destruction and death. Take arms with your fellows and march to these hidden groves—only you can defend Azeroth from the corruption they bring.
Ysera, the great Dreaming dragon Aspect rules over the enigmatic green dragonflight. Her domain is the fantastic, mystical realm of the Emerald Dream – and it is said that from there she guides the evolutionary path of the world itself. She is the protector of nature and imagination, and it is the charge of her flight to guard all of the Great Trees across the world, which only druids use to enter the Dream itself. In recent times, Ysera’s most trusted lieutenants have been warped by a dark new power within the Emerald Dream. Now these wayward sentinels have passed through the Great Trees into Azeroth, intending to spread madness and terror throughout the mortal kingdoms. Even the mightiest of adventurers would be well advised to give the dragons a wide berth, or suffer the consequences of their misguided wrath.
Ysera, Dragon Aspect of the Emerald Dream
Ysera, the great Dreaming dragon Aspect rules over the enigmatic green dragonflight. Her domain is the fantastic, mystical realm of the Emerald Dream – and it is said that from there she guides the evolutionary path of the world itself. She is the protector of nature and imagination, and it is the charge of her flight to guard all of the Great Trees across the world, which only druids use to enter the Dream itself.
In recent times, Ysera’s most trusted lieutenants have been warped by a dark new power within the Emerald Dream. Now these wayward sentinels have passed through the Great Trees into Azeroth, intending to spread madness and terror throughout the mortal kingdoms. Even the mightiest of adventurers would be well advised to give the dragons a wide berth, or suffer the consequences of their misguided wrath.
Lethon’s exposure to the aberration within the Emerald Dream not only darkened the hue of the mighty dragon’s scales, but also empowered him with the ability to extract malevolent shades from his enemies. Once joined with their master, the shades imbue the dragon with healing energies. It should come as no surprise, then, that Lethon is considered to be among the most formidable of Ysera’s wayward lieutenants.
A mysterious dark power within the Emerald Dream has transformed the once-majestic Emeriss into a rotting, diseased monstrosity. Reports from the few who have survived encounters with the dragon have told horrifying tales of putrid mushrooms erupting from the corpses of their dead companions. Emeriss is truly the most gruesome and appalling of Ysera’s estranged green dragons.
Taerar was perhaps the most affected of Ysera’s rogue lieutenants. His interaction with the dark force within the Emerald Dream shattered Taerar’s sanity as well as his corporeal form. The dragon now exists as a specter with the ability to split into multiple entities, each of which possesses destructive magical powers. Taerar is a cunning and relentless foe who is intent on turning the madness of his existence into reality for the inhabitants of Azeroth.
Once one of Ysera’s most trusted lieutenants, Ysondre has now gone rogue, sewing terror and chaos across the land of Azeroth. Her formerly beneficent healing powers have given way to dark magics, enabling her to cast smoldering lightning waves and summon the aid of fiendish druids. Ysondre and her kin also possess the ability to induce sleep, sending her unfortunate mortal foes to the realm of their most terrifying nightmares.
his sun-blasted city is home to the Sandfury trolls, known for their particular ruthlessness and dark mysticism. Troll legends tell of a powerful sword called Sul’thraze the Lasher, a weapon capable of instilling fear and weakness in even the most formidable of foes. Long ago, the weapon was split in half. However, rumors have circulated that the two halves may be found somewhere within Zul’Farrak’s walls. Reports have also suggested that a band of mercenaries fleeing Gadgetzan wandered into the city and became trapped. Their fate remains unknown. But perhaps most disturbing of all are the hushed whispers of an ancient creature sleeping within a sacred pool at the city’s heart – a mighty demigod who will wreak untold destruction upon any adventurer foolish enough to awaken him.
he Stockade are a high-security prison complex, hidden beneath the canal district of Stormwind city. Presided over by Warden Thelwater, the Stockades are home to petty crooks, political insurgents, murderers and a score of the most dangerous criminals in the land. Recently, a prisoner-led revolt has resulted in a state of pandemonium within the Stockades – where the guards have been driven out and the convicts roam free. Warden Thelwater has managed to escape the holding area and is currently enlisting brave thrill-seekers to venture into the prison and kill the uprising’s mastermind – the cunning felon, Bazil Thredd.
Ragefire Chasm consists of a network of volcanic caverns that lie below the orcs’ new capital city of Orgrimmar. Recently, rumors have spread that a cult loyal to the demonic Shadow Council has taken up residence within the Chasm’s fiery depths. This cult, known as the Burning Blade, threatens the very sovereignty of Durotar. Many believe that the orc Warchief, Thrall, is aware of the Blade’s existence and has chosen not to destroy it in the hopes that its members might lead him straight to the Shadow Council. Either way, the dark powers emanating from Ragefire Chasm could undo all that the orcs have fought to attain.
# 10 Player limit
5 Player limit
The Scholomance is housed within a series of crypts that lie beneath the ruined keep of Caer Darrow. Once owned by the noble Barov family, Caer Darrow fell to ruin following the Second War. As the wizard Kel’thuzad enlisted followers for his Cult of the Damned he would often promise immortality in exchange for serving his Lich King. The Barov family fell to Kel’thuzad’s charismatic influence and donated the keep and its crypts to the Scourge. The cultists then killed the Barovs and turned the ancient crypts into a school for necromancy known as the Scholomance. Though Kel’thuzad no longer resides in the crypts, devoted cultists and instructors still remain. The powerful lich, Ras Frostwhisper, rules over the site and guards it in the Scourge’s name – while the mortal necromancer, Darkmaster Gandling, serves as the school’s insidious headmaster.
5 Player limit
Built long ago by Queen Azshara’s followers. the ancient. magical city of Eldre’Thalas was the center for the highborne’s arcane research. Thousands of years have passed since the destruction of the Well of Eternity. and the broken city’s three wings have been overrun by ghostly Highborne. satyr and ogres. Now known as the Dire Maul. only the most daring party of adventurers can enter this dungeon and face the ancient evils within.
Built twelve thousand years ago by a covert sect of night elf sorcerers, the ancient city of Eldre’Thalas was used to protect Queen Azshara’s most prized arcane secrets. Though it was ravaged by the Great Sundering of the world, much of the wondrous city still stands as the imposing Dire Maul. The ruins’ three distinct districts have been overrun by all manner of creatures – especially the spectral highborne, foul satyr and brutish ogres. Only the most daring party of adventurers can enter this broken city and face the ancient evils locked within its ancient vaults.
Cautiously, I crept through the verdant growth of Feralas, edging ever-closer to the towering walls peering through the trees. I remained hidden, careful to keep the horns of my feline shape from tangling in the undergrowth. There, dusky skin stark against the lush green of the woods, stood the Gordok ogres.
I had been sent here by the Sage to discover what happened to Eldre’Thalas, the once-formidable night elven vault of arcane secrets. The forest eventually reclaims everything built within its clutches, and the crumbling, vine-draped walls were simple proof that the same was happening here.
Still, despite the green’s steady encroachment, the stonework in many places was largely untouched – evidence of the skill that went into building this place. The night elves expended a great deal of effort to preserve the knowledge within its walls, and greater energy still to keep it there. As I stalked the edge of Eldre’Thalas, watching the Gordok squatting on the ancient ruins, remembering the whispers of ghostly Highborn haunting the locked passages, and smelling the stench of demonic magic in the air, it was certain to me that bringing to light the long-lost treasures of what is now Dire Maul would no doubt be a challenge for even the most skilled of adventurers.
My scouting done, I turned away, heading back to camp to prepare my companions . . .
Built long ago by a covert sect of Queen Azshara’s followers, this ancient city was used by these arcanists to process the Queen’s most important demands in secret. Thousands of years have passed since the destruction of the Well, and Dire Maul’s three wings have been overrun by ghostly Highborn, demons, and ogres. Only the most daring party of adventurers can enter this dungeon and face the ancient evils within.
Between Searing Gorge and Burning Steppes
10 Player limit
The mighty fortress carved within the fiery bowels of Blackrock Mountain was designed by the master dwarf-mason, Franclorn Forgewright. Intended to be the symbol of Dark Iron power, the fortress was held by the sinister dwarves for centuries. However, Nefarian – the cunning son of the dragon, Deathwing – had other plans for the great keep. He and his draconic minions took control of the upper Spire and made war on the dwarves’ holdings in the mountain’s volcanic depths. Realizing that the dwarves were led by the mighty fire elemental, Ragnaros – Nefarian vowed to crush his enemies and claim the whole of Blackrock mountain for himself.
5 Player limit
Once the jewel of northern Lordaeron, the city of Stratholme is where Prince Arthas turned against his mentor, Uther Lightbringer, and slaughtered hundreds of his own subjects who were believed to have contracted the dreaded plague of undeath. Arthas’ downward spiral and ultimate surrender to the Lich King soon followed. The broken city is now inhabited by the undead Scourge – led by the powerful lich, Kel’thuzad. A contingent of Scarlet Crusaders, led by Grand Crusader Dathrohan, also holds a portion of the ravaged city. The two sides are locked in constant, violent combat. Those adventurers brave (or foolish) enough to enter Stratholme will be forced to contend with both factions before long. It is said that the city is guarded by three massive watchtowers, as well as powerful necromancers, banshees and abominations. There have also been reports of a malefic Death Knight riding atop an unholy steed – dispensing indiscriminate wrath on all those who venture within the realm of the Scourge.
Between Searing Gorge and Burning Steppes
5 Player limit
Once the capital city of the Dark Iron dwarves, this volcanic labyrinth now serves as the seat of power for Ragnaros the Firelord. Ragnaros has uncovered the secret to creating life from stone and plans to build an army of unstoppable golems to aid him in conquering the whole of Blackrock Mountain. Obsessed with defeating Nefarian and his draconic minions, Ragnaros will go to any extreme to achieve final victory.
10 Player limit
Protected by the fierce Maraudine centaur, Maraudon is one of the most sacred sites within Desolace. The great temple/cavern is the burial place of Zaetar, one of two immortal sons born to the demigod, Cenarius. Legend holds that Zaetar and the earth elemental princess, Theradras, sired the misbegotten centaur race. It is said that upon their emergence, the barbaric centaur turned on their father and killed him. Some believe that Theradras, in her grief, trapped Zaetar’s spirit within the winding cavern – used its energies for some malign purpose. The subterranean tunnels are populated by the vicious, long-dead ghosts of the Centaur Khans, as well as Theradras’ own raging, elemental minions.
In the vast gray of Desolace lies the earthen tomb of Zaetar, fallen Keeper of the Grove and son of Cenarius. Zaetar rejected his Keeper heritage when he joined with the princess of the chaotic earth elementals, Theradras. Their unholy union gave birth to the misshapen and cursed centaur, who promptly slew their father for his part in their misbegotten creation. Fearful of Cenarius’ wrath, the grief-stricken Theradras sequestered her dead lover’s body in her secret sanctuary, the Crystal Caverns of Therramok, where she watches over him to this day. Travelers who come to Desolace have little trouble spotting Zaetar’s tomb, for the blessing of nature that permeates his being transformed his resting place into a verdant paradise of flora and tranquil pools. Today, this tomb is now trodden by the hooves of Zaetar’s children, who have claimed this great cavern as their sacred stronghold Maraudon.
Swamp of Sorrows
10 Player limit
Over a thousand years ago, the powerful Gurubashi Empire was torn apart by a massive civil war. An influential group of troll priests, known as the Atal’ai, attempted to bring back an ancient blood god named Hakkar the Soulflayer. Though the priests were defeated and ultimately exiled, the great troll empire buckled in upon itself. The exiled priests fled far to the north, into the Swamp of Sorrows. There they erected a great temple to Hakkar – where they could prepare for his arrival into the physical world. The great dragon Aspect, Ysera, learned of the Atal’ai’s plans and smashed the temple beneath the marshes. To this day, the temple’s drowned ruins are guarded by the green dragons who prevent anyone from getting in or out. However, it is believed that some of the fanatical Atal’ai may have survived Ysera’s wrath – and recommitted themselves to the dark service of Hakkar.
Uldaman is an ancient Titan vault that has laid buried deep within the earth since the world’s creation. Dwarven excavations have recently penetrated this forgotten city, releasing the Titans’ first failed creations: the troggs. Legends say that the Titans created troggs from stone. When they deemed the experiment a failure, the Titans locked the troggs away and tried again – resulting in the creation of the dwarven race. The secrets of the dwarves’ creation are recorded on the fabled Discs of Norgannon – massive Titan artifacts that lie at the very bottom of the ancient city. Recently, the Dark Iron dwarves have launched a series of incursions into Uldaman, hoping to claim the discs for their fiery master, Ragnaros. However, protecting the buried city are several guardians – giant constructs of living stone that crush any hapless intruders they find. The Discs themselves are guarded by a massive, sentient Stonekeeper called Archaedas. Some rumors even suggest that the dwarves’ stone-skinned ancestors, the earthen, still dwell deep within the city’s hidden recesses.
10 Player limit
Crafted from the same mighty vines as Razorfen Kraul, Razorfen Downs is the traditional capital city of the quillboar race. The sprawling, thorn-ridden labyrinth houses a veritable army of loyal quillboar as well as their high priests – the Death’s Head tribe. Recently, however, a looming shadow has fallen over the crude den. Agents of the undead Scourge – led by the lich, Amnennar the Coldbringer – have taken control over the quillboar race and turned the maze of thorns into a bastion of undead might. Now the quillboar fight a desperate battle to reclaim their beloved city before Amnennar spreads his control across the Barrens.
10 Player limit
The Monastery was once a proud bastion of Lordaeron’s priesthood – a center for learning and enlightenment. With the rise of the undead Scourge during the Third War, the peaceful Monastery was converted into a stronghold of the fanatical Scarlet Crusade. The Crusaders are intolerant of all non-human races, regardless of alliance or affiliation. They believe that any and all outsiders are potential carriers of the undead plague – and must be destroyed. Reports indicate that adventurers who enter the monastery are forced to contend with Scarlet Commander Mograine – who commands a large garrison of fanatically devoted warriors. However, the monastery’s true master is High Inquisitor Whitemane – a fearsome priestess who possesses the ability to resurrect fallen warriors to do battle in her name.
10 Player limit
Ten thousand years ago – during the War of the Ancients, the mighty demigod, Agamaggan, came forth to battle the Burning Legion. Though the colossal boar fell in combat, his actions helped save Azeroth from ruin. Yet over time, in the areas where his blood fell, massive thorn-ridden vines sprouted from the earth. The quillboar – believed to be the mortal offspring of the mighty god, came to occupy these regions and hold them sacred. The heart of these thorn-colonies was known as the Razorfen. The great mass of Razorfen Kraul was conquered by the old crone, Charlga Razorflank. Under her rule, the shamanistic quillboar stage attacks on rival tribes as well as Horde villages. Some speculate that Charlga has even been negotiating with agents of the Scourge – aligning her unsuspecting tribe with the ranks of the Undead for some insidious purpose.
10 Player limit
Located in Dun Morogh, the technological wonder known as Gnomeregan has been the gnomes’ capital city for generations. Recently, a hostile race of mutant troggs infested several regions of Dun Morogh – including the great gnome city. In a desperate attempt to destroy the invading troggs, High Tinker Mekkatorque ordered the emergency venting of the city’s radioactive waste tanks. Several gnomes sought shelter from the airborne pollutants as they waited for the troggs to die or flee. Unfortunately, though the troggs became irradiated from the toxic assault – their siege continued, unabated. Those gnomes who were not killed by noxious seepage were forced to flee, seeking refuge in the nearby dwarven city of Ironforge. There, High Tinker Mekkatorque set out to enlist brave souls to help his people reclaim their beloved city. It is rumored that Mekkatorque’s once-trusted advisor, Mekgineer Thermaplugg, betrayed his people by allowing the invasion to happen. Now, his sanity shattered, Thermaplug remains in Gnomeregan – furthering his dark schemes and acting as the city’s new techno-overlord.
10 Player limit
Situated along the Zoram Strand of Ashenvale, Blackfathom Depths was once a glorious temple dedicated to the night elves’ moon-goddess, Elune. However, the great Sundering shattered the temple – sinking it beneath the waves of the Veiled Sea. There it remained untouched – until, drawn by its ancient power – the naga and satyr emerged to plumb its secrets. Legends hold that the ancient beast, Aku’mai, has taken up residence within the temple’s ruins. Aku’mai, a favored pet of the primordial Old Gods, has preyed upon the area ever since. Drawn to Aku’mai’s presence, the cult known as the Twilight’s Hammer has also come to bask in the Old Gods’ evil presence.
10 Player limit
During the Third War, the wizards of the Kirin Tor battled against the undead armies of the Scourge. When the wizards of Dalaran died in battle, they would rise soon after – adding their former might to the growing Scourge. Frustrated by their lack of progress (and against the advice of his peers) the Archmage, Arugal elected to summon extra-dimensional entities to bolster Dalaran’s diminishing ranks. Arugal’s summoning brought the ravenous worgen into the world of Azeroth. The feral wolf-men slaughtered not only the Scourge, but quickly turned on the wizards themselves. The worgen laid siege to the keep of the noble, Baron Silverlaine. Situated above the tiny hamlet of Pyrewood, the keep quickly fell into shadow and ruin. Driven mad with guilt, Arugal adopted the worgen as his children and retreated to the newly dubbed ‘Shadowfang Keep’. It’s said he still resides there, protected by his massive pet, Fenrus – and haunted by the vengeful ghost of Baron Silverlaine.
10 Player limit
Recently, a night elf druid named Naralex discovered a network of underground caverns within the heart of the Barrens. Dubbed the ‘Wailing Caverns’, these natural caves were filled with steam fissures which produced long, mournful wails as they vented. Naralex believed he could use the caverns’ underground springs to restore lushness and fertility to the Barrens – but to do so would require siphoning the energies of the fabled Emerald Dream. Once connected to the Dream however, the druid’s vision somehow became a nightmare. Soon the Wailing Caverns began to change – the waters turned foul and the once-docile creatures inside metamorphosed into vicious, deadly predators. It is said that Naralex himself still resides somewhere inside the heart of the labyrinth, trapped beyond the edges of the Emerald Dream. Even his former acolytes have been corrupted by their master’s waking nightmare – transformed into the wicked Druids of the Fang.
10 Player limit
Once the greatest gold production center in the human lands, the Dead Mines were abandoned when the Horde razed Stormwind city during the First War. Now the Defias Brotherhood has taken up residence and turned the dark tunnels into their private sanctum. It is rumored that the thieves have conscripted the clever goblins to help them build something terrible at the bottom of the mines – but what that may be is still uncertain. Rumor has it that the way into the Deadmines lies through the quiet, unassuming village of Moonbrook.
10 Player limit