World of Warcraft Dungeon - Blackrock Depths

Written by Medievaldragon on . Posted in Dungeons & Regions Lore, World of Warcraft Classic

Between Searing Gorge and Burning Steppes

Level 52+

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.

World of Warcraft Dungeon - Maraudon

Written by Medievaldragon on . Posted in Dungeons & Regions Lore, World of Warcraft Classic

Desolace

Level 46-55

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.

World of Warcraft Dungeon - The Sunken Temple

Written by Medievaldragon on . Posted in Dungeons & Regions Lore, World of Warcraft Classic

Swamp of Sorrows

Level 45-55

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.

 

World of Warcraft Dungeon - Uldaman

Written by Medievaldragon on . Posted in Dungeons & Regions Lore, World of Warcraft Classic

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.

The Badlands

Level 35-47

10 Player limit

World of Warcraft Dungeon - Razorfen Down

Written by Medievaldragon on . Posted in Dungeons & Regions Lore, World of Warcraft Classic

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.

The Barrens

Level 33-40

10 Player limit

World of Warcraft Dungeon - Scarlet Monastery

Written by Medievaldragon on . Posted in Dungeons & Regions Lore, World of Warcraft Classic

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.

Tirisfal Glades

Level 34-45

10 Player limit

World of Warcraft Dungeon - Razorfen Kraul

Written by Medievaldragon on . Posted in Dungeons & Regions Lore, World of Warcraft Classic

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.

The Barrens

Level 25-30

10 Player limit

World of Warcraft Dungeon - Gnomeregan

Written by Medievaldragon on . Posted in Dungeons & Regions Lore, World of Warcraft Classic

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.

Dun Morogh

Level 29-38

10 Player limit

World of Warcraft Dungeon - Blackfathom Deeps

Written by Medievaldragon on . Posted in Dungeons & Regions Lore, World of Warcraft Classic

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.

Ashenvale

Level 24-32

10 Player limit

World of Warcraft Dungeon - Shadowfang Keep

Written by Medievaldragon on . Posted in Dungeons & Regions Lore, World of Warcraft Classic

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.

Silverpine Forest

Level 22-30

10 Player limit

World of Warcraft Dungeon - Wailing Caverns

Written by Medievaldragon on . Posted in Dungeons & Regions Lore, World of Warcraft Classic

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.

The Barrens

Level 17-24

10 Player limit

World of Warcraft Dungeon - Deadmines

Written by Medievaldragon on . Posted in Dungeons & Regions Lore, World of Warcraft Classic

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.

Westfall

10 Player limit

Level 17-26

World of Warcraft: Burning Crusade - Hellfire Citadel Instance

Written by Medievaldragon on . Posted in Dungeons & Regions Lore, World of Warcraft Classic

On the blasted world of Outland, within the heart of Hellfire Peninsula stands Hellfire Citadel, a nearly impenetrable bastion that served as the Horde’s base of operations throughout the First and Second Wars. For years this gargantuan fortress was thought to be abandoned.

Until recently.

Though much of Draenor was shattered by the reckless Ner’zhul, the Hellfire Citadel remains intact? inhabited now by marauding bands of red, furious fel orcs. Though the presence of this new, savage breed presents something of a mystery, what’s far more disconcerting is that the numbers of these fel orcs seem to be growing.

Despite Thrall and Grom Hellscream’s successful bid to end the Horde’s corruption by slaying Mannoroth, reports indicate that the barbaric orcs of Hellfire Citadel have somehow managed to find a new source of corruption to fuel their primitive bloodlust.

Whatever authority these orcs answer to is unknown, although it is a strongly held belief that they are not working for the Burning Legion.

Perhaps the most unsettling news to come from Outland are the accounts of thunderous, savage cries issuing from somewhere deep beneath the citadel. Many have begun to wonder if these unearthly outbursts are somehow connected to the corrupted fel orcs and their growing numbers. Unfortunately those questions will have to remain unanswered.

At least for now.

World of Warcraft - Naxxramas Necropolis

Written by Medievaldragon on . Posted in Dungeons & Regions Lore, World of Warcraft Classic

In upcoming Patch 1.11, one of Azeroth’s most feared denizens – Kel’Thuzad, the right hand of the Lich King himself – will return with the horrors of the undead in his wake. New background on the lair of Kel’Thuzad, the dungeon Naxrammas, has been released:

Several years ago, the Lich King preyed upon the mind of one of the most reckless magi of the Kirin Tor: Kel’Thuzad, whose obsession with the dark arts had ever concerned his fellow magi. Eventually he became one of the Lich King’s most valuable servants. It was Kel’Thuzad upon whom the Lich King bestowed the task of assembling the Cult of the Damned, opening the way for the Scourge and ultimately for the Burning Legion’s invasion of Azeroth. The Lich King promised Kel’Thuzad eternal life, and the Lich King kept his promise. After Arthas slew the wretched mage, Kel’Thuzad was brought back from the dead to continue his cursed existence as a powerful lich, locked in the service of his dark master for all eternity. The necropolis Naxxramas is the seat of Kel’Thuzad’s evil, from which he oversees the Scourge and heeds his lord’s command. A dreadful dawn is rising in the east as the Lich King’s dark minions prepare to descend upon Azeroth. Soon the Scourge will march again, and this time there is no prophet to speak the warning, no gallant knight to fight the coming darkness, no legendary hero to thwart the monstrosity on the Frozen Throne. Who, then, will be the fire that burns against the cold, the light of hope that prevails beneath the shadow of the necropolis?

  • Player Limit: 40-players Raid dungeon

  • Location: Deep within Stratholme Instance, in the Eastern Plaguelands, can be found the entrance to Naxxramas Necropolis instance.  To the left-side of Baron Rivendare’s Slaughterhouse can be found a gate that leads to the sub-instance.  The Necropolis floats above the city of Stratholme.
  • Description: Four wings instances – Abomination wing, Necro Wing, Death Knight Wing and Spider Wing.  There will be 18 Bosses.  Prepare for a Frost Wyrm battle and the final showdown with Kel’Thuzad.
  • Importance: The last time the Spellbook of Medivh was seen was when Kel’Thuzad summoned Archimonde – the demonlord of the Burning Legion – into Azeroth at Dalaran.  The final boss of Naxxramas Necropolis is Kel’Thuzad, which gives path to the idea that warlocks may be able to loot the Spellbook of Medivh, as an important item needed to open the Dark Portal in Blastedlands when World of Warcraft: Burning Crusade is released.

Tigole: “Naxxramas is going to be the most difficult thing in the game until the expansion pack comes out. It will be the pinnacle, and it’s absolutely massive. You’ll see this big necropolis floating above Eastern Plaguelands. It’s a 40-man raid zone, and it’s bigger than the Undercity [one of the main cities in the game]. Things could change, but we’re up to something like 18 bosses in there, and they are really cool, too. But it’s going to be hard. Really hard. We’re hoping to release it in the spring.

Naxxramas will just be open. But we do want to do a world event, which we want to call the Scourge Invasion, or hopefully something cooler than that, that would basically be something for everyone who’s not going into Naxxramas. So they would see the impact without having to actually go in.  In other words, get ready for undead to pop up in some unlikely places.”—New York Times

Tigole: “Naxxramas will come out in Patch 1.11 and will be previewed at E3 in a couple of weeks. This raid dungeon is massive and hosts more bosses than you can wave a stick at. And a really big stick at that. Currently, Naxxramas is in internal testing. After a few more weeks of internal testing, well put it on the PTRs for an extended test period so that you guys have time to hammer the encounters and provide us with feedback. We’ll also be doing a lot of tuning during internal testing and during the PTR time. Expect the difficulty of encounters to fluctuate a lot on the PTRs. Expect a lot of info regarding Naxxramas to come out during E3.  Patch 1.11 will introduce Tier 3 items.”—April 27, 2006

Continues: Road to Damnation – Page 2


Background Lore

 

Read the following background history of Kel’Thuzad:


Click Image
BlizzCon: Naxxramas Map

World of Warcraft -  Tirisfal Glades Grove

Written by Medievaldragon on . Posted in Dungeons & Regions Lore, World of Warcraft Classic

The official Warcraft story at Worldofwarcraft.com says that Tirisfal Glades was the landing place of the High Elves led by Dath’Remar Sunstrider after the Night Elves exiled them from Kalimdor.  Taking that at starting point, there is a Grove west of Deathknell that is sealed off, as a potential placeholder.  It can’t be accessed. However, it is a big area as you may see on the map to the right.

Speculation: If this grove is where the High Elves first created a settlement, whatever is underground within the mysterious grove could possibly be an Elemental—there are some elementals like Myzrael and the Princess Theradras ( mother of the Centaurs located in Maraudon ).  Or whatever is uderground in this Tirisfal grove is related to the Old Gods. See what I mean in the story of The Founding of Quel’Thalas:

“His fleet finally landed on the beaches of the kingdom men would later call Lordaeron. Forging inland, the high elves founded a settlement within the tranquil Tirisfal Glades. After a few years, many of them began to go mad. It was theorized that something evil slept beneath that particular part of the world, but the rumors were never proven to be true. The high elves packed up their encampment and moved northward towards another land rich with ley energies”

One of the Old gods killed by the Titans is in southern Darkshore.  It is unknown if another dead Old god is in Tirisfal or not. Officially there are only five known Old gods. Three are imprisoned and chained beneath the surface of Azeroth.  One has a Titan’s Glaive through its skull at Darkshore.  And C’Thun in Ahn’Qiraj (Silithus).

A possibility for this Mysterious Grove in Western Tirisfal Glades could be also where Krasus lived.  In Warcraft: Day of the Dragon novel, it says that the Elven-built Sanctum of Krasus was built upon a mysterious grove.  Krasus was one of the Six Senior Archmage Leaders of the Kirin-Tor.  Secretly, though, Krasus was no High Elf.  He was secretly Korialstrasz the red dragon—the consort of Alexstrasza the Queen Dragon Aspect.

Korialstrasz shapeshifted into a High Elf and posed as one to infiltrate the High Elven and Human races, watching their magic development and evolution.  As consort of the Queen Dragon of the Aspect of Life, he felt his sworn duty was to watch, guide and protect the lesser races.

You can read at Warcraft: Day of the Dragon—page 265, the following:

The sanctum of Krasus had been built over an ancient grove, one older than even the dragons themselves.  It had been built by an elf, later usurped by a human mage, then seized long after its abandonment by Krasus himself.  He had sensed the powers lingering underneath it and had managed to draw from them on rare occasions, but even the draconic wizard had been surprised to one day discover the concealed entrance in the most remote part of his citadel, the entrance that led to the glittering pool and the single, golden gemstone set in the midst of the bottom.

Each time he entered the chamber, he felt a sense of awe so rare for one of his kind.  The magic here made him feel like a human novice just shown his first incantation.  Krasus knew that he had only touched a bare trace of the pool’s potential, but that was enough to make him leery of trying to seize more.  Those who grew greedy in their need for magical power tended to eventually become consumed by it—literally.

Of course, Deathwing had somehow managed to avoid that fate so far.  Despite being so deep underground, the water was not devoid of life—or something approaching it.  Even though no clearer liquid existed in all the world, try as he might, Krasus could never completely focus on the tiny slim forms that darted around, especially in the vicinity of the gemstone.  At times, he had sworn they were nothing but shimmering, silver fish, yet now and then the dragon mage swore that he saw arms, a human torso, even on a rare occasion, legs.

It is kinda long to type here but Krasus used this pool rare times.  He would drink from its water to rejuvenate his strength.  Any crafted object or cup would be rejected by the pool’s waters.  Krasus had to use his hands to drink the waters.

I see a connection here …. that place west of Tirisfal could be the grove where the Citadel of Krasus is, which could also be the place the High elves first landed in when exiled.

The quote above says that an elf created the citadel (possibly Dath’Remar Sunstrider) over a ground older than the dragons … therefore that grove west of Deathknell could be where the high elves first landed in Tirisfal Glades and built the first settlement.  Later, the High Elves became insane with the old whisperings coming from beneath the ground, and had to leave. The High Elves sailed off the coast of Tirisfal Glades, heading toward the north—where they found Quel’Thalas.

The pool could possibly be a Sunwell created by Dath’Remar—from one of the vials of Illidan. The high elves took with them “some” of the remaining 4 vials of water from the original Well of Eternity that Ilidan had before being imprisoned 10,000 years ago.  Ilidan only used 3 vials in Hyjal before captured.  This is mere speculation.  The first and only Sunwell in the lore was created in Quel’Thalas by the Sunwell Grove. There is no mention in the official lore of a second Sunwell in Tirisfal Glades. So the interrogative remains:  What is the origin of the pool beneath Krasus’ citadel?  Is it Old god related or Titan related? Is Krasus’ citadel in the mysterious grove to the west of Tirisfal Glades? There is no further lore in any of the pocketbooks or RPG books revealing what is within the mysterious Grove of western Tirisfal Glades.  However, something else to note is that Warcraft RPG: Magic and Mayhem says an interesting new lore few know about:

“In total, 13 Black Iron golems block the entrances to Undercity, each one responsible for a different entrance, with the largest entrance to the tunnels and caves guarded by two of the massive statues When the forces of the Scourge attempt to rush the gates, the golems easily rebuke them.  They are 30 feet tall.”

“The Banshee Queen is clearly not the creator of these relics, since they were in the Undercity long before men discovered it. How Sylvanas managed to tame them is a closely guarded secret”—NOTE: This could or not be official. Don’t hang onto it. Warcraft RPG: Lands of Conflict did not mention them at all. Luke Johnson—Wow RPG Developer from White Wolf Publishing did not wish to mark this Iron Golem as canon lore either, and kept the right to be silent on the topic due to NDA terms.

It seems Lady Sylvanas has more secrets than we thought.  If these golems exist in Undercity, it is meant to be hidden knowledge from the Horde. One fan once theorized that Sylvanas might have struck a bargain secretly with the Old gods.  This is not referenced anywhere in the lore.  What is known of the Undead Forsaken is that they are creating toxins and a new plague behind the back of the Horde, and even tested a poison against one female Tauren at the Apothecary District in Undercity.  Their intentions are clear. Whether Sylvanas stroke a bargain with the Old gods somehow is unknown, but it is fairly strange that there is no representation of the Undead Forsaken at the Ahn’Qiraj War Effort or Cenarion Hold ….

These 13 Golems have rich runes of an ancient undecipherable tongue and wear a strange iron-forged death mask. Could the origin of the 13 Golems have anything to do with the secret pool beneath Krasus’ Sanctum?  Old gods or Titan-made?  Take everything in this page with a grain of salt.  It is speculation based on released info, not official lore.

  • The theory of Undead Forsaken Sylvanas having something to do with the Old gods comes to be after reading one of the quests where four Forsaken betrayed Sylvanas fleeing to Dalaran, and stealing four bloodstones vital to Sylvanas.  They were put in quarantine at the Dalaran Internment Camp under close watch of Warden Belamoore.  This is the journal of her investigation tying the bloodstones of Sylvana with the Old gods.

 


Tirisfal Grove Map

 

World of Warcraft - Zul’Gurub

Written by Medievaldragon on . Posted in Dungeons & Regions Lore, World of Warcraft Classic

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, called forth the avatar of an ancient and terrible blood god named Hakkar the Soulflayer. Though the priests were defeated and ultimately exiled, the great troll empire collapsed upon itself. The exiled priests fled far to the north, into the Swamp of Sorrows, where they erected a great temple to Hakkar in order to prepare for his arrival into the physical world.

In time, the Atal’ai priests discovered that Hakkar’s physical form could only be summoned within the ancient capital of the Gurubashi Empire, Zul’Gurub. Unfortunately, the priests have met with recent success in their quest to call forth Hakkar—reports confirm the presence of the dreaded Soulflayer in the heart of the Gurubashi ruins.

In order to quell the blood god, the trolls of the land banded together and sent a contingent of High Priests into the ancient city. Each priest was a powerful champion of the Primal Gods—Bat, Panther, Tiger, Spider, and Snake—but despite their best efforts, they fell under the sway of Hakkar. Now the champions and their Primal God aspects feed the awesome power of the Soulflayer. Any adventurers brave enough to venture into the foreboding ruins must overcome the High Priests if they are to have any hope of confronting the mighty blood god.

Zul’ Gurub is a 20-man raid instance located in the northeastern portion of Stranglethorn Vale.

Features:

  • Over 120 new Epic and Superior items, including a new five-piece set for each class!

  • Players can build up their reputation with the new Zandalar Tribe faction in order to gain a variety of rewards!
  • Tons of Zul’Gurub quests available at the new base in Yojamba Isle!
  • Highly scripted boss encounters unlike any you’ve experienced before!

Blizzard Developer – Jeffrey “Tigole” Kaplan: “I wanted to take a minute to talk about the intended “goal” of the zone. Zul’Gurub is often referred to as a “casual raid zone”. But I think the term “casual” can at times be misleading. Rather than get hung up on the semantics of “casual” versus “hardcore” I think it’s best if everyone understands Zul’Gurub’s place in the overall zone and dungeon flow of World of Warcraft.

Zul’Gurub is intended to fit in somewhere between Upper Blackrock Spire and Molten Core. Zul’Gurub only requires 20 people compared to the 40 it takes to do Molten Core or Blackwing Lair. This lower raid cap contributes to the zone being deemed more “casual”, as it takes less organization to get 20 people together than it does for 40.

Another goal of the zone is that it can be completed relatively quickly. Once the zone is mastered, raids will be clearing it in under 2 hours.

Now what I just said can be a little misleading. I know that a signifcant number of people are going to read it as “I can clear Zul’Gurub in under two hours.” But the important thing about what I said is that those fast clearing times will happen once the zone has truly been mastered. Even though the zone is referred to as “casual”, there is still a learning curve to it. The encounters in Zul’Gurub are challenging and require good coordination and skill. The encounters will also be tuned assuming raid groups DON’T have Molten Core or better loot. What this means for well-equipped, hardcore raiding guilds is that they will find the zone to be fairly easy.

The coolest thing about Zul’Gurub, in my opinion, is it allows everyone to have the chance to see some of the coolest parts of the raiding experience—highly scripted boss encounters. There are a LOT of bosses in Zul’Gurub and a lot of time has been put into making all of those fights unique and challenging. I think players of all playstyles will find the zone fun.”

Background Lore of Zul’Gurub may be read at the Two Empires Story

World of Warcraft -  Undermine

Written by Medievaldragon on . Posted in Dungeons & Regions Lore, World of Warcraft Classic

Many players wrongly think that Undermine is an Isle.  The truth is that Undermine is the capital of the Isle of Kezan, the largest and southmost of the South Seas Islands. Isle of Kezan is ruled by the Trade Coalition, composed by five Goblin Princes of Trade.

Isle of Kezan was formerly controlled by Jungle Trolls.  However, the Goblins invaded the island and almost erradicate the presence of trolls in the area through a war long ago.  Isle of Kezan still has Troll presence, but the Goblins are no longer concerned about them, focusing more into their merchant business.

Isle of Kezan has many places of interest such as Mount Kajaro – a volcano—that is held sacred by the Kezan Jungle Trolls.  They live at the nearby Voodress Village.

Bilgewater Port – to the northwest – is the primary port of the Goblins in Isle of Kezan. It is controlled by the Bilgewater Cartel.

Edj Port – to the northeast – is run by Baron Revilgaz and his Blackwater Raider Pirates.  Baron Revilgaz oversees its operations from Booty Bay.

Undermine has some surface areas, but it is mostly underground.  A series of volcanic caverns, tunnels and chambers that span out of Isle of Kezan through the ocean floor, connecting to adjacent smaller islands to the west of Isle of Kezan.  Slave pens and the Palaces of the Goblin Princes of Trade are located in Undermine.

Besides Slaves, the tunnels are inhabited by a strange breed of goblins named Hobgoblins.  Their lifespan is barely three years, and are overgrown in size.  Hobgoblins are purple-skinned.  They came to exist through alchemists experiementing during the second war on goblin subjects.  More details of the Hobgoblins in the RPG Book mentioned below.

The World of Warcraft Collector’s Edition Behind the Scenes DVD shows within the Art and Design section, a series of slideshows while the Developers talked about their work. In the slideshows could be seen a map of Isle of Kezan (Undermine). The map was drawn on a chalkboard with ink-markers.

You could see a Beach resort to the northeast, and Mount Kajaro (volcano), Black Beach and a Rain forest to the southwest. (if you have the Collector’s Edition, to find this map, load the DVD Menu as follows: Extra Features > World Creation at minute 8:51 )

Most exciting to find out in the Behind the Scenes DVD was to see two boat routes and two Zeppelin routes:

The Bilgewater Port offers transportation to Kul’Tiras and Ratchet. While Edj Port – on the Northeast – profiting Booty Bay’s Blackwater Raiders offers two Zeppelin routes from Undermine to: Booty Bay and Valgarde (Northrend).  However, there is a mysterious cut-line from Undermine to Nazjatar—the underwater homeland of the Naga, beneath the Maelstrom.  The cut-line might suggest that players might be able to reach Nazjatar in a Goblin Submarine.  This is, of course, not confirmed.

An unofficial fan-made rumor: In War of the Ancients Trilogy, Deathwing lived inside a volcano with his slave servants: goblins.  The goblins created an adamantium plate to cover his body.  The proximity of Demon Soul caused Deathwing’s body to be torn apart.  There are at least five rumors of possible locations Deathwing could be hidden since the Second War. Even his son Nefarian employs the help of Goblins in Blackrock Spire.  A hint?  Mount Kajaro represents a good atmosphere for a Deathwing Lair.  However, there is no mention of it in the RPG book or elsewhere.  Time will tell.

You may find plenty and extensive details and history of Isle of Kezan and its Undermine capital in World of Warcraft RPG: Lands of Mystery – page 74-79.  The book is 100% nicely narrated by Prospector Brann Bronzebeard.

World of Warcraft -  Northrend Continent

Written by Medievaldragon on . Posted in Dungeons & Regions Lore, World of Warcraft Classic

Main Source: World of Warcraft RPG: Lands of Mystery.  If you wish more indepth details you can buy the book and search Northrend Regions from page 84-113. Read Lands of Mystery’s full
Table of Content which contains descriptions and lore of Kalimdor, South Seas, Undermine, and Northrend.

Northrend is the continent located far north of the Maelstrom.  Northrend is a glacier … a snowy place. There has been no official announcement, but based on the massive size of Northrend, it will be a future World of Warcraft Expansion.

There are many regions within Northrend:

  • Coldarra

  • Crystalsong Forest
  • Grizzly Hills
  • Howling Fjord
  • Icecrown Glacier
  • Sholazar Basin
  • The Borean Tundra
  • The Dragonblight
  • The Stormpeaks
  • Zul?Drak

 


Coldarra

 

Among the places of interest within Northrend, known to fans, the Dragon Aspect of Magic – Malygos – lives in a cavern named the Nexus, located at the island Coldarra—he is known to gather relics of arcane power, keeping them locked away from mortals—frozen Orcs, Nagas, Trolls and Wendigos are among the species that had dared to enter the sanctity of Malygos’ lair.  They remain frozen, like statues, as a show to display what happens to those who venture into the Lair of Malygos—as described in Warcraft: Day of the Dragon novel.  Krasus the red dragon came to visit Malygos in that book, to ask for help to free Queen Alexstrasza from the Dragonmaw Clan, during the Second War.


Crystalsong Forest

The place has an epic history of a battle between black dragons and blue dragons.  The Tuskarr legends say that many blue dragons died that day in Crystalsong Forest. Their magic released into the air.  When an elder Blue dragon casted a spell to turn the black dragons into ice, the loose magic in the air accidentally amplified the spell—causing the natural green forest to turn into crystal.  The only thing spared from such fate was the Emerald Dream Tree (The Great Tree).  The only current residents found in this region are Green Dragons and Crystalline Golem workers—sent here by the Storm Giants of Ulduar to gather crystals for their experiments.


Grizzly Hills

Places of interest in the Grizzly Hills are: Grizzlemaw, Draktharon Keep and Thor Modan.  The Grizzly Hills are inhabited by over 20,000 Furbolgs living at their settlement Grizzlemaw.  Thor Modan was built by Ironforge Dwarves.  It is a camp of stone huts and tents.  The dwarves are excavating in search of relics and clues about the Titans.  Mostly Explorer’s League work.  Darktharon Keep was formerly a Ice Troll ruin, now taken by force by the Undead Scourge as their new garrison to watch the passes of the mountains.


Howling Fjord

During Warcraft III: Reign of Chaos, Arthas wished with all his hatred to finish his mission: to kill Mal’Ganis the Dreadlord and destroy the Undead Scourge, and wouldn’t allow his father’s orders get in the way.  Arthas destroyed the ships of King Terenas’ men when they came to Northrend to recall Arthas’ army by orders of King Terenas. By destroying the naval ships, the nearly 5,000 survivors of both armies: those who came to Northrend with Prince Arthas and those troops who came to deliver a message to Prince Arthas on behalf of King Terenas Menethil II built a settlement near the coast of Daggercap Bay—within the region: Howling Fjord, naming the settlement as Valgarde.  The population is composed of Humans and Dwarves.  According to World of Warcraft Collector’s Edition Behind the Scenes DVD, a map of Isle of Kezan (Undermine) shows a Zeppelin-route from Undermine to a town of Northrend, known as Valgarde—at the southeastern-most side of the continent.


Icecrown Glacier

Arthas the Lich King lives, at the Icecrown Glacier. A massive tower of ice named Icecrown came to be when Kil’jaeden sent the icy-prison of Ner’zhul crashing down from the sky into the glacier.  Furbolgs of Grizzly Hills saw the flashing that blinded the sky as the object fell.

Over 200,000 Undead Scourge: Ghouls, Crypt Lords, Frost Wyrms, Abominations, Death Knights, Necromancers, Liches and other support forces live in the Icecrown Glacier.  A surprising force.  Beneath the Icecrown, however, exist a series of caverns and tunnels built with Nerubian architecture.  Ner’zhul assimilated and adapted the Nerubian architecture into the Undead Scourge’s structures after the War of the Spider.

During Warcraft III: Frozen Throne, Illidan was sent by Kil’jaeden to destroy Icecrown using the power of the Eye of Sargeras.  Accompanied by Naga Witches to channel the spellwork, Illidan used the safety of Dalaran’s ley nodes and magical shielding to create earthquakes upon Northrend to crack the ice beneath Icecrown. ( Read More )  The incident caused the Lich King Ner’Zhul’s icy-prison to leak his powers daily causing him to lose mental control over large part of the Undead Scourge in Lordaeron.  As consequence, Sylvanas Windrunner was able to recover her individual will and caused a Civil War in the Plaguelands, taking the Ruins of Lordaeron for her new band of Undead Forsaken.

The Lich King summoned his loyal servant King Arthas the Death Knight to travel to Northrend.  After Illidan’s failure to destroy the Icecrown and the Lich King, Kil’jaeden gave one more chance to Illidan to fulfill his mission.  This time Illidan, his Naga and Blood Elves forces came to the Icecrown and initiated the rituals before the Magic Obelisks that grant access to the inner walls of the Icecrown Citadel. ( Read More

King Arthas was able to defeat Illidan in combat and ascended to the top of the Icecrown Citadel.  There the Lich King ordered King Arthas to break his Icy-prison.  The chestplate and helmet containing the Spirit of Ner’Zhul the Lich King came loose as the icy-prison cracked open.  King Arthas wore the chestplate and helmet.  Immediately the Spirit of Ner’zhul and King Arthas merged—becoming into one entity.  Arthas became the living vessel of the spirit of Ner’zhul.  Sitting at the Frozen Throne, Arthas the Lich King watches over the Undead Scourge, rebuilding the Icecrown Citadel, and gathering strength to one day unleash the Undead Scourge against the world of Azeroth’s nations.


The Sholazar Basin

Not much is known of this region except that the place has no ice and barely has snow.  Some have settled farms in this terrain.  Whether it will become a future Northrend battleground instance is unknown.  However, detail of interest is that the region is charted as an anomaly.  The place is a copy of Un’Goro—with hot springs, steam vents, geysers, and a tropical jungle.  Possibly a zone made by the Titans for experiments.


The Borean Tundra

Located at the far western edge of Northrend, the Borean Tundra is a habitat for the Tuskarr race.  However, small presence of Drakkari Trolls, Blue Dragons, Undead Scourge and Naga inhabit the place.  The most important places within the region are the Tuskarr capital Kaskala; the Riplash Ruins look Nerubian structure.  However, it seems as though a large portion of the underground Azjol-Nerub caverns was pushed upwards by a cataclysm, ascending the underground ruins toward the surface as the ice broke.  Nerubians no longer inhabit these Riplash Ruins, therefore the Naga took residence within the abandoned ruins.


The Dragonblight

The Dragonblight is the place where all dragonflights come to, to die.  It is a graveyard.  It is a place mentioned in the Warcraft lore for near the borders of Dragonblight existed a Human settlement that the Lich King infested with the firsts version of the Plague for testing purposes.  This happened by the end of the Second War, 10 years after the Dark Portal. The Humans inhabiting the Dragonblight became into the first Undead Scourge of the Lich King. Months later, Kel’Thuzad became a Necromancer at the service of Ner’zhul and returned to Lordaeron to create the Cult of the Damned.  Many of the Frost Wyrms of the Undead Scourge were risen from the bones of dragons at Dragonblight.

The Dragonblight has many locations of importance: the graveyard, the Wyrmrest Temple and the entrance to Azjol-Nerub Inner Kingdom.  The Wyrmrest Temple is Titan-made.  Storm Golems may be found in this temple mysteriously.  More to be concerned is that the Blue dragonflight inhabits the temple—as if watching or communing over the spirits of the dragons.  The Wintergrasp Lake is on the northwest of Dragonblight region—frozen soild.  Tauren inhabit the Lake at a settlement named Icemist Village. The Tauren here are cooks, fishermen, tailors and create tools.  They sell and trade all their works to visitors.


The Storm Peaks

The epic battle of Sargeras and Aegwynn – known as Dragon Hunt- took place in Northrend over 800 years ago (-823 before the Dark Portal).  According to Warcraft RPG: Shadow & Light—page 107— and to World of Warcraft RPG: Lands of Mystery Ulduar, the third base of the Titans, is at The Storm Peaks of Northrend.

The wind in the peaks is extremely violent and dangerous.  The entrance to Ulduar is hidden.  The residents of Ulduar are the Storm Giants—created by the Titans.  The Storm Giants are low in numbers nowadays.  Brann Bronzebeard calculates nearly 150.  To have labor support, the Storm Giants created constructs to help gather minerals and to guard Ulduar.  This constructs are named Crystalline Golems. Places of interest in the Storm Peaks are Ulduar and the Temple of Storms—Titan-made building far to the west of Ulduar.


Zul’Drak

This is the Drakkari Ice Trolls homeland.  They have lived here since before the Great Sundering.  They are cannibalistic, practice voodoo, are larger and bigger than other types of trolls, and worship spirits.  Every six years, the Ice Trolls navigate to Zandalar in the South Seas to a meeting of all troll tribes.  The capital city of Zul’Drak region is Gundrak. The architecture of the ruins is similar to that of Zandalar Isle in the South Seas.  It is unknown whether the Ice Trolls of Northrend were the first Trolls.

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  • Read a full Table of Content of World of Warcraft RPG: Lands of Mystery so that you know what the book contains before deciding to purchase it.

  • Read our recent interview with World of Warcraft RPG Developer Luke Johnson (White Wolf Publishing).

 


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