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, 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.
- We are planning on implementing the following features for Dire Maul in the next patch.
- Dire Maul consists of three separate wings ranging in difficulty from level 56 to 60.
- There are many ways to complete the quests located in Dire Maul, and the decisions a party makes along the way will directly influence the potential rewards.
- In recent years, rumors have surfaced of an ancient arena within Dire Maul’s courtyard where unique creatures were once fought for sport.
- Adventurers will find that the occupants of Dire Maul possess many rare and epic weapons, armors, and profession recipes never before seen on Azeroth.
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
Bound to the iron will of the tyrant Lich King, the vast undead armies of the Scourge seek to eradicate all life on Azeroth. Led by the banshee Sylvanas Windrunner, one group of undead broke away from the Scourge and freed themselves of the Lich King’s domination. These renegades call themselves the Forsaken. They fight a constant battle not only to retain their freedom from the Scourge, but also to exterminate those who would hunt them as monsters.
With Sylvanas as their banshee queen, the Forsaken have built a dark stronghold beneath the ruins of Lordaeron’s former capital city. This hidden Undercity forms a sprawling labyrinth that stretches beneath the haunted woods of the Tirisfal Glades. From this bastion, the Forsaken wage an unending battle against the Scourge as well as the remaining humans who still seek to reclaim their lands. For though the very land is cursed, the zealous humans of the Scarlet Crusade cling to their scattered holdings, obsessed with eradicating the undead and retaking their once-beautiful homeland.
Convinced that the primitive races of the Horde can help them achieve victory over their enemies, the Forsaken have entered an alliance of convenience with the savage orcs and the proud tauren. Harboring no true loyalty for their new allies, they will go to any lengths to ensure their dark plans come to fruition.
As one of the Forsaken, you must eliminate any who pose a threat to the new order – be they human, undead, or otherwise.
Far beneath the ruined capital city of Lordaeron, the royal crypts have been turned into a bastion of evil and undeath. Arthas originally intended the Undercity to be the Scourge’s seat of power, but the budding city was abandoned when he was recalled to aid the Lich King in distant Northrend. In Arthas’ absence, the Dark Lady, Sylvanas Windrunner, led the rebel Forsaken to the Undercity and claimed it for her own. Since taking up residence, the Forsaken have worked to complete the Undercity’s construction by dredging out the twisted maze of catacombs, tombs, and dungeons that Arthas began.
Before the coming of the plague, Sylvanas Windrunner was the brave Ranger-General of Silvermoon. During the Third War, Prince Arthas invaded the elven kingdom of Quel’Thalas. Sylvanas led her forces in a desperate struggle against the undead Scourge, but Arthas eventually defeated the high elves and transformed Sylvanas into one of his banshee slaves. Cursed to mindless undeath, Sylvanas only regained her will when the Lich King’s powers waned. Eventually she outwitted the Scourge and broke away with her rebel faction, which she came to be known as the Forsaken. Now she rules over the Forsaken from the Undercity of Lordaeron. her goal is to take vengeance upon Arthas one day and find lasting freedom for her cursed people.
The dreadlord Varimathras was one of three demons appointed to rule over the Plaguelands on behalf of the Burning Legion. These dreadlords sought to overthrow the death knight Arthas and undo the power of the undead Scourge. Varimathras and his brethren coordinated their efforts with those of the banshee Sylvanas Windrunner in an attempt to overthrow Arthas and claim Lordaeron. Though their plot worked as planned, Sylvanas turned on the dreadlords next. In order to save his own life, Varimathras was forced to swear allegiance to Sylvanas and her Forsaken warriors. Now he serves as her majordomo and works ceaselessly to safeguard the Undercity from all threats.
Master Apothecary Farfanell
In life, Faranell was an alchemist of great renown and spent the better part of his days studying amongst the learned wizards of Dalaran. He enjoyed nothing more than experimenting with concoctions of every sort, always looking to create a serum for this, an antidote for that. After he died from the plague and rose as one of the Forsaken, his limitless curiosity was twisted by depthless sadism. Now Faranell uses his skills in service to Queen Sylvanas by crafting alchemical monstrosities and designing newer, more devastating plagues and toxins.
The vicious trolls that populate the numerous jungle isles of the South Seas are renowned for their cruelty and dark mysticism. Barbarous and superstitious, they carry a seething hatred for all other races. At the height of the Gurubashi Empire, the jungle trolls ruled over the lands from Stranglethorn Vale in Azeroth to the Echo Isles of Kalimdor. However, at the apex of their reign, the Gurubashi people splintered into a handful of warring tribes. One such tribe, the Darkspear tribe, was driven from its lands and forced to fend for itself amidst the deadly jungle races of Stranglethorn.
After generations of loss and servitude to larger and less honorable tribes, the Darkspears faced possible extinction. Though their warriors were amongst the bravest ever born, the incessant politics of the Gurubashi tribes threatened to end the Darkspears’ way of life. Even worse, humans began erecting settlements in Stranglethorn as well. It was during this dire time that the Darkspears met Warchief Thrall and the warriors of the orcish Horde.
The Darkspears, led by the aged witch doctor Sen’jin, appealed to Thrall and his Horde for help against the human invaders. Together the trolls and orcs won the day, but it proved to be a short lived victory. The local murlocs captured many of the victors and prepared to sacrifice them to a sea witch. The Darkspears fought alongside the Horde, but the noble Sen’jin fell during the final battle against the murlocs.
In honor of Sen’jin’s sacrifice, Thrall vowed that the Darkspears would always have a place within the Horde. He offered the trolls sanctuary in the new kingdom he and his orcs planned to build across the sea. Vol’jin, the son of Sen’jin, took control of the Darkspear tribe and wished Thrall farewell. nearly one year later, he finally led his people to Kalimdor and made a home for them on the Echo Isles, just off the rugged crimson coastline of Durotar. As one of the only surviving Darkspears, it falls to you to reclaim the glory of your tribe.
Though the Darkspears originally settled in the Echo Isles, they were betrayed by one of their own, a crazed sorcerer named Zalazane. Forced to flee from their island holdings, the Darkspears created the fishing village of Sen’Jin on the Durotar coast. From this crude village, the Darkspears and their allies strike at Zalazane’s holdings on the Echo Isles, determined to win back their jungle home at any cost.
Vol’jin is a powerful shadow hunter and one of the most cunning trolls alive. His father, Sen’jin, fell in battle while aiding Thrall and the Horde. Just as his father would have, Vol’jin’s crafty stratagems and quick wit have served Thrall well over the years. He spends most of his time in the orcs’ city of Orgrimmar, consulting with Thrall and helping to expand the Horde’s security and influence over Kalimdor.
Gadrin is one of Vol’jin’s most trusted advisers. Along with a young witch doctor named Zalazane, Gadrin led the mystical training of many Darkspear priests and mages. However, Zalazane went mad from the mystical forces he had unleashed. The crazed witch doctor placed a curse upon the Echo Isles and drove Gadrin and his brethren away. Now Gadrin seeks to end Zalazane’s rampage and put the souls of his cursed brethren to rest.
Berserking – active
Increases your attack speed by 10% to 30%. At full health the speed increase is 10% with a greater effect up to 30% if you are badly hurt when you activate Berserking. Lasts 10 sec.
Regeneration – passive
10% health regen bonus, 10% active in combat
Beast Slaying – passive
5% damage bonus to Beasts
Throwing Specialization – passive
+5 to Throwing Weapon skills
Bow Specialization – passive
+5 to Bow Weapon Skills
Start Location: Durotar
Home City: Orgrimmar
Racial Mount: Raptor
Available Classes: Hunter, Mage, Priest, Rogue, Shaman, Warrior
For countless generations, the bestial tauren roamed the plains of the Barrens, hunted the mighty kodos, and sought the wisdom of their eternal goddess, the Earth Mother. Scattered across the land, the wandering tribes were united only by a common hatred for their sworn enemy, the marauding centaur. Seeking aid against the centaur, the chieftain, Cairne Bloodhoof befriended Warchief Thrall and the other orcs, who had recently journeyed to Kalimdor.
With the orcs’ help, Cairne and his Bloodhoof tribe were able to drive back the centaur and claim the grasslands of Mulgore for their own. For the first time in hundreds of years, the tauren had a land to call their own. Upon the windswept mesa of Thunder Bluff, Cairne built a refuge for his people, where tauren of every tribe is welcome. Over time, the scattered tauren tribes united under Cairne’s rule. There are a few tribes who disagree about the direction their new nation should take, but all agree that Cairne is the wisest and best suited to lead them towards the future.
Though the noble tauren are peaceful in nature, the rites of the Great Hunt are venerated as the heart of their spiritual culture. Every tauren, warrior or otherwise, seeks identity both as a hunter and as a child of the Earth Mother. Having reached the age of maturity, you must test your skills in the wild and prove yourself in the Great Hunt.
The city of Thunder Bluff lies atop a series of mesas that overlook the verdant grasslands of Mulgore. Once a nomadic people, the tauren recently established the city as a center for trade caravans, traveling artisans, and inventors of every kind. The proud city also stands as a refuge for the many hunters who stalk their dangerous prey through the Barrens and its surrounding areas. Long bridges of wood and rope span the chasms between the mesas, and each mesa is topped with tents, longhouses, colorfully painted totems, and spirit lodges. The mighty chief, Cairne Bloodhoof, presides over the bustling city, ensuring that the united tauren tribes live in peace and security.
Cairne is dedicated to serving his people and to watching over their safety in an ever-darkening world. An outstanding warrior, Cairne is considered one of the most dangerous creatures alive. Despite his strength and valor, he is a gentle soul who longs only for the peace and tranquility of the open plains. It is rumored that if he could lay the responsibilities of chieftain on another, Cairne would leave Thunder Bluff in an instant and retire to the wilds. Many believe that he is training his son, Baine, to take his place as chieftain one fateful day.
Magatha is the elder crone of the mighty Grimtotem clan. Blessed with shamanic powers when she was just a young girl, Magatha has sought power and prestige nearly her whole life. She became the matriarch of the Grimtotem clan through an arranged marriage that many suspect she arranged herself, but subsequently lost her mate to an unforseen climbing accident. Since her mate’s death, Magatha has commanded the stern Grimtotem warriors. The Grimtotems believe that Magatha will lead them in eradicating the lesser races from Kalimdor and retaking the tauren’s ancestral holdings abroad. Magatha constantly spars with Cairne Bloodhoof over the direction of the tauren’s future and feels that only she is fit to rule her people.
A childhood friend of Cairne Bloodhoof, Hamuul Runetotem serves as the elder druid of Thunder Bluff. Hammul befriended the mighty night elf Malfurion Stormrage during the recent invasion of the Burning Legion. The great druid taught Hamuul many secrets of the wild and blessed him with the touch of nature. Since that time, Hamuul has become an honored member of the (predominantly night elf) Cenarion Circle, and is recognized as the first tauren druid in nearly twenty generations. Hamuul is a fierce supporter of Cairne Bloodhoof and teaches the ways of druidism to his honored brethren.
Long ago, the noble orcish race was corrupted by the Burning Legion and transformed into the merciless, destructive Horde. Lured to the world of Azeroth, the orcs were forced to make war upon the human kingdoms of Stormwind and Lordaeron. Though the Horde nearly succeeded in annihiliating humanity, it ultimately devoured itself from within and collapsed. The defeated orcs spent many years within guarded prisons, unable to function without the prospect of conquest and warfare. After many years, a visionary young warchief rose to lead his people in their darkest hour. Fittingly enough, the young orc’s name was Thrall. Under his rule, the orcs freed themselves from the chains of demonic corruption and embraced their shamanistic heritage.
At the behest of a strange prophet, Thrall led his people to the ancient lands of Kalimdor. There, Thrall and the Horde came face to face with their old oppressor, the Burning Legion. With the aid of the humans and night elves, the orcs defeated the Legion and set out to find their own path in their adopted world. The orcs claimed the harsh wastelands of Durotar as their kingdom in Kalimdor.
Now based in the warrior city of Orgrimmar, the orcs look forward to a shining new future for their people. Though they are no longer driven by dreams of conquest, they stand ready to destroy all who would challenge their sovereignity or their supremacy. It is your duty to crush the enemies of Durotar, both seen and unseen, for the nefarious agents of the Burning Legion still wander the land.
Named in honor of the legendary Orgrim Doomhammer, Orgrimmar was founded as the capital city of the orcs’ new homeland. Built within a huge, winding canyon in the harsh land of Durotar, Orgrimmar stands as one of the mightiest warrior cities in the world. Behind Orgrimmar’s immense walls, elderly shaman pass their knowledge on to the Horde’s newest generations of leaders, while warriors spar in the gladiatorial arena, honing their skills in preparation for the trials that await them in this dangerous land.
Thrall, the son of Durotan, is perhaps the mightiest orc alive. Armed with the mighty Doomhammer, Thrall is a peerless warrior and powerful shaman. He stands as warchief over the entire Horde, holding dominion over the Darkspear trolls and tauren tribes alike. His honor, cunning, and compassion have won him many allies over the years, even amongst the humans and night elves. Thrall lives to defend his people’s freedom and ensure the safety of the extended Horde.
Nazgrel was the preeminent warrior of the Frostwolf clan, which had once been ruled by Thrall’s father. When Thrall joined the clan, Nazgrel was initially unwilling to accept him, but after Thrall had proven himself in battle, Nazgrel learned to respect the younger orc. Since then, Nazgrel has served as Thrall’s general and chief of security. It is Nazgrel’s duty to protect Durotar from internal threats and anarchy. He is a grim and fearsome orc, utterly committed to his warchief and the glory of the Horde.
The elder shaman of the Frostwolf clan, Drek’Thar served as Thrall’s tutor many years ago. Blind since birth, Drek’Thar had to prove his worth during the Horde’s dark period. He found the spirits of the elements to be close companions, so shamanism became his path to might. Despite his power over the elements, Drek’Thar has always maintained his meekness and wisdom. He continues to shepherd the younger shaman of the Horde in the old traditions of his people. Drek’Thar is currently leading the Frost Wolf clan at Alterac Valley on behalf of Thrall.
For ten thousand years, the immortal night elves cultivated a druidic society within the shadowed recesses of Ashenvale Forest. Then the catastrophic invasion of the Burning Legion shattered the tranquility of their ancient civilization. Led by the Arch-Druid Malfurion Stormrage and the Priestess Tyrande Whisperwind, the mighty night elves rose to challenge the demonic onslaught. Aided by the newly arrived orcs and humans, the night elves succeeded in halting the Legion’s advance and defeating its master, the demonlord Archimonde. Though victorious, the night elves were forced to sacrifice their cherished immortality and watch their beloved forests burn.
In the aftermath of the horrific conflict, Malfurion and Tyrande helped their people rebuild their shattered villages. Slowly the night elves began to adjust to their mortal existence. Such an adjustment was far from easy, and there were many night elves who could not adjust to the prospects of aging, disease, and fraility. Seeking to regain their immortality, a number of wayward druids conspired to plant a special tree that would reestablish a link between their spirits and the eternal world. When Malfurion heard about this plan, he warned that nature would never bless such a selfish act. Shortly thereafter, Malfurion’s spirit was somehow lost within the depths of the Emerald Dream. Though his fellow druids attempted to find his wandering spirit, only his body remained sleeping within his Barrow Den.
With Malfurion missing, Fandral Staghelm – the leader of those who wished to plant the new World Tree – became the new Arch-Druid. In no time at all, he and his fellow druids had forged ahead and planted the great tree. Teldrassil, off the stormy coasts of northern Kalimdor. Under their care, the tree sprouted up above the clouds. Among the twilight boughs of the colossal tree, the wondrous city of Darnassus took root. However, the tree was not consecrated with nature’s blessing and soon fell prey to the corruption of the Burning Legion. Now the wildlife and even the limbs of Teldrassil itself are tainted by a growing darkness.
As one of the few night elves still left in the world, it is your sworn duty to defend Darnassus and the wild children of nature against the Legion’s encroaching corruption.
High atop the boughs of the enormous tree Teldrassil is the wondrous city of Darnassus, the new refuge of the reclusive night elves. Druids, hunters, and warriors alike make their homes among the rows of wood-crafted lodges and delicately tended groves. The Temple of the Moon rises like a shining beacon above the trees, flanked by the colonnaded Hall of Justice, where the vigilant Sentinels gather to safeguard the land. Ruled by the High Priestess Tyrande Winterspring, Darnassus stands as a tranquil testament to all that the Night Elves hold sacred. A city in tune with the rush and flow of nature, Darnassus was built along the shores of a large lake, with elegant bridges spanning its crystalline waters. Elsewhere, the falling leaves of the forest carpet the soft pathways of the city.
NOTABLE NIGHT ELVES
Tyrande is the High Priestess of the moon goddess, Elune. She has served as the leader of the night elf Sentinels for nearly ten thousand years, but her long vigil has left her with little mercy for those she regards as her foe. An exceptional and fearless warrior, she stands as one of the greatest heroes in recorded history. Following the catastrophic invasion of the Burning Legion, Tyrande ruled over her people alongside her mate, the Arch-Druid Malfurion Stormrage, until he disappeared into the mystic Emerald Dream. With Malfurion inexplicably lost, Tyrande has again become the sole ruler of her prideful people. Troubled by Malfurion’s disappearance, she nevertheless strives to keep the night elves from reliving the mistakes of the past.
The greatest druid ever to live, and arguably one of the most powerful beings in history, Malfurion Stormrage stands as both prophet and savior to his people. Under the leadership of Tyrande and Malfurion, the night elves vanquished the Burning Legion not once, but twice. To replenish his powers, Malfurion periodically hibernates within the spirit realm known as the Emerald Dream. Recently something went wrong with Malfurion’s dreamstate. Now he is trapped somewhere within the dream, beyond even the reach of hte green dragons whose realm it is. With Malfurion lost, the night elves will certainly stumble into darkness, just as they have since time immemorial.
Note: To find out Malfurion’s whereabouts in the Emerald Dream, read this entry. C’Thun and Ahn’Qiraj are related to the Nightmare that is corrupting the Emerald Dream. Malfurion’s spirit talks in that quest linked.
One of Malfurion’s top lieutenants, Fandral is a clever druid who has trained many of the newest generation of druids of the wild. His hot temperament has sometimes clashed with the more restrained Malfurion. Fandral believes that the future of the night elves demands more expansionism and military planning. His radical beliefs and aggressive demeanor often lead him to quarrel openly with the High Priestess, Tyrande. Regardless, to this date, Fandral has proven to be an effective replacement for the missing Malfurion.
The noble humans of Stormwind are a proud, tenacious race. They bravely fought the orcish Horde for generations as the patrons of the Grand Alliance. Just as they thought peace had at last settled over their war-torn kingdoms, an even darker shadow descended upon the world. The undead Scourge unleashed a foul plague of death upon humanity and succeeded in decimating the northrern human kingdom of Lordaeron. The few humans who survived fled south to the protection of Stormwind. Yet no sooner had the undead struck than the demonic Burning Legion began its cataclysmic invasion of the world. The warriors of humanity stood fast against the Legion and helped save the world from imminent destruction.
Nearly four years later, the defenders of Stormwind stand vigilant against any who would threaten the sanctity of their lands. Situated in the foothills of Elwynn Forest, Stormwind City is one of the last bastions of human power in the world. The child-king Anduin Wrynn rules the people of Stormwind, who remain steadfast in their commitment to the Grand Alliance. Backed by their stalwart allies, the armies of Stormwind now falls to its proud citizens.
You must defend the kingdom against those who encroach upon it, and hunt down the subversive traitors who seek to destroy it from within. Now is the time for heroes. Now humanity’s greatest chapter can be told.
The city of Stormwind stands as the last bastion of human power in Azeroth. Rebuilt after the Second War, Stormwind is a marvel of human design and engineering. Stormwind’s guards keep the peace within the city’s wall, and its young king, Anduin Wrynn, rules from his mighty keep. The Trade District bustles with trade from across the continent and beyond, while adventurers of every sort can be found wandering the streets of Old Town. Unaffected by the ravages of the Scourge in the north, Stormwind still faces its own threats, both from without and from within.
King Anduin Wrynn
King Anduin is as wise a ruler as any ten-year old has a right to be. Recently his father, King Varian Wrynn went missing under suspicious circumstances while en route to a diplomatic summit at Theramore Isle. At the behest of the councilor, Lady Prestor, young Anduin was given the crown so that order could be preserved within the kingdom of Stormwind. Though few citizens are aware that their true king has been missing for so long. Anduin does the best he can to allay their fears. It is widely held that the boy will grow to become a shrewd leader one day.
In his youth, the kindly Benedictus was the student of Lordaeron’s religious leader, Archbishop Alonsus Faol. Benedictus spent many years learning from his pious master and helped the Church of Light construct its most striking monument, the Cathedral of Stormwind. Following Faol’s death, Benedictus took charge of the Church and swore to continue the good work his mentor had begun so many years ago.
Jaina Proudmoore is the most powerful human sorceress alive. A one-time ally of Prince Arthas, Jaina saw the fall of Lordaeron firsthand. Travelling to Kalimdor, Jaina swore to defeat the Burning Legion and its sinister agents any way she could. Joining forces with the night elves and even the orcish Horde. Jaina helped defeat the demon Archimonde and banish the Legion forever. She then gathered the human survivors in Kalimdor and founded the port city of Theramore. There she rules over the tattered remnants of the Alliance and hopes to reunite the distant human kingdoms once more.
The eccentric, often brilliant gnomes are held as one of the most peculiar races of the world. With the obsession for developing radical new technologies and constructing marvels of mind-bending engineering. It’s a wonder that any gnomes have survived to proliferate. Though a young race, the Gnomes have over four hundred years of history. However, the Gnomes’ existence was discovered barely two hundred years before the Dark Portal. Over the years, the gnomes have contributed ingenious weapons to aid the Grand Alliance in its fierce battles against the Horde.
During the Second War, the Gnomes provided the Alliance with Gnomish Flying machines and Gnomish Submarines to contribute in the defeat of the Horde.
Thriving in the wondrous techno-city of Gnomeregan, the gnomes shared the resources of the forested peaks of Dun Morogh with their dwarven cousins for generations. Yet recently, a barbaric menace rose up from the bowels of the earth and invaded Gnomeregan. The troggs – believed to have been unearthed from the Uldaman excavation – erupted beneath Gnomeregan and began to slaughter every gnome within the city. Though the gnomish defense forces staged a valiant defense, they could not save their wondrous city.
At the command of the High Tinker Mekkatorque, the gnomes opened the pressure valves of their giant, grinding machines and released toxic radiation throughout the city. Though the radiation killed the troggs, the gnomes soon discovered that it killed their own people just as quickly. Nearly eighty percent of the gnomish race died within days. Those that survived evacuated the great city and fled to the protection of their dwarven cousins in Ironforge.
There they remain, devising radical strategies to retake their beloved city at any cost. As a gnome of proud standing, it falls to you to answer the challenge and lead your curious people to a brighter future.
High Tinker Mekkatorque
The Gnomes have not had a proper king or queen for over 400 years. Instead, they prefer to elect their highest officials for set terms of service. The highest office in Gnomeregan, High Tinker, has been held by the crafty Gelbin Mekkatorque for the past seven years. Gelbin is one of the most renowned inventors ever, and has been honored as a just and skillful leader. However, when the Troggs began their invasion of Gnomeregan, Gelbin was unprepared to stop them. At the behest of his top advisor, Mekgineer Thermaplugg, he ordered that the city be bathed in toxic radiation. THough the radiation stopped the raiders advance, it ultimately killed more gnomes than troggs. Now the High Tinker carries the weight of the dead on his shoulders and seeks to avenge his people by reclaiming their lost city.
Sicco Thermaplugg served as High Tinker Mekkatorque’s chief advisor for many years. A brooding but imaginative engineer. Thermaplugg secretly coveted the role of High Tinker. It is rumored that Thermaplugg actually knew of the trogg invasion before it began, and that he ushered in the events that befell the gnomish race. Though these reports were never verified, Mekkatorque believes they could be true. Mekgineer Thermaplugg disappeared shortly after the evacuation of the irradiated city. None can say whether or not he still lives within the toxic halls of Gnomeregan.
Copyright ? 2004 by Blizzard Entertainment
World of Warcraft Collector’s Edition Manual. All rights reserved.
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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.
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.
The Trolls draw power for their Voodoo Magics by performing rituals and invoking the Primal gods or Forest spirits: the Loa gods. According to Warcraft RPG: Magic and Mayhem, the Loa spirits are more powerful than the Elementals, but not as powerful as gods.
The Shadow Hunters’ faith and communion with the Loa gods grants them shadow and healing magic and other abilities. Shadow Hunters learn magic that hinders enemies and aid allies, gaining a unique mix of spells that delve into the more occult aspects of the Loa
Among the known Loa gods are:
Shadra – Spider Loa
Shirvallah – Tiger Loa
Bethekk – Panther Loa
Hir’eek – Bat Loa
The Tablet of Theka says Mueh’zala is the God of Death.
He appears in Zul’Gurub Instance as an ethereal form within one of the many temples. The Arcanums created from the various tomes originated from Troll magic were stolen from Zanza by the High Elves, and used against his people. The Trolls of Yojamba Isle, the Zandalar Tribe, respect and venerate Loa Zanza. However, with the rebirth of Hakkar the Soulflayer, these Zandalar Trolls prayed to Zanza to grant powers to heroes of other races to defeat Hakkar in Zul’Gurub.
The Loa Legba
He is a master of swift motion. Through him, the shadow hunter learns to move with great speed granting the ability of Batltle Stride.
The Loa of healing and respite, she grants the ability to heal allies with a Healing Wave. With a word, the Shadow Hunter invokes healing with a wave of soothing light.
The Loa of war who grants the Shadow hunter the Hex ability to place dire curses upon his enemies. This Loa ability allows Shadow Hunters to turn an enemy into a frog.
The Loa of serpents and treachery, Loa Dambala teaches the shadow hunter to move swiftly and quietly by changing his shape into a serpent or snake. Shadow hunters can change form to serpent or back to normal for an hour or when he wishes to turn back.
The Loa of cemeteries and the restful sleep of the dead. The undead are an abomination in his eyes. The shadow hunter can cast Smite againts a undead creature.
The Loa that controls the realm of storms. Shango guards the secrets of lightning and mayhem. The Shadow Hunter may channel the fury of Shango, unleashing a lighting bolt named Stormspear, that does electricity damage.
A troll in Zul’Gurub calls the name of another who might be another Loa god: Hethiss. Supposedly a loa of serpents. However, Ula-Tek is also referred as a serpent goddess.
The Shrine of Ula-Tek is located in Zul’Aman. Zul’Aman will be an instanced region in World of Warcraft: Burning Crusade. Zul’Aman is located northeast of Light’s Hope (Eastern Plaguelands) and Southeast of Quel’Thalas.
Altar of Zanza
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 defeat the Blood god.
We will update this section as more info of the Loa becomes available.
Copyright ? 2004 by Blizzard Entertainment
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