Aqiri: The Qiraji and Nerubian Race Origin

The history of the Qiraji and Nerubians haven’t been completely explained. There are still things in the dark lorewise.

There are two general theories made by fans concerning the Qiraji and the Nerubians.  The first Theory was well explained by Ghostwalka @ Argent Dawn:

Long ago, during the time of the first Troll Empire, there was a race of Sentient Insects known as the Aqir.

They were spawned as many other races were spawned, and among them they included all facets of insect life; Wasps, Scarabs, Beetles, Bees, Spiders, Scorpions, Ants, and others.

They wished to destroy all non-insect life on this planet and attacked the Amani Empire time and time again. However, thanks to the power of the Troll Race in the form of their innate regenerative abilities and knowledge of Voodoo and Loa Spiritualism, they were beaten.

The Aqir Empire split in two. One went to the farthest south reaches of Kalimdor, the other to the North and across the sea to what would eventually become Northrend.

The ones who fled north are the Nerubians, and we know their sad story all too well. Their race is almost gone now, save for the living colonies yet to be hunted down and enslaved by the Lich King.

The ones who fled south were known as the Silithid. The Silithid, with their ant and wasp-like nature of hiving and burrowing into the depths of the earth… found something.

That was the remains of the Old God, C’thun.

C’thun; a husk of what he once was. He was and is a Forgotten One… a remaining part of an Old God that the Titans failed to destroy in the long ago.

C’thun took the Silithid for his own, dominating them with a mind older then any on this planet. C’thun used his powers to transform them into Avatars of what he once was, while keeping their insectile nature in tact.

The ones who became C’thun’s Avatars are now known as the Qiraj, and serve him.

And now C’thun seeks to regain his full power and body, and a might capable of reshaping the world as he did of old, and for that the Qiraj have prepared long for. Now we, the Horde and the Alliance, fight to stop them before it is too

late…

…And the Old God is unleashed on our world…

The Second Theory:

Something we have to take in consideration is that the Qiraji and the Nerubians – both – build Obsidian Statues and Sphynx(Destroyers) constructs. So … we have to assume that the Qiraji and Nerubians were both created by C’thun.

Both the Qiraji and the Nerubians come from the Aqiri—which is supposedly what few chosen Silithid became into when C’Thun used them as a template.

This is not entirely assumption. The book of The Two Empires says:

Eventually, due to the troll’s persistence, the Aqiri Kingdom split in half as its citizens fled to separate colonies in the far northern and southern regions of the continent.

Two Aqiri city-states emerged—Azjol-Nerub in the northern wastes, and Ahn’Qiraj in the southern desert. Though the trolls suspected that there were other Aqiri colonies beneath Kalimdor, their existence was never verified.

So … to recap. The Silithid is a race that was born like any other species with the Well of Eternity.

C’Thun the Old god jumpstarted the genetic code of some Silithid insects transmuting them as a template for his creation—the Aqiri.  The Aqiri then used the Silithid as a slave race.  The origin of the Aqiri (Qiraji and Nerubians) may be found through in-game quests of World of Warcraft.  Here is a collection of lore details.

Somewhat, the Aqiri suffer transmutations that split the Aqiri into two sub-races: Nerubians and Qiraji. As centuries and thousands of years went by, the transmutations became more evident.

This seems to be the most acceptable assumption—because we are aware of both sub-races having knowledge of how to create Obsidian statues, both sub-races or at least Nerubians are known to have undergone transmutations. These tidbits of info are important.

Not everyone has the Warcraft RPG: Manual of Monsters—so that will be confusing to some fans. Therefore, I will quote it for their benefit:

Quote from Manual of Monsters:

Azjol-Nerub contained huge libraries of literature, philosophy, and arcane lore. Occasionally, the kingdom would kidnap humans and elves for experimentation.

There above, we have that tidbit about experimentation with humans and elves.

Crypt Fiends of the Scourge are raised mummified Nerubians. And the Manual of Monsters throws in additional tidbits of when they were once Nerubians far before the Lich King arrived to Azeroth.

QUOTE from Manual of Monsters:

The original crypt fiends, the first to navigate successfully the difficult and dangeroous transmutations, were ancient lords of the spider kingdom of Azjol-Nerub.

It is interesting to hear the word transmutation in both the Crypt fiends and the Nerubians’ past—thousands of years before the Undead Scourge arrived.

In the Qiraji we also see the differences between themselves—the flying guards that look like humanoid wisps, Buru the Gorger, Kurinaxx, Rajaxx and his warriors, even the twin Emperors.

There is a hint that they have undergone their own transmutations, and experimentation by absorbing genetic code from the elves or other species.

By the way, Buru the Gorger looks pretty much like the Ancient Lords of the Nerubian empire—Sorta like Anub’arak.

So having all these similarities between the Nerubian and the Qiraji—I would say both races split genetically from a common template—the Aqir—which was originally C’Thun’s creation by using the Silithid as vessel/template of what would become his servants.

This is hard to understand using the word template. For example, the Night Elves could be compared to the Silithid.

They made the Highborne a template to create a new race made at the image of the Old gods—- the Naga. By the way, Knaak confirmed it yesterday. The Old gods created the Naga. It was hinted in the book, but not completely clear since we didn’t hear Azshara accepting the proposal. Now it is confirmed.
——-

Hope there is not much debate and that I came as close to what could be the intended lore by Blizzard.

So … here I will enter even more darker waters of the lore that has not been at all been explained by Blizzard. Most of what you will read below is assumption and speculation.

We know both the Qiraji and Nerubians have similarities as creation of C’thun. However, there are a major differences.

1. The Qiraji in Silithus are close to the reach of C’Thun following orders.

2. The Nerubians are independent from C’Thun, have a strong will—with immunity to mental commands (The Lich King Ner’Zhul wasn’t able to control them during the War of the Spider)—they have huge libraries of music, literature, philosophy, arcane lore. The Qiraji lack all that.

3. Anub’Arak—in Warcraft III: Frozen Throne—is one of the Ancient Lords of the Aqiri—that led the Nerubians in Northrend. He says the Faceless Ones to his knowledge was only a legend. However, he trembles in fear and recognizes the Forgotten One.

This is shrouded in mystery. There was no further details in the Frozen Throne expansion about the Faceless Ones, their past or their connection with the Nerubians.

However, we do know the Faceless Ones are servants of the Old gods. I think I heard somewhere they are children of the Old gods.

Then we have the tidbit of info that the Forgotten One looks exactly like the eye of C’Thun in Silithus’ 40-man raid zone at Ahn’Qiraj.

What I can assume from these tidbits is that something happened thousands of years ago. There are two options:

A. Speculation: Malygos, the Sundering or something caused the Faceless Ones and/or the Forgotten One to be sunk alive in imprisonment beneath the icy depths of Azjol-Nerub—thus they were no longer able to control the Aqiri-Nerubians—and therefore the Nerubians became independent from C’Thun’s influence for thousands of years—growing Libraries of music, philosophy, arcane lore.

B. Second option is that the Ancient Lords of the Aqiri Nerubians raised in civil war against the Forgotten One and the Faceless Ones, imprisoning them beneath their Kingdom of Azjol-Nerub.

Both options above sound acceptable. However, I can’t forget the fact that Anub’Arak thought of the Faceless Ones as legends. If he is one of the Ancient lords, how comes he doesn’t remember them? Anub’arak might be born after the Faceless Ones were imprisoned? That could be a reason why he doesn’t remember them.

Throughout the Undead Campaign there are many earthquakes.  These are sequel earthquakes triggered previously by Illidan.

Illidan used the Eye of Sargeras artifact at Dalaran to cause earthquakes in Northrend with the goal to crush the Icecrown and to destroy the Lich King. (Reference)

However, the earthquakes accidentally cracked the icy prison of the Faceless Ones and the Forgotten One.  The Quotes below are from the Campaign Mission:

Baelgun(dwarf, friend of Muradin Bronzebeard): I won’t let ye through this door, traitor. The recent quakes have awakened dark things under the ice … ancient, horrid things. We’ve vowed to keep them locked where they are.

The ice cracks, and horrific noises erupt from the depths of the Old Kingdom. Though the horrors within this place are fierce you must fight your way through to the exit. Let nothing stand in your way.

Anub’arak: They are the horrors the dwarves spoke of. I thought they were only legends.

King Arthas: What?

Anub’arak: They are the Faceless Ones …

Anub’arak: It cannot be … A Forgotten One. Look to your defenses, death knight! Fight as you’ve never fought before!

MAIN QUEST
The Forgotten One
– Kill the Forgotten One
– Arthas and Anub’arak must survive

Bursting forth from the ice, an unfathomable horror of a long forgotten time has emerged to block your passage. Destroy it and break free of the Old Kingdom.

As you see there is not much lore or details surrounding them.  What we know is that Illidan accidentally set them loose with the Earthquakes, and they came from beneath the subterranean kingdom of Azjol-Nerub.

This compilation of lore tidbits and speculation was meant to be informative, but also to raise awareness and to create fair debate and discussion. There is no official lore on the Faceless Ones and their connection with the Nerubians.

During the Q&A with Luke Johnson—author and developer of the new line of World of Warcraft RPG Books—he revealed that Wow RPG: Lands of Mystery and Wow RPG: Monster Guide will talk about the Nerubians and other monsters related to them. He didn’t want to specify.

Aaron Rosenberg, popular Star Trek, Warhammer and D&D book writer, who is done work for the Warcraft RPG Books too, recently told us in the public Q&A that he was assigned to do the Nerubian and Northrend creatures’ lore in the upcoming World of Warcraft: Lands of Mystery—from the point of view of Brann Bronzebeard.  So expect a bunch of new lore.

So I recommend reading them when they are released, as they are current with World of Warcraft, and might offer further details.  You can pre-order both books at our Store:
https://www.blizzplanet.com/content/97/

You can read he Frozen Throne Campaign where Anub’Arak found the Faceless Ones and the Forgoten One here:
https://www.blizzplanet.com/content/326/

Below is the Forgoten One—- looks like the eye of C’Thun

World of Warcraft - Naxxramas Necropolis

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

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

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

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

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.

Post a Comment and share you impressions.

  • 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).

 


Click the image

World of Warcraft -  Placeholders

There are three zones not revealed in the in-game Azeroth Continent map.  One is west of Burning Steppes, the other one is east of Burning Steppes.  They are as big as Deadwind Pass or bigger.

Eastern Wetlands
Another area is east of Grim Batol(Wetlands). There is a large patch of land from north to south: covering a height from Eastern Wetlands, Loch Modan, down to Badlands. Hopefully future content. The land to the East of Wetlands could be accessed openly through southeastern Badlands until patch 1.9—where access was blocked.  The area was pretty large, but there was no content there and lacked textures.

Western Burning Steppes
The land west of Burning Steppes seems to have two entrances.  One is through the right-side – uphill – of Black Char cave in Searing Gorge and the second entrance is near the Altar of Storms—northwestern Burning Steppes.  Once you walk into both entrances your character is blocked by an invisible barrier.

Eastern Burning Steppes
Rumor is the new Burning Crusade Alliance Race’s starting location could be there.  If indeed the Draenei becomes the new Alliance Race, this placeholder would be the logical choice.  It is just northeast of Swamp of Sorrows where the Draenei of Azeroth lives at.

This section will be updated as new info of World of Warcraft: Burning Crusade becomes available.

World of Warcraft -  Old Ironforge

In closed beta, there was a ramp to an underground Old Ironforge, accessed from King Magni’s chamber.  The hallway would lead to a underground chamber and at the end there was a closed gate. The access to Old Ironforge was blocked in a patch during Open Beta.  I heard a player once comment that a developer had said it was there just for looks and there is nothing planned, but … according to Warcraft RPG: Lands of Conflict—page 77—Prospector Brann Bronzebeard comments that Old Ironforge does exist.

Below Ironforge, exists a natural chamber made of organic stone formations.  No chisel or pick has touched the area.  What lies below is the Hall of Thanes, where the past Kings of Iron Forge are buried.  Down there are two important places held sacred by all Dwarves:  The Old Throne and the object for which the Fortress is named for … the Iron Forge.  The enormous artifact is a legacy left behind by the Titan Khaz’Goroth for the Earthen—former stone-skinned race the Dwarves descend from.  The Iron Forge is a relic and is never been used by the Dwarves.

It is kept as a treasure within the Hall of Thanes to honor the dead Kings.  Brann Bronzebeard thinks that the Titans left the anvil behind for some purpose the Dwarves need to find out.  Maybe once the Dwarves uncover the truth of their ancestry, they will find its purpose.

World of Warcraft - The Vault

There is currently a placeholder entrance, in the form of an instance whirlpool, blocked by a gate. At the gate are two Stormwind guards (NPC). Many fans have wondered and speculated about the building. In fact, Warcraft RPG: Lands of Conflict confirms that the building surrounded by water is actually the Vault.  The Stockades prison is for normal prisoners, while the Vault is for powerful renegade Mages,  Archmages, Warlocks, Ogre Magi, Demons and other super-powered beings, which require maximum security. The Vault building is located at the center of the canals between the Dwarven and Cathedral Districts in Stormwind city.  The building, as you can see on the Stormwind City Map, looks exactly like The Stockades prison.

Unofficial rumors are that some heroes of the Second War might be in that prison.

World of Warcraft: Burning Crusade -  Outland

Burning Crusade: Outland

The scattered wastes of Outland are all that remain of Draenor, the once beautiful homeworld of the orcs. Following the Second War, the Alliance invaded Draenor by crossing through the Dark Portal. To their horror, they discovered that Ner’zhul – the dark warlord of the Horde – had constructed a series of new gateways that could lead the beaten Horde to newer, unspoiled worlds. As the Alliance forces closed in around him, Ner’zhul opened his gateways as a means of escape. However, the gateways’ clashing energies resulted in a catastrophic explosion that ultimately ripped the world of Draenor apart.

Nearly fifteen years later – towards the end of the Third War – the fallen night elf, Illidan, discovered that huge chunks of Draenor still existed – floating upon the astral winds of the Twisting Nether. After his defeat at the hands of the evil Prince Arthas, Illidan fled to the remnants of Draenor and dubbed them Outland. He quickly seized control of the chaotic region and sealed the last of Ner’zhul’s cursed gateways.

Though he is the undisputed ruler of the ravaged land, Illidan lives in fear that he will be discovered by his powerful enemies – most notably Arthas, the new Lich King, and the remaining Lords of the Burning Legion. Currently, Outland is home to a number of scattered draenei tribes, primitive orcs and the powerful, arcane creatures of the Nether itself. Agents of the Burning Legion have also targeted the region as a vital strategic location in their unending Burning Crusade to scour all life from the universe.

Though tensions have risen, between the Alliance and the Horde, the true enemy of the world, lies unseen ? Beyond the Dark Portal, lies a universe of unending conflict. The shattered realm of Outland has become a battlefield for a dark, and murderous crusade. The Burning Legion has returned to claim vengeance. With a host of new, terrifying warriors, such as the Wrath Guard, Fel Reaver, the Shivon and Warp Stalkers. While Outland’s native denizens, Ethereals, Nether Dragons, Nauwoul and Grahn rally countless others to war.
Sparked by these events, abandoned sanctuaries on Azeroth now pulse with new life.

Source: Official Burning Crusade Site

Hellfire Citadel

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.

Hellfire Citadel, a five-person dungeon located in Outland on Hellfire Peninsula, is one of the first new dungeons that players will encounter in World of Warcraft’s upcoming expansion, The Burning Crusade. A challenge for any player seeking adventure and fortune in the low level-60 range, this new dungeon will include:

  • Three complete dungeon wings
  • An exciting raid encounter
  • All-new monsters, including highly scripted boss encounters
  • Never-before-seen items for players to discover

 

Eyonix: “One of the first new dungeons that players will encounter in the Burning Crusade expansion is Hellfire Citadel, which is in-fact a five-person dungeon located in Outland. This dungeon will contain one really cool raid encounter (picture an Onyxia type set-up), but outside of that three wings will be fully dedicated and tuned for five players in their low level 60s.

As we’ve been stating since Blizzcon, our focus for expansion will be in creating winged dungeons that require smaller sized groups to complete. We feel players really enjoyed dungeons like Scarlet Monastery and Dire Maul and aspects of what made those dungeons cool are what we’re keeping in mind as we design our upcoming expansion dungeons.”

RUMOR: One of the three dungeon wings is sorta like Onyxia-lair-type. Although not confirmed, the fan-made rumor is that the mysterious source of magic fueling the Fel Orcs of Hellfire Citadel might be Magtheridon the pitlord.  Illidan defeated Magtheridon, but did not kill him—as some fans wrongly think.
( Read More )

Draenor: The Second War


In Warcraft II: Beyond the Dark Portal, Ner’zhul figured out Gul’dan’s warlock spellwork to open the rift created by Medivh.  With the knowledge, Ner’zhul needed four artifacts of power to open gateways to other worlds.  Ner’zhul promised Teron Gorefiend the Death Knight one of these new worlds in exchange of cooperation.  Teron Gorefiend, his death knights and the Shadowmoon Clan entered the Dark Portal to seek three artifacts in Azeroth: The Spellbook of Medivh, the Scepter of Sargeras and the Eye of Dalaran.

Khadgar (Mage), Turalyon (Paladin), Danath (mercenary Warrior), Alleria (Elven Ranger) and Kurdran (Gryphon Rider – Wildhammer dwarf)—as part of the Expeditionary Force of the Alliance—followed the Horde to Draenor through the Dark Portal. The Alliance was able to defeat the Orcish clans in Draenor.  Ner’zhul fled away with his remaining forces, and decided to open many rifts as a form of escape.  The rifts led to other worlds.  However, the fabric of reality around Draenor was jeopardized with so many gateways open at once.  The world of Draenor started to collapse under tremors, storms and earthquakes. The Expeditionary Force recovered the Book of Medivh and the Skull of Gul’dan with help of the Laughing Skull Clan. With both artifacts, Khadgar was able to shut down the Dark Portal to make sure the backlash of the explosion tearing Draenor apart wouldn’t harm the world of Azeroth, thus sacrificing their only way to return home.  Deathwing flew above past the Expeditionary Forces into the Dark Portal, while Grom Hellscream and Korgath Bladefist managed separately to jump through the Dark Portal before it was sealed by Khadgar.

With the Dark Portal closed, and Draenor about to collapse, Khadgar signaled the Expeditionary force to follow him through one of the rifts that Ner’zhul had opened. (Read the final cinematic dialogue of Warcraft II: Beyond the Dark Portal and screenshots)

Outland


Outland is all that remains of former planet Draenor – homeworld of the Orcish Horde.  Outland is simply an asteroid belt floating in the Twisting Nether.  Floating debris: some as big as a city, other chunks smaller.  The Burning Legion took charge of Outland as a way-station.  The rifts of Ner’zhul were still open, allowing the Legion to stage their Burning Crusade, destroying the worlds throughout the universe. The pitlord Magtheridon was assigned as master of Outland. Many bigger chunks of leftover-debris of Draenor are interconnected with huge black demonic chains, allowing travel between each other.

Illidan, Kael’Thas and Lady Vashj brought their Naga and Blood Elf forces to Outland.  Illidan closed down the rifts opened over 15 years ago by Ner’zhul, to stop any demons from assisting Outland forces.  With Outland disconnected from the Burning Legion, Illidan’s forces deposed Magtheridon at the Black Citadel. Illidan became new master of Outland. ( Read the Human Campaign of Warcraft III: Frozen Throne for Outland lore )

In World of Warcraft, Horde and Alliance players will be able to get access to Outland.  In patch 1.11, Blizzard Entertainment will release the 40-players raid instance Naxxramas Necropolis, located within Stratholme.

The last time the Spellbook of Medivh was seen, Kel’Thuzad used the book in Dalaran to open a gateway to allow Archimonde the demonlord entry into Azeroth.

Naxxramas Necropolis instance will be the hardest instance in World of Warcraft until the release of the Burning Crusade Expansion. However, the showdown with Kel’Thuzad in Naxxramas will offer a rare drop—to our knowledge—one per server realm: The book of Medivh.  A Warlock will be able to perform a spell ritual with other Warlocks to open the Dark Portal in Blastedlands.  Once done, all players in the server realm—owning a copy of World of Warcraft: Burning Crusade Expansion—will be able to enter Outland.  There might be other requirements to open the Dark Portal—if true, nothing has been announced officially.

Facts and Unofficial Rumors


Rumor# 1: The Warcraft RPG: Shadow and Light book reveals that Maiev died in Outland with no one to sorrow her passing.  A fan-made rumor is that if she is indeed dead, she might appear in World of Warcraft: The Burning Crusade as a Spirit of Vengeance.  This is simply fan-made rumor, not official.

According to Warcraft RPG: Manual of Monsters, this is what the Warcraft III: Frozen Throne unit: Spirit of Vengeance is:

“The creature has a vaguely humanoid form composed mostly of black wispy smoke. Its eyes glow bright red. In one hand, it carries a spectral whip that glows red with the same energy that burns in its eyes. A greater spirit of vengeance is the embodiment of revenge. When a powerful creature takes to the grave with intense feelings of hatred and business unfinished, she will occasionally rise again as a greater
spirit of vengeance. A greater spirit of vengeance seeks to slay all living creatures in an effort somehow to bring peace to itself. It bears no feelings of guilt or
remorse or pity.”

Rumor# 2: If something else was needed to open the Dark Portal – it might be the Scythe of Elune, possible item in the hands of the Dark Riders of Kharazhan.

Rumor# 3: Although the identity of the Dark Riders and its leader is still unknown, rumors of fans is that Teron Gorefiend is the leader of the Dark Riders at the Tower of Kharazhan. And that the Dark Riders might be in reference to the Death Knights of Gul’dan—formerly Azeroth Paladin corpses raised by Gul’dan with necromantic magic as new physical vessel for the spirits of the Shadow Council orcs assassinated by orders of Warchief Orgrim Doomhammer.  This is simply a rumor.  Time will tell.

Outland: Locations

Among the various locations of Outland are the following:

  • Hellfire Peninsula
  • Green Havens
  • Black Citadel
  • The Bone Wastes
  • Fortress of Auchindoun
  • Devouring Sea
  • Deathwing Lair
  • Mountains of Flame
  • Nagrand
  • Netherstorm
  • Tempest Keep
  • Zangor Marsh
  • Skeletal Coast

Green Havens is located in Outland and – according to Warcraft RPG: Shadow and Light – was rejuvenated by druids of Azeroth.  It is unknown if the druids who created Green Havens are the Watcher forces’ druids that accompanied Jailor Maiev Shadowsong to Outland, now stranded with no way back home. ( Warcraft III: Frozen Throne Reference ).

The Fortress of Auchindoun – stronghold of the Bleeding Hollow Clan – was raided by Turalyon and Danath supported by the Expeditionary Force of the Alliance in Draenor during Warcraft II: Beyond the Dark Portal.  The instance of Auchindon, located within the Bone Wastes, is aimed to players level 65-70.

” … depending on how players raise or lower their reputations with different NPC groups in the area, the city will be either friendly?giving you another base to buy and sell or letting you work on trade skills?or hostile, in which case you?ll find yourself battling high-level elite mobs.”—by columnist Jeff Green, Computer Gaming World

Nagrand is a series of barren cliffs with palm-trees only reachable with an Outland flying mount, which indicates it is in a separate chunk or asteroid floating in the Twisting Nether.  These mounts may be obtainable through a costly quest at lvl 70.

Hellfire Peninsula is a PvP Contested Area.  Once Horde and Alliance players set foot in this area, you become PvP flagged. Sorta like when you enter the Gurubashi arena in Stranglethorn Vale. Outland will have a Battlegrounds at the Hellfire Peninsula—however, this Battleground will be accessible through Caverns of Time.  This is where Khadgar and the heroes fought during the Second War against the Bonechewer Clan, Thunderlord Clan, Bleeding Hollow Clan and the Laughing Skull Clan.  The Dark Portal of Draenor that led to Azeroth was located here at the Hellfire Peninsula.
(Campaign Reference: Warcraft II: Beyond the Dark Portal)

Illidan reigns Outland from the Black Citadel. The instance is aimed as a 40-players raid dungeon (level 70).  The Warcraft RPG: Shadow and Light says that some Alliance and Orc heroes of past wars may be found in a prison beneath the Black Citadel.

Zangor Marsh will have an instance aimed to players level 62-66 where you will battle Lady Vashj, the leader of the Naga Forces serving Illidan.

Chris Metzen – Creative Director of Warcraft Lore – said at BlizzCon 2005 that the heroes: Khadgar, Turalyon, Kurdran, Alleria, and Danath are still alive and kicking, which is confirmed in the last cinematics of Warcraft II: Beyond the Dark Portal.  The Warcraft RPG: Shadow and Light also comments about Humans and otherworlders fighting together as allies against the Burning Crusade.  This ignites rumors that Khadgar and the Heroes have allied with forces of other worlds in an intergalactic armaggedon against the Burning Legion.  Developers have said that we will at one point be able to open the rifts of Ner’zhul that were shut down by Illidan in Warcraft III: Frozen Throne
(Read that Campaign).

?The Burning Crusade? – said Metzen at BlizzCon 2005 – ?… is the Burning Legion?s ongoing war to snuff out all life in the universe, to put it mildly.? Khadgar explains to the varied races of Azeroth that though they may have withstood the Burning Legion twice, the bad guys are still marching across the universe, burning planets and crushing everyone in their path; and that mortal heroes (like you) must join the fight.”

“Things will get even crazier once you open portals into other worlds:  three zones are already planned for the expansion, with seven total envisioned. However, more portals might be created to expand the Warcraft story in World of Warcraft MMORPG.”

In Warcraft RPG: Shadow and Light, the Burning Crusade was referred to as:

“A great war rages beyond the ken of normal mortals. The universe houses innumerable worlds, and the Burning Legion currently invades a handful of them. Most mortals are blind to this secret conflict, but the wisest and strongest know of it ? and some are heroes and leaders in this war. Champions from Azeroth and many other worlds battle
across the cosmos, attempting to drive back the Burning Legion and keep the embattled planets safe from demonic corruption. Theirs is a desperate, epic war, and they welcome any who would join them. Beings of all sorts join forces ? humans and draenei fight alongside orcs, high elves alongside night elves. Old rivalries are thrown aside in the
face of the ominous Legion. All who fight this secret war know that, despite the posturing and ambition of individual demon lords, Kil?jaeden was always Sargeras? second. He is the Legion?s true leader. Out in the Great Dark Beyond, Kil?jaeden waits as demons and mortals die, biding his time for his minions to grow strong once again.”

Tempest Keep – located within the Netherstorm – is one of the Outland dungeons to be available in World of Warcraft: Burning Crusade—containing three 5-players wings: The Atrium, the Arcane Prison and the Factory; and a 40-players raid dungeon where players will encounter Prince Kael’Thas Sunstrider as main boss – lvl 70:

Jeff “Tigole” Kaplan: “Tempest Keep is a dungeon in a zone called Netherstorm featured in the upcoming expansion, The Burning Crusade. It’s a max level dungeon with 4 wings. 3 of the wings are 5-person normal, max level dungeons (like Dire Maul is now). One of the wings is a raid encounter.

Keep in mind, this dungeon is still in development so I am a bit reluctant to post information about it, as things are likely to change.”

Scott Mercer: “Tempest Keep on Outland was an ancient Naaru Keep. It’s a floating castle that has the ability to travel between dimensions using arcane magic. The Draenei, desperate for allies, managed to sieze a portion of Tempest Keep and use it to travel to Azeroth. So the “stolen technology” refers to the Blood Elves who stole Tempest Keep. So really the Blood Elves they hate are Kael’Thas’ gang who stole the keep from them in the first place. And it’s not a space ship. But it’s all magic, so it’s all good.Worldofwar.net E3 Video  Thanks Warlock

Is Magtheridons Lair a one boss mob instance with trash like ony? What would be the level requirement? 40man?

Very similar to Onyxia’s lair. A handful of trash and then a big raid boss. Level requirement will be 70. Number of players… we’re still debating that.

This is the first dungeon players will encounter in the expansion. It lies in Hellfire Peninsula, the zone just beyond the Dark Portal. We’re planning on making this a winged dungeon. Right now, two of the wings are scheduled to be lower level level up wings (for players leveling to 70). One of the wings is slated to be a maximum level 5-person dungeon. And lastly, there’s Magtheridons Lair, a raid wing similar to Onyxias Lair in size and scope what I like to call a quick raid. Of course, during the development cycle this could all change. Same goes for the Beta. But thats how we’re approaching this dungeon currently.—(April 27, 2006)

Pre-Outland images: Both maps from Warcraft II: Beyond the Dark Portal show how Draenor looked like before the explosion that tore apart the planet

Magtheridon the Pitlord
Warcraft III: Frozen Throne

Outland Map: Present

Tempest Keep Wings

Tempest Keep: The Factory

Nagrand

External Sources:

Burning Crusade Official Site

Gamespot

ComputerGaming

Sources Gathered by Medievaldragon, Atomic_Piggy and Barrioth

Linked by

World of Warcraft - Grim Batol

Grim Batol is far east of Wetlands, you can actually get there. It has some 6 gates at the Dragonmaw Gates—custodied by Red Dragonkin and a roaming Red Drake, Axtroz, for the Onyxia-key quest series.  Dragonmaw Clan flags may still be seen decorating the area.

Grim Batol, is the location mentioned in Warcraft: Day of the Dragon novel.  Rhonin, Vereesa the elven ranger, and Falstad the dwarf traveled to Grim Batol to destroy the Demon Soul.  The origin of the Demon soul was 10,000 years ago.  Deathwing had convinced the other 4 dragon aspects: Ysera, Alexstrasza, Nozdormu and Malygos, into giving part of their powers to a magical golden artifact.  Deathwing convinced them that the Dragon Soul disc containing their very essences could be the ultimate weapon to exterminate the demons of the Burning Legion during the War of the Ancients.  The dragons foolishly believed Deathwing and infused half their powers into the Dragon Soul artifact.  Deathwing didn’t infuse his powers.  It was a trick.  The dragons, though, noticing the treachery of Deathwing, cursed the Dragon soul.  Deathwing can not wield the power of the artifact.  It was for this matter that Deathwing manipulated the Orcs sending a goblin servant to join the Horde. The Goblin led them to find the Demon Soul.  With it, the Orcs were able to mind-control Alexstrasza the Queen Dragon.  This happened during Warcraft 2 events, the Second War.  Over 15 years before Warcraft 3 events.

The orcs destroyed the Alliance cities with the help of red dragons in hit-and-run strategic blows.  Korialstrasz alias Krasus, the consort of Alexstrasza, had been living among Humans and High Elves for many years, disguised as a high elf posed as one of the six senior leaders of the Kirin-Tor in Dalaran.  Krasus had the obsession of caring for the Humans and Elves, and he would spy on their affairs becoming part of them.  Given that he is the consort of the Dragon Aspect of life, his sworn duty was to watch over the development and evolution of the lesser races, and to teach them.  He sent Rhonin—a human mage to destroy the Demon Soul in Grim Batol and to rescue Alexstrasza.

This area was mentioned by Tigole in July 2004.

Tigole: “The eastern section of Wetlands is reserved for a special, max level quest event. The event is not currently in the beta.

For those of you interested with the lore of that area, read the novel, Day of the Dragon. That’s Grim Batol at the top of the hill there… You can also see the wrecked orc caravan >=]”

NOTE: The Dwarves had created Grim Batol as a copy of Iron Forge over 300 years ago.  After the War of the Three Hammers, Grim Batol was abandoned.  Although the Dark Iron Dwarves of Blackrock Mountain were defeated, the death of Emperor Thaurissan’s wife within Grim Batol made the place unhabitable with a psychic taint affecting the area.  Most of the Wildhammer Dwarves made a new home at Hinterlands and built Aerie Peak.  Some 300 Dwarves however, stayed in Wetlands hoping to one day return to Grim Batol.  During the Second War,  the Dragonmaw orcs took Grim Batol and most of Khaz’Modan.  Over 300 Dwarves had to hide underground within digged tunnels and in caves hoping to someday retake their home from the green-skinned invaders.  When Rhonin, Vereesa and Falstad with help of Krasus, attacked the Dragonmaw Caravan of wagons, the Demon Soul was thrown off Nekros the Orc Warlock’s hands freeing Queen Alexstrasza and the red dragons from mind-control.  The Hill Dwarves took back Grim Batol killing many orcs in their path.  Alexstrasza lives now in Grim Batol—according to Warcraft RPG: Shadow & Light and Warcraft RPG: Lands of Conflict.  Rom, the leader of the Hill-Dwarves was secretly an agent of Krasus, therefore it is possible that this group of Dwarves now serve the Red dragonflight within the walls of Grim Batol.

The Warcraft RPG: Manual of Monsters comments that Dragonspawns aren’t genetically related to the dragons.  Dragonspawns and dragonkin were formerly humanoids who willingly served the dragons for many years, and took on the aspects of their patrons.  Although, I wouldn’t hold my breath on this, it might be possible that the red dragonspawns in Grim Batol are formerly some of the loyal Hill-Dwarves in new shape. That is speculation, of course—unofficial.

Warcraft RPG: Lands of Conflict reveals that Alexstrasza and her dragonflight are keeping anyone from getting near Grim Batol.  They are protecting something deep within its walls, a secret power.  Some say they are protecting a powerful artifact or creature.  The book goes as far as to speculate that Deathwing has been held captive and imprisoned within Grim Batol. Another possibility is that the creature that now holds the essence of the Sunwell might be under protection of the Red Dragonflight—Read Warcraft Manga: The Sunwell Trilogy.

Spoilers:  Day of the Dragon summary.

NOTE: Falstad, the dwarf from the book is an NPC in-game in Aerie Peak, on the stairway to the Gryphon master.


Grim Batol Map

World of Warcraft -  Kul Tiras

Kul’Tiras is a huge human nation located northeast of the Broken Isles, northwest of Stormwind, and west of Dun Morough, by the Great Sea.  It may be released in a Expansion pack add-on. The island should be somewhere far south of Guilneas. It was known in Warcraft 2, during the second war, to be the biggest Naval fleet of the Alliance. There are other islands with Kul’Tiras as the largest and southwesternmost in the archipelago: Crestfall, Zul’dare, and Tol Barad. Kul’Tiras and those islands can be appreciated in this Map.  Both Crestfall and Tol Barad are property of Kul’Tiras’ territory.  Tol Barad, though was destroyed during the Second War by the Black Tooth Grin Clan. ( Read More ) Later, rebuilt as a prison.

Kul’Tiras was led for many years by Admiral Daelin Proudmoore, father of Jaina Proudmoore—ruler of Theramore.  It is unknown what is the current whereabouts of Kul’Tiras, since Daelin sailed west to Kalimdor in search of any survivors and in search of his daughter.  The World of Warcraft Collector’s Edition Behind the Scenes DVD shows a map of Isle of Kezan (Undermine), the goblin land, as a navigation-hub with a boat route to Kul’Tiras.

The capital of Kul’Tiras is Boralus and its current ruler – after the death of his father Daelin – is Admiral Tandred Proudmoore.  His closest friend Captain Mishan Waycrest takes care of keeping the seas clear of Murlocs, Naga and Pirates.  The Undead Scourge has not been able to reach Kul’Tiras.

Crestfall isle has a community of fishers and boats, but aren’t very amicable.  The attacks of Naga have incremented in the zone.  A warlord Naga known as Zethresh hides within the western coast of Crestfall.  South of Guilneas, Zul’dare has been occupied by Naga.

Besides Naga and Murlocs, the Naval Fleet of Kul’Tiras also keeps close watch on Pirates.  Specially Captain Dannol Scurvgrin—who has ties with the Bloodsail Buccaneers of the South Seas.  His very goal is to one day seize control of Kul’Tiras.  More details of Kul’Tiras may be found in Warcraft RPG: Lands of Conflict.


Kul’Tiras Map

World of Warcraft - Gilneas

Gilneas is a human nation ruled by Lord Genn Greymane. Gilneas is located south of Silverpine Forest (Lordaeron Continent).  It is mostly a peninsula. Tall cliffs surround Gilneas on the west, south and east.

During the Second War, the Horde once more invaded Alliance territories. The first Horde Campaign in Warcraft II: Tides of Darkness was a invasion of the Blackrock Clan ordered by Warchief Orgrim Doomhammer to Zul’Dare—an island directly south of Gilneas, and property of Gilneas. ( Read the Zul’Dare Campaign ).

Admiral Daelin Proudmoore and his Naval Fleet were able to drive off the Blackrock clan.  However, Lord Genn Greymane felt threatened by the orcish attacks of Gilneas’ territory and it was then that he agreed to join the Alliance of Lordaeron.

However, this was out of convenience to be protected by the Alliance.  Gilneas did not provide substantial support to the Alliance during the Second War, if any.

Mysteriously, Lord Genn Greymane presented Lord Prestor of Alterac to King Terenas and the Alliance at the Capital of Lordaeron.  Lord Prestor was supposedly sheltered by Gilneas when Prestor fled from Alterac.

Brief History: Lord Perenolde betrayed the Alliance by providing info to the Horde in exchange of immunity during the beginning of the Second War.  Lord Perenolde was deposed and the Alterac rebels taken under custody.  ( Read the Battle of Darrowshire;  then read the capture of Alterac prisoners  at Caer Darrow; and the destruction of Alterac in Warcraft II: Tides of Darkness )

Lord Genn Greymane proposed that Lord Prestor—heir to the crown—should be placed as new King of Alterac.

In reality, the human Lord Prestor was only a disguise.  His true identity was Deathwing – the Dragon Aspect of Earth
( Read the Dragon Aspects Lore:  Neltharion the Earthwarder ).

Using his magical powers over Earth and its creatures, Deathwing charmed the Kings of the Alliance Nations.  They immediately felt prompted to admire the noble Human dressed in shiny black armor.  King Terenas, charmed by Deathwing’s magic, supported that Lord Prestor be crowned King of Alterac.  Lord Prestor convinced each leader with empty promises, offering their heart’s desires.  Lord Genn Greymane of Gilneas wished riches and resources of Alterac to prosper as a nation, while Admiral Daelin Proudmoore wished to extend his territory in the Great Sea.  Each monarch pleased to have Lord Prestor lead the fallen kingdom for their own advantages.

King Terenas even envisioned his own daughter Calia to marry Lord Prestor, which in turn would open diplomatic ties with Alterac to extend Lordaeron Kingdom’s territories.  Hillsbrad Foothills was highly sought by Arathi, Lordaeron, and Gilneas as territory for grabs.

With the fall of the Dragonmaw Clan, and the liberation of the red dragon Queen Alexstrasza, Deathwing was defeated and escaped.  Grim Batol (eastern Wetlands) was taken by the Hill Dwarves and secured. It has currently become the new lair of the Red dragonflight.

Fans believe that Deathwing died.  However, the last page of Warcraft: Day of the Dragon says:

“No one had sighted Deathwing since the black beast’s desperate escape.  With the others constantly on watch for him now, it seemed unlikely that he would cause much terror for some time to come, if ever.  Yet, because of him, the others had taken a renewed interest in life and the future.”

With Lord Prestor disappeared, the charm blurring their thoughts vanished.  None of the Alliance monarches wanted Lord Prestor as King of Alterac.  He was not even been seen to tell him so.  Prestor completely disappeared.

The Horde was later defeated.  Some orcs ran back through the Dark Portal for their lives, while some Blackrock Clan orcs, the Burning Blade, Black Tooth Grin, Shattered Hand, Dragonmaw and Bleeding Hollow Clans were captured by the Alliance and distributed into seven Internment Camps.  The only Hordish clan uncaptured remained the Warsong Clan, and the long-exiled Frostwolf Clan—not counting the few scattered Stormreaver survivors in the Broken Isles and Ogre clans.

With the costs of maintenance of the Internment Camps rising, King Terenas decreeted that each nation of the Alliance had to pay a special tax.  Lord Genn Greymane rose up in rage proclaiming that the Alliance should kill the Orcs instead of placing them in internment camps.  With that said, Genn Greymane told King Terenas the following:

Last Known Speech from Genn Greymane, Recorded by Mystrum Runedance

Lord Genn Greymane: “Damn the orcs, damn the Alliance, and damn you! The last thing Gilneas needs is sponges from other nations drawing from our resources, Dalaran wizards meddling with our affairs, and someone else?s enemies killing our soldiers! Gilneas is its own nation and it always will be. This is the last time I?ll ever talk to you, Terenas, so I hope you were listening.”—from Warcraft RPG: Lands of Conflict, page 96

With that said, Lord Genn Greymane left the Alliance and ordered his nation to build a massive wall to block access to Gilneas: The Greymane Wall.  The Greymane Wall was built somewhere around year 16-20 after the Dark Portal was opened for first time.  An exact date is unknown, therefore this is unofficial.

Analyzing the Warcraft timeline provided by Warcraft: Lands of Conflict—and the Brann Bronzebeard’s quote: “Ten years ago, Gilneas was a cold, rainy place and
it likely has not changed much”
—might suggest the Greymane Wall was built chronologically between year 16-20.  The World of Warcraft: The Roleplaying Game Corebook has a new timeline setup placing World of Warcraft at year 30, and the Battle of Mount Hyjal at year 25 (Warcraft III: Reign of Chaos).  Depending when Brann Bronzebeard was in Gilneas, we might assume it was between year 25-30, giving a 5 years range—taking in consideration that Brann mentions Lordaeron refugees camping at the Greymane Wall falling prey to the Worgen.  Based on that analysis the Greymane Wall might have been built between year 16 to year 20.

Chronologically, according to the Wow RPG Corebook:

? 10: Ner?zhul, still powerful, corrupts the Archmage Kel?Thuzad and directs him to begin spreading a plague of undeath across Lordaeron. The
wizard forms the Cult of the Damned to aid him.

? 16: Thrall escapes from Blackmoore and searches for other orcs to teach him of his heritage. He hears of the Warsong clan ? the only free orc clan remaining ? and of its ferocious leader, Grom Hellscream.

? 23: After joining with Orgrim Doomhammer and Hellscream, Thrall frees the captive orcs and reforms the Horde.

? 24: Doomhammer is slain in battle and Thrall becomes Warchief of the Horde. He reintroduces his people to the abandoned shamanistic culture of their ancestors.

? 25: The Cult of the Damned infects Lordaeron with the Lich King?s plague. The Knights of the Silver Hand try to cure the disease, but fail. Prince Arthas of Lordaeron tracks the source of the plague to the Lich King in Northrend. He loses his soul to the cursed blade Frostmourne, becoming the Lich King?s servant as a death knight. Arthas returns to Lordaeron, assassinates King Terenas, and takes charge of the Scourge.

The Third War begins.

Many fans wrongly think that the Greymane Wall was built to protect Gilneas from the Undead Scourge and the Plague.  In reality, the Greymane Wall was built after the Second War, 10 years ago—according to Prospector Brann Bronzebeard.

( NOTE: You may read further details and description of Gilneas in Warcraft RPG: Lands of Conflict – page 96-97

World of Warcraft: Wrath of the Lich King - Dalaran

Past of Dalaran

The Magocrat nation of Dalaran was formed over 2,700 years before the Dark Portal as the second city-state—one of the seven city-states—which all held to the unifying authority of Strom. (Read More)

Many fledgling wizards left the restraining confines of Strom behind and traveled to Dalaran, where they hoped to use their new powers with greater freedom. These magicians used their skills to build up the enchanted spires of Dalaran and reveled in the pursuit of their studies under the rule of the Kirin-Tor, composed of Six Senior Wizard Leaders – human and elven.  The Order of Tirisfal was created when mages abused their freedom to venture into necromancy and demon summoning.

With the citizens of Dalaran gone paranoid, the Kirin Tor feared the Kingdom of Strom would punish the city-state nation leaders if word went out that the demon sightings were result of the magicians’ reckless use of magic.

Order of Tirisfalis

The humans looked for advice from Silvermoon.  The High Elves investigated the demonic presence and reached the conclusion that to monitor and keep demonic activity at bay a secret society had to be formed.  Humans and High Elves of the Silvermoon Council formed the Order of Tirisfal—empowering a single champion to guard the safety of the Alliance, and to ensure a new invasion of the Burning Legion did not come to pass. (Read More)

Only one champion could hold the powers of the Guardian at any given time.  If the champion was deemed too old to carry the mantle, a new successor was chosen by the Order of Tirisfal, transfering the Guardian power from the Older champion to the newest champion. It was that way for hundreds of years.  The most notorious and last guardian chosen by the Order of Tirisfal was a young special girl named Aegwynn. The secret organization of Dalaran sought to control her like they did the guardians before her.  However, her strong spirit and loyalty to her guardianship duties drove her to decide to work on her own without strings attached, to make sure the Guardian would not fall prey of the corrupted members—who sought personal gain—within the Order . Some of them consorted with demonic studies and magic secretly.

Aegwynn fought the Burning Legion at the Storm Peaks of Northrend when demons sought to drain the magic off the dragons.  Young Aegwynn defeated the demons with help of the dragons, and single-handedly defeated the summoned avatar of Sargeras.  She buried the avatar within a temple lying at the bottom of the Great Sea. (Read More)

Using the magic of the guardian, Aegwynn stretched her own lifespan.  Eight hundred years later, Aegwynn readied to give up the power of the Guardian, but did not wish the Order of Tirisfal to choose the next successor to the Guardian mantle.  Instead, she chose to mate with Nielas Aran, a conjuror at the court of Stormwind.  From their union, a child was conceived at Aegwynn’s womb. Unbeknownst to her, however, Sargeras’ spirit had been hidden within her – all along – and posessed the baby within her womb.

The child was to be Medivh the Last Guardian. With Sargeras corrupting Medivh, Medivh projected his astral form into Draenor to contact Gul’dan.  Medivh promised the orcish warlock a new land to conquer.  And so it came to be that Medivh opened the Dark Portal, unleashing the First War of the Horde upon the Kingdom of Stormwind.

Dalaran in the Second War

The old Violet Citadel of Dalaran was located at the Cross island within the Lordamere Lake—bordered between Silverpine Forest, Lordaeron, Hillsbrad Foothills and Alterac Mountains.  During the Second War of the Horde, the Violet citadel was destroyed by the Blackrock Clan under the command of Orgrim Doomhammer implementing dragons as a weapon unleashed against the unsuspecting mages of the Alliance (Read More)

The Cross island was decimated and crushed into smaller isles. The surviving mages united to rebuild. The Horde was driven back to the Dark Portal during the Second War, after the death of Anduin Lothar. However, Ner’zhul shortly deviced how to duplicate the spellwork to open rifts to other worlds.  For this matter, Ner’zhul sent Teron Gorefiend, the death knight, to Azeroth to find three artifacts of power.  With the Book of Medivh and the Jeweled Scepter of Sargeras delivered to Ner’zhul, only one artifact remained to be retrieved. The Mages of Dalaran had created a device to focus their magiks in an effort to reconstruct the Violet Citadel. Ner’zhul desired the Eye of Dalaran to focus the dark powers of the underworld for the creation of his portals in Draenor.

Teron Gorefiend and the Shadowmoon Council traveled to the stronghold of the Human Mages at Cross Island, where they now rebuilt their towers amid heavy fortifications. Teron and his forces broke through their shoreline defenses, and captured the Eye of Dalaran. The nation of Dalaran once more destroyed.(Read More—Warcraft II: Beyond the Dark Portal)

Dalaran and the Undead Scourge

Dalaran had been rebuilt this time southeast of Lordamere Lake, leadered by Archmage Antonidas. Peace reigned in Dalaran for fifteen years, after the orcs had been held in internment camps and the Dark Portal sealed by the heroes of the Expedition sent to Draenor.

Among the newest mage apprentices of Dalaran emerged one of great power—Jaina Proudmoore. She had befriended the Prince of Lordaeron since childhood and had a love affair at one point.

When the plague hit Lordaeron, Prince Arthas and Jaina Proudmoore pinpointed the plague back to its origin … Andorhal.  The Undead came to be because normal humans ate the contaminated crates of grains.  Upon death, the victims of the plague rose bound to the Lich King. (Read the origin of the Plague and the Undead Scourge)

Arthas the Death Knight resurrected Kel’Thuzad with the Sunwell of Quel’Thalas, and both came to Dalaran with their Undead Scourge.  Archmage Antonidas and other Archmages rose up a magical shield around Dalaran.  The shield caused damage to all Undead agents entering within its perimeter or any agent of evil necromancy, such as Arthas and the Cult of the Damned acolytes.

Kel’Thuzad suggested that three Wizards were helding the shield up.  Two of the Wizards were in the outdoors and were quickly found and dealt with, lowering down part of the shield.  As Arthas and his forces penetrated Dalaran, all the wizards holding up the magical shield were killed, inclluding Archmage Antonidas. Afterwards, Kel’Thuzad picked from the library, the Book of Medivh—which Khadgar had brought to the Kirin Tor two decades ago. ( Read More )

When all opposition was crushed, Kel’Thuzad proceeded to initiate a ritual using the Spellbook of Medivh to summon Archimonde – the Eredar Warlock, demonlord of the Burning Legion into Azeroth. Archimonde immediately proceed to cast aside Arthas the Death Knight and Kel’Thuzad and took charge of the Undead Scourge himself, moving toward Kalimdor, staging their first wave of invasion into Ashenvale, heading toward Mount Hyjal, where the Burning Legion and its Undead Scourge were defeated.

Time later, the Demonlord Kil’Jaeden offered Illidan a proposal.  Illidan gathered the Naga and sailed toward the Broken Isles, where he found the Eye of Sargeras – by orders of Kil’jaeden. ( Read More )

Escaping Malfurion, Tyrande and Maiev’s forces, Illidan sail away toward the coast of Silverpine Forest.  Arriving to Dalaran, Illidan and a cadre of Naga Witch spellcasters initiated a ritual channeling the energies of the Eye of Sargeras.

Malfurion separated from Tyrande and Maiev to commune with the land of Eastern Kingdoms with his druidic powers.  He sensed the land suffered with the blight of the Undead Scourge and proposed to himself to let the druids come into this continent to help heal the land.  When suddenly tremors and earthquakes shook the land.  Malfurion was in pain, feeling the land hurt abruptly.  Malfurion asked the spirits of the wild to show him what caused this.  In a vision granted by the spirits, Malfurion saw Northrend’s icy floor tremble and break—( Read More.

The spirits of the wild revealed to Malfurion who was causing this new threat to the land:  In Dalaran, Illidan was causing this with the Eye of Sargeras, in an attempt to destroy the Icecrown and its Frozen Throne—Kil’jaeden had employed Illidan to kill the Lich King. Malfurion rallied his forces along with Maiev and Kael’Thas’ forces to reach Dalaran.  There Malfurion defeated Undead Scourge forces in order to reach Dalaran, to stop Illidan’s spellwork. ( Read More )

The surviving Humans of Lordaeron took back Dalaran partially from the Undead Scourge and the Burning Legion. Kael’Thas and the Blood Elves were left behind in Dalaran to rebuild the Observatory buildings, while the Human forces were in the front lines battling the Undead Scourge.  When Commander Garithos returned, he watched in horror the Blood Elves consorting with the Naga.  Actually, the Naga had come to help the Blood Elves from the Scourge, and offered ships to sail toward the islands and remote places to repair the Observatories.  However, Garithos saw fit that the Blood Elves should be imprisoned for treason. ( Read More )

The Blood Elves were taken to the catacombs of Dalaran, and held within the prisons, down by the sewers.  Lady Vashj and her Naga forces freed Prince Kael’Thas Sunstrider and helped release the Blood Elf Lieutenants. Kael’Thas found the spirits of Archmage Antonidas and the slain-Wizards in the dungeons of Dalaran and freed them from their penance. ( Read More )

Lady Vashj and Kael’Thas led the Blood Elves and the Naga forces upstairs toward the place where Kel’Thuzad had opened a gateway for Archimonde—months before.  The naga witches worked their spellwork to open the gateway while Kael’Thas and Lady Vashj kept the Human forces and the wizard-summoned beasts at bay.  Once every single Blood Elf and Naga were through, Lady Vashj and Kael’Thas jumped through the Gateway toward Outland. ( Read More )

Once the Burning Legion and Undead Scourge still in some areas of Dalaran were purged from the premises, the mages, wizards and Archmages of the Alliance joined to rebuild Dalaran.

The Archmages casted a spell that created a massive magical purple-hued dome.  No divination spells can penetrate the dome to see what is going on within Dalaran.  The mages are rebuilding Dalaran and possibly keeping some experiments at bay.  Archmage Ansirem Runeweaver leads Dalaran and guards the safety of the dome stationed at the outdoors. Shield Watcher Morgensen maintains the magical dome and makes sure it stays up.

NOTE: Korialstrasz – consort of the Queen Dragon Aspect Alexstrasza – watched over the lesser races by shapeshifting in the form of a High Elf taking the name Krasus—as a secret identity very few mortals know of.  Krasus became one of the six senior leaders of the Kirin Tor.  Krasus left Dalaran at the end of the Second War, after his agent Rhonin helped free Alexstasza from Nekros the Orc Warlock of the Dragonmaw Clan.

After Deathwing was defeated by the Dragon Aspects, Krasus announced to the Kirin Tor that he would take a leave to spend time with his wife.  The Kirin Tor would never have imagined that among them was a red dragon undercover.  Krasus and Alexstrasza remained in Grim Batol (Wetlands) as their new lair.  Brann Bronzebeard thinks that the red dragonflight may be protecting something powerful—maybe the broken shards of the Demon Soul, or some other artifact;  or that Deathwing might be imprisoned in Grim Batol. Nothing has been proven.

Krasus is mentioned in Wold of Warcraft Quest: Tremors of the Earth.  It is unknown whether Krasus has returned to Dalaran, since he is the only known survivor; or one of the six senior leaders of the Kirin Tor.  Rhonin and Vereesa are known to have become Ambassadors of Dalaran after the Second war—as mentioned in War of the Ancients Trilogy pocketbooks.

SPOILER: A very detailed info of the Order of Tirisfal may be found in the pocketbook World of Warcraft: Cycle of Hatred—released on February 2006.  Aegwynn, mother of Medivh, turned out to still be alive after Sargeras exiled her.  Aegwynn is revealed to have resurrected Medivh. Read the book !!!

Dalaran : World of Warcraft Quests

Nearby Dalaran are the Lordamere Internment Camps.  Formerly built to keep the Orcs of the Second War in check, is now to keep Undead Forsaken under study.

Quest: Prison Break-in (Horde)

“I came to Tarren Mill to research, but now must resolve a crisis. You see, four Forsaken fled the Undercity a few months ago. They turned their backs on their brethren, but what’s worse…they stole from the Dark Lady.

These thieves broke into a secure vault and stole four artifacts: Bloodstone Wedge, Bloodstone Marble, Bloodstone Shard, Bloodstone Oval; items our apothecaries required in certain studies. Sylvanas would have these artifacts returned.

The thieves fled the Undercity to Dalaran, and those wizards quarantined them in the Lordamere Internment Camp.”

Quest: Dalaran Patrols (Horde)

Objectives:

Kill 6 Dalaran Summoners and 12 Elemental Slaves, then return to Magus Voidglare in Tarren Mill.

Game Description:

Magus Wordeen Voidglare: “The wizards of Dalaran constructed a vast, magical dome around the heart of their city. Some believe it was for protection from the violence of these times, while others say they merely wanted solitude, to study and plot.

I don’t care what the reason was. I do care that the ruined outskirts of their city, outside the dome, may hide valuable magical treasures. But the area is patrolled by the wizards and their elemental slaves. So hunt them, and return when their numbers are sufficiently reduced.”

Quest: Stone Tokens (Horde)

Objectives:

Bring 10 Worn Stone Tokens to Keeper Bel’varil in Tarren Mill.

Game Description:

Keeper Bel’varil: “A notable talent of the wizards of Dalaran is their familiarity with elementals: powerful creatures from other dimensions. The wizards use magical tokens as a means to control these elementals. Magus Voidglare would like some of these tokens to study.

Enter the territories of the Dalaran wizards, west of Hillsbrad, and gather the tokens.

You might find the tokens on any citizen of Dalaran, but I suggest hunting at the internment camp. It’s safer than Dalaran itself.”

Quest: Bracers of Binding

Objectives:

Bring 4 Bracers of Earth Binding to Keeper Bel’varil in Tarren Mill.

Game Description:

Keeper Bel’varil: “The Magus will be busy studying those stone tokens you gathered, but I know he’ll eventually want examples of their counterpart: bracers of binding. These are set around the wrists of actual elementals, and bind them into the mage’s service.

Hunt elementals in the ruins of Dalaran and gather their Bracers of Earth Binding, and the Magus will be pleased.”

Quest: Border Crossings

Objectives:

Retrieve the contents of one of the Dalaran wizards’ crates. You will find Pyrewood Village to the south.

Game Description:

Shadow Priest Allister: “As you may know, the town of Ambermill remains a source of human opposition, mainly through the support they receive from the wizards of Dalaran.

I don’t know what their plan is, but for them to show interest in a backwater village like Ambermill indicates that it must have some greater importance.

They’ve been shipping crates by the wagon from Hillsbrad. Many of those supplies end up at a small camp north of Pyrewood Village. Retrieve the contents of a crate and return them to me.”

Quest: Maps and Runes

Objectives:

Dalaran Crate: Bring the strange pendant to Shadow Priest Allister at the Sepulcher.

Game Description:

{You quickly remove the pendant from the crate and replace the lid.)

You quickly remove the pendant from the crate and replace the lid.

Shadow Priest Allister: “Have you learned anything useful?

Maps and this… pendant, hm? Interesting.

It is obvious that the Dalaran wizards are interested in Ambermill for some purpose, but still, their aim is hidden to me.

Perhaps Dalar will know something of their use.”

Quest: Dalar’s Analysis

Objectives:

Take the rune-inscribed pendant to Dalar Dawnweaver at the Sepulcher.

Game Description:

Take the pendant to Dalar Dawnweaver, perhaps he can shed some light on the wizards’ plans.

Dalar Dawnweaver: “Yes, (Class)? What is it?

Interesting, more machinations of the Kirin Tor, it would seem. This is a powerful artifact. It was used frequently by powerful wizards of the Kirin Tor to channel magical energies.

That they are delivering so many to Ambermill indicates that they must be undergoing a project of some magnitude.

I will see if I can pierce their shields and ascertain their intent.

Quest: Dalaran’s Intentions

Objectives:

Speak with Shadow Priest Allister at the Sepulcher.

Game Description:

Dalar Dawnweaver: “Of course! How could I have forgotten?

Ambermill was one of the sites earmarked by the Kirin Tor, noted because it houses a dormant ley energy node. The wizards must be planning to reactivate the node and use its energies for some greater purpose.

We cannot allow this to happen…

It will take a great amount of power to activate the area’s ley energies, we can stall them by taking the pendants away from the wizards.

Relay this information to Allister, he will decide a course of action.

Shadow Priest Allister: “Ill news you bring. If Dalar is correct—and I’ve no reason to believe he isn’t—we must move quickly.

I must confer with him on our plan of attack. But in the meanwhile we will have to delay their progress.

Quest: Ambermill Investigations

Objectives:

Obtain 8 Dalaran Pendants for Shadow Priest Allister at the Sepulcher.

Game Description:

Shadow Priest Allister: “Dalar is attempting to locate the source of the wizards’ spellcasting. For now, we’ll have to slow their progress in any way we can…

The conjurers, mages and protectors are no doubt carrying the pendants. Remove and retrieve them.

Take the main road south and the eastern fork into Ambermill.

Shadow Priest Allister: “We must hurry, their plans must not come to fruition, or we may lose our hold on Silverpine Forest.

Dalar has found that the weaving is quite far along, despite the setback.

A wizard of great power is guiding the magic energy. He must be stopped quickly.

Quest: The Weaver

Objectives:

Kill the Dalaran archmage, then retrieve his Ataeric’s staff for Shadow Priest Allister at the Sepulcher.

Game Description:

Shadow Priest Allister: “An archmage of great power is overseeing the reactivation of the ley energy node. With the progress they have made, our only hope of stopping them is by killing him. It will be difficult, he is no doubt protected by many other mages and warders.

You must go, and you must dispatch him quickly. When he is dead, retrieve his staff for me. Go now.

Shadow Priest Allister: “Quickly, time runs short, !

The magic of the wizards dissipates, and the ley energies fade into dormancy. Your efforts have been fruitful, , and we have dealt a major blow to our enemies, and to the overbearing wizards of Dalaran.

We must be vigilant, however, knowing that source of energy lies so close at hand… Plans must be made for the future.”

World of Warcraft: Burning Crusade - Zul’Aman

What remains of the Forest Troll Empire is Zul’Aman, located at the southeastern coast of Quel’Thalas—barely northeast of Light’s Hope.  Zul’Aman is comprehended by the following areas:

  • Lake Abassi
  • Maisara Hills
  • Shrine of Ula-Tek

The ruins and ziggurats of Zul’Aman seem to be more ancient than the trolls.  Brann Bronzebeard speculates maybe of Titan or Old gods origin.

Some High Elf survivors (non-Blood Elf) fled to Zul’Aman, escaping from the Undead Scourge.  Those not eaten by the cannibalistic trolls are still alive and hiding within the perilous Zul’Aman.

Trolls of Zul’Aman worship primal beings known as Forest gods. Witch Doctors control Zul’Aman with Shamans and Warchiefs as lesser leadership positions.  Warlord Jin?zakk is the exception.  A massive gray-furred Forest Troll with huge claws.  He practices Dark Voodoo.  Maisara Hills is the place where Witch Doctors do voodoo rituals at moonlight. Zul’Aman will be an outdoor instance similar to Zul’Gurub.

Source

World of Warcraft: Burning Crusade - Quel’Thalas

Background Lore


Originally, according to Warcraft RPG: Lands of Conflict, the Quel’dorei—led by Dath’Remar Sunstrider, arrived to Lordaeron through the coast of Tirisfal Glades 6,800 years ago, where they built a settlement and lived there for some years. However, something ancient and evil lays below the ground in that area, or so legends say. The High Elves had to flee from the area because of strange voices filling their minds, driving them crazy. The Old gods are known to manifest their evil thoughts or whisperings to other beings—as confirmed in War of the Ancients Trilogy: Demon Soul, where Neltharion(Deathwing), Malfurion and Varo’Then were tempted by the whisperings in their mind.

The high elves fled north, possibly sailing through the Great Sea, reaching the northlands, which they named Quel’Thalas.

The High Elves established a city in the land they named Silvermoon and created a Sunwell at the Sunwell Grove. Time later, Forest Trolls from Zul’Aman raided Silvermoon almost extinguishing the High Elf population. A high elf emissary was sent to Strom in Arathi Highlands to seek help from the Humans. The Humans agreed to help the High Elves in exchange of teaching them magic. Nodding, the High Elves accepted to teach Humans and created the Alliance. A hundred humans were taught magic and helped battle the Trolls. Together, humans and high elves decimated most of the Forest Trolls 2,800 years ago—read The Founding of Quel’Thalas background story.

The Humans Wizards of Dalaran came the High Elven Wizards of Silvermoon for advice, reporting the summoning of Demons into the world by some human wizards. The incidents might have brought down a new invasion. Dalaran Wizards feared that Strom Kingdom would punish them if hearsay reached their ears that wizards were to blame for the demons sighting.  The Council of Silvermoon – sworn to avoid a return of the Burning Legion decided to send High elf ambassadors to meet with Dalaran’s powerful human wizards, creating the Order of Tirisfal 2,700 years ago – a secret non-public Organization within the Kirin Tor. Combining the powers of the most powerful wizards of Dalaran and of the Silvermoon Council, a single champion was infused with the powers of the Guardian. Only one champion at a time was to become the Guardian, until the Order of Tirisfal decided a new successor.

Note: The Order of Tirisfal Organization is so secret, Khadgar – a librarian of the Kirin Tor and later apprentice of Medivh did not know much of the Organization, except clues he read in books.  Yet not knowing exactly what the Order of Tirisfal was or what the Guardian was. Medivh revealed everything about both topics to Khadgar in Warcraft: The Last Guardian

Note: The last Guardian chosen by the Order of Tirisfal over 800 years ago was Aegwynn.  She broke free from the Order and chose her own successor – her son Medivh.

During the Second War, the High Elves sent rangers to help the Human Alliance battle the orcs.  Gul’dan sent the Blackrock Clan to secure the Runestone at Caer Darrow Isle. One of the many monolithic runes built by the High Elves to create a barrier around Quel’Thalas to cloak their magics from the Burning Legion for thousands of years.  With the capture of the Elven Runestone, Gul’dan was able to warp the power it contained to mutate an entire legion of his loyal and ruthless Ogres into wielders of arcane magics. The mutation caused the Ogres to grow a second head. Along with this transformation these Ogre-Magi were granted deadly magics and a malicious cunning rivaling that of Gul’dan himself.

The Ogre Magis were sent along with the Black Tooth Grin Clan to create a fortress by Tyr’s Bay to cut off Human supply lines into Quel’thalas.  The Blackrock Clan proceeded to destroy Stratholme, the chief source of Alliance Oil in the north, which was preparing to deliver massive amounts of Oil to the kingdoms in Western Lordaeron.

The Blackrock Clan sabotaged their Refineries and Platforms to halt this shipment. Once Stratholme’s ability to gather and process Oil was destroyed, the Horde proceeded to crush any and all resistance offered by the Alliance forces of Stromgarde.

With the destruction of Stratholme, the Alliance supply lines to Quel’thalas had been severed. Only a handful of Human and Elven defenders remained to safeguard the ancient Elf Kingdom from the onslaught of the Horde.

The enchanted domain of the Elves had inspired Gul’dan to unleash his most perverted creation – the Death Knights. Formed from the corpses of the fallen Knights of Azeroth, these once proud defenders of Humanity now served the Horde in a blasphemous state of eternal undeath. Conjuring dark spells of necromantic horror upon their terrified foes, these Death Knights sought to unleash their wrath upon any foolish enough to stand in their way.  Kul’Tiras, Stormwind and Dalaran’s forces were defeated.

Meanwhile, with the destruction of Dun Modr and the downfall of Grim Batol, the Orcs had completely withdrawn their armies from Khaz Modan.  On an effort to drive back the Horde from the Northlands, Sir Anduin Lothar sent Paladins to secure the borderlands of Quel’Thalas.  The first bastion to secure was Tyr’s Hand, where the humans had joined the Horde mysteriously.  The forces of Kul’Tiras and Lordaeron quelled the uprising of Tyr’s Hand peasants and defeated the nearby forces of the Blackrock, Stormreaver and Twilight’s Hammer Clans and the Alterac Human betrayers.

With his Paladins keeping vigilant watch over the northlands, the assistant of Archbishop Alonsus Faol, Uther Lightbringer of Lordaeron, came to offer comfort to those who suffered the misfortunes of war.

Lord Lothar’s Lordaeron forces protected and escorted the Paladins Commander, Uther Lightbringer to the island township of Caer Darrow, defeating some Stormreaver and Alterac forces along the way, known as the Battle of Darrowshire.

Following the battle at Caer Darrow, a number of renegade Alterac soldiers were captured. A crew of Alterac sailors were also caught assisting the Horde during the battle and had been placed under close guard.

Under the edict of Lord Lothar, Lordaeron forces restrained the prisoners until they could be escorted to the capital of Lordaeron for interrogation. Transports were built at Stratholme to ship away the Alterac traitors toward Lordaeron.

Lord Lothar sent word that the Alliance had been betrayed. Lord Perenolde – sovereign ruler of Alterac – had been working with the Horde since the beginning of the war. It was Perenolde who provided the Orcs with the routes of the Elven strikeforce passing through Tarren Mill.

The rebellion at Tyr’s Hand was also started by Alterac spies in hopes of concealing the Orcish mining facility located there. The High Command had decreed that the nation of Alterac had committed treason against the Alliance and their union with the Orcish Hordes had to be broken. Alterac and Blackrock Spire forces were defeated.  The Horde was driven back to the Dark Portal.  Some escaped to Draenor, while others were either killed in battle or taken to internment camps. Quel’Thalas was deeply affected by the Horde during the Second War.

However, nearly 20 years later, the Third War was devastating for the High Elven nation, with 90% of its population wiped thoughout the Second and Third Wars, first by the orcs and now by Arthas the Death Knight and his Undead Scourge.

Silvermoon was protected by many magical gates as the first wave of defense to protect access to Quel’Thalas. Arthas the Deathknight destroyed each of the Magical Gates with help of a traitor high elf. An ambitious high elf named Dar’Khan heard the whisperings of Arthas the Death Knight – offering power and eternal life if he accepted his bidding. Dar’Khan revealed Arthas where to find the three moon keys, that once united formed the magical key to open the Gates of Silvermoon, opening the path to northern Quel’Thalas.

It is in Silvermoon where Lady Sylvanas was transformed by Arthas into a Undead Banshee.

Dar’Khan, the high elven traitor, was sent by Arthas to the Sunwell Grove to absorb the Sunwell’s essence within himself. Wizards confronted Dar’Khan while he was channeling the energies of the Sunwell within himself. A sudden explosion scarred the Sunwell Grove. When Arthas the Death Knight arrived to the Grove, he revived Dar’Khan, but the essence of the Sunwell was no longer within the Grove.

Arthas reached the Sunwell and defiled it using its remaining energies to resurrect Kel’Thuzad back to life as a new Lich. For months, Dar’Khan has searched for the essence of the Sunwell. Malygos the Dragon Aspect of Magic had sensed a strange arcane emanation sprouting from somewhere in the Plaguelands, and sent a young blue dragon named Kalecgos to investigate.

While flying through the Plaguelands, Mercenaries led by a dwarf named Harkyn Grymstone—who once served King Terenas, ordered to net Kalec down. Dar’Khan mind controlled the Mercenaries to stop any dragons from approaching the area. Same as Malygos, Dar’Khan had sensed the source nearby in the Plaguelands. A human girl named Anveena holds the secret of the mysterious energy emanations. She posesses a strange egg, that hatched—revealing a creature that according to Kalec the blue dragon contains the essence of the Sunwell. The events take place before Tarren Mill in Hillsbrad Foothills fell before the Scourge. For more details on the Sunwell storyline pick up Warcraft Manga: The Sunwell Trilogy.

Some areas of Quel’Thalas, now renamed as Blackened Woods, are now ashes … a barren land. While other areas—such as Eversong Forest and its Silvermoon city—are seemlessly untouched. The only royal member of the Elven Lords is the Prince Kael’Thas Sunstrider. With the sorrow of losing so much and so many of their people, the vengeful High Elves still alive, rechristened themselves Blood Elves and set fire to Quel’Thalas before leaving the place to discourage the Undead Scourge from taking its resources. The area of Quel’Thalas burned down by the Blood Elves is now known as the Ghostlands. Not all High Elves shared Kael’Thas’ vision of vengeance, however. Some still remain loyal to their ancient roots. Some High Elves joined Jaina Proudmoore leaving west, to Kalimdor and live in Theramore. Other High Elves that did not join the Blood Elves faction are still with what remains of the Eastern Kingdoms Alliance in Stormwind and Loch Modan, while few others took their own destiny, hiding, and surviving in Zul’Aman and in Eastern Plaguelands under the name Silvermoon Remnant faction.

Silvermoon

Eversong Forest’s capital is Silvermoon city made out of wood as the magics of the Sunwell were used by the High Elves to reshape the trees at their will and imagination. Trees are twisted and shaped to create houses and buildings, magically shielded to be immune to fire. There is the Sunstrider Spire, a palace where the High Elven Lords—descendants of Dath’Remar—ruled Silvermoon. The Scourge hasn’t yet found the vault where the family treasury was held at. Adventurers may have to deal with the Elven ghosts that still guard the place. The Blood Elves now inhabit the city.  It is the Horde Faction starting location for the Blood Elf race.  Players level 1-10.

Ghostlands

The ruined buildings are now lifeless, ivy plants snake along the walls and the white marbled floors. The location will be for players level 10-20 (same as Westfall and Loch Modan level-wise).  Banshees and Male Ghosts, non-aligned with the Undead Scourge, roam the area.

Sunwell Grove


Northeast of Silvermoon is the Sunwell Grove, the northern island. The main source of arcane magic that sustained the High Elves was in the Sunwell Grove.  According to Prospector Brann Bronzebeard, in Warcraft RPG: Lands of Conflict, agents of the Red and Green Dragonflights have been sent to the Sunwell Grove to attempt to reenergize the Sunwell.

Zul’Aman

What remains of the Forest Troll Empire is Zul’Aman, located at the southeastern coast of Quel’Thalas—barely northeast of Light’s Hope.  Zul’Aman is comprehended by the following areas:

  • Lake Abassi
  • Maisara Hills
  • Shrine of Ula-Tek

The ruins and ziggurats of Zul’Aman seem to be more ancient than the trolls.  Brann Bronzebeard speculates maybe of Titan or Old gods origin.

Some High Elf survivors (non-Blood Elf) fled to Zul’Aman, escaping from the Undead Scourge.  Those not eaten by the cannibalistic trolls are still alive and hiding within the perilous Zul’Aman.

Trolls of Zul’Aman worship primal beings known as Forest gods. Witch Doctors control Zul’Aman with Shamans and Warchiefs as lesser leadership positions.  Warlord Jin?zakk is the exception.  A massive gray-furred Forest Troll with huge claws.  He practices Dark Voodoo.  Maisara Hills is the place where Witch Doctors do voodoo rituals at moonlight. Zul’Aman will be an outdoor instance similar to Zul’Gurub.

Burning Crusade: Quel’Thalas

Thousands of years ago, the exiled Highborne landed on the shores of Lordaeron and founded the enchanted kingdom of Quel’Thalas. These high elves, as they called themselves, created a fount of vast, magical energies within the heart of their land – the Sunwell. Over time, they grew dependant on the Sunwell’s unstable energies – regardless of the bitter lessons they’d learned in ages past.

During the Third War, the villainous Prince Arthas invaded Quel’Thalas and reduced the once-mighty realm to rubble and ashes. His undead army decimated nearly ninety percent of the high elven population. In addition, he used the Sunwell’s energies to resurrect Kel’thuzad – a powerful undead Lich – thereby fouling the Sunwell’s mystical waters. The few elven survivors, realizing that they had been cut off from the source of their arcane power, grew increasingly volatile and desperate.

In the midst of the elves’ darkest hour came Kael’thas Sunstrider – the last of Quel’Thalas’ royal bloodline. Kael, as he was commonly known, knew that the remnant of his people would not long survive without the nourishing magics that once empowered them. Renaming his people blood elves, in honor of their fallen countrymen, he taught them how to tap into ambient mystical energies – even demonic energies – in order to sate their terrible thirst for magic. In search of a new destiny for his people, Kael’thas ventured to the remote world of Outland where he encountered the fallen night elf, Illidan. Under Illidan’s tutelage, Kael and his blood elves have regained much of their former power.

Unfortunately, the blood elves’ practice of embracing demonic energies resulted in them being shunned by their former comrades in the Alliance. Thus, the remaining blood elves on Azeroth look desperately to the Horde to help them reach Outland, where they can reunite with Kael’thas and achieve the golden destiny he promised them.

World of Warcraft - Emerald Dream Lore

There are 5 Gateways to the Emerald Dream: Seranade(Hinterlands), Dream Bough(Feralas), Bough Shadow(Ashenvale), Twilight Grove(Duskwood) and Crystalsong Forest (Northrend) , guarded by Elite Green Dragonkin and Green Drakes lvl 62.

Few months before Retail, Tigole[Jeff Kaplan] commented about the Emerald Dream, which he confirmed was looking great (June 2004):

Post 1
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Tigole: “Actually, we have some pretty cool stuff planned for druids. They will definitely have a link to the Emerald Dream. There’s also a zone on the way to the peak of Mount Hyjal called Moonglade that will be very core to druid characters. Our *master of Warcraft lore*, Chris Metzen, is never short on ideas when it comes to the druid class. I was running around the Emerald Dream last Thursday… you guys are in for a treat. The level designers are doing a killer job.”—06 Dec 2003

Tigole: “The Emerald Dream is shaping up to be extremely cool. We don’t want to preview any of that content yet as it is *endgame* and we want some surprises for players. The zone is massive and beautiful. And once the content team is done with it, it will be exceedingly challenging >=]”—06 Dec 2003

Nethaera: “As for the Emerald Dream, there are no plans for anything as of yet but it is a consideration for the future. The Emerald Dream opens up a lot of different opportunities and the Burning Crusade is definitely not going to be the last of the expansion packs. There are many different places and story lines that can be pursued. The story is going to keep growing and as it does so, people will get to experience it.”—09 June 2006

The Emerald Dream is the primal heart of Azeroth.  It is an echo of what the world would be like if intelligent beings had not altered its surface.  The ethereal layer of the Emerald Dream shares the same space of the Physical layer one on top of the other—a parallel realm overlapping the physical world like an invisible and intangible layer.  It is characterized by its green hue and verdant forests.  The Emerald Dream though is like a perpetual time-frame of creation—back when the Titans reshaped the planet to bring order to chaos, they crafted the Well of Eternity—which created basic life: Trees, plants, animals. The Emerald Dream came to be.  A thousand years after the Well of Eternity was created, Eonar the Lifebinder Titan blessed Ysera the Dragon Aspect to watch over the Emerald Dream realm.

Time passes normally within the Emerald Dream as in the Physical world.  The only place within the Emerald Dream that doesn’t match inch by inch parallel to the Physical World is the place known as the Eye of Ysera.  This place is inhabited by Ysera, ever watchful of her domain; and is heavily guarded by the green dragonflight.  The Eye of Ysera is like a storm, it moves from place to place randomly. So does anyone try to find the eye, will find that searching a pin in a hay stack is easier job. If by accident you find a golden dome, know that you have found where Ysera lives at.  No one has ever been able to penetrate the golden dome, by any means of magic.

You may find more details of the Emerald Dream in the Warcraft RPG: Shadow and Light.  This is a quote from such book:

“The Emerald Dream is the primal heart of
Azeroth. It is a kind of echo of what the world
would be like if intelligent beings had not altered its
surface. The lands are inviting and pure, with
rolling hills, dense woodlands and vast prairies
filled with living creatures enjoying complete freedom.
Even the mountains, such as they are, contain
lush vegetation and peaceful valleys.”

Personal Analysis

Some fans believe the Emerald Dream has existed since before the Titans arrived.  Others say the Great Sea and the Maelstrom exist in the Emerald Dream.  However, both thoughts are incorrect.

“This is a place where no elemental walks, where no great power ever altered the terrain. A paradise, indeed.”

  • This clearly says the Emerald Dream exists far after the Old gods and Elementals were imprisoned. “No elemental walks” means no chaos exist anymore. The Titans bring order to chaos in the universe. Taming the elements and crafting an athmosphere that may spring life such as paradise.

  • No great power ever altered the terrain: The Burning Legion devastated the Barrens, Suramar and cursed a section of the Moonglades now known as Felwood. This great power “Burning Legion” altered the terrain.

  • The Emerald Dream is Azeroth if intelligent beings hadn’t existed: Humanoids such as Trolls, Night Elves, Humans, Taurens, etc.  Where only the trees, plants and animals roam.  The Highborne Elves created Zin-Azshari and many cities out of wood and rock, twisting and reshaping the terrain with arcane magic to take the shape of their glorious cities.  The Emerald Dream doesn’t have any of those buildings or alterations on terrain created by intelligent beings. Therefore, the Sundering, Maelstrom and the Great Sea shouldn’t exist in the Emerald Dream.

All this analysis is based on quotes from the Official Site Lore:

“The Titans, colossal, metallic-skinned gods from the far reaches of the cosmos, explored the newborn universe and set to work on the worlds they encountered. They shaped the worlds by raising mighty mountains and dredging out vast seas. They breathed skies and raging atmospheres into being. It was all part of their unfathomable, far-sighted plan to create order out of chaos. They even empowered primitive races to tend to their works and maintain the integrity of their respective worlds…

the Titans brought order to a hundred million worlds scattered throughout the Great Dark Beyond during the first ages of creation.

… For many ages the Titans moved and shaped the earth, until at last there remained one perfect continent. At the continent’s center, the Titans crafted a lake of scintillating energies. The lake, which they named the Well of Eternity, was to be the fount of life for the world. Its potent energies would nurture the bones of the world and empower life to take root in the land’s rich soil. Over time, plants, trees, monsters, and creatures of every kind began to thrive on the primordial continent. As twilight fell on the final day of their labors, the Titans named the continent Kalimdor: “land of eternal starlight”.

This proves the Emerald Dream came to exist when the Well of Eternity was created.  A Genesis shockwave was triggered, creating a verdant paradise.  The Dragon Aspects were empowered by the Titans a thousand years after the Well of Eternity was created.

In War of the Ancients Trilogy books by Richard A. Knaak, Cenarius teaches Malfurion how to enter the Emerald Dream, and Malfurion uses his dream form to fly towards the location of Zin-Azshari, to investigate what transpired within the palace of Azshara:

“Suddenly, ahead of him lay a huge, black lake. Malfurion frowned, certain that he recognized the foreboding body of water. Dark waves lapped the shores and an aura of power radiated from its center.

The Well of Eternity.

But if this was the Well, where was the city? Malfurion eyed the dreamscape where he knew the capital should have been, trying to summon an image of it.”

This proves that the Maelstrom and the Great Sea doesn’t exist in the Emerald Dream.  Malfurion did not see the city of Zin-Azhari nor its palace in the Emerald Dream.  Malfurion only saw the Well of Eternity. Therefore, the Emerald Dream instance in World of Warcraft should show the Well of Eternity without any cities crafted by intelligent beings( Highborne), and show the Well of Eternity as if the Sundering had not happened.  After all, the Sundering was the consequence of intelligent beings that sought to satiate their curiosity and ambition for arcane magic.

Additionally, the same pocketbook reveals of other layers that are pre-Emerald Dream.  Malfurion needed to find where Deathwing was hiding to steal the Demon Soul from him.  The Dragon Aspects weren’t able to pinpoint Deathwing as he was cloaked, masking his presence.  Malfurion entered the Emerald Dream to no success.  He couldn’t still find Deathwing’s lair location.  Cenarius then taught Malfurion to enter a different layer beneath the Emerald Dream … a primal layer.  The mountains Malfurion knew very well, looked far different now in this new layer.  As if recently shaped by a sculptor.  This refers to the work of the Titans and the Earthen, as Khaz’Goroth the Shaper shaped the Mountains of the landscape.  In this primal layer (pre-Well of Eternity), Malfurion was able to pinpoint Deathwing’s location.

Things to note:  The Titans arrived to Azeroth landing upon Un’Goro Crater -147,000 in the Timeline provided by Warcraft RPG: Lands of Conflict.  The Well of Eternity was created -64,000.  A Thousand years later, the Dragon Aspects were blessed by the Titans and departed away -65,001.

The Nightmare

Lately, the Emerald Dream has been affected by the Nightmare.  It is not a place.  It is an effect that roams the Emerald Dream randomly affecting other dreamers and attacks them during their sleep.  The nightmare twists and reshapes the dreams, corrupting the sleeping dream-form.  Those trapped within the Nightmare are known as the Unwaking.  Their physical form may die of starvation, not able to wake up as the affected can’t escape the Emerald Dream.

Sleeping creatures that get caught within the Nightmare in the Emerald Dream may become corrupted and mutated.  They are known as the Corrupted Ones.  Many corrupted ones roam the Wailing Caverns in The Barrens.

All creatures that sleep at night roam the Emerald Dream in dream form as visitors, including beasts like wolves, tigers, Furborlgs, bears, plainstriders and other creatures.  Some of them are Dryads, Keepers of the Grove, Pixies, sprites, Ancients, gryphons, Ogres, Owlbeasts, Trolls, and any intelligent being that can dream in their sleep.

There are other magical and planar ways to reach the Emerald Dream.  Sometimes, Ysera can’t detect intruders that enter the Emerald Dream by means of magic plane-shifting.  Native creatures of the Emerald Dream might alert the green dragonflight though, or simply attack you on sight if they see fit that you are an intruder.

Quests related to
Emerald Dream

When looting Eranikus after killing Jammal in the Temple of Atal’ai in Swamps of Sorrow, he drops the Chained Essence of Eranikus trinket.  Take the trinket to Itharius, at the cave located southwest of Swamp of Sorrows.  He will give you an Oath rune.  Upon acceptance, the trinket is removed from your bag and you become an agent of the Green Dragonflight and Ysera.

Itharius sends you to meet Umbranse the Spiritspeaker, a human,  located in Northeastern Winterspring.  He says that Eranikus isn’t truely dead, and he could speak and help him, but a powerful augur device he needs to help Eranikus was stolen against his will.  No one has been able to find the Augur device required by Umbranse.

In recent quests after the War Effort to open the Gates of Ahn’Qiraj, in order to create the Scepter of the Shifting Sands to bang the gong, you need to gather the pieces of the shattered scepter from 4 dragons that guard a piece.  One of them is Eranikus the Corrupted.  Eranikus is summoned in Moonglades with help of Remulos – son of Cenarius.

Eranikus the Corrupted claims to serve his god.  This triggered the rumor that the Old god C’Thun is behind the Nightmare of the Emerald Dream.  Hints of this lead to think it is true.  That the Old gods are behind the corruption of the Emerald Dream through the Nightmare.

The introduction of the 4 Corrupted Dragons as outdoor raid-bosses, and later the introduction of Ahn’Qiraj Instance seems to point to a very soon release of the Emerald Dream instance.  The page will be updated when such time comes.

One of the four corrupted outdoor-raid dragons drop a corrupted signet ring.  When you bring it to Remulos in Moonglades, the dream-form of Malfurion shows up and reveals that he and Cenarius’ spirit are fighting the Nightmare inside the Emerald Dream. Malfurion hints the Old gods are behind the Nightmare:

Malfurion: “I fear for the worst, old friend. Within the Dream we fight a new foe, a born of an ancient evil. Ysera’s noble brood has fallen victim to the old whisperings. It seems as if the Nightmare has broken through the realm and seeks a new host on Azeroth.

In War of the Ancients Trilogy the Old Whisperings refer to the Old gods.  Neltharion(Deathwing), Malfurion and Varo’then listened to the old whisperings of the old gods who tainted their thoughts when they had the Demon Soul on their hands.  The Tauren History within the scrolls of lore at the Elder Rise in Thunder Bluff also mentions: “The dark whispers from the deeps of the world” which resemble the old whisperings, in reference to the Old gods.  The Highborne that landed in Tirisfal Glades after their exile, started going insane with whisperings: “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” – which seems to refer to the Old whisperings (Old gods).  Finally, War of the Ancients Trilogy books also reveal that Azshara heard the whisperings of the Old gods as the highborne were about to drown under the rushing waters of the sundering.  As confirmed by Richard A. Knaak in our interview, Knaak says the Old gods and Azshara stroke a deal.  The Old gods turned the highborne into the Naga—saving their lives in exchange of servitude.  The last 10,000 years of Azeroth history has been shaped by Queen Azshara heralding the return of the Old gods.

The sources below give you a whole scope of the quests that hint the Old gods are behind the Nightmare.


Emerald Dream Map

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World of Warcraft - Nazjatar

The Maelstrom was born when the Well of Eternity imploded, sundering the Middle Jungles of Suramar underwater. It remains as a permanent scar of what happened 10,000 years ago during the War of the Ancients.

Maelstrom will be added to World of Warcraft in a future expansion.  Few months ago, ex-Community Manager Katricia said that the developers were working on content for the Maelstrom.

Nazjatar, the home of the Naga, is ruled by Queen Azshara, who survived the sundering 10,000 years ago. Nazjatar is where the Well of Eternity existed.

The Art of World of Warcraft book that came with the Collector’s Edition, offers two concept art images showing Goblin Submarine turtles.  One seems to be a war-submarine, the other one looks like a transport.  The Isle of Kezan (Undermine) map, shown in the Collector’s Edition Behind the Scenes DVD, shows a transport-route from Undermine to Nazjatar.  The screenshot of that map is to the right of this page.  It is unknown if the transport will be a Goblin Submarine, as no details of Nazjatar and Isle of Kezan has been announced by Blizzard, except what has been released on Warcraft RPG: Lands of Mystery.

Read our interview with Richard A. Knaak where he confirms that his War of the Ancients Trilogy books reveal that the Old gods saved Azshara and the highborne from drowning during The Great Sundering and stroke a deal with Queen Azshara.  The Old gods transmuted the highborne into the Naga.

Formerly Zin-Azshari, Nazjatar city is found in a trench beneath the Eye of the Maelstrom. Nearby areas of interest are Mak’aru—capital of the Makrura lobster-men, Gishan Caverns, Pillar Deep, the Boiling Terrace, the Rift, and the Drowned Reaches.  Details may be found in Warcraft RPG: Lands of Mystery from page 70-74.  Prospector Brann Bronzebeard used an enchanted helmet to dive into the Eye of the Maelstrom to explore the ancient city of the Naga.


Nazjatar Map

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World of Warcraft: Burning Crusade - Mount Hyjal Dungeon

All Mount Hyjal is an instance, making it the biggest outdoor instanced zone in World of Warcraft.  The entrance is at the southwestern corner of the Darkwhisper Gorge— within southern Winterspring region.  The instance gate is closed by a wooden-door.  You can see through the door, that the zone-in whirlpool is green, meaning 40-players raid. Here is where the epic battle of the forces led by Thrall , Jaina Proudmoore and Malfurion—united by Medivh’s spirit—defeated Archimonde and the Burning Legion. Expect it to be an intense high-end content.  The Darkwhisper Gorge is guarded by Elite Felguards, Succubis and Felhunters, so it is obvious Mount Hyjal has a strong Burning Legion presence.

Mount Hyjal will be available in the Burning Crusade Expansion.  Through Caverns of Time we will timetravel to the past and witness first hand the War of Hyjal that took place during Warcraft III: Reign of Chaos game.

However, players will be able to enter Mount Hyjal in the present time as well.  The instance has a a sub-instance within.  In the outside, you will see a replica of Onyxia’s lair—which represents a possible Dragon encounter.  There is a huge blackened crater near the top of Mount Hyjal, similar to the crater of the Dark Portal.  What will be placed there is a mystery. At the top of Mount Hyjal is a big lake—representing the new Well created by the 3 vials poured in by Illidan after the Sundering.  Above the lake is a grown Nordrassil World Tree.

Back in Warcraft III: Frozen Throne Game, Malfurion said that the World Tree’s roots have been healing well (Read more).

The World of Warcraft RPG: Lands of Mystery page 17—released on April 3, 2006—has details of Mount Hyjal.  Prospector Brann Bronzebeard adventured into Mount Hyjal and claims that Demon Hunters, Keepers of the Grove and Dryads are assisting the Red, Blue and Green Dragonflights in guarding the World Tree. A large number of demons inhabit the surrounding areas of Mount Hyjal, specially at the Darkwhisper Gorge.  Brann speculates that the demons might be digging underneath Mount Hyjal, attempting to tap directly into the second Well of Eternity.

There is no official info from the Developers of World of Warcraft concerning Mount Hyjal—the present version.  However, there will be a past version available through the Caverns of Time. Two Mount Hyjal instances?—you wonder.

  • Mount Hyjal Past (Caverns of Time) – we will timetravel four years into the past to fight Archimonde, the Burning Legion and the Undead Scourge besides Thrall, Jaina and Malfurion during the Third War.
  • Mount Hyjal Present – The skeleton of Archimonde lies beneath the newly-grown Nordrassil.

So, there is obviously two copies of the instance: the present version and the past version.

 


Mount Hyjal Map

World of Warcraft - Ahn’Qiraj Dungeon Lore

This is where the Qiraji Empire existed, cousins of the Nerubians.  In open beta, the gate was guarded by massive Obsidian Statues from Warcraft 3.  The dog-faced Egyptian-like humanoid statues.  A quest of Silithus revealed that a fifth Old god named C’Thun fell in Silithus after battling a Titan. Another Old god fell in Darkshore.  The other three Old gods were imprisoned and chained deep beneath Azeroth’s surface.  However, C’Thun was not completely dead.  Still weakened, he has been plotting for thousands of years.  To fit his plans to return to the physical world, he empowered the Aqiri—a race of insects that were born with the life-nurturing energies of the Well of Eternity, like any other race.  Using these insects as template, C’Thun created the Qiraji.  You may read the full story at the bottom of this page, by the sources.

A book in Booty Bay tells the story of the Aqiri and the wars with the Troll Empire. There you may read the primitive Night Elves were formerly from a faction of the Amani Trolls—14,000 years ago.  The Well of Eternity evolved them.  The primitive Night Elves were able to topple the Aqiri.

However, after many milenias, C’Thun used the Aqiri as template to create the Qiraji. A thousand years ago, C’Thun unleashed the Qiraji upon the world.  The Night Elves barely held the carnage.  The Dragonflights united in an effort to help defeat the threat.  A bronze dragon deviced a plan to contain the Qiraji within Ahn’Qiraj city with a protective barrier that would keep them in check for a thousand years, delaying the war until a time when they may be faced.

Once the gates to Ahn’Qiraj were opened, there were two instance wings available: The one to the left leads to the Ruins of Ahn’Qiraj, an outdoor, 20 person raid where we fight General Rajaxx and Ossirian the Unscathed as main raid bosses.  The right portal leads to the Temple of Ahn’Qiraj, a 40-players raid instance where we fight the Twin Emperors and C’Thun.  The Ahn’Qiraj Temple (the 40 person raid zone) is slightly more difficult than Blackwing Lair Instance, but not by much. The difficulty gap between Blackwing Lair and the Ahn’Qiraj Temple is very small in comparison to the difficulty gap between Molten Core and Blackwing Lair.  The very end boss of the Temple, however, is *extremely* difficult.

Beyond the doors of Ahn?Qiraj, Silithus is being fleshed out as a major quest hub with episodic storylines that extend into its depths and past its borders. Players have frequently requested more small-party and solo content, and Blizzard focused their efforts to meet those desires around Silithus. Everyone should definitely check out the new quest and storylines.  The Silithus Solo-player content was released in patch 1.8—a new map of Kalimdor shows new areas added to the continent, west of Silithus.

Ah’Quiraj Instance was opened on Patch 1.9 an required a War Effort where Alliance and Horde players united to gather countless supplies for two to three weeks using their profession skills.  Once the supplies were gathered in both factions, the quest to find the pieces of the Scepter of the Shifting Sands became available.  One single player serverwide got the Scepter, and with it banged the Gong.  The Gates of Ahn’Qiraj opened wide and became accessible to everyone.

Ahn’Qiraj History & Lore:
War of the Shifting Sands

The midday sun fixed its unflinching gaze upon the sands of Silithus, bearing mute witness to the multitudes forming ranks outside the Scarab Wall.

It continued its passage, though to the masses gathered below, it seemed as though the orb had stopped to cast down unrelenting waves of heat until the vast armies simply collapsed from exposure.

Amid the restless formations a lone night elf stood in quiet contemplation. Her companions eyed her with admiration; some, almost reverence. The others who were gathered—an assortment of representatives from every race in every land in the known world—viewed her with their own racial prejudices. After all, the blood feud between night elves and the likes of trolls and tauren dated back centuries.

No matter their affiliations, however, all who had come to battle that day shared one sentiment for the night elf: respect. Shiromar was like the sun above—impassive, unwavering, and unflinching. These qualities had served her well in the recent months, providing her with the strength to continue when all seemed lost; when the quest seemed neverending; and when her companions had simply given up.

There had been the watcher, and the Caverns of Time; there was the bronze dragon and the Broodlord and the squirming insect hives; then there were the shards and their keepers, the ancient dragons, none of whom would give up their charge easily. Coercion, ingenuity, and sometimes outright violence, all were employed to accomplish the task.

And all of this for one item, the item gripped in Shiromar’s hands even now: the Scepter of the Shifting Sands, reformed at last after a thousand years.

In the end, all roads had led here, to Silithus, and to the gates of the Scarab Wall. Here, where the Scepter was shattered.

Shiromar looked up at the sky and remembered a time when the sun had been eclipsed by dragons; when the Qiraji and silithid flooded over the legions of night elves in seemingly eternal waves; when hope seemed but a shadow. It seemed as if none would survive those terrible months; yet here she was, standing before the sacred barrier that saved their lives all those years ago, during the War of the Shifting Sands…

* * * * *

Fandral Staghelm led the charge, his son Valstann at his side. They had chosen the gorge so that their flanks would be protected against the unending flow of silithid. Shiromar was close behind the front line, casting spells as quickly as her energies would allow.

They had fought their way to the mouth of the gorge, Fandral and Valstann accompanied by the most battle-hardened sentinels, keepers and priestesses, with the druids healing and casting exhaustively. It seemed that for every massive cluster of silithid that was destroyed hundreds more would take their place. So it had been for the past few days, since word of the silithid incursion had first arrived and Fandral had sounded the call to arms.

The priestess Shiromar and her companions had all regained enough energy to call upon the grace of Elune simultaneously; they now watched as a blinding column of light obliterated the swarm blocking the gorge’s terminus.

Then, a low buzzing sound filled the air. One by one, flying insect creatures—the winged Qiraji, flew over the lip of the gorge and down, striking at the druids in the supporting positions.

Fandral led the front lines from the gorge into the open sands, stepping over the corpse-mounds of the silithid. The air was alive with the thrumming of the Qiraji as they swooped down and slashed with clawed appendages. Fandral pressed forward to allow the supporting ranks room to spread out.

As she looked to a ridge in the distance, Shiromar witnessed swarms of land-bound Qiraji pouring over the crest like ants swarming from a hill. A towering monstrosity lumbered into view, swinging clawed limbs, looming over all, shouting commands to the insect soldiers.

Among the chattering and droning of the swarms, one sound seemed to repeat in the presence of the commanding warrior: Rajaxx, Rajaxx… though Shiromar did not understand the Qiraji’s communications, she wondered if that might not be the creature’s name.

As the next wave of Qiraji drew near, a great horn sounded: from the east and west, multitudes of night elves charged onto the field. With a blood-curdling cry Fandral and Valstann pressed straight into the heart of the oncoming swarm; the two sides clashed and melted into each other as the newly arrived forces crushed in on both flanks.

Shiromar felt for sure that they had won out; but as the shadows grew long and day proceeded into night, the battle continued. In the center of the fray, Fandral, Valstann, and the Qiraji general clashed in a desperate struggle.

As Shiromar narrowly avoided several attacks from the winged Qiraji, she glanced to where the general battled father and son. The numbers of the Qiraji were dwindling, and the general seemed to sense this, for with a mighty leap he bounded away, back to the ridge where Fandral had first spotted him. From there he disappeared and the few remaining insect-creatures were quickly eradicated.

That evening watches were set as the night elf forces rested. Fandral knew that the Qiraji threat had not fully been quelled, and he expected the battle to begin anew the following the morning. Throughout the night Shiromar slept only in brief increments, the din of battle still ringing in her ears, though the surrounding desert remained quiet.

With morning, as the troops reformed and pushed on to the ridge they were greeted by an eerie stillness. Shiromar scanned the horizon but the Qiraji and silithid were nowhere to be seen. As Fandral prepared to press on, a messenger arrived with dire news: the town of Southwind Village was under attack.

Fandral considered pulling the troops back to defend the village, but he sensed that such an action would only leave an open door to invasion from the remaining Qiraji. They still had no idea of just how many the insects numbered, or even if they had seen all that this new race had to throw at them.

Valstann correctly guessed his father’s thoughts and offered to lead a detachment to the village so that Fandral could stay and provide containment.

Standing close by, Shiromar heard the rest of their conversation play out:

“It could be a ruse.” Fandral said.

“Surely we can’t take that chance father.” Valstann answered. “I’ll go. I will defend the city and I will return victorious, upholding the honor of your name.”

Reluctantly, Fandral nodded. “Just return alive and I will be more than satisfied.”

Valstann gathered a detachment and Fandral watched his son depart. Shiromar worried that their forces were divided, but she understood the necessity of the action.

For the next few days Shiromar and the others battled wave after wave of silithid streaming from the hives scattered throughout the land. Still, the Qiraji remained unseen. A feeling of dread began working its way under Shiromar’s skin; she felt it a bad omen that the silithid’s masters had not appeared for so long. She worried over the fate of Valstann, and at several points throughout each day, during lulls in the continuous butchering she spied Fandral quietly looking back over the horizon, anxiously anticipating his son’s return.

On the third day as the noon-day sun reached its zenith, the Qiraji appeared, their numbers reinforced. Once again the buzz of insect wings stirred the air; once again interminable multitudes crested the rim of the horizon. They spread out before Fandral and the others like the shadow cast by a giant cloud obscuring the sun… and stopped.

And waited.

Fandral formed his lines and stood at the forefront of the ranks as Stormcrows circled overhead and Druids in bear form clawed the dirt in anticipation, all watching intently. Moments later the ocean of insects parted, and the hulking form of the Qiraji general approached, carrying a wounded figure in its clawed appendage. It proceeded to the front of the Qiraji lines and held Valstann Staghelm aloft for all to see.

Gasps spread throughout the ranks. Shiromar felt her heart sink. Fandral stood mute, knowing that Southwind had fallen, and fearing that his son may already be dead. He cursed himself for allowing the boy to leave and stood, frozen by a mixture of fear, anger and despair.

Within the general’s claw, Valstann stirred and spoke to the general, though he was too far away to be heard.

At once the spell that had fallen over Fandral broke and he bolted forward, followed by the night elf forces, but the distance was great… and even before the Qiraji general acted, Shiromar knew they could not reach Valstann in time.

The Qiraji general fixed his second claw onto Valstann’s bloodied form, and with both he squeezed… and pulled apart, separating the young night elf’s body at the waist.

Fandral slowed, faltered, and fell to his knees, the onrushing night elves parting around him. As the two forces finally clashed, a sandstorm rushed in from the east, blocking out all light; choking, stifling. Shiromar felt the winds force her movements nearly to a halt. She blocked her eyes as best she could, the howling wind buffeting her ears, drowning out the sounds of battle and the screams of her dying comrades.

Through the chaos she glimpsed the murky, behemoth shadow of the Qiraji general not far away, slashing and reaping through rows of night elves like a harvester shearing wheat. Then she heard Fandral, his voice ghostly through the storm, calling for the armies to fall back.

Much of what followed seemed to happen rather quickly, although in fact it took days: Fandral led his forces out of Silithus, through the mountain passes and into the bowl of Un’Goro Crater, the silithid and Qiraji legions never far behind, consuming those who fell just beyond the protection of the primary force.

Once inside Un’Goro however a strange thing happened: word spread throughout the ranks that the Qiraji had fallen back, just as the forces had passed the edge of the crater. The Arch-Druid gathered the remaining troops in the bowl’s center and gave the order to stand fast. Finally, a lull had come in the fighting, fleeing and dying. But the night elves had suffered a bitter defeat, and Fandral Staghelm’s demeanor had changed irrevocably.

Shiromar watched as Fandral stood guard, looking out from Fire Plume Ridge, the steam of the volcanic vents rising behind him, the orange lava glow illuminating his face, a mask that concealed the deepest anguish—a sorrow known only to parents who have outlived their children.

The sudden retreat of the Qiraji puzzled Shiromar. The more she thought on the subject, the more she remembered the legends surrounding the Crater, rumors that it had been built in the primordial age by the gods themselves. Perhaps they watched over the land. Perhaps their blessings still anointed this place. One thing however was for certain: if a plan was not devised to stem the tide of the insect race…

Kalimdor would be lost forever.

The War of the Shifting Sands continued for long, agonizing months. Shiromar managed to survive battle after battle, but always the night elves were on the defensive, always outnumbered, always being driven back.

Out of desperation Fandral sought the aid of the elusive bronze dragonflight. Their initial refusal to interfere was reversed when the brazen Qiraji attacked the Caverns of Time, home and province of Nozdormu the Timeless One.

Nozdormu’s heir, Anachronos, agreed to enlist the bronze dragonflight against the marauding Qiraji. Every able-bodied night elf joined the cause, and together they forged a campaign to retake Silithus.

Even with the might of the dragons backing them, however, the sheer numbers of the Qiraji and silithid proved overwhelming. And so Anachronos called upon the progeny of the remaining flights: Merithra, child of Ysera of the green flight; Caelestrasz, child of Alexstrasza from the red, and Arygos, child of Malygos from the blue.

The dragons and winged Qiraji clashed in the cloudless sky above Silithus as the whole of the Kalimdorian night elf forces streamed in across the sands. Even so, it seemed that the numbers of Qiraji and silithid were never-ending.

Shiromar later heard whispers that the dragons flying above the ancient city from which the Qiraji emerged saw something distressing there; something that hinted at a more ancient, terrifying presence behind the onslaught of the insect race.

Perhaps it was this revelation that spurred the dragons and Fandral to hatch their final, desperate plan: to contain the Qiraji within the city, to erect a barrier that would confine them until a more hopeful stratagem could be devised.

With the aid of the four dragonflights, the final push to the city began. Shiromar marched behind Fandral as the corpses of the winged Qiraji fell from the sky. High above, the dragons were making short work of the insect soldiers. As one the night elves and dragons formed a moving wall which pressed the Qiraji back toward the city of Ahn’Qiraj.

But near the city gates, the tide turned, and it was all the combined forces could do to hold the line. To push any further would be impossible. Merithra, Caelestrasz and Arygos decided to push into the city and hold the Qiraji back long enough for Anachronos, Fandral, and the remaining druids and priestesses to create the magical barrier.

And so the three dragons and their companions flew headlong into the Qiraji legions, into the city where they hoped their sacrifice would not be in vain.

Outside the gates Fandral called upon the druids to focus their energies as Anachronos summoned the enchanted barricade. Beyond the gates, the three dragon progeny succumbed to the overwhelming forces as the Qiraji surged forth.

Shiromar concentrated her energies and called upon the blessing of Elune as the barrier erected itself before their eyes, rock and stone and roots from beneath the sands emerging to create an impenetrable wall. Even the winged soldiers who attempted to fly over the barrier met with an invisible obstruction that they could not pass.

The Qiraji who remained outside the wall were quickly slain. The corpses of Qiraji, night elves and dragons littered the bloody sands.

Anachronos motioned to a scarab scuttling below his feet. As Shiromar watched the creature froze, then flattened out, transforming into a metallic gong. Stones shifted into place near the wall, creating a dais where the gong was finally placed.

The great dragon then proceeded to the severed limb of one of his fallen companions. He held the appendage and after a series of incantations, the limb morphed into the shape of a scepter.

The dragon told Fandral that should any mortal ever wish to pass the magical barrier and access the ancient city, they need only strike the scepter against the gong and the gates would open. He then handed the scepter to the Arch-Druid.

Fandral looked down, his face twisting in contempt. “I want nothing to do with Silithus, the Qiraji and least of all, any damned dragons!” With that Fandral swung the enchanted object into the magical gates—where it splintered in a shower of fragments—and walked away.

“Would you shatter our bond for the sake of pride?” the dragon asked.

Fandral turned. “My son’s soul will find no comfort in this hollow victory, dragon. I will have him back. Though it takes millennia, I will have my son back!” Fandral then strode past Shiromar…

… who could see him in her mind even now, as if it were only yesterday and not a thousand years past.

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World of Warcraft -  Tower of Medivh Instance

Tigole: “Karazhan is slated to be a max level, 10 person raid instance in the expansion. Its absolutely massive. Its also non-linear although it does become linear at certain points. There are at least a dozen bosses in there so far. Using the raid saving tech, well be able to make a small raid dungeon (only 10 people) where players can save their progress if they cannot do the whole thing in one night. We’re trying to implement ways for them to quickly get back to where they were if theyve already made progress in the dungeon. For example, after you kill certain bosses, you can open a door thats a shortcut from the entrance.”

This tower is known as the Tower of Kharazhan—located in Deadwind Pass, between Duskwood and Swamp of Sorrows.  This tower was mentioned in Warcraft: The Last Guardian novel—written by Jeff Grubb(famous D&D writer).  When Sargeras was inside Medivh’s body, it is said he would perform demonic rituals in the underground side of the tower.  The tower is very high, but underground is an exact copy of the tower, in reverse.  Since instances—like BRS and BRD, have a Lower and Upper side, this would be the case as well. Khadgar was the apprentice of Medivh, sent by the Kirin-Tor of Dalaran to spy upon Medivh.  Long time ago, there was an explosion of unknown origin in this area of the Redridge Mountains, that created a deep crater.  The explosion irradiatiated the crater with strange energy emanations … warping reality.  It is unknown what caused the explosion that carved the crater of Kharazhan.  The Tower of Medivh and later the town of Kharazhan were built upon the crater.

The crater is a place where the Universe wears thin, allowing it to double back on itself.  It may allow entry to the Twisting Nether or to other worlds—as described by Medivh—in page 89.  This tower was described by Medivh as an Hourglass.  As the sand particles flow slowly through the hourglass clock, time flows in different places of the glass—as described in page 92 of Warcraft: The Last Guardian.  Likewise, time flows through the tower, and randomly Khadgar was able to see visions of the past and the future in different areas of the tower.

Through one of these visions, Khadgar was able to see Aegwynn defeating Sargeras over eight hundred years in the past.  Another vision, Khadgar watched an old man with long white hair and beard.  The old man was with fellow Alliance soldiers behind a scarlet sky.  The old man saw into Khadgar’s eyes as if he could see Khadgar through the vision.  As Khadgar set his eyes upon the old man’s eyes, Khadgar panicked.  The old man was his future-self.  Shortly, the old man was surrounded by green-skinned beasts.  The vision vanished, leaving Khadgar with a sense of worriness and uncertainty. (Note: Khadgar had never seen an orc before this vision).  Later on, Khadgar met Garona and in the library a new vision manifested.  Garona’s future-self ripped King Llane’s throat with a knife.  Garona couldn’t believe she would kill a good man and friend like King Llane and refused to accept that would be her future.  A different vision, Khadgar saw Aegwynn and Medivh engage a verbal fight.  Medivh’s second psyche came forth revealing himself before Aegwynn to be Sargeras.  Over 800 years ago, Aegwynn thought to have slain the leader of the Burning Legion by transmuting his avatar and burrying him deep in the sea within the halls of an ancient temple.

In fact, Sargeras’s spirit inhabited her own body for hundreds of years until she conceived Medivh.  Sargeras possessed the baby at the womb, and awaited his plan to take effect.  Aegwynn had transfered the powers of the Guardian onto her successor and son Medivh.  Khadgar watched as Sargeras/Medivh exiled Aegwynn somewhere.  The human side of Medivh couldn’t kill his mother.  She was exiled to a place far enough that Stormwind and Azeroth would have been Sargeras’s before she were able to return.

Note: To see the fate of Aegwynn and her exile, and plenty of lore about the Order of Tirisfal—read World of Warcraft: Cycle of Hatred Pocketbook—released on February 2006.

Shortly, Khadgar searched the tower until he found a secret doorway to a basement.  Within, he discovered a perfect copy of the tower above, underground.  The tower goes backwards—in reverse—down to the bottom.  The copy of the Library above, is populated by demons instead of books.  The room of Medivh, at the top of the tower, exists as a copy at the very bottom of the tower below.  There Khadgar and Garona fought Sargeras-Medivh.  Sargeras grabbed Garona by the forehead, and her memories were twisted.  She was gone, leaving Khadgar alone (Her fate came to be as she traveled to Stormwind to kill King Llane).  With a spell, Sargeras accelerated Khadgar’s metabolism turning him into an old man.  Khadgar was afraid his vision of the future was too close, too early.

With the help of Lothar who joined the fight, Medivh was beheaded.  Medivh’s spirit was thrown into the astral plane, free to roam.  Sargeras’s spirit fell to the abyss.  Khadgar grabbed the most important books of Medivh, including the Spellbook of Medivh, and sealed the Library with a magic ward.  Lothar fled to Stormwind to let the King know of what transpired in the Tower of Medivh.  Khadgar buried Medivh’s beheaded corpse near the Tower.  Suddenly, Medivh’s spirit came upon the Tower’s entrance looking down to Khadgar.

Khadgar asked how long he had been standing there.  Khadgar had sensed his presence since he arrived to the Tower of Medivh announcing himself as new apprentice of Medivh.  Medivh’s spirit had been there transfixed in time looking at the events. Medivh’s spirit thanked Khadgar for freeing his spirit, and revealed that he had come from the future to meet Khadgar.  Khadgar left to Dalaran to report to the Kirin-Tor, and shortly was sent to Black Morass, where he built Nethergarde Keep to watch for any new intrusions of orcs from the Dark Portal.  Fullfiling his destiny, Khadgar led a squadron of heroes, including Alleria the Ranger, Danath, Kurdran and Turalyon, through the Dark Portal to shut the portal from within Draenor.  Once in Draenor, the vision of Khadgar’s future-self was now his present as he beheld the Scarlet sky of Draenor—Warcraft 2: Beyond the Dark Portal

Medivh’s spirit timetraveled back in time to syphon the energies of the Tower within himself:

“A single tear ran down the side of Medivh’s face.  So much sacrifice, so much pain.  Both to keep the plan of the Guardians in place, and then so much sacrifice to break that plan, to break the world free of its lock-step.  To bring about true peace.”  ….. as he syphoned the last of the tower’s energies, and memories of past and future, Medivh held his hands together embracing his new gift … ” and now all starts anew”.  Medivh shapeshifted into a raven and left.Warcraft: The Last Guardian novel.

NOTE:  It is possible that Medivh’s spirit at the end of the War of Hyjal with the Burning Legion in Warcraft III: Reign of Chaos timetraveled back in time.  At the final cinematic, Medivh said he would be gone now to return to the legends of the past.  Back in time to the moment Khadgar killed his physical form.  It is a mystery what the plan of the Guardians is or where Medivh went to after syphoning the energies off the tower in the past.

Update: SPOILER – don’t read this part if you are spoiler sensitive – Medivh was resurrected by his mother Aegwynn.  More details at World of Warcraft: Cycle of Hatred pocketbook.

Tower of Kharazhan:
Burning Crusade Expansion


Between Duskwood and the Swamp of Sorrows lies the desolate region of Deadwind Pass, where jagged, brooding spires of granite loom over petrified, lifeless forests. As its name suggests, it is a land devoid of life.

But it was not always so…

Medivh, the Last Guardian, made his home in Deadwind, in the bright tower of Karazhan. Though he was the greatest wizard of his day (and humanity’s intended custodian) Medivh was secretly possessed by the dark spirit of Sargeras, the Destroyer of Worlds. Through Medivh, Sargeras opened the Dark Portal and allowed the orcs to wage war upon the mortal kingdoms of Azeroth.

As the war progressed, Medivh fought against Sargeras’ control. The raging conflict within him finally drove the wizard irrevocably insane. His childhood friend and the king’s lieutenant-at-arms, Anduin Lothar, suspected the mage of treachery. With the aid of Medivh’s young apprentice, Khadgar, Lothar stormed Karazhan and killed his one-time comrade. Since that day, a terrible curse has pervaded both the tower and the lands around it – casting a dark pall over Deadwind Pass and the region that is now known as Duskwood.

In recent years, nobles of Darkshire ventured into Deadwind Pass to investigate the blight that had settled over the region. They entered the dark tower ? but never emerged. In fact, witnesses maintain that the dread spirits of the nobles now reside within Karazhan’s walls, cursed to revel in the tower’s crumbling opera house for eternity. Yet far more perilous spirits reside within Medivh’s macabre study, for it was there that demonic entities responded to the deranged wizard’s summons.

Despite the myriad terrors that lie within, adventurers are still drawn to Karazhan – tempted by rumors of unspeakable secrets that may be found within the tower’s arcane libraries. It is said that the vast, magical halls house the powerful spellbooks of Medivh himself.

Only one thing is certain when visiting the dreaded tower of Karazhan…

…you may never find your way out.

The decrepit tower of Karazhan once housed one of the greatest powers Azeroth has ever known: the sorcerer Medivh. Within its halls and corridors, he summoned all manner of otherworldly beings, researching magics no other would dare touch. Karazhan now stands abandoned; with its master gone, the monstrous things and untamed powers have grown unchecked, waiting to pounce on whoever is brave or foolish enough to enter its halls. Forge a group of ten stalwart adventurers and journey to the wasted land between Duskwood and the Swamp of Sorrows known as Deadwind Pass, where the mystical tower lies. Only the strongest need apply: only those who have achieved level 70 are skilled enough to face what lies within. Prepare for:

  • Boss encounters scripted to unveil the mysteries of Karazhan and challenge your skill as a team;
  • Dozens of new items from the vaults and experiments within the tower;
  • Brand new monsters, the likes of which Azeroth has never seen;
  • And much more!

View more screenshots of the Tower of Medivh

 


Tower of Medivh Map

Source:

World of Warcraft - Ulduar Instance

There is a third base of the Titans named Ulduar. Warcraft RPG: Shadow & Light—page 107, says Ulduar is located at the Storm Peaks of Northrend Continent. Northrend is not yet part of World of Warcraft MMORPG.  Northrend will possibly be available in a future expansion pack after Burning Crusade expansion.

The Storm Peaks are an important place in Warcraft History.  800 years ago, Aegwynn the Guardian of Tirisfal, mother of Medivh, united forces with the dragons to fight the Burning Legion.  The demons’ mission was to drain magic from the dragons to initiate a new invasion of the Burning Legion.  However, Aegwynn and the dragons defeated the demons.

Enough magic was drained to summon a tiny portal that allowed Sargeras’ avatar to enter Azeroth.  It was at the Storm Peaks of Northrend where the epic-legendary battle between Aegwynn and Sargeras’ avatar took place.

The tale of this battle may be read in detail in Warcraft: The Last Guardian, when Khadgar sees a vision of the past within the Tower of Kharazhan.

A very substantial source to read about Ulduar may be found in World of Warcraft: Lands of Mystery—released on April 3, 2006 by White Wolf Publishing.

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. These 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.  There is more info in the RPG Book.


Ulduar Map

Source

World of Warcraft - Uldum Instance



Un’Goro Crater was revealed to be the landing site of the Titans during the Ahn’Qiraj Solo quests. However, there are three known ancient Titan ruins that served as base of operations.  The Earthen (former rock-based ancestors of the dwarves) and the Stone Watchers of Norgannon hibernated for thousands of years within these three bases after the earthquakes of the Sundering affected their underground diggings:  Uldamar, Uldum and Ulduar.

The Explorers’ League Prospectors that came along with Jaina Proudmoore during the Third War, found important ruins in the Barrens by the excavation site known as Bael Modan(”Red Mountain”).  These titan ruins suggested the existence of Uldum far south at the Tanaris Desert.  However, until recently, Prospector Gunstan found Uldum.

Uldum is the second base of the Titans located in southern Tanaris.  Expect this instance to unveil a lot of new lore on races of Azeroth and the Titans. The first Titan base:  Uldaman—in Badlands—revealed the origin of the Dwarves and Troggs as degenerated versions of the rock-based humanoids: Earthen—created by the Titans.  When you grab the discs of Uldaman and bring them to Uldum and activate a pad on the left side of Uldum’s gate, the hologram of a Stone Watcher of Norgannon tells you that you need the Uldum coins-set along with the coins-set of Uldaman; as if it was a keychain, in order to gain access to Uldum.  The Stone Watcher of Uldum also said the Titans scheduled revisitation of Azeroth.  Read the quests below and check out the screenshots of the Stone Watcher of Uldum.

Quest related to Uldum

Portents of Uldum (horde) lvl 45

Ahh, it is fortuitous that you have come to me again.  Your revelations at the Uldaman dig site have certainly given us sages much discuss.  I was doing just that with one of the druids, Nara Wildmane, when it dawned on me that her past adventuring experiences may have some great importance as to the next step we need to take.

I would like for you to speak with her concerning her travels to the Valley of the Watchers in the Tanaris desert.  She waits for you on the Elder Rise.

Seeing What Happens (Horde) Elite lvl 45

Nara Wildmane – Thunderbluff

Bring the miniature platinum discs to the gates of Uldum in Tanaris and look for clues as to the connection between the two.

Sage Truthseeker and I would like you to take the miniature discs you found to the sealed gates of Uldum.  We… we aren’t sure what will happen when you do this.

This sounds risky, sure, we acknowledge that.  It might, however, do nothing.  You might need to use the discs on something.  Perhaps the doors unlock when you have the discs in your possession.  Be open to try anything, and be ready for anything to happen.

Learn what you can, then return to me. We will have much to discuss.

Portents of Uldum (Alliance) lvl 45

High Explorer Magellas – Ironforge

Greetings once again!  Your discovery inside Uldaman has set the Explorers’ League abuzz with excitement.  The League has been working to unlock the secrets of the miniature platinum discs you found.  Your fortuitous arrival here in the Hall allows me to share with you that we are quite possibly on to something!

Historian Karnik has uncovered some important clues as to the true origins of the Valley of the Watchers in the Tanaris desert.  He would like to speak with you as soon as possible!

Source

Warcraft: The Roleplaying Game Corebook – page 211

World of Warcraft: Burning Crusade - Caverns of Time Instance

This is the lair of Nozdormu—the Dragon Aspect of Time, as mentioned in Warcraft: Day of the Dragon novel. It is southeast of Gadgetzan in Tanaris. Nozdormu is one of the five dragon aspects. A titan blessed him with the aspect of Time.

Nozdormu is known to be obsessed with collecting artifacts from different time eras. The bronze dragonflight monitors different alternate realities as revealed by Chromie in Andorhal(Western Plaguelands).

As has been revealed, despite the attempts of Nozdurmu and his dragonflight, the gateway into Azeroth’s past will be opened through the Caverns of Time.  Venture to the Black Morass?? and witness firsthand, the creation of the Dark Portal.  Travel through Hillsbrad and into Durnholde Keep as a young orc slave named Thrall first starts on his path towards destiny as Warchief of the Horde.

Visit the World Tree Nordrassil at Mount Hyjal in the recent past, as the races of Azeroth rally to fight and defend it from the demonlord Archimonde (Warcraft III: Reign of Chaos)—fight alongside Thrall, Malfurion and Jaina Proudmoore against the Burning Legion and its Undead Scourge.

Travel back in time 30 years into the past, and witness the opening of the Dark Portal when Medivh—under Sargeras influence—calls forth the Orcish Horde into Azeroth.

Fight beside Khadgar’s Alliance Expedition Force in the Hellfire Peninsula against the Orcish Clans during the Second War (Battlegrounds)—read the Campaign missions of Warcraft II: Beyond the Dark Portal.

The possibilities are truly endless when you can tread back into time.

Expect to experience these exciting possibilities when World of Warcraft: The Burning Crusade Expansion is released.

?? Black Morass was formerly Swamp of Sorrows and Blasted Lands.  Blasted Lands was part of the Swamp, but the energies of the Dark Portal and the Warlock and demonic magic drained the life off the surrounding area turning it into a redish clay.  The same fate of Draenor’s terrain.

Sources:

Gates of Ahn’Qiraj Opening Story Arc

QUEST: Lost Forgotten Memories

Anachronos – Caverns of Time

In the southern desert of Silithus near the sacred barrier, exists a single crystalline tear, This tear serves as a symbol of the gereat losses beset upon us during the War of the Shifting Sands. Locate this tear and gaze into its depth to gain enlightenment.

———When you find the Crystal———

You can feel a great sorrow revolving around this crystal.  The force is so powerful that you feel as if you might collapse and die of sadness.

NOTE: This quest text starts when you click the tear

Anachronos the Ancient:  We must act quickly or all shall be lost!

Fandral Staghelm:  My forces cannot overcome the Qiraji defenses.  We will not be able to get close enought to place your precious barrier, dragon.

Merithra of the Dream glances at her compatriots

Merithra of the Dream:  There is a way …

Arygos nods knowingly

Caelestrasz:  Aye, Fandral, remember these words:  Let not your grief guide your faith.  These thoughts you hold … dark places you go, night elf.  Absolution cannot behad through misguided vengeance.

Merithra:  We will push them back, Anachronos.  This I vow.  Uphold your end of this task.  Let not your hands falter as you seal our fates behind the barrier.

Merithra of the Dream: Succumb to the endless dream, little ones.  Let it consume you!

Arygos:  Anachronos, this diversion will give you and the young druid time enough to seal the gate.  Do not falter.  Now, let us see how they deal with chaotic magic.  Let them feel the wrath of the Blue Flight!  May Malygos protect me!

Caelestrasz: Do not forget the sacrifices made on this day, night elf.  We have all suffered immensely at the hands of these beasts.  Alexstrasza grant me the resolve to drive our enemies back!

Anachronos:  NOW, STAGHELM!  WE GO NOW!  Prepare your magic!

Fandral Staghelm:  It is done, dragon.  Lead the way.

Anachronos:  Stay close …  There is but one duty that remains …  Before I leave this place, I make one final offering to you, Lord Staghelm.  Should a time arise in which you must gain entry to this accursed fortress, use the Scepter of the Shifting Sands on the sacred gong. The magic holding the barrier together will dissipate and the horrors of Ahn’Qiraj will be unleashed upon the world once more.

Anachronos the Ancient hands the Scepter of the Shifting sands to Fandral Staghelm.

Fandral Staghelm:  After the savagery that my people have witnessed and felt, you expect me to accept another burden, dragon?  Surely you are mad.  I want nothing to do with Silithus, the Qiraji and least of all, any damned dragons!

Fandral Staghelm hurls the Scepter of the Shifting Sands into the barrier, shattering it.

Anachronos the Ancient: Lord Staghelm, where are you going?  You would shatter our bond for the sake of pride?

Fandral Staghelm: My son’s soul will find no comfort in this hollow victory, dragon.  I will have him back.  Though it takes a milennia, I WILL have my son back!

Anachronos the Ancient shakes his head in disappointment.  Anachronos kneels down to pick up the fragments of the shattered scepter.

Anachronos:  And now you know all that there is to know, mortal …

A Pawn of the Eternal Board

After Staghelm’s betrayal, I gathered the shattered pieces of the Shifting Sands and returned here.  I had every intention of protecting the scepter from those that would seek to use it to cause harm to our world – thus was born the charge of the Dragonflights.

A scepter divided amongst the four mighty Aspects would prove to be nearly impossible to restore for those willfully seeking chaos … or so I thought.  What a fool I was.  Even now I am hunted by that cursed flight.

The Charge of the Dragonflights

Eranikus, Vaelastrasz and Azuregos … No doubt you know of these dragons, mortal.  It is no coincidene, then, that they have played such influential roles as watchers of our world.

Unfortunately (and my own naivety is partially to blame) whether by agents of the Old gods or betrayal by those that would call them friend, each guardian has fallen to tragedy.  The extent of which has fueled my own distrust towards your kind.

Seek them out … And

, prepare yourself for the worst.

At Sunken Temple Malfurion Spawns near Shade of Eranikus

Eranikus, Tyrant of the Dream

Malfurion Stormrage – Sunken Temple

This is a journey of redemption, hero.  Would it be that I was slain today.  I would have died for a just and righteous cause.  You must recover the green scepter shard.  You must cleanse Eranikus of the taint placed upon him by the Old gods.

Travel to Darnasus.  Just outside the city walls you wil find one of my agents.  This agent will set things in motion for us and inform Tyrande of our plans without alerting Staghelm.

(Malfurion sighs)

A fall from grace a thousand years in the making …

Quest Objectives

Travel to the continent of Teldrassil and find Malfurion’s agent somewhere outside the walls of Darnassus.

Eranikus, Tyrand of the Dream – part 2

Forest Wisp – North of gate to Darnasus

The wisp is silent except for a low humming sound.  Oddly enough.  It is able to communicate with you through thoughts.

Malfurion Stormrage: Be steadfast, champion.  I know why it is that you are here and I know what it is that you seek.  Eranikus will not give up the shard freely.  He has been twisted … twisted by the same force that you seek to destroy.

Are you really surprised?  Is it hard to believe that the power of an Old god could reach even inside the Dream?  It is true – Eranikus, Tyrant of the Dream, wages a battle against us all.  The Nightmare follows in his wake of destruction.

Understand this, Eranikus wants nothing more than to be brought to Azeroth from the Dream.  Once he is out, he will stop at nothing to destroy my physical manifestation.  This, however, is the only way in which you could recover the scepter shard.

You will bring him back into this world, champion.

The Nightmare’s Corruption

Keeper Remulos – Moonglade

You must travel to the four dream portals of Azeroth.  From each you must draw a fragment of the Nightmare’s corruption.  The dragonkin that inhabit these areas will hold such fragments.  Return to me when you have gathered these fragments.

Quest Objectives

Travel to the four Emerald Dream portals in Azeroth and collect a Fragment of the Nightmare’s Corruption from each.  Return to Keeper remulos in the Moonglade when you have completed this task.

NOTE: 3 of the shards drop from Dragonkin trashmobs at the Emerald Dream portals: Feralas, Hinterlands and Ashenvale.  The fourth drops from the dragon boss at Duskwood.

Spirit of Azuregos

Spirit of Azuregos: You seek the scepter shard charged to the protection of the Blue Flight?

(Azuregos appears to be smiling.)

>I am a treasure hunter in search of powerful artifacts.  Give them to me and you will not be harmed.

> How did you know?  I mean, yes … Yes I am looking for that shard.  Do you have it?

Spirit of Azuregos: Of course I do not have the shard.  That would be asinine.  I walk amongst savages in this cursed land!  I cannot take five steps without some crazed orc or human trying to thrust a sharp stick into my hide.  At any given time you could very well be speaking to my ghostly spirit.

Anyhow … I hid it.

Go on … ask me where.

> Alright.  Where?

Spirit of Azuregos: You are going to love this story, human.  See, here is the thing.  As soon as Malygos charged me wiht protecting the scepter shard, I knew I was in for an eternity of headache and pain.

All I want to do is study these magic rich shorelines and take in what artifacts might remain from the Sundering.  You know, these was once a thriving Highborne civilization here!  You don’t have to tell me that there is going to be some solid magical items around here, human.  I can smell it!

> By Bronzebeard’s … um, beard!  What are you talking about?

Spirit of Azuregos: As I was saying, I held onto that scepter shard for a good five-hundred years and it was nothing but trouble.  It attracted all kinds of attention – the wrong kind of attention.  I want to be left alone to my studies not babysit some would be hero’s ticket to glory.  So … I gave it to the fish.

> Fish?  You gave a piece of what could be hte key to saving all life on Kalimdor to a fish?

Spirit of Azuregos: Not just any fish, mortal.  This fish was a minnow.  A very special minnow.

> A minnow?  The oceans are filled with minnows!  There could be a hundred million minnows out there!

Spirit of Azuregos: Exactly!

> …

Spirit of Azuregos: Genius. I know … it will never be found but, in case it is found, I gave the minnow some special powers.

> You put the piece on a minnow and placed the minnow somewhere in the waters of the sea between here and the Eastern Kingdoms? And this minnow has special powers?

Spirit of Azuregos: Correct.  You’ve been listening!  This minnow is really quite a terrible creature of my own creation.  When I am relaxing I like to think of hte unlucky fishermen who have run into this minnow and been devoured whole.  I bet they were quite surprised!

(Azuregos laughs.)

> You’re insane.

Spirit of Azuregos: Genius is often misunderstood, human.  Now, about the scepter shard … if you want that shard and do not wish to spend the next ten thousand years searching for it, you are going to have to listen very carefully.

> I’m all ears.

Spirit of Azuregos: Two words: Arcanite buoy.

Come again.

Spirit of Azuregos: Right then … You have to build an arcanite buoy and place it in the ocean.  My minnow will be attracted to the magical emanations.  When he gets near the buoy – BLAMO!  It will explode in a glorious pulse of arcane energy, revealing the minnow’s true form.  Also, you may or may not incur the wrath of Neptulon.  A 50/50 chance I would say.

> Ok, let me get this straight.  You put the scepter shard entrusted to your Flight by Anachronos on a minnow of your own making and now you expect me to build an … an arcanite buoy or something … to potentially incur the wrath of an Elemental Lord?  Did I miss anything?  Perhaps I am to do this without any clothes on, during a solar eclipse, on a leap year?

Spirit of Azuregos: If I did not know better I would think that you were mocking me, mortal: but yes, that is mostly correct.  You may remain fully clothed.

> FINE!  And how, dare I ask, am I supposed to acquire an arcanite buoy?

Take this ledger to an old acquaintance of mine in Tanaris.  His name is Narain Soothfancy – terrible, terrible, psychic but an amazing engineer!  He should be able to make sense of it all.

No need to thank me, human.  It’s the least I could do.

Good day!

> But …

Azuregos’s Magical Ledger

Steamwheedle Port, Tanaris

(Narain holds an unopened envelope to his forehead)

Narain Soothfancy: What is … Mmmm … Velvet!

Am I right?

(You give Narain the Magical Ledger)

Narain Soothfancy: Ooooh! Magical pulsing thingy!  For me?

(Narain eagerly examines the letter)

Outstanding, human!  What is it?  I can’t read a lick of Draconic.

Translating the Ledger

 

Narain Soothfancy, at your service!  Retired engineer and master soothsayer!  I can tell your future before it even happens!

Narain Soothfancy: First things first, human!  We need to figure out what Azuregos wrote in this ledger.

You say that he’s told you to make an arcanite buoy and that this is the schematic?  Strange that he would write this in Draconic.  That old goat knows I can’t read this nonsense.

If this is going to work, I’m going to need my scrying goggles, a five hundred pound chicken and volume II of “Draconic for Dummies”.  Not necessarily in that order.

(Narain offers three quest options)

  • Stewvul, Ex-B.F.F.
  • Never Ask Me About My Business
  • Draconic for Dummies

Stewvul, Ex-B.F.F.

Narain Soothfancy: If I am to translate anything, I will need my scrying googles.  Unfortunately, those were stolen quite some time ago by my ex-best friend forever, Stewvul.  He broke my heart in five places and then left me here to rot.

With the help of my trusty crystal ball, I’ve isolated his whereabouts to either the Greymane Wall in Silverpine or what appears to be a portal world in the Outland that is currently being overrun by the Burning Legion.

You are going to have to track him down and get my googles back, human!

Quest Objectives

Narain Soothfancy wants you to find his ex-best friend forever (BFF), Stewvul, and take back the scrying googles that Stewvul stole from him.

Draconic for Dummies

Narain Soothfancy: I knew that book would come in handy some day!  Thankfully, I had the wit and foresight to stow it somewhere safe.

Don’t worry, it’s in a place nobody could ever hope to find it!  I needed a gyrocopter just to get there the first time.  Unfortunately I crashed it on the beach on my way back.  It was through that accident that I gained these super gnomish psychic powers!

Look for my crashed gyrocopter somewhere on Land’s End Beach and swim south from there!  You’ll know the spot when you see it!

Quest Objectives

Find Narain Soothfancy’s book, buried on an island in the South Seas.

Never Ask me About My Business

Narain Soothfancy: If there is one thing that you should know about me, it is this:  NEVER ask me about my business!  I work with things you simply cannot understand.  Like for example: Do you know what a psychotronic muzzledorf is?  Of course you don’t!  And that’s why we leave the planning to me and the fetching to you.

As I said earlier, if this is going to work, we’re going to need a 500 pound chicken.

Head to Gadgetzan and speak with Dirge Quickcleave – he’ll get you started on finding a suitable specimen.

Quest Objectives

Narain Soothfancy in Tanaris wants you to speak with Dirge Quickcleave in Gadgetzan.

Never Ask Me About My Business – Part 2

Dirge Quickcleave – Gadgetzan

(Dirge scratches his head)

A 500 pound chicken? There’s no such thing!  Not anymore, at least.  I knew of such a chicken … The Black Chicken of Death …

(Dirge’s voice trails of)

But yes, nobody ever saw that chicken and lived to tell the tale.  I’ve got an idea that could benefit the both of us, kid.

The Isle of Dread!

Dirge Quickcleave: Legend has it that the chimaerok of the Isle of Dread in Feralas have the most succulent and tender vittles in existence!  Now these chimaerok also have a daddy who, with proper preparation, may or may not look like a 500 pound chicken.

Head to the Isle of Dread and kill Lord Lakmaeran and bring me his fresh carcass.  That should satisfy the gnome.  To satisfy me, you’ll need to get your hands on some chimaerok tenderloin.

Do this and you’ll have your 500 pound chicken and a little something extra.

Quest Objective

Recover Lakmaeran’s Carcass and 20 Chimaerok Tenderloins for Dirge Quickcleave in Tanaris.

Stewvul, Ex-B.F.F.

Greymane Wall, Silverpine Forest

Inconspicuous Crate: I can’t believe he found me.  I thought for sure that I’d lost him when I was in the Outland.  I’m not going back there, human!  No way, no how!  I’m through being his part time best friend forever and full time slave.

Scrying Googles?  No Problem!

Greymane Wall, Silverpine Forest

(You hear a sigh of relief escape the crate)

Insconspicuous Crate: You just want his scrying googles?  Great!  That will be no problem … Just give me a minute to … Hey!  Where the … Dagnabbit!

Well, there’s some bad news and some worse news.  The bad news is that I lost the googles.  The worse news is that I lost them when I was nosing around in the Molten core last month.  Yet, the Molten Core … I guess that concludes our business!  Bye!

Quest Objectives

Find Narain’s Scrying Googles and return them to Narain Soothfancy in Tanaris.

NOTE: The Scrying Googles drop from Trashmobs in Molten Core—happy hunting!

Draconic for Dummies

Frostwhisper Gorge, Winterspring

NOTE: You dress the 3-piece set of Narain Soothsaying to disguise like if you were him to talk to Dr. Weavil in a high top mountain-hill at Frostwhisper Gorge, Winterspring

Dr. Weavil (lvl 63 Elite): So … You thought you could fool me, did you?  The greatest criminal master Azeroth has ever known???

The War of the Shifting Sands

It has been nearly a thousand years since the War of he Shifting Sands.  It was during this war, in the heart of the Silithus desert that a great tragedy and even greater burden beset Fandral Staghelm.  It is thought that the events described herein are what ultimately shaped the unsavory disposition of the Arch Druid.

An Ancient sentient insectoid race known as the Qiraji vied for dominance over much of kalimdor at one point in time.  iT was the pompous, imperialistic Staghelm and his army of Night Elves who met the Qiraji head on in battle.

Father and son fought fervently to contain the rising tide of the insectoid swarm in silithus.  From the fortress of Ahn’Qiraj, a seemingly endless stream of silithid continued to bolster the ranks of the invading Qiraji forces.  The whole of Silithus was under siege.

In a decision that Staghelm would regret, the younger Staghelm.  Valstann, was ordered to defend the night elf outpost of Southwind Village.  Regrettably, Valstann would lose his life that day as Southwind Village would fall to the armies of Ahn’Qiraj.

Undaunted and with heavy heart, a vengeful Fandral Staghelm would push on.  Defeat in Silithus would result in great loss for the night elf nation and quite possibly the world.

The battle raged on for months.  All of Silithus was overtaken by the Qiraji.  Staghelm and his army were pushed back to Tanaris.  With a decimated army and countless innocents slain, the arrogance that had driven Fandral Staghelm was snuffed out completely.

His pride wholly crushed.  Staghelm would, for the second time in his existence, feel the flutter in the pit of his stomach that could only be brought on by fear.  It was in Tanaris, then, that Staghelm would approach Anachronos, progeny of Nozdormu, and plead for the assistance of the Bronze Flight.

Initially, Anachronos refused to involve the Bronze Flight in the affairs of the lesser races.  It was not until the Qiraji brashl attacked the Caverns of Time that Anachronos would agree to join forces with the Night Elves.

Anachronos would soon realize that even the mighty Bronze Flight could not stem the tide of the invading Qiraji forces.  For every fifty of the insects that were annihilated by his breath, one hundred would be waiting to take their place.  With the night elf lines faltering and the threat of being pushed further north to the wilds of Feralas ever looming.  Anachronos decided that the children of the Aspects must be made aware.

He would call out to Ysera’s dragonflight first: Merithra of the Dream would answer his call and from there, Alexstrasza’s Dragonflight and Malygos’s Dragonflight would be made aware.

The dragons would meet in the stratosphere high above Silithus.  Thousands of feet above the fortress of Ahn’Qiraj.

There was Anachronos, child of the Nozdormu.  Aspect of Time.

From the Emerald Dream would come Meirthra, child of Ysera.  Aspect of Nature.

Caelestrasz, child of Alexstrasza. Aspect of Life, would represent the Red Dragonflight.

Arygos, child of Malygos.  Aspect of Magic, would represent the Blue Dragonflight.

The dragons watched as an endless stream of silithid and Qiraji poured out of Ahn’Qiraj.  It became clear to them that no amount of force could ever end this war.  From inside the main temple, tens of thousands of the Qiraji forces waited.  With each passing second, more were hatched and primed.  Ready to be unleashed into the world.

Arygos was the first to notice the strange emanations.  The monolithic temple in the southern quadrant of Ahn’Qiraj radiated a dim magic unlike anything they had sensed coming from the Qiraji.  Try as they might, none were able to penetrate further into the temple to find the source of this energy.  Only something of immense power could shield itself so completely.  Perhaps something controlling the insects.  Something controlling even the Qiraji.

The dragons knew that they had to react quickly.  Lest the world suffer another epic catastrophe.  After careful deliberation, it was decided that the best course of action would be to stop the host armies at or near their source.

A great barrier would be created, drawing from the essence of both the night elves and the dragonflight.  A magical barrier that could contain the silithid and their overlords within the walls of Ahn’Qiraj and prevent future incursions.  Ahn’Qiraj would itself become a prison.

Gates of Ahn’Qiraj: First Stage Video


Gates of Ahn’Qiraj: First Stage

Many Guilds united in Zul’jin (PvE) realm to complete the First stage to opening the Gates of Ahn’Qiraj.  The Qiraji War is relived as players see the faint ghosts of the past, when a thousand years ago the Gates of Ahn’Qiraj were sealed by the progeny of the Dragon Aspects.

Download (17.59 MB – 640×480)

PC Widows XP: Windows Media Player 10
PC Windows 98/SE/ME/2000: Windows Media Player 9
Mac OS X: Requires the latest Windows Media Player 9 or you can install VLC player here

Many guilds united to complete all the materials and the head of the Broodlord as part of the Cenarion Circle Quests leading to the opening of the Gates of Ahn’Qiraj on Zul’jin Server. It was indeed a community effort. Blizzard Entertainment Dev Team created a fun way to do World Events, which unites members of different guilds to do a shared effort, which leads to building a strong community.

We were witness of what transpired after the guilds turned in the quest.  A vision of the past was relived once more to demonstrate what happened a thousand years ago when the Night Elves and the Qiraji clashed in war. To stop the menace of the Old god C’thun and his army, the Dragon Aspects sent their progeny: Merithra, child of Ysera of the green flight; Caelestrasz, child of Alexstrasza from the red flight, and Arygos, child of Malygos from the blue flight to seal the Gates of Ahn’Qiraj.

To read the whole Ahn’Qiraj War lore storyline visit the Official website.

Transcendence Guild and other guilds will work hard to be the first in opening the Gates of Ahn’Qiraj on Zul’jin Server. Feel free to submit a link to your own videos.

Broodthorn @Zuljin: This morning, the combined forces of Zul’Jin struck the first blow in the war againt the Silithids. The Bronze Dragonflight has been contacted! The Viel of Time has been pulled aside and we have seen the closing of the gates of Ahn’Quiraj!

Such an accomplishment was the work of many hands. Legions flocked to Silithus to aid the Army in fighting the cursed bugs and taking their shell fragments. Old feuds were put aside and we fought as one!

In no particular order, a hearty congratulations should be given to those who have helped out!

Blood Reign

OSW Horde

Dark Alliance

Valorous

Dawn of the Dead

47 Ronin

Untold Prophecy

Transcendence

And so many others who joined us throughout the epic conflict!

There will be other battles, and the Army has moved on. We will keep you posted as it happens. Congratulations Zul’Jin! —Thanks to Grock @Zuljin from Trascendence for sharing the info of the hardwork of many guilds to accomplish the event.

Below is the text triggered after initiating the Quest:

QUEST: Lost Forgotten Memories
You can feel a great sorrow revolving around this crystal.  The force is so powerful that you feel as if you might collapse and die of sadness.

NOTE: This quest text starts when you click the tear

Anachronos the Ancient:  We must act quickly or all shall be lost!

Fandral Staghelm:  My forces cannot overcome the Qiraji defenses.  We will not be able to get close enought to place your precious barrier, dragon.

Merithra of the Dream glances at her compatriots

Merithra of the Dream:  There is a way …

Arygos nods knowingly

Caelestrasz:  Aye, Fandral, remember these words:  Let not your grief guide your faith.  These thoughts you hold … dark places you go, night elf.  Absolution cannot behad through misguided vengeance.

Merithra:  We will push them back, Anachronos.  This I vow.  Uphold your end of this task.  Let not your hands falter as you seal our fates behind the barrier.

Merithra of the Dream: Succumb to the endless dream, little ones.  Let it consume you!

Arygos:  Anachronos, this diversion will give you and the young druid time enough to seal the gate.  Do not falter.  Now, let us see how they deal with chaotic magic.  Let them feel the wrath of the Blue Flight!  May Malygos protect me!

Caelestrasz: Do not forget the sacrifices made on this day, night elf.  We have all suffered immensely at the hands of these beasts.  Alexstrasza grant me the resolve to drive our enemies back!

Anachronos:  NOW, STAGHELM!  WE GO NOW!  Prepare your magic!

Fandral Staghelm:  It is done, dragon.  Lead the way.

Anachronos:  Stay close …  There is but one duty that remains …  Before I leave this place, I make one final offering to you, Lord Staghelm.  Should a time arise in which you must gain entry to this accursed fortress, use the Scepter of the Shifting Sands on the sacred gong. The magic holding the barrier together will dissipate and the horrors of Ahn’Qiraj will be unleashed upon the world once more.

Anachronos the Ancient hands the Scepter of the Shifting sands to Fandral Staghelm.

Fandral Staghelm:  After the savagery that my people have witnessed and felt, you expect me to accept another burden, dragon?  Surely you are mad.  I want nothing to do with Silithus, the Qiraji and least of all, any damned dragons!

Fandral Staghelm hurls the Scepter of the Shifting Sands into the barrier, shattering it.

Anachronos the Ancient: Lord Staghelm, where are you going?  You would shatter our bond for the sake of pride?

Fandral Staghelm: My son’s soul will find no comfort in this hollow victory, dragon.  I will have him back.  Though it takes a milennia, I WILL have my son back!

Anachronos the Ancient shakes his head in disappointment.

Blizzplanet: Caverns of Time in the Burning Crusade expansion is said to allow us to timetravel to the Battle of Mount Hyjal, the opening of the Dark Portal for first time by Medivh, and rescueing young Thrall from the internment camp of Durnhold Keep.  However, that last comment from Fandral Staghelm has a few fans wondering if one of the sub-instances of Caverns of Times will lead to rescuing Staghelm’s son.

Messing with the timestream could be a bad idea if Staghelm is conspiring to do so. It was proven in the recent War of the Ancients Trilogy books that the Old gods attempted to escape their eternal prison by disturbing the timestream … attacking Nozdormu the dragon guardian of time.

Announcements

Don’t miss Upper Deck Public Q&A Chat on Monday, January 9 to talk about the World of Warcraft TCG 2006—Trading Card Game.  Details Here

Watch 4 videos of Ahn’Qiraj Bosses (Test Server)

Dire Maul Library Lore

Shen’dralar Zealot

Dire Maul Library

  • I suspect that the imps are stealing knowledge.
  • We mustn’t anger the Master.  His is a wrath that is cruel beyond measure.
  • The Master holds great interest in the lair of Nefarian. If only someone would defeat the dragon and his minions and retell the tale to the Prince.  I bet that would loosen the Prince’s lips.  The Ashbringer could be found!
  • Has the Prince recanted the tale of the Ashbringer?  It is our most favorite of his stories.  His favorite is the follow-up to the Ashbringer.  Of course, nobody has ever been able to get that story out of him.
  • Keep your voice down, stranger.  You do not want to disrupt the Master’s meditations.
  • The Lorekeeper is an ancient.  He has served under our glorious Queen!
  • Books have been disappearing as of late.  The Lorekeeper and his assistants are in a frenzy.  They suspect foul play within Eldre’Thalas.
  • Many have come to this sanctuary, few have left.

Lorekeeper Kildrath

Dire Maul Library

  • Oh dear, where is the “Codex of Defense?” Lydros will be most assuredly displeased.
  • “The Arcanist’s Cookbook” is also gone!  This is a disaster!
  • Where is “Garona: A Study in Stealth and Treachery!”  These texts must be returned!
  • They’ve been stolen!  Three of our most prized volumes.  Should you reurn the tomes, a reward will most certainly be yours.

Lorekeeper Mykos

Dire Maul Library

  • Imbecile!  Have you not learned the Dewey Decimal System?  It has been 3,000 years since you began working for us! Incompetent buffoon.
  • Kildrath tends to overdramatize the situation.  For example, “Garona: A Study on Stealth and Treachery.” has been stolen over 400 times.  The mark of the Athenaeum protects the tomes, preventing any unauthorized viewings.

Lorekeeper Javon

Dire Maul Library

10,000 years of recorded knowledge tends to draw the wrong element to the Atehnaeum.  Books are stolen, recovered and stolen again on a daily basis.

 

Prince Tortheldrin

Dire Maul Library

For 10,000 years, I have ruled this kingdom.  In that time, I have heard many fascinating tales from those that would walk the hallowed grounds of the House of Shen’dralar.

As I am bound to this place, I often exchange stories with visitors.  Do you have a story for me or perhaps you would like to hear a story?

Skeletal Remains of Kariel Winthalus

Dire Maul Library

A cursory examination of the skeletal remains indicates that the flesh was seared off.  Quite a grisly sight.

Lorekeeper Lydros

Dire Maul Library

Oh the drama and fuss the young Master exerted.  You would think the fate of the world rested squarely o his shoulders.  Only mortals could have such a skewed perspective on our world.

Alas, he left me with his meager magical secrets … Librams or some such nonsense.  I have no use for these paultry magics but perhaps you might be interested in their enchantments.

  • Libram of Rapidity
  • Libram of Focus
  • Libram of Proection

Caer Darrow Ghosts: Scholomance

Note: To talk to Joseph Dirte you need to wear first the Spectral Essence trinket: “Allows communication with the deceased of Caer Darrow.”

Joseph Dirte

Caer Darrow, Western Plaguelands

My job title is Waste Management Specialist.  The Barov house does keep me busy.  Always some sort of refuse coming out of there.  Ah, my sweet Brandy.  I miss her so!  Perhaps you should speak into these sound enhancing devices attached to my FISTS OF FURY.

Note: He is on the west side of Scholomance entrance(Outdoors)

Rory

Caer Darrow, by the docks at shore

They don’t realize that they’re dead.  They are cursed to relive the last memory they had before the town was easten alive from the inside out.  Most of them, anyway.  Some were less fortunate.

You thought the Scourge did this?  The Scourge did not yet exist and if they had, we would have at least put up a damned fight.

No, this was the result of a plague that came out of Scholomance and ravaged the town.  It was horrifying and devastating.  None survived.  Now leave me to my sorrows.

Caer Darrow Citizen

Caer Darrow, most NPCs and Knights say it

Welcome to Caer Darrow, stranger.

Can’t you see we’re trying to prepare for Uther’s visit?  Now get out of my way, I have much work to do!

We’re not really rude people, stranger.  It’s just that everyone is in a rsh, trying to make sure that everything is perfect for Uther’s arrival.  It’s not often that the Lightbringer comes to town.

Caer Darrow Citizen

Roaming NPC

Have you tried our bread? Baker Masterson must be the most gifted chef to have ever lived!

Artist Renfray

Caer Darrow, Cabin by the shore

Is someone there?  Tirion, my old friend.  IS that you?  Have you come to save us?  So dark …  Are they all … dead?

Eva Sarkhoff

Caer Darrow, Entrance of Scholomance

Hello young.  I am Eva Sarkhoff and this is my husband, Lucien.  It is a pleasure to make your acquintance.

Tablets of Mosh’aru—Hakkar the Faceless One

This story arc is very informative as it makes connections of other plots within World of Warcraft.  The Nightmare, the Old god C’thun and Hakkar the Soulflayer might be connected.  Molthor in Yojamba Isle(Stranglethorn Vale) refers to Hakkar the Soulflayer as a Faceless One.

Players of Warcraft III: The Frozen Throne may know what the Faceless Ones are, when Arthas and the Cryptlord King entered the Inner Kingdom of the Nerubian Caverns.  The Faceless Ones and the Forgotten One were buried deep below the Nerubian Kingdom for thousands of years, imprisoned.  The Earthquakes caused by Illidan with the Eye of Sargeras seem to have freed by accident the underground prison, when he attempted to crush the Icecrown to destroy the Lich King.  We also know that Flying Serpents are cousins of Hakkar.  The sons of Hakkar in Zul’Gurub are flying serpents. Furthermore, when summoning Dukes of the Abyssal Council in Silithus by the Twilight’s Hammer encampments—among these dukes are Flying serpents and Hydras—servants of the Old gods.

Back to subject, this below comes from a series of quests that start in Tanaris:

Spirit Screechers

Yeh’kinya: I seek the spirits of the vale screechers of Feralas. They are the cousins of an old, old god, and their spirits are linked to him.
Take this bramble wand and go to Feralas. Find and defeat vale screechers in southern and central Feralas, then wave my bramble over their fallen bodies. This will coax their spirit to reveal itself. Touch the spirit and collect its essence.
Return to me with my bramble and with the collected essence, and I will tell you more of the old god of which I spoke.

Note: Yeh’kinya is a Troll located at the Steamwheedle Port, northeastern Tanaris.

The Prophecy of Mosh’aru

Yeh’kinya: The ancient prophecy of Mosh’aru speaks of a way to contain the god Hakkar’s essence. It was written on two tablets and taken to the troll city of Zul’Farrak, west of Gadgetzan.

Bring me the Mosh’aru tablets!

The first tablet is held by the long-dead troll Theka the Martyr. It is said his persecutors were cursed into scarabs and now scuttle about his shrine.

The second tablet is held by the hydromancer Velratha, near the sacred pool of Gahz’rilla.

When you have the tablets, bring them to me.

The Ancient Egg

Yeh’kinya: The Prophecy of Mosh’aru speaks of an ancient egg. It is a relic of a time when trolls ruled vast empires, and it has the power to hold the essence of Hakkar. It may be the only way to keep our world safe from his evil.

Bring me the ancient egg. It is said to lay hidden deep within Jintha’Alor in the Hinterlands, in a cave behind the amphitheater at the top of the city.

The god Hakkar

Yeh’kinya: Now it is time to capture the essence of the avatar of Hakkar.

Take the Egg of Hakkar to the Sanctum of the Fallen God in the Sunken Temple in Azeroth. Invoke the egg’s power to stir the dead god.

He will send his minions against you. Defeat his bloodrinkers and take their Hakkari blood, then use the blood to dowse the eternal flames that hold Hakkar’s spirit. When all the flames go out, the avatar of Hakkar will enter our world.

Defeat him, and place his essence within the egg of Hakkar.

Note: You have to go to the Pool of Tears in eastern Swamp of Sorrows(Eastern Kingdoms).  There is a Sunken Temple in the middle of the Lake. You need five players. After you kill the Avatar of Hakkar and drain it by clicking the egg, return to Yeh’kinya.  If you talk again to him, he now will have an option:

Through my studies, I see that defeating the god Hakkar’s avatar has weakened him.  But the bulk of his strength remains, lurking at the far end of the Nether.

You have defeated his avatar once.  Perhaps if you defeat it again you can further weaken the god so that, one day, we might face his true self.

I have preapared a spell that you may use to again summon an avatar of Hakkar within the Sanctum of the Fallen god.  Do you want to confront it once again?

>Yes.  Give me the spell to summon the Avatar

The Lost Tablets of Mosh’aru

Prospector Ironboot: The troll with whom you spoke did not tell the truth. The two tablets you gained for him spoke of containing the essence of Hakkar, but there is more to that legend. I have studied long, and found that there are six Tablets of Mosh’aru, not two! Six!

And I fear that we will not like what secrets the others hold …

Find the third and fourth tablets of Mosh’aru. They’re in the Eastern Plaguelands, held by the Mossflayer trolls. Find them, and bring them to me.

The Final Tablets

Prospector Ironboot: While I look over the third and fourth tablets of Mosh’aru, you must find the fifth and sixth! It will not be easy, for they are held by the Smolderthorn trolls within Blackrock Spire. The spire is a dark mountain of fire between the Burning Steppes and the Searing Gorge.
Good luck. Blackrock Spire is no place for decent folk…

Confront Yeh’kinya

Prospector Ironboot in Steamwheedle Port, Tanaris

Prospector Ironboot: My delvings into the Mosh’aru Tablets bear grim news.  Hakkar’s true form, the god himself, can be born again through the very egg into which you captured him.  Yeh’kinya told you it was to contain his evil, but it is to recreate it!  The troll has led you astray!

Go to Yeh’kinya and demand the egg from him.  Pray that it is not too late to stop Hakkar’s return!

Confront Yeh’kinya – part 2

Yeh’kinya: So, you have been speaking with that old dwarf Ironboot and uncovered the lost Mosh’aru Tablets, have you?  That meddling prospector …

No matter.  It is too late to save this world.  Hakkar has been reborn, and even now grows in power … deep in the ancient troll kingdom of Zul’Gurub!  He has come!  And he will rule in blood and terror!

Thank you.  Your help has sped the return of the Soulflayer!

It is true.  The wheels of doom now turn, inevitably toward the true return of Hakkar!  Blood and souls for Hakkar!  HAHAHAHA!

Note: Strangely, Yeh’kinya shapeshifts into a Flying Serpent of Hakkar, a green ghostly form as if an emerald dream form; and flies away from you toward the east.

The Hand of Rastakhan

Prospector Ironboot: Our worst fears have come.  Legend speaks of the Soulflayer ruling the ancient troll world through evil and terror, and his power was absolute.  If he cannot be stopped now, then his new reign may spread across all of Azeroth!

There is a contingent of Zandalarian trolls who may help us stem this tide of darkness.  They have camped on Yojamba isle, off the coast of Stranglethorn, west of the ruins of Zul’Kunda.  Speak with their leader Molthor, and pray he knows how to defeat Hakkar.

The Hand of Rastakhan – part 2

Molthor: If you have come to save the world then you have come to the right place.  The Faceless One – the Blood god Hakkar—has been brought into our world!

You were sent by the prospector Ironbloot?  His kind are wise, and wiser still to bring you to me, for I and the Zandalarian trolls may know a way to defeat the Soulflayer.

Speak with the trolls of this isle, heed their words, and prepare yourself for the task before you is soaked in blood.

Altar of Zanza

Behind the troll village of Yojamba Isle is an altar of Zanza that reads:

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 enemis. Give us the power to once more defeat the Blood god.

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