World of Warcraft Dungeon – Deadmines

Once the greatest gold production center in the human lands, the Dead Mines were abandoned when the Horde razed Stormwind city during the First War. Now the Defias Brotherhood has taken up residence and turned the dark tunnels into their private sanctum. It is rumored that the thieves have conscripted the clever goblins to help them build something terrible at the bottom of the mines – but what that may be is still uncertain. Rumor has it that the way into the Deadmines lies through the quiet, unassuming village of Moonbrook.

Westfall

10 Player limit

Level 17-26

World of Warcraft: Burning Crusade – FAQ

Intro:

Welcome,

the purpose of this sticky is to gather all information regarding the upcoming expansion and all upcoming patches. This topic also discusses the “maybe” part of the expansion, but it’s more focussed on what will come and what to expect.

This topic is updated regularly. Feel free to ask questions, but first read all i have wrote. Chances are, i already discussed the thing you are going to ask about.

Greetings,

Schwick

Tutorial:

If i linked to this thread saying something like: “URLHERE => x.x.x”, that means that you have to push CTRL+F and type in the number that i typed after the =>. The answer i gave you, you will find it ones you found the number.

Example:

http://forums-en.wow-europe.com/thread.aspx?fn=wow-general-en&t=883462 => 1.0.11

This means you press CTRL+F and enter 1.0.11. Press search and it will take you to the answer

Last Update / Version:

This topic was last updated on: [04-07-06 00:15] (See change log for details)

Current version is: V3.5

Contact me:

If you wish to contact me privately:

Email: [email protected] (please use a valid email address when contacting me)

In game:(If I don

World of Warcraft: Burning Crusade – Hellfire Citadel Instance

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

Until recently.

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

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

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

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

At least for now.

World of Warcraft – The Loa gods Lore

The Trolls draw power for their Voodoo Magics by performing rituals and invoking the Primal gods or Forest spirits: the Loa gods.  According to Warcraft RPG: Magic and Mayhem, the Loa spirits are more powerful than the Elementals, but not as powerful as gods.

The Shadow Hunters’ faith and communion with the Loa gods grants them shadow and healing magic and other abilities. Shadow Hunters learn magic that hinders enemies and aid allies, gaining a unique mix of spells that delve into the more occult aspects of the Loa

Among the known Loa gods are:

Shadra – Spider Loa

Shirvallah – Tiger Loa

Bethekk – Panther Loa

Hir’eek – Bat Loa

Mueh’zala
The Tablet of Theka says Mueh’zala is the God of Death.

Loa Zanza
He appears in Zul’Gurub Instance as an ethereal form within one of the many temples. The Arcanums created from the various tomes originated from Troll magic were stolen from Zanza by the High Elves, and used against his people.  The Trolls of Yojamba Isle, the Zandalar Tribe, respect and venerate Loa Zanza.  However, with the rebirth of Hakkar the Soulflayer, these Zandalar Trolls prayed to Zanza to grant powers to heroes of other races to defeat Hakkar in Zul’Gurub.

The Loa Legba
He is a master of swift motion. Through him, the shadow hunter learns to move with great speed granting the ability of Batltle Stride.

Loa Lukou
The Loa of healing and respite, she grants the ability to heal allies with a Healing Wave. With a word, the Shadow Hunter invokes healing with a wave of soothing light.

Loa Ogoun
The Loa of war who grants the Shadow hunter the Hex ability to place dire curses upon his enemies. This Loa ability allows Shadow Hunters to turn an enemy into a frog.

Loa Dambala
The Loa of serpents and treachery, Loa Dambala teaches the shadow hunter to move swiftly and quietly by changing his shape into a serpent or snake. Shadow hunters can change form to serpent or back to normal for an hour or when he wishes to turn back.

Loa Samedi
The Loa of cemeteries and the restful sleep of the dead. The undead are an abomination in his eyes. The shadow hunter can cast Smite againts a undead creature.

Loa Shango
The Loa that controls the realm of storms. Shango guards the secrets of lightning and mayhem. The Shadow Hunter may channel the fury of Shango, unleashing a lighting bolt named Stormspear, that does electricity damage.

A troll in Zul’Gurub calls the name of another who might be another Loa god: Hethiss.  Supposedly a loa of serpents.  However, Ula-Tek is also referred as a serpent goddess.

The Shrine of Ula-Tek is located in Zul’Aman.  Zul’Aman will be an instanced region in World of Warcraft: Burning Crusade.  Zul’Aman is located northeast of Light’s Hope (Eastern Plaguelands) and Southeast of Quel’Thalas.

Troll Tablets

Altar of Zanza
We call upon you, Zanza of Zuldazar.

Bless those that ask for your help.  Loa Zanza.  Bless those that would ally with the Zandalarian people.

Aid us in this time of need.  Aid us Loa.  Give us the power to strike down our enemies.  Give us the power to once more defeat the Blood god.
Thanks Sarakesh

We will update this section as more info of the Loa   becomes available.

Copyright ? 2004 by Blizzard Entertainment
Warcraft RPG: Magic and Mayhem are trademarks or registered
trademarks of Blizzard Entertainment, Inc. and White Wolf Publishing

World of Warcraft on Linux: How To play on Wine

Many skilled Linux users have offered instructions on how to tweak settings to play World of Warcraft in Linux, using Wine.  You should read all the instructions and link sources.  However, be warned that Blizzard Entertainment does not condone nor offer support to Linux platforms, and you should do so at your own risk.  We aren’t responsible and you agree so.  The author of the How To is not part of Blizzplanet staff.

Links you should visit and read:

Short instructions

Required Downloads and Patches

Full Instructions (Read)

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:
http://www.blizzplanet.com/content/97/

You can read he Frozen Throne Campaign where Anub’Arak found the Faceless Ones and the Forgoten One here:
http://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.

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