Ahn’Qiraj: Ossirian

A raid of 20 players try Ossirian for first time in Public Test Servers. Not knowing what to expect, we engage to explore the abilities of this Egyptian-god-like boss. The experience makes everyone scream for their mommy =(

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Blizzard Entertainment has exponentially evolved their way to make instances and special boss fights.  We have seen that with the bosses of Zul’Gurub, which require 20-players raid groups.  The instance is surgically designed to be a tough experience, and each boss has its own special attacks and tricks to beat him.  Ahn’Qiraj—in Public Test Servers—is showing to be among the most exciting and fun instances.

The Ancient city of the Qiraji is difficult and requires a good organization.  Every class is needed: Druids entangling roots is needed for crowd control hand-to-hand with Mages’ sheeping. All healers need to watch the tank at all times—which can drop in a blink against Kurinnaxx’s stackable-debuffs; and wear their mana-regen gear.  Some of the fights with the first two bosses are very long.  If you do not have mana regen gear, you will exhaust your healing before the bosses hit half health. That extra mana per tick can be the difference to keep your tank and team alive.

First boss, is a huge scorpion named Kurinnaxx.


The strategy for Kurinnaxx is to have 2-3 Warriors on him.  One Warrior in the front of Kurinnaxx. The Second Warrior on his left, and the Third Warrior on his right—by the ribs.  Kurinnaxx makes sand traps that drops chance to hit by 75% and causes plenty of damage. The sand trap also silences casters for around 9 seconds—so stay out of range if by any chance someone gets aggro away from the tank. Move away as fast as you can before you get silenced by his trap. Rogues, watch how many debuffs are stacked on you, and use your vanish, and stay away.  Anyone that gets 75% chance to hit, is useless anyway, so stay away so that you do not get damage.  That will allow healers to conserve mana.  Resume DPS when the effect is over.

Kurinnaxx also has some sort of cleave or mortal strike that stacks 10-15 times.  This can be deadly for any tank.  The idea of having one tank in the front, and two warriors on the side is that when the tank reaches 6 stacked-debuffs, he has to stop attacking immediately, and letting the other tank get the aggro.  Make sure to make a macro in CAPS to alert the other two tanks that you are gonna let them take aggro. After 6 debuffs the Warrior will die so fast, no healer will be fast enough to cast Flash-heal. The macro also alerts all casters to stop attacking. Important. This is for the transition of aggro from Warrior to Warrior to get aggro.

Once the second tank gets aggro, make a macro for ASSIST so that casters can resume their DPS(Damage).  As soon as the second warrior gets 6 stacked debuffs, stop attacking and let the third tank get aggro. Rinse and repeat.  The whole raid needs to know their role and when to react based on these MACROS. Otherwise, you will get a wipe.  This is a very long fight.  Wear your mana regen gear if you are a healer and many stacks of Major Mana pots.  Druids should provide Innervate on priests that ran out of mana.

Once you kill Kurinnaxx, make sure no one talks to the Human NPC.  Only the main tank is to talk to him, when everyone is in position and ready.  The next fight is a triggered event that starts when you talk to the Human NPC.  Rajaxx will yell: “The time of our retribution is at hand! Let darkness reign in the hearts of our enemies! No longer will we wait behind barred doors and walls of stone!  No longer will our vengeance be denied!  The dragons themselves will tremble before our wrath!.

Basically, waves and waves of Qiraji Warriors and flyers will keep pouring in.  Once a wave dies, another is sent within only two seconds.  You need to drink in this short lapse of time if you can. Warlocks and Mages need to put a lot of DPS here on mobs.  ALL Warlocks need to fear units constantly, and dot the main tank’s target while keeping a watch on the feared mob, to recast fear on them again and again.  Druids can entangle-root mobs, and priests should use their Fear-2 mobs ability, hunters might get a chance to place traps in between waves.  This orchestrated mob control will ensure the survival of all the 20 players, and keep you save from too much damage.  Remember to dot the main tank’s target while fearing or entangling.  Once it dies, move to the next target—rinse and repeat, until everyone is dead.  Making the fight last longer by crowd controlling is good—in that lapse of time your healers and DPS casters are regenerating mana.

If you keep the 4 Kaldorei Warriors and Human healed, you won’t have much trouble.  They have tons of hit points.  The challenge is if you wipe and they die.  They won’t respawn for at least two more hours, so you will be left on your own without the NPCs.  The fight with Rajaxx—I will let you figure it out on your own. So let’s skip forward.

I could say Blizzard is allowing every single class to feel important and useful in Ahn’Qiraj instance.

Fighting Buru—a huge scarab on steroids—looks piece of cake, but requires a lot of organization.

Bad news: Buru can’t be tanked at all by a Warrior.

Good news: Buru walks very slow and can be kited(You can make him follow you while everyone ranges it).

I would suggest players to use their Revered-boots from Arathi Basin Battlegrounds for this event.  The Boots allow you to run a bit faster than normal.  Start running up the ramp while Buru chases you.  Try to reach the top, of the ramp, then jump down.  Healers need to keep healing the player after they jump down.

In the meantime, players need to cause damage to the six eggs of Buru—but DO NOT destroy them.  Once the eggs have 5% hit points, spam on Raid chat “BRING HIM”, to alert the runner to bring Buru and make him walk on top of the eggs.

Soon as Buru is on top of the eggs, Warlocks and Mages should cast Area-of-Effect(AOE) Spells to destroy the eggs.  Apparently, when the six eggs are destroyed below him, they cause damage to Buru.

Special thing to note:  Buru won’t get aggro if you dot him or cast spells on him.  He won’t stop chasing his target until it is dead, or becomes unreachable.  You should make the font color of Raid Chat blueish or green—so that you can read the Warning message in orange.  When Buru chooses to attack a specific player, you get a alert message onscreen saying that Buru is watching you.

Druids should be alert when they get Buru’s attention.  They are quietly versatile to kite Buru.  Turn into a Cheetah to run faster.  When you need to enter the water, do not swim normally, or Buru will reach you, since your movement swimming is slower.  Shapeshift into a seal quick and when you reach land, shapeshift once more into cheetah.

All healers must run behind Buru to heal the target.  Buru won’t aggro if you heal the chased player.  Our pick-up-group(PUG) was able to beat him on our second trial.  Not hard, but not easy either—I commend Blizzard for creativity.

After defeating him, we headed up the ramp into the next terrace.  Casters need to stay in the back by the ramp.  Warriors should pull with their ranged gun and make sure to tank the Hive’Zara Tail Lasher (scorpions).  They will silence all casters in an Area-of-effect for nearly 9 seconds, and it spams it very often—like father, like son. Nods at Kurinnaxx.  Healers can’t heal anyone if you allow them to move into the casters, as they become silenced.  The other insects will keep poisoning the whole group.  So healers need to stay as far away as possible, and get in to toss renew.  Druids should help with entangling root, but keep your distance to toss rejuvenation on the tank and anyone who needs it—staying away from silence AOE.

The Silicate Feeder worms here spread a deadly poison after they die, so try not to kill them in the middle of your group, or everyone will get hit and lose health pretty quick—which may kill players that are already 20% health.

Something Warriors would love to know is that past this terrace hallway after you kill Buru, heading toward Ayamiss,  you have a high chance to loot Manual of Battle Shout Rank 7.  Hunters get Qiraji Magisterial Ring and Druids get Rejuvenation Rank 11.  Assumingly, all classes might have their own Book/Manual to upgrade one of their class-specific spells.

Once past this room, we gave a try to the huge bee boss, named Ayamiss the Hunter.  All I can say is that was a very tough and interesting event.  Ayamiss has a high aggro threat, and launches poison blasts at his target, jumping from target to target.  On top of this punishment, every 15-20 seconds a swarm of flying bees come from the front and the back and attack the players.  They seem to die with Mages and Warlocks AOE.  Watch our movie of Ayamiss the Hunter. This event might be qualified as “Insane” and will be challenging, yet fun for hardcore guilds. A+ to Blizzard on this one.

We decided not to mess with Ayamiss for a second trial, and skipped him to find out what was next.  The very long ramp heading to the top of the temple gave us a bunchful of curiosity. The sun could be seen in the direction of the ramp—as if inviting us for the fight of our life at the top of the temple.

Once atop, we found many Anubisath Guardian (Obsidian Statues) walking back and forth in very slow motion.  You shouldn’t be fooled.  They are set to walk on you at some point during mid-fight.  The whole raid should stay on the ramp.  That is your 100% safe spot.  Hunters or Warriors should pull the Obsidian Statues down to the ramp.  Once you are sure all of the statues are dead, you can leave the ramp.  Each Obsidian spawns 2 Qiraji warrior minions.  One can be feared in the safety of the ramp.

Mages need to cast detect magic at all times on Obsidian Statues to detect the type of deflect debuff they have.  This is a anti-wipe measure and a lifesaver. The abilities of every class are tested on this instance.

The Anubisath Guardians by the Watchers Terrace have a deflect Shadow-and-Frost at once, while others have a Fire-and-Arcane deflect debuff.  Casting Detect Magic will alert the whole raid which magic-spells they should avoid casting. Reason?  If just one player messes up and dots the Obsidian Statue with Shadow Word:Pain, Devouring plague or Frostbolt/Frost Nova—for example—it will deflect back to every player in front of him the attack for over 800 damage.  This mistake 3 times in a row could wipe half the raid wearing cloth and leather. Watch our movie showing the fight with one of the Anubisath Guardians—and a close up to Ossirian using mind vision.

Once we made sure all the Anubisath Guardians were dead, we started exploring the Watchers Terrace.  A huge field with columns.  We saw some crystals on the ground, and started testing—not knowing what to expect in this event.

When clicking the crystals, they would slide up from the ground, then sink back. Our curiosity grew, not knowing what they were for.  But we kept in mind we could interact with the Pylon crystals named Ossirian Crystal.

We finally started to engage this final boss named Ossirian.  Soon as we heard him yell: “Sands of the desert, rise and block out the sun!”, we knew this guy meant business, and that we were up to a spanking session.  Blizzard really brought a challenge in Ahn’Qiraj instance.  This is not the typical beat till it dies boss. He looks like the Egyptian god Horus, son of Osiris and Isis with the head of an obsidian-stone Hawk—Reference.  However, Ossirian has a circle that brights on his head, which looks like a sun.  The god Ra—father of all gods—and grandfather of Osiris’ parents Geb and Nut, is the god of the sun and has a hawk-head and a sun on his head—Reference

If you watch our movie, you will notice that our first attempt at this boss was both hilarious and sad.  The 20-players lasted barely one minute or so. Believe it or not … our lovely Ossirian was literally beating the snot out of us. Ossirian killed a player by 8k, 12k, 13,068, 14,246 damage.  Whoa?  You heard right, and that was only normal hits.  His crushing ability did 19,681 damage.  Everyone was jaw-dropped as Ossirian kept yelling: “You are terminated.”.  And indeed—this guy is a Terminator that has nothing to be jealous of Arnold.

Our second attempt was more lasting, and almost had a kiting strategy going.  Players were driving him toward the Ossirian Crystals.  You may Watch our second movie showing how the crystals sap Ossirian with a lightning bolt.

At this point, we do not know if Blizzard has acknowledged in the forums if this is a bug. I will surely check out later.  If this is working as intended then our discovery will be possibly the solution to this massive spank-wipe.  The Ossirian Crystals sap him—lowering his damage output for 30 seconds.  A player reported he was hit by 5.6k damage and the main tank reported getting hit by 1.3k damage after the Ossirian crystal launched a bolt at Ossirian. The strategy here, among many others that guilds should figure out with practice, is for the Tank-Warrior to pull Ossirian toward one of the Crystals.  The raid should organize and assign one player to stand by one of the crystals at all times. No one should attack him while he is on rampage, so to keep the aggro on the Tank.  When the crystal saps Ossirian with a bolt, his damage-output will be reduced.  A Shaman reported that he was able to purge his Strength of Ossirian buff as well.

It is important that all mages are alert on re-casting Detect Magic on Ossirian at all times to find out when he has risen up his buff.  I’m not sure if that was the name, but it seems he has a armor buff that can be dispelled.

The ideal scenario is that a Tank keeps pulling Ossirian toward each Crystal, sorta kiting him in circles, up to the next crystal while casters range him. The player assigned to each crystal most be alert to trigger-click the crystal at the right time to sap Ossirian once more—every 30 seconds, on a different crystal.  The crystal will spawn again, so you can return to it at a later time.

Before conclusion, I gotta warn you that Ossirian also summons a huge tornado that moves through the Watchers Terrace, adding an extra adrenaline-pumping factor. He can also cast cyclone on a single-target. This no doubt will be one of the most challenging boss events that will require a lot of cooperation, organization and communication among all players to pull off. And a lot of luck and praying. Blizzard’s creativity at its best.

Special thanks to Filefront for hosting our movies to share with you, and to GameCam for providing a great Game Movie Capturing software.

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This is a story that has been explained a few times to those who have asked after they have seen Deadwind Pass, and the great tower of Karazhan that stands alone within it.

However, it is always welcome to tell the tale again for those who have not heard it yet. A dark tale. A grim tale. The story of a place of horrors.

Karazhan, within the Deadwind Pass, was not as it is today… even four years ago. A dark and evil presence has come to Karazhan and the Deadwind Pass, a presence that has cursed the very land, and brought the dead to life without aid of any Plagues. The only living things within the Pass are the giant carrion birds, like great shadows on the sky, and a very hardy tribe of Ogres that have no fear of even the Dead that walk in Karazhan. The Ogres, perhaps, even pay homage to whatever rules the Tower.

Karazhan rests at a nexus of ley energies that give the site of the tower incredible power. Magical power is augmented at this site, and that is why it was chosen by the last of the Guardians of Tirisfal to be his home. Or did Karazhan chose Medivh? It is hard to tell, with the strange energies that exist at that place.

Karazhan, for many years, has a power all its own. It could show those within it visions of the Future… or the Past… and of things that might or might not be. Prophecy was Karazhan’s power, and Medivh liked the power this afforded his studies.

Even then, however, Medivh was possessed. His mother, Aegwyn, was the one who fought and slew the body of the Dark Titan himself. No other mortal could ever have done this, and it is hard to imagine how Aegwyn even accomplished this feat… for Sargeras’ power was beyond measure in his full form. However, though his body died, it is much harder then that to kill a Titan.

The Dark Titan’s spirit enter Aegwyn, and into her very womb did he go. He waited there for the child that would eventually be conceived, and took possession of the boy. Medivh’s life up to his death was a constant struggle between himself and Sargeras.

Sargeras, the Dark Titan, overcame him time and time again.

Sargeras tried to make Medivh kill his own mother, but the will within Medivh refused, and he instead banished her to somewhere… no one knows. Perhaps far, far from this world entire. Wherever she went, she lives on… likely mourning for the son she lost.

It was by Sargeras’ command that Medivh created the Dark Portal and brought the Orcs forth onto Azeroth. To break the cycle and set himself free… this was the goal of both Medivh and Sargeras.

However, the Sword of Auduin Lothar found its mark in the heart of Medivh. This tale is told in much further detail in book, The Last Guardian.

Karazhan, as it stands now, is not as it was. When Medivh returned from Death as the Prophet, he absorbed from Karazhan all the powers of Prophecy that it once had. The tower was rendered inert, its prophetic might removed. He abandoned Karazhan then, having no further use for it.

However, someone else took over in his stead.

Karazhan remains a site of great and terrible power. A nexus of Ley Energies rivaled only by the now destroyed Sunwell. It is a place where Magic itself can come alive. The power of Prophecy is gone… but who knows what could fill the void the power left in its wake.

Many rumors persist about what has cursed the land, what killed and animated the townsfolk in the ruins of the village at Karazhan’s feet. It could have been a dark and powerful Lich in service to the Lich King… or it could be a sect of Dreadlords that escaped the culling after the second invasion of the Legion.

Or, like Medivh, Sargeras could also still be alive.

His soul, persistent as always, could have returned to the site of his years of plotting and experimentation. Sargeras could easily, even in Spirit, corrupt the land and take possession of Karazhan. He is a TITAN, as near to a GOD as anything that currently walks the world. His body, sans his eye, may be entombed in the islands off the coast of Kalimdor… but his Spirit might still linger, and be doing terrible things within the now empty halls of Karazhan.

It could be that by removing the power of Prophecy from Karazhan, Medivh opened the door for Sargeras to gain full control of the power of Karazhan that remained. Why did Medivh not foresee this?

Perhaps he did. Perhaps he tried to go to Karazhan to stop this after Archimonde’s destruction. Perhaps Medivh is locked up in his former home, held by the being that possessed him for so many years.

Or perhaps Medivh’s time on this earth ended when Archimonde died… and he could to nothing but pass on, though Sargeras remained.

Many dark stories flow from Karazhan of terrible events and dark creatures. Dark Riders have been seen as far as Duskwood, and an artifact known as the Scythe of Elune was claimed by them and taken back to the tower. The artifact possesses the power to summon the Worgen to this world… and if you have studied anything about the Worgen, you know they to be perfect allies for Sargeras. This artifact has also maintained the unnatural darkness over Duskwood for many, many months… if Sargeras possesses this item… there is no telling what harm he might do with it.

There is a new theory that has come to light. A theory that has caught many ears and hearts, and filled minds with horror and fear. If it is not the Ghost of Sargeras within Karazhan, then it could be this being that all members of the Alliance learned to fear during the second war. A being that was one of the original Orcish Death Knights under the service of Gul’dan. A being that was a Warlock and Necromancer of TERRIBLE power.

His name was Teron Gorefiend.

Rumors of a pale horse riding from the Dark Portal spread across the land. Rumors that upon that horse was a shrouded rider, and that horse was as dead as stone. And, even the Demons quailed at its passage.

Within that shroud was a being that commanded the Orcish Death Knights during the Second War… within that shroud is a being who very well COULD awaken the dead from their long slumber.

A mind of cunning and magic as keen as Medivh’s is in that shrouded cowl. He knew of Karazhan and Medivh. He was likely one of Gul’dan’s party who met with Medivh to seal the deal and help in opening the Dark Portal. His knowledge of the undead would rival the Lich King’s.

He also bears no love for Ner’zhul, wanting his own dominion and his own glory. And his origins do not originate from the Plague that made Undead in the rest of the world. The Lich King holds no sway over him or anything made by him… undead or otherwise.

He was never accounted for by the forces that raided Draenor. No record of his death or destruction was ever found. It is very possible he could have survived the sundering of Draenor.

Teron Gorefiend could have rode into the abandoned Karazhan… and taken over when Medivh left off.

Think of him sitting upon his skeletal horse, and in his hand the Scythe of Elune, and around him legions of howling Worgen.

Such is the stuff of Nightmare.

Other then these theories, Karazhan remains a mystery still. All attempts to enter it have failed. The dead bar the way with power as great as the strongest of Adventurers.

When Karazhan does open… be it Scourge or Demon, Teron Gorefiend or Sargeras himself within it… one thing is for certain…

No one will be safe from what lies inside the Cursed Tower of the Magus Medivh, Karazhan.

by Ghostwalkar

Level 60 Troll Shaman

Guild:  Lordaeron Intelligence

Realm:  Argent Dawn

1. Windstones, Elementals, and Epics

Here’s a guide to some stuff in Silithus that you may or may not know about.

There are 3 twilight hammer camps in Silithus each with Lesser, normal, and Greater Windstones in them. They display a ‘use’ icon when you mouse over them, however if you activate one unprepared, it will zap you with lightning. And yes, it will kill you if you are dumb and try it enough times. :p

General Info


Each of the stones will summon an Abyssal Elemental. What they drop depends on which one you summon. All of the stones require, at minimum, the Twilight Trappings Set. This is a 3 piece cloth armor set with a head, shoulder, and chest piece. They have no stats, and the set bonus only allows you to interact with Windstones. They have about a 1/5 drop rate off the twilight cultists, don’t bother buying them off the AH unless you’re really lazy, you can farm a full set in about 15 minutes.

Set :



Important Note Using the Twilight Set, Medallion of Station, or the Ring of Lordship to activate any of the windstones will consume the 3 armor pieces, medallion, and or ring! If you fail to kill the elemental and he despawns, you will NOT get the pieces back, broken or otherwise. So don’t do it unless you are prepared to take down whichever boss you are summoning.


Objects of Beckoning


If you complete the quest to collect 10 Encrypted Twilight Texts, and turn them in to the NPC in the cave, INSTEAD of turning them in to the NPC in town, you will recieve a letter in the mail a few hours later.


In the mail you get a bag, the bag can contain various crafting schematics, as well as some scrolls that will allow you to create beckoning objects.

Crests of Beckoning are used on Lesser Windstones.

Signets of Beckoning are used on normal Windstones.

Scepters of Beckoning are used on Greater Windstones.

Each of they Scrolls require various regents, ranging from 1-20 elemental air/earth/fire, herbalism plants, truesilver rods, and Dark Runes.


The purpose of the Objects of Beckoning are to enable you to summon a specific type of elemental from the stones. For the Lesser stones this is kind of pointless, the Templars loot tables are mostly the same between all 4 types. For the Dukes and higher, this can be useful, as each drops a different object. It takes quite a bit of time to aquire the materials to summon a Duke or a Lord, so this may be worthwhile.

Lesser Windstones


The Lesser stones summon a Templar, a 60 elite that can be taken down easily by a group of 2-3. The only thing required here is the Twilight Set. Be sure to bring a healer of some sort, they hit for ~700. There are 4 possible Templars that can be summoned, which one is summoned is random. Each will drop an Abyssal Crest, and there’s a good chance that it will drop a random BoE green item. They can drop blues, but the chance to do so is only slightly higher than any other random NPC.

Azure Templar – Water


Crimson Templar – Fire


Earthern Templar – Earth


Hoary Templar – Air


Normal Windstones


The “normal” windstones (they just say “Wind Stone”, no Lesser or Greater) require a Twilight Set, plus a Medallion of Station. The medallion is a neckpiece, which is aquired by bringing 3 Abyssal Crests to the NPC near the mailbox along with a Large Brilliant Shard. This quest is repeatable, however it requires Friendly reputation before it becomes available. All you need are 3 Crests and the shard to get another one.


Wearing the Set and the Medallion allows you to activate the Windstone, which will summon a Duke. These are level 62 elites, and can be taken by a group of 5 if everyone knows what they’re doing. If you’re doing this with a pickup group, grab 8 or more. Each has different attacks, none are particularly difficult, although the Air elemental does use a hurricane like attack that does 400 per tick.
Each of them will drop a different BoP blue item, most of which are very nice. They will also drop a blue item called an Abyssal Signet, which you can turn in for some faction and a nice bag of random stuff.

Duke of Cynders – Fire


Duke of Fathoms – Water


Duke of Shards – Earth


Duke of Zephyrs – Air


Greater Windstones


To summon a Royal Lord, you need the Twilight Set, the Medallion of Station, plus a Ring of Lordship. The ring can be aquired via quest, same as the Medallion, however it requires Revered reputation with the CC. It takes three(3) Abyssal Signets to create a Ring. This quest is also repeatable.

The ring also drops off a rare spawn that can spawn at any of the 3 twilight camps, and wanders around the camp. If he’s not at one camp, check a different one. Even though he’s classified rare, reports have his spawn time at less than 15 minutes, although he can spawn at any one of the 3 camps.

Activating the Greater Windstone will summon a ?? (raid boss) elite that requires anywhere from 30-40 people to defeat. There are four different ones and each one drops a different epic. It is not a 100% chance to drop an epic, but it’s pretty high, somewhere around 70%. If not an epic, then you’ll get a blue.

They also drop Abyssal Scepters


These can be turned in for rep with the Cenarion Circle, same as the crests and rings. However it’s plausible that these can be used to summon a still more powerful entity, however this is still speculation, nobody has discovered any quest or object that would lend credit to this theory. It’s also possible that they could be used in the next patch to help open the gates of Ahn’Quiraj

High Marshal Whirlaxis (Air)


Windshear Cape


Prince Skaldrenox (Fire)


Elemental Focus Band


Baron Kazum (Earth)—Thottbot has no info here


Earthern Guard


Lord Skwol


Wavefront Necklace



Thanks to Lauran and Fates Requium, here’s a video of some fights with the Royals.


By Tetera

Level 60 Night Elf Druid

Guild:  Erinynes

Realm:  Firetree

After Gul’dan replaced Ner’Zhul—his mentor—as the new servant of the Burning Legion, Gul’dan convinced many of the orcish tribes to embrace the warlock bloodlust.  The Burning Legion requested a purification of their land.  The bloodlust granted great muscular might and an inner-rage for killing and destroying anything in their path.

During the orcish rampage of Draenor, many Draenei were killed, while others were dishonored by the brutal orcish soldiers, and Garona was the product of one such coupling. At the end of the war, Garona and those like her were all that remained of the Draenei.  A small number of Draenei survived the onslaught, using a recessive cloaking ability—which saved them from extinction.  Having travelled well in all of Draenor, Garona was well-versed in the culture of both the Draenei and Orcs, making her an invaluable asset to the Shadow Council, and she was inducted into the warlock-controlled Stormreaver Clan. She quickly became the Chief Interpreter of the Shadow Council, and Gul’dan’s personal spy and assassin. Due to her mixed blood, however, she was eternally an outcast, and had to rely upon her wits to keep her alive in the harsh world. Upon arriving in Azeroth, Garona’s experience lent a great deal to her insight with their newest foe – the humans.

She was part of a war party which attacked Medivh, and the Magus killed all of them, except her. Garona was sent back to Gul’dan with a message for him, and the warlock returned her to Medivh, to act as a spy on the orc’s behalf.

She acted as an emissary of the Horde to him, and assisted the mage in understanding the orcs. It was in Karazhan that she met Khadgar, Medivh’s apprentice sent to spy on him from Dalaran by the Kirin Tor. Khadgar was, at first, furious at her presence, but the Magus demanded Khadgar’s respect. Over time, a begrudging trust was forged between the two. Garona and Khadgar continually rebuked the other’s race, and defended their own from assault. They learned from each other, and soon began to suspect that Medivh was keeping secrets from both of them.

Together, they eventually discovered that Medivh was, in fact, the man who had brought the orcs into Azeroth, and uncovered his plans of murder and deceit, and that he was truly Sargeras, the fallen Titan.

They fled to Stormwind, where Garona met Llane and Lothar, who accepted her despite her orcish heritage. They then gathered a small war party and raided Karazhan. After searching about the tower, they found Medivh, who unleashed all the powers of Tirisfal and Sargeras combined against them. When Garona tried to attack him, he sent a numbing psionic blast into her mind. In the ensuing battle, she disappeared as Medivh was killed.

In the months that followed, Garona became a trusted confidante to King Llane. She reported to him the inner workings of the Horde and how he could use it to his advantage. But, she was still ultimately working for the Stormreaver, and was sent on a mission to kill Llane. With a heavy heart, she carved out his. But Gul’dan was in a coma after Medivh’s death.

Immediately, Doomhammer used the situation to his advantage, killing Blackhand. His spies found Garona, and tortured her, almost to death, until she finally revealed the secret location of the Shadow Council. The Council was destroyed, and the Warlocks slain.

Garona’s fate hereafter is uncertain.  She is pressumed dead.

NOTE:  However, Garona was seen in Ravenhold Manor,  the guild of assassins, during World of Warcraft closed beta with the title of Grand Master of the Assassin’s Guild—which suggests that Garona survived Doomhammer’s wrath.  The NPC was removed later on.  She is possibly reserved for a special storyline in a future content patch.

The Draenei are one of the three primary races native to Draenor (the others being the Orcs and the Ogres). The Draenei once populated the planet heavily, but were slaughtered by the Orcs shortly after their corruption by the Warlock Gul’dan.  The Draenei were formerly very human-looking, with greenish skin.  After the Dark Portal was destroyed,  Draenor collapsed onto itself.  What remains of Draenor are floating chunks of the planet’s debris and asteroids floating in the Twisting Nether.  This zone of floating asteroids in space is known as Outland.  The irradiation of the collapsing energies of the Dark Portal seem to have mutated the Draenei that survived.  Their almost human-like features forever changed.

They were thought to be extinct, but Illidan and his forces discovered and liberated one of the last surviving Draenei villages. They are known for being great spies and assassins as their warriors can Shadowmeld at all times of day, even while moving. They are currently ruled by Akama, the Elder Sage, and are allied with Illidan’s Naga and Blood Elves. The Draenei are consumed by an unquenchable bloodlust whenever they know Orcs are near.

A few Draenei were led through the portal by a few unknown leaders with the hopes of finding a new life, and have settled in The Swamp of Sorrows. Unfortunately, most of them were driven mad due to homesickness, and attack all on sight. There are a few, led by Magtoor, that remember their noble roots and survive on in the swamp seperate of their mad brothers. The mad Draenei are called “The Lost Ones” in memory of their old homeworld.

After you kill one of the four corrupted Green dragons, you loot an object shrouded in nightmare named Malfurion’s Signet Ring.  A quest starts to go to the Moonglades.  You bring your finding to Remulos—son of Cenarius—at the Moonglades and suddenly, Malfurion’s dream form appears before Remulos.

Keeper Remulos: “Malfurion!”

Malfurion: “Remulos, old friend.  It is good to see you once more.  I knew that the message would find its way to you – one way or another.”

Keeper Remulos: “It was shrouded in nightmares, Malfurion.  What is happening in the Dream?  What could cause such atrocities?”

Malfurion: “I fear for the worst, old friend.  WIthin th 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.”

Keeper Remulos: “I sensed as much, Malfurion.  Dark days loom ahead.”

Malfurion: “Aye, Remulos.  Prepare the mortal races.”

Keeper Remulos: “You have been gone too long, Malfurion.  Peace between the children of Azeroth is tenuous at best.  What of my father?  Of your brother?  Have you any news?”

Malfurion: “Cenarius fights at my side.  Illidan sits atop his throne in the Outland – brooding.  I am afraid that the loss to Arthas proved to be his breaking point.  Madness has embraced him, Remulos.  He replays the events in his mind a thousand times per day, but in his mind, he is the victor and Arthas is utterly defeated.  He is too far gone, old friend.  I fear that the time may soon come that our bond is tested and it will not be as it was at the Well in Zin-Azshari.”

Keeper Remulos: “Remulos, I am being drawn back …  Tyrande … send her my love … Tell her I am safe.  Tell her … Tell her I will return … Farewell …”

Keeper Remulos: “Farewell, old friend … Farewell …  Let us return to the grove, mortal.”

Quest: Eranikus, Tyrant of the Dream


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

Game Description:

Malfurion: “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 Darnassus. Just outside the city walls you will 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…”

Geologist Laksbane:  “It is history … A history of Silithus … of Ahn’Quiraj … of Titans and Old Gods … I read from the prophecy of C’Thun as written by the Qiraji Prophet Skerran.  A prophecy that portends a cataclysm …

In the time before time, when the world was still in its infancy, a battle between a Titan and a being of unimaginable evil and power raged on this very soil.  The prophecy is unclear about whether or not the Titan was vanquished in this battle but it illustrates that a Titan fell.  An Old God had also fallen – or so it was thought.

The land of eternal starlight, Kalimdor, was a nurturing mother to all of its creatures.  The magic of the Well of Eternity permeated the land and empowered the multitude of flora and fauna that would make the world their home.  From this magical ether were born the silithid.  It was through the silithid that the brooding Old god would reach and attempt to sunder the world that it once held in its unmerciful grasp.

The Old god would create avatars from the silithid in its own image.  These avatars were to be known as Qiraji.  Sentient and with purpose, the Qiraji would name their creator: C’thun was born … For many thousands of years the Qiraji worked feverishly to build a force capable of laying waste to the world that would betray their god.  The great fortress city of Ahn’Qiraj was created to house their growing armies and prepare for the coming of C’Thun.  This can’t be right.  An Old god could never be allowed to enter this world.  The results would be … Oh dear!

There is more.  The moment that C’Thun had so patiently waited for had finally arrived.  His children had spent thousands of years building an army capable of exacting revenge upon the whole of Kalimdor and now the prize was within their grasp.

The Titans had long since vacated this world.  Only the night elves that once inhabited this area were here to defend.  Oh my!  The next passage is fascinating!  A mighty Qiraji known as General Rajaxx would command the initial incursion into Silithus.  Only one would stand in his way:  A night elf known as Staghelm.  They refer to him as Khar’sis or “hand of the earth” in the native Qiraji tongue.

Staghelm and his armies were clearly overwhelmed as the endless flow of Rajaxx’s troops poured into Silithus.  It would seem as if Staghelm, however, was more than just a nuisance to the Qiraji.  Under Staghelm, the whole of the night elf armies had come together to defend Kalimdor, greatly slowing the Qiraji forces.

Unfortunately, the night elf defense was untenable and Rajaxx knew that they could not hold out much longer.  Their tenacity, however, was causing great frustration to Rajaxx and causing even more frustration to his king.  Wait, kings?  Incredible…

Vek’nilash and Vek’lor, known as the Twin Emperors of Ahn’Qiraj, watched the war from the sanctuary of their temple.  The clever brothers devised a plan to demoralize and divide Staghelm’s forces.  Valstann Staghelm served as the right hand of Fandral.  A proud and noble warrior, his dedication and adoration for his father unyielding … and the Twin Emperors sensed this as weakness.  A weakness that could be exploited.

The Qiraji forces were commanded to fall back and hide the bulk of their numbers beneath the sands of the desert.  A small attack was ordered upon Southwind Village while the front lines of Staghelm’s army were kept occupied.

Valstann, eager to please his father, convinced Fandral to allow him to take a small batallion to the defense of Southwind.  Surely with the tide of battle turning their way, no harm could come to his beloved child.  The trap was missed.  Valstann was captured by the hiding Qiraji and Southwind Village obliterated.  Rajaxx himself would take the captive Valstann to the front lines of the battle where – in front of Staghelm and the night elf forces – he would brutally execute the young night elf.  The war continued but the will of the great leader was sapped.  The whole of Silithus was soon engulfed by the silithid and their Qiraji hosts.

Poor man, this explains so much.  The night elf army was pushed back through Un’Goro, to the borders of the Tanaris desert.  something in Un’Goro prevented the Qiraji from being able to take the land.  I do not quite understand this word but I believe it to mean ‘God Lands’.  It is stated that they could not ‘take the God Lands’.

Fascinating, this coincides with theories of Un’Goro being the home of the Titans when they inhabited Kalimdor.  Perhaps Aman’Thul himself watched over ‘The God Lands’.  Hrm, curious … This ends abruptly.  In Tanaris the Qiraji document facing a bronze dragon.  There is much missing from this … More information must be found!  Surely they are planning to invade Kalimdor once more!”

(( Baristolth of the Shifting Sands shifts uncomfortably. ))

Baristolth of the Shifting Sands: “When the time is right, my lady.  All will be clear when the time is right.  The master stirs even now.  Look to the skies for the Brood of Nozdormu have returned.

The Undead’s beginnings upon Azeroth do not truly begin with the corruption of Prince Arthas-it began long before that event. The events that brought downfall of Lordaeron were long set in motion before that point; it began with the coming of the orcish clans and the burning legion.

The orcs of Draenor (the world which they originally came from) were noble and shamanistic. They were powerful warriors, strong of body and will. It was for these reasons that the Burning Legion sought them out. Kil’jaeden, a demon of great power among the Legion, wished to enslave the orcish clans and use them as his army against the worlds the Burning Legion had yet to conquer.

Kil’jaeden came to the leader of the clans, a powerful shaman named Ner’zhul. He promised Ner’zhul untold mystical power and knowledge if he made a pact with the demon that would enslave the clans to the Burning Legion. This pact sealed not only their fate but that of their world forever.

As time passed, Ner’zhul realized the fate of the clans at the hands of the Burning Legion, and the orc shaman began to defy Kil’jaeden. The demon, angered by Ner’zhul, turned to the shaman’s own apprentice, Gul’dan, who was far more corruptible than Ner’zhul.

It was Gul’dan who was responsible for the decline of shamanism throughout the clans. The promise of power and control over one’s enemies made his offers even more tempting. With Kil’jaeden’s help, Gul’dan began his manipulation of the clans. The orcs, once noble, became corrupt, mindless savages. With the introduction of demon blood into their bodies, the orcs were even more ruthless and barbaric.

Even though Kil’jaeden had corrupted Gul’dan after his failure with Ner’zhul, Kil’jaeden hated the shaman and vowed to enforce their original pact. Kil’jaeden captured Ner’zhul and began an incredibly slow physical torture on the shaman. While Ner’zhul begged for death, Kil’jaeden reminded Ner’zhul that their original pact was still binding. Kil’jaeden killed the orc but only physically. Kil’jaeden held the orc shaman’s spirt fast before it could find its way to the Twisting Nether.

Kil’jaeden placed Ner’zhul’s spirit within a block of ice gathered from the Twisting Nether. While it was trapped within the ice, he infused into it even more power. The loss of his body and the introduction of such incredible power was the defining line in Ner’zhul’s transformation.

Kil’jaeden hurled the block of ice through dimensions back to Azeroth, where it landed in the continent of Northrend, introducing this great evil to our world. Ner’zhul was gone forever; in his place was a throne of ice and hatred. The once respected shaman leader had become the incredibly powerful Lich King.

Because Kil’jaeden did not trust the Lich King, he sent his dread lords to watch over the spirit and ensure that the Lich King followed his orders. The vampiric servants came to Azeroth willingly, drawn to the destruction and power of the Lich King and the potential genocide of a planet’s entire race.

Over a decade passed. During this time, the Lich King used his vast powers to gain control over the minds of the creatures of Northrend, whom he commanded to erect a great citadel over his frozen throne. Now that all of Northrend was under his domination, the Lich King knew he needed to begin his inflitration of Lordaeron. Trapped within the ice, the former orc shaman began seeking more minds to manipulate and control. His call reached out across the continents.

The Lich King’s summons did not go unnoticed. Especially by a small handful of powerful individuals. Among them was the Archmage Kel’Thuzad, who was a powerful member of the ruling body of Dalaran, the Kirin Tor. His pursuit of all types of magic violated the Kirin Tor’s policies against learning dark magics. Kel’Thuzad abandoned the Kirin Tor, and all his ties to conventional thought and vowed to learn as much as he could from the Lich King.

A pact was struck between the two. Kel’Thuzad would receive immortality and immense power in return for servitude to the Lich King. Kel’Thuzad’s first task was to use his wealth and influence in Lordaeron to found the Cult of the Damned. The Cult promised equality and eternal life to all its members as long as they swore an oath to Ner’zhul the God of the Cult of the Damned.

Ner’zhul then created artifacts that were designed to spread the plague among the human civilizations of Lordaeron. He gave them to Kel’Thuzad, and ordered the wizard to spread them across the land. His Cult followers were to protect the artifacts at all costs.

Once in place, the plague began to seep into the land and affect its ignorant citizens. As Kel’Thuzad watched, the Lich King’s army grew quickly and he soon gained control over large portions of the land. This army became known as the Scourge, for its sole purpoes was to scour humanity from all of Azeroth.

—Book found at Scarlet Monastery

Return to the WoW In-Game Books Section

Ten thousand years before the orcs and humans clashed in their First War, the world of Azeroth cradled ony one massive continent surrounded by the infinite, raging seas.  That land mass, known as Kalimdor, was home to a number of disparate races and creatures, all vying for survival amongst the savage elements of the waking world.  At the dark continent’s center was a mysterious lake of incandscent energies.

The lake, which would later be called the Well of Eternity, was the true heart of the world’s magic and natural power.  Drawing its energies from the infinite Great Dark Beyond the world, the Well acted as a mystical fount, sending its potent energies out across the world to nourish life in all its wondrous forms.

In time, a primitive tribe of nocturnal humanoids cautiously made their way to the edges of the mesmerizing enchanted lake.  The feral nomadic humanoids drawn by the Well’s strange energies, built crude homes upon its tranquil shores.  Over time, the Well’s cosmic power affected the strange tribe, making them strong, wise and virtually immortal.  The tribe adopted the name Kaldorei, which meant – children of the stars – in their native tongue.  To celebrate their budding society, they constructed great structures and temples around the lake’s periphery.

The Kaldorei, or NIght elves as they would later be known, worshipped the moon goddess Elune, and believed that she slept within the Well’s shimmering depths during the daylight hours.  The early Night elf priests and seers studied the Well with an insatiable curiosity, driven to plumb its untold secrets and power.  As their society grew, the night elves explored the breadth of Kalimdor and encountered its myriad denizens.

The only creatures that gave them pause were the ancient and powerful dragons.  Though the great serpentine beasts were often reclusive, they did much to safeguard the known lands from potential threats.  The night elves believed that the dragons held themselves to be the protectors of the world, and that they and their secrets were best left alone.

In time, the night elves’ curiosity led them to meet and befriend a number of powerful entities, not the least of which was Cenarius, a mighty demi-god of the primordial forestlands.  The great-hearted Cenarius grew fond of the inquisitive night elves and spent a great deal of time teaching them about the natural world.  The tranquil Kaldorei developed a strong empathy for the living forests of Kalimdor and reveled in the harmonious balance of nature.

Yet as the seemingly endless ages passed, the night elves’ civilization expaned both territorially and culturally.  Their temples, roads, and dwelling places stretched across the breadth of the dark continent.  Azshara, the night elves’ beautiful and gifted queen, built an immense, wondrous palace on the Well’s shore that housed her favored servitors within its bejeweled halls.

Her servitors, whom she called the Quel’dorei or High-borne, doted on her every command and believed themselves to be greater than the rest of their lower-caste breathren.  Though Queen Azshara was loved equally by all of her people, the High-borne were secretly hated by the jealous masses.

Sharing the priests’ curiosity towards the Well of Eternity, Azshara ordered the educated high-borne to plumb its secrets and reveal its true purpose in the world.

The high-borne buried themselves in their work and studied the well ceaselessly.  In time they developed the ability to manipulate and control the well’s cosmic energies.  As their reckless experiments progressed, the highborne found that they could use their newfound powers to either create or destroy at their leisure.  The hapless highborne had stumbled upon primitive magic and were now resolved to devote themselves to its mastery.

Although they agreed that magic was inherently dangerous if handled irresponsibly, Azshhara and her highborne began to practive their spellcraft with reckles abandon.  Cenarius and many of hte wizened night elf scholars warned that only calamity would result from toying with the clearly volatile arts of magic.  But, Azshara and her followers stubbornly continued to expand their burgeoning powers.

As their powers grew, a distinct change came over Azshara and the highborne.  The haughty, aloof upper class became incresingly callous and cruel towards their fellow night elves.  A dark, brooding pall veiled Azshara’s once entrancing beauty.  She began to withdraw from her loving subjects and refused to interact with any but her trusted Highborne priests.

A young, brazen scholar named Furion Stormrage, who had spent much of his time studying the Well’s effects, began to suspect that a terrible power was corrupting the highborne and his beloved Queen.  Though he could not conceive the evil that was to come, he knew that th enight elves’ lives would soon be changed forever.

With the absence of trolls in the northlands, the elves of Quel’Thalas bent their efforts towards rebuilding their glorious homeland.  The victorious armies of Arathor returned home to southlands of Strom.

The human society of Arathor grew and prospered, yet Thoradin, fearful that his kingdom would splinter apart if it overextended itself, maintained that Strom was the center of the Arathorian Empire.  After many peaceful years of growth and commerce, mighty Thoradin died of old age, leaving Arathor’s younger generation free to expand the empire beyond the lands of Strom.

The original hundred magi, who were tutored in the ways of magic by the elves, expanded their powers and studied the mystic disciplines of spell-weaving in much greater detail.  These magi, initially chosen for their strong wills and noble spirits, had always practiced their magic with care and responsibility: however, they passed their secrets and powers onto a newer generation that had no concept of the rigors of war or the necessity for self-restrain.

These younger magicians began to practice magic for personal gain rather than out of any responsibility towards their fellows.  As the empire grew and expanded into new lands, the young magicians also spread out into the southlands.  Wielding their mystical powers, the magicians protected their breathren from the wild creatures of the land and made it possible for new city-states to be constructed in the wilderness.  Yet, as their powers grew, the magicians became ever more conceited and isolated from the rest of society.

The second Arathorian city-state of Dalaran was founded in the lands north of Strom.  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.

The citizens of Dalaran tolerated the magicians’ endevours and built up a bustling economy under the protection of their magic-using defenders.  Yet, as more and more magicians practiced their arts, the fabric of reality around Dalaran began to weaken and tear.

The sinister agents of the Burning Legion, who had been banished when the Well of Eternity collapsed, were lured back into the world by the heedless spellcasting of the magicians of Dalaran.  Though these relatively weak demons did not appear in force, they did sew considerable confusion and chaos within the streets of Dalaran.

Most of these demonic encounters were isolated events and the ruling Magocrats did what they could to keep such events hidden from the public.  The most powerful magicians were sent to capture the elusive demons, but they often found themselves hopelessly outmatched by the lone agents of the might Legion.

After a few months the superstitious peasantry began to suspect that their sorcerous rulers were hiding something terrible from them.  Rumors of revolution began to sweep through the streets of Dalaran as the paranoid citizenry questioned the motives and practices of the magician tey had once admired.  The Magocrats fearing that the peasants would revolt and that Strom would take action against them, turned to the only group they felt would understand their particular problem:  The High Elves.

Upon hearing the Magocrats’ news of demonic activity in Dalaran, the elves quickly dispatched their mightiest wizards to the human lands.  The elven wizards studied the energy currents in Dalaran and made detailed reports of all demonic activity that they beheld.  They concluded that although there were only a few demons loose in the world, the Legion itself would remain a dire threat so long as humans continued to wield the forces of magic.

The Council of Silvermoon, which ruled over the elves of Quel’Thalas, entered into a secret pact with the Magocrat Lords of Dalaran.  The elves told the Magocrats about the history of Ancient Kalimdor and of the Burning Legion.  A history which still threatened the world.  They informed the humans that so long as they used magic, they would need to protect their citizenry from the malicious agents of the Legion.

The Magocrats proposed the notion of empowering a single mortal champion who would utilize their powers in order to fight a never-ending secret war against the Legion.  It was stressed that the majority of mankind could never know about the Guardians or the threat of the Legion for fear that they would riot in fear and paranoia.  The elves agreed to the proposal and foundeda secret society that would watch over the selection of the Guardian and help to stem the rise of chaos in the world.

The society held its secret meetings in the shadowed Tirisfal Glades, where the high elves had first settled in Lordaeron.  Thus, they named the secret sect the Guardians of Tirisfal.  The mortal champions who were chosen to be Guardians were imbued with incredible powers of both Elven and Human magic.  Though there would only ever be one Guardian at a time, they held such vast power that they could single-handedly fight back the Legion’s agents wherever they were found in the world.

The Guardian power was so great that only the Council of Tirisfal was allowed to choose potential successors to the mantle of Guardianship.  Whenever a guardian grew too old, or wearied of the secret war against chaos, the Council chose a new champion, and under controlled conditions, formally channeled the Guardian power into its new agent.

As the generations passed, Guardians defended the masses of humanity from the invisible threat of the Burning Legion throughout the lands of Arathor and Quel’Thalas.  Arathor grew and prospered while the use of magic spread throughout the empire.  Meanwhile, the Guardians kept careful watch for signs of demonic activity.

The Chief Warden of the internment camps, Aedelas Blackmoore, watched over the captive orcs from his prison-stronghold, Durnholde Keep.  One orc in particular had always held his interest: the orphaned infant he had found nearly 18 years before Blackmoore had raised the young male as a favored slave and named him Thrall.  Blackmoore taught the orc about tactics, philosophy, and combat.  Thrall was even trained as a gladiator.  All the while the corrupt warden sought to mold the orc into a weapon.

Despite harsh upbringing, young Thrall grew into a strong, quick-witted orc, and he knew in his heart that a slave’s life was not for him.  As he grew to maturity, he learned about his people, the orcs, whom he had never met:  after their defeat, most of them had been placed in internment camps.  Rumor had it that Doomhammer, the orc leader, had escaped from Lordaeron and gone into hiding.  Only one rogue clan still operated in secret, trying to evade teh watchful eyes of the Alliance.

The resourceful yet inexperienced Thrall decided to escape from Blackmoore’s fortress and set off to find others of his kind.  During his journeys Thrall visited the internment camps and found his once-mighty race to be strangely cowed and lethargic.  Having not found the proud warriors he hoped to discover, Thrall set out to find the last undefeated orc chieftain, Grom Hellscream.

Constantly hunted by the humans, Hellscream nevertheless held onto the Horde’s unquenchable will to fight aided only by his own devoted Warsong Clan.  Hellscream continued to wage an underground war against the oppression of his beleaguered people.  Unfortunately, Hellscream could never find a way to rouse the captured orcs from their stupor.  The impressionable Thrall, inspired by Hellscream’s idealism, developed a strong empathy for the Horde and its warrior traditions.

Seeking the truth of his own origins, Thrall traveled north to find the legendary Frostwolf Clan.  Thrall learned that Gul’dan had exiled the Frostwolves during the early days of the First War.  He also discovered that he was the son and heir of the orc hero Durotan, the true chieftain of the Frostwolves who had been murdered in the wilds nearly twenty years before.

Under the tutlelage of the venerable shaman Drek’Thar, Thrall studied his people’s ancient shamanistic culture which had been forgotten under Gul’dan’s evil rule.  Over time, Thrall became a powerful shaman and took his rightful place as chieftain of the exiled Frostwolves.  Empowered by the elements themselves and driven to find his destiny, Thrall set off to free the captive clans an dheal his race of demonic corruption.

During his travels, Thrall found the aged warchief Orgrim Doomhamer, who had been living as a hermit for many years.  Doomhammer, who had been a close friend of Thrall’s father, decided to follow the young, visionary orc and help him free the captive clans.  Supported by many of the veteran chieftains, Thrall ultimately succeeded in revitalizing the HOrde and giving his people a new spiritual identity.

To symbolize his people’s rebirth, Thrall returned to Blackmoore’s fortress of Durnholde and put a decisive end to his former master’s plans by laying siege to the internment camps.  This victory was not without its price:  during the liberation of one camp, Doomhammer fell in battle.

Thrall took up Doomhammer’s legendary warhammer and donned his black plate-armor to become the new Warchief of the Horde.  During the following months, Thrall’s small but volatile Horde laid waste to the internment camps and stymied the Alliance’s best efforts to counter his clever strategies.  Encouraged by his best friend and mentor, Grom Hellscream, Thrall worked to ensure that his people would never be slaves again.