WoW Classic esports returns this October with the Fall Conquest! The WoW Classic Fall Conquest will take place over three weeks from October 3-18 within the 15v15 Arathi Basin. With $12,000 (USD) in total prizing, teams in North America and Europe will battle for their share of each region’s $6,000 (USD) prize pool!Read More
Blizzard Entertainment PR sent me a press release to announce the World of Warcraft Classic Summer Bowl — an eSports event where players will clash in Warsong Gulch.Read More
With Blizzard entering the fourth phase of WoW Classic, one has to wonder if Blizzard plans to launch a Classic Burning Crusade server. Recently, a survey sent to players hinted at just that.
However, do WoW Classic players really want Blizzard to launch Classic Burning Crusade, then Classic Wrath of the Lich King? Or stay stuck with Burning Crusade and stop there?
When does Classic stops being Classic anymore?
Wrath of the Lich King, for example added a lot of classes and systems changes, and brand-new mechanics to the game.
Does the Classic WoW community really want this to happen?
On the other hand, what if Blizzard went a different path instead?
For example, what if Blizzard stuck to the way the original WoW game was supposed to happen without the influence of bad decisions taken, or without the setbacks that plagued them back in the day in terms of limitations of the infrastructure, etc.?
Back in the day, Chris Metzen said at BlizzCon 2005 that their plan was to open the portals of Outland. Don’t take my word for it… watch the video at 4:46.Read More
The drums of war sound once again, and champions of the Horde and Alliance eager to take the fight to players of the enemy faction now have two Battlegrounds—Warsong Gulch and Alterac Valley—upon which to face their foes in World of Warcraft Classic!
While players on PvP realms have been progressing through the Honor System ranks clashing at key points of conflict around Azeroth, these instanced Battlegrounds will provide players on any type of realm with structured opportunities to earn meaningful amounts of Honor and help them climb the PvP ranks.Read More
With the recent Blizzard Dev Watercooler post about bringing back WOW Classic and the 1.12 Drums of War patch, I find myself wanting to jump back into WOW. Considering that I hadn’t played the game since Burning Crusade, it’s been a while. My life at that time had little room for gaming in general, and I couldn’t keep raiding with my friends.
I remember the early days, leveling up to 60, getting my epic mounts, learning how to play warrior, leveling up alchemy, etc. Despite what most people thought of warriors, we didn’t just hit sunder to tank everything, we hit heroic strike and rend as well. While it was true that during patch 1.4 and 1.5, there was not very much content, compared to other MMOs at the time, it had more than enough. What quests there were, had town hubs and the infamous exclamation points and question marks easily marked out who had an quest to do. Most infamous was leveling up in the Barrens. Horde players spent an enormous amount of time in the Barrens, it was nearly twice the size of most other zones. Leveling in other zones was interesting and fun, but the Barrens nearly always brought you back, whether it was Booty Bay, or yet another Alliance PVP skirmish at the Crossroads.
While exploring the Warlords of Draenor alpha, I found that besides the announced content such as Frostfire Ridge and the new models, there was another very shocking addition. The classic five-man Blackfathom Deeps has been completely revamped. All of the bosses have been replaced (with the exception of Aku’mai and Ghamoo-ra, who both have new models and abilities), along with new npcs, a new story and a strange new scenario-like quest feature.
First we’ll look at the new dungeon journal, then behind the cut, a sixteen minute long run-through of the entire instance. This was filmed in the also to be revamped, but as a level 100 heroic, Upper Blackrock Spire to give you a sneak preview of that as well. There is no indication that Blackfathom Deeps will have any heroic equivalent.
Beneath the swirling vortex of raging arcane magic that is the Maelstrom lies the Eye. The Maelstrom is the scar that marks the implosion of the Well of Eternity. Event that happened 10,000 years ago at the end of the War of the Ancients.
Sargeras was about to enter Azeroth, when the champions severed the highborne’s spellwork. I may have to re-read War of the Ancients Trilogy. For some odd reason a memory glitch makes me wonder if it destabilized when Deathwing swooped down to take the demon soul from under the highborne’s nose. That would make him a selfish-heroic figure—nvm.
Anyway, the portal was severed and the Well of Eternity imploded. The land sunk around Suramar, and the ocean surrounding the massive landmass of ancient Kalimdor rushed in to fill the immense gap, submerging everything under the waves.
What once was part of a massive land mass, was now known as the Great Sea. Thus ancient Kalimdor ended up divided into three continents: Kalimdor, Northrend and what is now known as Eastern Kingdoms. Some higher land remained above the water. These are the known isles within the Great Sea: Tel Abim, Isle of Kezan, Zandalar Isle, Plunder Isle, Kul’Tiras, Darkspear Islands (now sunk), Hiji Isle, Gillijim’s Isle, Doctor Lapidis Isle, Crestfall, Tol Barad and Zul’Dare.
Is there anything else in The Eye? You would be surprised. There is indeed. Beneath the waves are various locations charted by Prospector Brann Bronzebeard during his exploration of the world. He left Gryphadin with a goblin merchant at the Broken Isles, and with the use of a magical helmet dove into The Eye of the Maelstrom.
The Eye is but the place that once was known as Zin-Azshari (Glory of Azshara). The city built by the Night Elves around the Well of Eternity. A place now sunk and smashed to the bottom of the Great Sea. It lies now in ruins beneath the waves.
The ocean floor has many locations of interest: Nazjatar, Grishan Caverns, Mak’aru, Drowned Reaches, Pillar Deep, The Boiling Terrace, the Scintal Reef and the Rift.
The Boiling Terrace is located to the southeast of The Eye. It has volcanoes, vents, fissures and emanate dangerous gases that swirl to the surface as large bubbles. To the southeastern edge of the Boiling Terrace is the Drowned Reaches. It is here where all the ships caught by the nigh-magnetic pull of the Maelstrom’s neverending storm vortex end up. It is a ship graveyard. Undead may be found here. Not Scourge Undead, but the restless sailors of many races that wander the area either as animated skeletons or zombies. Any ships caught by the Maelstrom in the past ten thousand years ends up in the Drowned Reaches.
The Rift is the place where the Well of Eternity still exists, smashed beneath the ocean floor into Azeroth’s exposed molten core. Red and orange light emanates from the fissure on the ocean floor.
The Scintal Reef is a coral reef on the southwest of The Eye. This is Makrura territory. Their capital is located within: Mak’aru.
The Grishan Caverns were formed by volcanic activity on the sea floor. The naga stays clear from this area, fearing gargantuan sea creatures may dwell within, such as the Kraken, giant octopi or giant squids—to name a few.
Mak’aru is the capital of the Makrura race—lobsterlike humanoids—who are sworn enemies of the naga. Mak’aru is built within the Scintal Reef, made of coral terraces and organic-like buildings. Due to their thousand of years feud with the naga, Prospector Brann Bronzebeard thinks they might serve as allies for a common goal if diplomats could convince those Makrura on the shores to seek an audience with their leaders.
Pillar Deep is on the northeast of The Eye. It is another thermal vents location that releases steam and gas bubbles. This place looks similar to the Thousand Needles, with thousands of stone-like pillars nigh reaching the surface—except they are not pillars at all. They are giant tubeworms. Smaller eyeless worms inhabit the place.
Nazjatar is the capital of the Naga civilization, former Night Elves known as the Highborne. Their leader is the fabled Queen Azshara, orchestrating and shaping the history of Azeroth from the depths of Nazjatar. Serving the whims of the Old gods who saved her people and transformed, nah, cursed them to be the Naga.—as revealed in Warcraft: War of the Ancients Archive by Richard A. Knaak.
Nazjatar is built into the walls of The Rift, overseeing the long descent to the molten core where the once Well of Eternity still exists. Queen Azshara is massive in size. She reigns from the place that was once her palace in ancient Zin-Azshari.
Creatures found in the Maelstrom: Naga, Makrura, Sea Giants, Giant Crabs, Eyeless Worms, Water Elementals, Octopi, Sharks, Hydras, Threshadons, Frenzies, Giant Squid.
The World of Warcraft RPG: Lands of Mystery is very thorough about areas of the South Seas, Northrend and Kalimdor. For a book published on 2005, it does have a lot of accuracy with what we can find currently in World of Warcraft: Wrath of the Lich King expansion. Therefore, most of the South Sea content might be accurate with what Blizzard Entertainment may provide fans in a South Seas-themed expansion. Grab your PDF copy of this book here.
Zandalar Isle is ruled by King Rastakhan – a jungle troll witch doctor and keeper of troll lore. This island is the home of the Zandalar Trolls who gave us quests for Zul’Gurub to oversee the destruction of Hakkar the Soulflayer. Its capital city is Zuldazar.
To the southwest is Isle of Kezan. To the north is the Broken Isles, and Westfall to the northeast.
Many huts, totems and ziggurats may be found scattered throughout the isle. Zuldazar is the biggest troll structure in the world of Azeroth. Zul’drak pales in comparison. Prospector Brann Bronzebeard traveled here by Gryphon after his trip to Isle of Kezan. He confused a structure of a series of Ziggurats with a high mountain. A city carved out of stepped pyramids and tiered walls.
All troll tribes around the world of Azeroth send emissaries to Zandalar every six years, a tradition which purpose is to discuss matters that affect all trolls.
Mount Mugamba is the highest peak on the island. Snow covers the top of it. Ice trolls live at the top of this mountain. Ice-carved totems may be found here.
Hermit Crabs, monkeys, tigers, hydras, lions, Makrura and couatl.
Hermit Crabs, monkeys, tigers, hydras, lions, Makrura and couatl.
This is what is read on the tablet at the Altar of Zanza in Yojamba Isle, Stranglethorn Vale:
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 defat the Blood god.
These bits of info may be found in the pages of World of Warcraft RPG: Lands of Mystery by White Wolf Publishing. Most of Northrend regions lore was available in this book two years before Wrath of the Lich King was announced. This book was published on 2005.
A generally aloof creator race, the titans are now
a subject of significant interest on Azeroth, at least
for the dwarves. Their part in Azeroth?s history lies
far, far back in time, although Sargeras has of course
taken a more active role in recent conflicts through
the Burning Legion. Here, we present statistics for
the two known races of titans and for the members
of the Pantheon ? the leaders of the titans and
some of the universe?s most powerful entities.
The figure is humanoid but gigantic, with gleaming
metallic skin and a perfection of form that makes the
Very little is known about the titans save for
scraps the dwarves have unearthed and some vague
night elf folklore. Few scholars actually believe the
mighty demigods even existed. Legend holds that
the great ones shaped the land when the world was
young, then left the world to its own devices.
The ruins and buried cities that remain on Azeroth
? Uldum beneath the Tanaris Desert, Ulduar beneath
the Storm Peaks of Northrend, and Uldaman
beneath the dwarven home of Khaz Modan ? are
known to a few to actually be ?titanic? ruins. Most
mortals believe that they are only ancient ruins.
There are two presumed types of titan, the stronger,
smarter, more agile Aesir, and the tougher but less
powerful Vanir. One scholar has postulated that there
are other subspecies of titans. No titans have ever been
spotted, and it is believed that they live among the stars
where they continue to this day shaping new worlds.
The Aesir are platinum-skinned giants that once
crafted the oceans and skies. Their sphere of power
is storm, frost and water. They are highly reclusive,
shying away from all mortal creatures, not wanting
to disrupt the delicate balance of their evolution.
Their direct children are the mountain and sea
giants, whom they created to help them tend to the
high peaks and oceans of the world.
The Vanir are bronze-skinned giants who crafted
the mountains and deep places of the world. Their
children are the dwarves and cursed troggs who
helped them carve out the earth. Like the Aesir,
they tend to stay away from mortal creatures.
Each titan cultivates specific interests that relate
to particular elements or energy types ? essentially,
to some small aspect of creation over which
the titan holds a measure of dominance. Effects of
these interests appear primarily in bonuses to related
Craft and Knowledge skills, but an individual
titan?s special abilities can also reflect its specific
interest. Some titans refer to the piece of creation
upon which they focus as their ?sphere of power.?
Titans generally believe they are invincible. They
wade into the thickest of battles using their most
powerful abilities, or even just swinging with massive,
alloyed fists. Titans with well-defined spheres
of power have wildly varying combat tactics, focusing
primarily upon the strengths of their spheres.
The following are the names of the members of the Pantheon —the High Council organization of the Titans. There are far more Titans. These are simply members of the leadership within the Pantheon:
Aman’Thul the Highfather
Male Aesir Titan. He is the leader of the Pantheon and brother to Sargeras. Consort to Eonar the Lifebinder. His metallic skin is platinum and eyes glow yellow. His hand holds a large staff with a Lightning symbol atop and electricity flows around the staff. He has long Hair and beard reaching his waist. Aman’Thul rules the Pantheon—the Titan High council. He is the oldest and wisest of the Titan race. He and his brother Sargeras set to create countless worlds across the Twisting Nether and created vast races. Aman’Thul blessed Nozdormu the Dragon Aspect with power over Time to be watchful of Azeroth’s myriad of time paths and destiny—protecting the integrity of its timelines.
Eonar the Lifebinder
Female Vanir Titan, bronze-skinned. She carries a alabaster staff and flowers blossom at her feet. She is the representation of life, nature and healing in the universe. Consort of Aman’Thul the Highfather. – 64,001 years before the Dark Portal / First War, Eonar gave a portion of her spirit to Alexstrasza before departing Azeroth to become a potent life-giving force in the world. Ten thousand years ago, when the Burning Legion first invaded Azeroth, Eonar combated the demons by infusing the Dragon Aspects with some of her power to battle the demons.
Eonar abhors Undead, as she represents the embodiment of life. Among her casting are mass heal and big bad voodoo, flame strike, lightning monsoon, blade barrier, earthquake and wall of stone among other similar spells. She prefers to keep distance from battle, and is more of a supportive role to her allies in the Pantheon. When enraged and forced to battle though, she is fearsome. She will do anything to confuse and spread her enemies, before engaging in combat.
Golganneth the Thunderer
Son of Aman’Thul and Eonar, the giant Male Aesir Titan is platinum-skinned and his weapon is a massive horn he holds on his hand. Lightning flows constantly off his eyes. Golganneth created the skies and seas of Azeroth and all the living creatures of the sea 147,000 years ago. Father creator of the Sea Giants with the role to help the Earthen. The Earthen reshaped mountains and dig the depths of the earth—creating a massive continent known as Ancient Kalimdor(pre-sundering)., while the sea giants took care and mantained the depths of the seas.
Golganneth takes joy in his creations and supports the Pantheon’s mission to bring order to chaos. Yet, within, he loves the fury of nature. He engages combat by blowing his massive viking-like horn weapon known as Shargahn. The horn can cast shatter mountains, but he prefers not to use it often as his duty is to create, not to destroy. Golganneth is the embodiment of thunderstorms and lightning, storms and winds.
The Sea Giants celebrate in ceremonies their venerated Golganneth many times during a year by feeding small fishes and crafting and sounding musical horns in his honor.
Khaz’Goroth the Shaper
Male Vanir Titan, shaper of Mountains and canyons, a craftsman. Eonar and Khaz’Goroth created the Earthen(Dwarves and Troggs) and Mountain Giants. His Bronze-skinned body sparks flames. His weapon is a giant smith-hammer. Among Khaz’Goroth’s combat strategies are the summoning of Elemental swarms, Wish(teleport) and dispell magic. imprisonment, crushing fist, and Avatar before engagin melee. He is wise in building architecture and engineering. He created and shaped the mountains with help of his creation, the Earthen.
Norgannon the Dreamweaver
Male Aesir Titan. His platinum-skinned body flashes Arcane power, he wears a long cloak covering his head and a tunic. Long beard. In combat, he gazes in Eonar, Aggramar and Aman’Thul. He avoids melee, and prefers to cast from a ranged distance flying above and afar. If in jeopardy, he casts mirror image as an illusion and casts AOE(area of effect) while the other Titans take care of melee. He can teleport his fellow Titans to safety if needed. Polymorph, project image, phase, and many other spells described in Warcraft RPG: Shadow & Light.
Norgannon is master of the arcane magic, knowledge, secrets and mysteries. In many of the worlds created by the Titans, spellcasters revere him as paragon of their spellcrafts, and whisper his name when casting a spell. Azeroth doesn’t know anything about him, except for his Watchers of Uldaman, Ulduar and Uldum. You can read more about the Lorekeeper of Norgannon, watcher of Uldaman Here.
The titans prefer not to use arcane magic because of its corrupting nature. Aman’Thul the Highfather charged Norgannon with the task of cataloguing all spells and magical currents in the universe, including Arcane magic which originates in the Twisting Nether. With the knowledge gathered concerning Arcane magic, the Highfather hopes one day to defeat the Burning Legion and other enemies. Norgannon is passionless, his face is expressionless and rigid. He is the historian of the Titans and holds a massive disc on his hand, with sculpted glyphs and recordings, similar to the Discs of Uldaman.
Aggramar the Avenger
Male Vanir Titan. Bronze-skinned wrapped in a golden toga. Former lieutenant of Sargeras is now charged as member of the Pantheon, taking the position left vacant by Sargeras after his departure. Aggramar’s task is to combat the Burning Legion and demonic taint. Although he is emotionless, he feels a strong rage and hate toward Sargeras for betraying the Pantheon.
Aggramar’s weapon is a half-broken sword. A half-sword once whole. When Sargeras was member of the Pantheon, far before he created the Burning Legion, his semi-sentient sword was known as Gorshalach(Dark Render)—the most powerful weapon in the universe.
As doubt and despair overwhelmed Sargeras’ senses, he lost all faith not only in his mission, but also in the Titans’ vision of an ordered universe. Eventually he came to believe that the concept of order itself was folly, and that chaos and depravity were the only absolutes within the dark, lonely universe. His fellow Titans tried to persuade him of his error and calm his raging emotions, but he disregarded their more optimistic beliefs as self-serving delusions. Storming from their ranks forever, Sargeras set out to find his own place in the universe. Although the Pantheon was sorrowful at his departure, the Titans could never have predicted just how far their lost brother would go.
By the time Sargeras’ madness had consumed the last vestiges of his valiant spirit, he believed that the Titans themselves were responsible for creation’s failure. Deciding, at last, to undo their works throughout the universe, he resolved to form an unstoppable army that would set the physical universe aflame.
Even Sargeras’ titanic form became distorted from the corruption that plagued his once-noble heart. His eyes, hair, and beard erupted in fire, and his metallic bronze skin split open to reveal an endless furnace of blistering hate.
When Sargeras fell to the corruption of the Nathrezim in the Twisting Nether, Sargeras’s semi-sentient sword Gorshalach sundered itself splitting itself in two-halves. The blade prefered to split in half than to serve Sargeras in his pursuit of evil. Aggramar the Avenger now holds the other half Taeshalach(Flame Rend), while Sargeras holds the second half Gorribal(Dark Seether). Aggrammar knows that if one day, he united both halves, Gorshalach would be reborn. He wants that to happen to own the ancient fabled sword, but to do so, he would have to defeat Sargeras.
Among Aggramar’s openings in combat he summons a meteor swarm at enemies and teleports. He shapeshift into Avatar for melee and uses Spellbreaker against spellcasters. He has other powers and abilities explained in Warcraft RPG: Shadow & Light more in detail.
Aggramar’s main role in the Pantheon is to be their Champion—to eliminate the forces of destruction and dissolution in the universe—specially the Burning Legion and other enemies, and protecting order created by the Titans from chaos by using his combat might. Azeroth doesn’t know about Aggramar, but other worlds seeded by the Titans revere him and cry his name when engaging in combat against the Burning Legion.
Far more info and details of the Titans, including their many powers and abilities, d20 System statistics can be found at Warcraft RPG: Shadow & Light from page 107-124. You can order it in PDF eBook format or order the hardcover paperback Here.
NOTE: eBooks require free-download of Adobe Acrobat Reader 7.0.
Warcraft RPG: Shadow & Light describes in-depth the Emerald Dream, the Nightmare, the Titans, the Ancients, the Eternals, the Dragon Aspects, Outland, Twisting Nether, Elemental Lords, Elemental Plane, and bios of many Heroes and Villains like Cairne Bloodhoof, Muradin Bronzebeard, Orgrim Doomhammer, Gul’dan, Khadgar, Medivh, Krasus, Rhonin, Sir Anduin Lothar, Maiev Shadowsong, Malfurion, Thrall, Uther the Lightbringer, Alleria Windrunner, Tyrande Whisperwind, Jaina Proudmoore, and Grom Hellscream. Burning Legion lords such as Archimonde, Kil’Jaeden, Mannoroth and Tichondrius along with their d20 system statistics.
White Wolf Publishing, Inc.
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Shadows & Light Copyright 2004 Blizzard Entertainment