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Sunday, July 28, 2019

World of Warcraft: History and Geography of Aurinor



Aurinor is a world with blue grass and trees on floating islands with seemingly nothing but clouds below them. There are mysterious temporal anomalies on the islands. In Legion an Invasion Point connects Argus to this target location. The land resembles Shadowmoon Valley before the destruction of Draenor.

Flora
Glowing orange flowers
Glowing purple tri-cap mushrooms
Spikey blue and purple bushes
Greenish-blue grass
Large blue cap mushrooms
Purple dandelions-like plants
Blue-orb/flower Lilly pads
Blue-leaved deciduous trees

Fauna
Small blue lights float around the world. While this is likely a magical occurrence, they could be some type of insect or other life form.

Thursday, July 25, 2019

World of Warcraft: History and Geography of Naigtal


Naigtal is a nighttime world of giant mushrooms, resembling Zangarmarsh on Outland. It is one of the Invasion Points of the Burning Legion, accessible from Argus.

Fauna
Marsh Shamblers - A large mistlurker-like elemental that become fel-enraged as the scenario progresses.
Sinuous Devourers - Flying winged worm-like creatures that can be seen swooping down and eating the fungi of this world.

Flora
Energized Vines - Thorned vines that protrude from the ground with a glowing red energy that will zap anything nearby.
Tree-sized glowing blue cap mushrooms, with either green or glowing blue undersides.
Medium-sized purple cup-shaped mushrooms.
Various smaller glowing cap mushrooms of green, blue or pink that twist or emit glowing spores.
Green grass and ferns.
Small blue and white flowers.

Sunday, July 21, 2019

World of Warcraft: History and Geography of Brambleblade Ravine


Brambleblade Ravine is the home to the Bristleback quilboars found on the northeastern edge of Red Cloud Mesa. Early tauren adventurers journeyed here in order to disrupt the quilboar attacks, even to go as far as attacking their leader Chief Sharptusk Thornmantle, who resided in a large hut towards the back of this ravine.

After the Shattering, Garrosh and Baine, now leaders of their people, led the invasion to annihilate the local quilboars. Many Bristleback quilboars have also moved out of their home to join the efforts of claiming new land from the tauren in the Thornsnarl.

World of Warcraft: History of Adana Thunderhorn


Adana Thunderhorn leads a few tauren braves to the south west of Red Cloud Mesa to root out the Bristlebacks who have looted rifles from them.

Quotes
It is my role to test our young initiates on the ways of the hunt. And that hasn't changed. Today, the quilboar are our prey.

Gender: Female
Race: Tauren (Humanoid)
Affiliation(s): Thunder Bluff
Location: Red Cloud Mesa, Mulgore[46.18, 82.67]
Status: Alive
Relative(s): Thunderhorn clan

Thursday, July 18, 2019

World of Warcraft: History and Geography of Bonich Zone


Bonich is a misty world with a forest of massive conifers surrounding an open meadow, resembling Grizzly Hills. Small bodies of water can be seen. The plantlife here grows very quickly. Bonich's wildlife includes frogs, nether rays, unicorns, and deer, including a particularly large stag named Elkeirnir. Eternal Conservators appear to be dryads living on the planet, though since dryads are the children of Cenarius this may be a case of model reuse.
The native deer are known to shed their antlers, like those on Azeroth.
Occasionally, swarms of stinging insects will travel aimlessly across the clearings, attacking anything that comes among them. There is also a species of mobile vine that travels in writhing masses, pursing targets that get too close.
The Burning Legion's interest in the world is to strip the forests of their resources. In Legion an Invasion Point connects Argus to this target location.

Flora
Sacred vines, wild, moving ground vines that will hunt down and entangle.
Large orange shelf fungi.
Tall coniferous trees of both green and orange.
Smaller deciduous trees and shrubs.

Fauna
Zephyr Surfers, small nether ray-like creatures that travel in flocks.
Redwood Guardians, deer-like creatures.
Including Elkeirnir, a larger, darker, named stag.
Eternal Conservators, blue dryad-like humanoids.
Echoing Croakers, large toad-like creatures.
Ephemeral Runners, spectral unicorn-like creatures.
Orange glowfly-like creatures.
Small birds with feathers all orange, red, black and white.
Green birds with blue-tipped tails

Sunday, July 14, 2019

World of Warcraft: History and Geography of Echo Isles



The Echo Isles[64, 85] are a small cluster of tropical landmasses located off the southeastern coast of Durotar. In addition to being the home of the Darkspear trolls, the archipelago teems with raptors, tigers, and other dangerous predators.

History
After the Third War
After being saved by Warchief Thrall, the Darkspear Trolls pledged their support to the Horde and with the Darkspear Islands sinking they joined the orcs in Kalimdor. Much like the orcs created Orgrimmar after the Third War, it's possible that the Darkspear colonized their home on the nearby Echo Isles after the war as well. The Isles were home to sea giants led by Sea King and a deathlord with skeletons.
However, sometime after Kul Tiras forces under the command of Admiral Daelin Proudmoore attacked their new home, forcing them to flee (a task helped by the Mok'Nathal Rexxar and his companions) to Orgrimmar and to establish a new base on the mainland of Kalimdor.

World of Warcraft
After the defeat of Admiral Proudmoore, these islands were once again available to the Darkspears. The trolls, however, only had a few moments to settle down on the Isles before one of their own, Zalazane, betrayed them. The witch doctor, somehow learning the secrets of undeath, took his people by surprise using his zombies and other minions. This once again forced Vol'jin and the other survivors to retreat back to the shores of Durotar. It was on that shore, now known as Darkspear Strand, Vol'jin founded Sen'jin Village.
It is from Sen'jin Village that numerous attempts have been made to oust Zalazane and reclaim the islands, but Zalazane continuously managed to fool adventurers into believing that they had slain him.
After rallying troll citizens and adventurers of the Horde, along with the help of Bwonsamdi, the Darkspear tribe finally killed Zalazane and retook the isles.

Zalazane's Fall
Ritual Dancers could be briefly found on the isles near the ruins of their homes before Cataclysm but after the retake. Some could also be found dancing around the remains of Zalazane, on the isle that would soon to be known as Zalazane's Fall.
After years in exile, the Darkspear trolls are preparing to invade the Echo Isles and reclaim the land once bestowed to them by Thrall. Led by Vol'jin, a wise and highly regarded Darkspear, the tribe's bravest warriors will set out from Orgrimmar and Sen'jin Village, seeking to bring about Zalazane's fall and begin the process of rebuilding their homes and villages on the Echo Isles. In World of Warcraft: Cataclysm, new troll adventurers will begin their journey on these tiny islands off the coast of Durotar, where they'll be able to experience this time of trial and transition firsthand.
Though the Darkspears may once again have their land, the tribe's turmoil is far from over. The impending cataclysm will spark rivalry among the Horde leadership, and after years of running from a seemingly endless string of conflicts to preserve the Darkspear nation, Vol'jin is done fleeing. The Darkspears have reclaimed their islands and have no intention of settling elsewhere. Of course, as an untested member of the tribe, you'll have some training to do before tackling the Darkspears' larger matters.
Every great hero starts somewhere. As a troll of the Echo Isles, the journey begins with safeguarding your people's well-being. Early in your adventures, you'll be charged with protecting the local Bloodtalon raptors and hatchlings from the sorcery of a nearby sea witch, slaying the beasts that feast upon the Darkspears' primary food sources, and assaulting the naga who've overrun the northern isle. But it won't be long before Vol'jin trusts you with vital—and potentially dangerous—information about the political struggles plaguing the Horde and, ultimately, the fellow members of your tribe.
In World of Warcraft: Cataclysm, you'll face these trials and more in the trolls' new and enhanced introductory questing experience (level 1 to 5). Be steadfast and honorable, and your actions will help usher in a new era of Darkspear perseverance in a time of ultimate peril.

Cataclysm
Since Cataclysm, Echo Isles was reclaimed and became the starting zone for new trolls. They begin their training and are helped along the way by Zuni, but not everything is well. The raptors are acting strangely, and the trolls will soon find their homeland threatened again, this time by the Spitescale naga led by Zar'jira the Sea Witch. As players quest throughout the zone they develop a friendship with Zuni and eventually fight side by side with Vol'jin against Zar'jira in order put an end to the invading Naga. After a fierce battle, Zar'jira is slain, but not before she killed Zuni.

Mists of Pandaria
During the Pandaren Campaign in Pandaria, an attempt was made to kill Vol'jin by Garrosh Hellscream and at the same time he also sent the Kor'kron to these isle and declare martial law chaining up the trolls to prevent an uprising. These Kor'kron were lead by Gul'tar the Subjugator. Thrall ends up aiding the trolls believing the Horde would have been nothing if not for the Darkspears.

Battle for Azeroth
A new dock was added connecting the Echo Isles to Zuldazar.
Much of the Horde's naval power was docked at the Echo Isles. Alliance forces were sent to infiltrate the troll capital and set fire to their ships. As such, the Horde constructed greater defenses around their largest port.
The Echo Isles came under attack once again by Zalazane, who broke free of Bwonsamdi and came back as a lich with an army of undead. He was slain using Vol'jin's glaive.
Native inhabitants
Bloodtalon Raptors (companions of the Darkspear trolls)
Wildmane Cats
Docile Island Boars
Pygmy Surf Crawlers
Dung Beetles
Spiny Lizards

Trivia
The Darkspear capital of Echo Isles as depicted in World of Warcraft shrunk massively from its appearance in The Frozen Throne and, unlike Gnomeregan, was not made into an instance.

Saturday, July 13, 2019

World of Warcraft: History of Sea giants Creature



Sea giants are gentle, aquatic proto-being giants created by the titans to help them dredge out the seas and lift the land from the sea floor of Azeroth.

Description
Titans created the sea giants to dredge the oceans and to serve as guardians of Azeroth’s coastlines and oceans, and the fierce giants act as protectors of the waters even now. They keep a wary eye on ships and upon those who make their living on the ocean, such as fisherfolk. While not evil creatures, sea giants care nothing for the laws of land dwellers or the lives of the small beings that trespass in the waves. They tolerate no opposition — on the rare occasion when a sea giant issues a warning, he does so only once. Sea giants rarely interact with other races save to drive off trespassers or punish those who befoul the oceans. They live underwater but rise regularly to patrol their coastlines. Ancient and wise, sea giants nonetheless display a chaotic nature as unpredictable as the sea itself. Still, adventurers who tread carefully and speak convincingly may find a sea giant willing to trade information or secure safe passage in exchange for treasure or knowledge. Sea giants sometimes build underground settlements of coral and stone, though they rarely put much effort into such constructions. As guardians of the waves, they prefer to be able to pick up and leave at a moment’s notice to chase rumours of defilers.
Sea giants are tasked to keep the oceans clean and safe. They seldom make their way to the surface world, instead preferring the isolation of the ocean bottom. They enjoy the worship of murlocs, but are the constant enemy of the naga. Of late, sea giants have taken to hunting out these corrupters, which has brought the sea giants closer and closer to the surface world. They stand around 18 feet tall and weigh about 10,000 pounds. Nomadic creatures, sea giants do not maintain lairs like others of their kind. Instead, they drag their belongings and wealth along with them in huge sacks crafted from the sails of sunken ships. Their watery home does not allow them to keep many goods, so they favour metals that will survive the ocean depths.
Sea giants are not refined in their tactics. If on land, they will simply rush their target and try to stomp it out of existence. At sea, they will use their club or command of water to destroy their opponents. Once engaged in combat, they will fight to the death in their anger. Sea giants can hurl boulders, but they prefer close combat. A sea giant begins combat with a slam attack (using its Bash feat) against the nearest opponent; if surrounded, he chooses the target who seems the largest or strongest. He then switches to his heavy pick and attacks the next-nearest opponent. He uses his Power Attack and Reckless Attack feats to their fullest degrees, hoping to kill an enemy outright and then Cleave into the next; he generally positions himself near multiple foes, if possible, so that he can use his Great Cleave feat.
Few remain, and those that do may attack you if you encounter them.
The sea giants of Stranglethorn Vale are particularly malevolent: they are known for deliberately sinking ships and stealing their loot.
Culture
Azeroth's sea giants venerate Golganneth and hold small ceremonies several times a year in his honor. These ceremonies involve the crafting and sounding of musical horns and the feeding of small fish.

Faction/Affiliation: Titans
Character classes: Shaman (RPG)
Homeworld: Azeroth
Environment: Any aquatic: Area: The Cape of Stranglethorn
Primary language(s): Titan, Common
Secondary language(s): Darnassian, Low Common, Nerglish, Nazja
Average height: 18 - 30 ft
Weight: 10,000 lbs


Sunday, July 7, 2019

World of Warcraft: History of Uthek the Wise


Uthek the Wise is a level 44 quest giver located in Gelkis Village in the contested territory of Desolace. She is one of the leaders of the Gelkis Centaurs, and is initially neutral to players. She will not offer any quests until she is friendly with the player.
Gender: Female
Race: Centaur (Humanoid)
Level: 44 Normal
Affiliation: Gelkis
Location: Desolace

Tuesday, July 2, 2019

World of Warcraft: History and Geography of Kolkar Clan


The Kolkar clan is one of five clans of centaur native to Desolace, having settlements in the Barrens and Desolace. The founding leader (Khan) of the Kolkar was Kolk, an alleged son of Zaetar and Theradras and first of the centaur Khans, though currently they are led by Khan Dez'hepah and his officers.
The Kolkar clan holds no alliance with their brother tribes, constantly warring with the Horde, Alliance and other centaur alike.

History
During the tauren struggle to reclaim their ancestral lands of Mulgore leading up to the Third War, the Kolkar of the Barrens were the main aggressor preventing the nomads from reaching their homeland. It is also likely that the Galak clan fought against the tauren during these same events. After the tauren and their orc allies' victory over the hostile centaur, the Khans were left with nothing more than further hate towards these invading enemies, throwing all three races into an endless struggle to maintain the land.


Settlements
The Barrens
The Kolkar have a presence in all three oases in the Barrens: The Stagnant Oasis, Lushwater Oasis, and The Forgotten Pools. Command tents and small camps can be found scattered all over the edges of the lush overgrowth surrounding these pools, identifiable by their large tribal flags. Patrols of the centaur and semi-domesticated hyena control the perimeters of these settlements.
Hezrul Bloodmark, the de facto leader of the Kolkar, makes his home at the Lushwater Oasis, near the Wailing Caverns.
Warlord Krom'zar, a Kolkar champion of the battle, frequently leads assaults against Regthar Deathgate’s western fortifications.
Khan: Khan Dez'hepah

Desolace
The Kolkar clan also has representation in the traditional home of the centaur, Desolace. Khan Dez'hepah is the leader of the Kolkar Village located in the eastern parts of the zone near the mountain range bordering Mulgore. It is likely this was historically the first Kolkar settlement, founded by Khan Kolk, due to its size and proximity to Maraudon.
Temuejin, the Second Khan, controls Spearhold, he and his centaurs have claimed this ruined fortress as their own.
The restless spirit of Khan Kolk can still be found wandering the halls of Maraudon.
Khan: Dez'hepah
Second Khan: Temuejin

Durotar
The Kolkar have recently set up a small forward outpost in the orcish region of Durotar, Kolkar Crag, which serves as headquarters for planned assaults against the Valley of Trials, Sen'jin Village, and even the capital city of Orgrimmar. Disruption of their raids is a duty left to inexperienced members of the Horde, with the aid of Lar Prowltusk's leadership.
Khan: None
Known Warriors: Kolkanis