The Isle of Kezan (pronounced
"KEH-zawn") located in the South Seas is the tropical homeland of the
goblins. Their capital of Undermine is located beneath the island, deep in the
bowels of Mount Kajaro. Thanks to Kezan's prominence as a mercantile hub, it's
been divided into dozens of districts by the trade princes, who view every inch
of land as an opportunity waiting to be converted into gold and silver. Kezan's
tropical palms are bisected with miles of roadway, and even the beaches are
beginning to be paved over by goblin ambitions. Nature eventually reclaimed the
island of Kezan as the massive Mount Kajaro erupted with the Cataclysm,
flooding the island with searing lava and sending tidal recoil sweeping through
Kezan's harbors.
The playable goblin race experiences a
phased instance of Kezan in their earliest levels before evacuating to the Lost
Isles. Kezan is not reachable by other races or beyond these initial levels. Many of the denizens now live in Bilgewater Harbor in Azshara.
History
Early
history
The first recorded inhabitants of Kezan
arrived around ten thousand years ago, following the Great Sundering, when some
of the goblins that had previously resided near Ulduar took refuge on the island.
After the Sundering, the Zandalari trolls
that once ruled a large part of Azeroth started exploring numerous islands that
dotted the newly formed sea. During one of these trips, they discovered Kezan
and the goblin race, who were very primitive but still possessed some
intellect. Initially the two races kept a distance as the Zandalari only came
to the island in order to mine the rare mineral kaja'mite. While the trolls
didn't know too much about it, they realized that it was very potent, and used
it as a sacred component in their rituals and ceremonies. For many centuries
the trolls mined and occasionally even paid goblins in trinkets in order to
work for them, but this arrangement was soon to change. At some point the
trolls, while digging, discovered that Kezan possessed an unimaginable deposit
of kaja'mite underground, more than they would ever need. So rather than
digging for it themselves, they enslaved the goblins and forced them to drill
in terrible conditions. For thousands of years the goblins, too weak to resist,
suffered under the rule of the Zandalari.
While Kezan was thus part of the Zandalari
Empire, it was kaja'mite that finally led the goblins to their salvation. By
this time the goblins had long forgotten the role kaja'mite had once played in
their society, enhancing their then remarkable intellect. But, over time, as
the slaves breathed in the dust of the ore which clouded the mines, it began to
awaken the goblins' dormant intelligence. Secretly they plotted to start a
rebellion, gathering any materials they could find and hide in order to create
a wide range of weapons, traps and explosives.
One hundred years before the opening of the
Dark Portal, the troll overseers were caught completely off guard when the
goblin masses stormed out from the mines, armed with technology that the
Zandalari couldn't even imagine at the time. The trolls' hold over Kezan was
shattered completely, their mining operation failed and the surviving Zandalari
fled. Though they no longer inhabit the island, the Zandalari still consider it
sacred to this day.
The goblins were now free, and in order to
celebrate their new found freedom they turned on each other, creating chaos as
countless feuds were waged and alliances formed. Soon enough they were split
into various different groups, with the most powerful of these groups known as
the cartels. However, as the battles raged on and it became clear no one was
actually winning, the cartels realized it was in their mutual interests to
broker a truce. Despite this, the conflict would never really end, as the
goblins now turned to trade, doing battle in the economic arena. For years to
come the cartels were rivals, constantly outshining and outsmarting each other
as they continued in their quest for wealth and power.
With kaja'mite once more enhancing their
intellect and innate craftiness, the goblins of Kezan rapidly expanded their
knowledge of technology. As the cartels branched out into commerce, goblins
established themselves as master technicians, selling their goods on the open
market. Eventually, kaja'mite supplies ran low and as the goblins' intelligence
dwindled, their inventions became more and more unreliable. As a result, the
goblins turned increasingly to mercantilism as a source of income, in the
process transforming Kezan into a profitable trading hub.
Cataclysm
Kezan received heavy damage when Mount
Kajaro erupted due to the arrival of Deathwing. The Bilgewater Cartel evacuated
their city of Bilgewater Port, but how the other cartels reacted is unknown.
The status of the capital of Undermine is also unknown.
Jastor Gallywix later revealed to Warchief
Sylvanas that when they were still on Kezan, his cartel had dug really deep and
found a small vein of Azerite and took its substance. He also admitted that
there's a possibility that the deep digging may have contributed to the volcano
eruption together with Deathwing's Cataclysm.
Battle
for Azeroth
Battle for Azeroth This section concerns
content related to Battle for Azeroth.
Rent asunder by the eruption of Mount Kajaro,
Kezan is now brimming with Azerite in the aftermath of Sargeras' assault on
Azeroth. Seeking to make a fortune and stake his claim to the title of Trade
Prince, Mogul Razdunk has focused the Venture Company's efforts on weaponizing
Azerite and selling it to the highest bidder, taking over the MOTHERLODE!! as
their base of operations in Kezan.
Geography
Kezan is a tropical and volcanic island
located in the South Seas, not far from the Maelstrom and the Lost Isles.
Bilgewater Port was located in the northern coast and the capital of the
Undermine is located within and under the isle itself. Due to the Cataclysm,
Mount Kajaro erupted destroying Bilgewater Port and possibly the other
settlements around the island, also presumably changing the landscape.
Old
maps and subregions
The Isle of Kezan had been in the planning
stages long before Cataclysm. This section details its previous, unused
incarnations.
Other than the Undermine, notable locations
include Mount Kajaro, an active volcano in the southern part of the island, and
Bilgewater Port on the northern coast. The non-canon RPG also featured Edj on
the northeastern coast, and Voodress Village inhabited by trolls. Voodress is
mentioned in World of Warcraft by Maywiki as being in the South Seas, but
whether it is on Kezan or not is unstated.[14]
The island of Kezan is located southwest of
the Maelstrom, northwest of Zandalar.[15] It cannot be seen on maps in the
World of Warcraft.
On the World of Warcraft Behind the Scenes
DVD there was a map of the Isle of Kezan, which is above the Undermine, visible
on a whiteboard. It shows:
Three transportation paths to: Booty Bay
(by boat), Kul Tiras (by boat), and Ratchet (by zeppelin). Valgarde is also
somehow connected.
What seems to be a lake in the center of
the island, with rivers connecting it to both ports and Mount Kajaro.
Four coastal zones: "Resort
Beach", "Savage Beach", "Black Beach", and "Rain
Forest".
"Naga Gate" off the western
coast.
Notable
characters
Kezan is home to several goblins of status.
From the greedy Trade Prince Gallywix to the enthusiastic Sassy Hardwrench, the
sexy Candy Cane and Chip Endale, and the Bilgewater Buccaneers trainer Coach
Crosscheck, the personalities are as varied as they are colorful. Be sure to
take the time to absorb the local culture before you head out to the Lost
Isles, as you may never be able to return.
The Trade Princes reside here, as does
Mogul Razdunk, the founder and ruler of the Venture Company, and Director
Riddlevox, the leader of the goblin Tinkers' Union.
Cataclysm
Cataclysm This section concerns content
related to Cataclysm.
Kezan is the initial starting zone for the
goblins in Cataclysm. The goblin player begins as a mid-level executive on
Kezan, possessing great riches and power. Deathwing causes Mount Kajaro to
erupt, forcing the evacuation of Kezan. Fleeing across the Great Sea, the
goblins end up shipwrecking on the Lost Isles after getting caught in an
Alliance-Horde crossfire.
The Bilgewater Port area was the only
explorable area of Kezan. In the starting zone, an open bridge and an invisible
wall prevents access to the rest of Kezan.
In
the RPG
This section contains information from the
Warcraft RPG which is considered non-canon.
Introduction
Goblins are in charge on the Isle of Kezan,
making the whole place a swarming cesspool of corruption, chaos, scheming and
invention. Several cities exist on Kezan, including the nefarious Undermine,
the de facto capital of the goblins' trade empire. Kezan is a tropical island,
and palm trees and other greenery appear in profusion. Kezan's many ports
bustle day and night as merchant ships approach and depart, carrying goods of
all sorts to places of all sorts for people of all sorts. Kezan is a valuable
way station between the eastern and western lands, and almost all travelers
stop here, whether traveling by ship or gryphon or more esoteric means. The
island is the heart of the goblins' mercantile efforts, pumping trade
throughout Azeroth.
Kezan is the largest and southernmost of
the South Seas islands, and, despite the goblin presence, the safest. Unlike
the surrounding islands, Kezan's inhabitants won't try to kill you on sight;
rather, they first attempt to take your money and all your worldly possessions,
then leave you to die on the rain-soaked cobblestone streets. Kezan's ports are
valuable neutral areas for both the Alliance and the Horde, and if not for the
goblins trade would grind to a standstill and there wouldn't be adventurer
shops in places like Stranglethorn Vale.
They've ranged out and allowed people of
all races to buy silly merchandise at exorbitant prices. They allied themselves
to the Horde in the Second War (because the orcs paid and/or intimidated them),
but in the Third War they were a neutral force, making money off every side.
People
and culture
Goblins are short and green and they don't
laugh; they cackle. They wear leather clothing, often cut into aprons to
protect themselves from the caustic fluids they handle. Their entire culture is
focused on mercantile enterprises, and they work hard to expand their markets
in any way possible. Most goblins seem friendly but insane. Goblins can be
cutthroat merchants, and this ruthlessness is more prevalent on Kezan than
anywhere else — probably because the goblins are competing against their own
kind. While goblins answer to no king or other such titular head, a collection
of trade princes rules their merchant empire, which is called the Trade
Coalition.
Officially, five trade princes exist,
though one or two may be lurking about in the shadows. The goblins don't elect
their trade princes, nor are the positions hereditary; the trade princes
killed, blackmailed and schemed their way to the top. Together, these five
goblins make the mercantile machine run, organizing the extensive and complex
Trade Fleets. The Trade Coalition is huge, far-reaching and massively
complicated. In addition, numerous other, smaller goblin companies, created and
run by entrepreneurs called moguls, operate throughout Azeroth. Perhaps the most
famous of these smaller businesses is the Venture Company, founded and ruled by
Mogul Razdunk.
Goblins engage in any activity that earns
them a profit. They traffic in legitimate dealings, including food, spices and
textiles, as well as more esoteric and questionable wares, such as magic items
and arms dealing. Goblins have no respect for nature and engage in
deforestation and mining on vast scales (the Venture Company is particularly
notorious for such activities). In addition, goblins run morally corrupt
businesses such as smuggling and slave trading. While the Trade Coalition
condones all such activities, goblin smugglers and slavers prefer to maintain
low profiles — for obvious reasons. Goblins are mad but brilliant. Their
technology is just as ingenious, if usually more volatile, than gnomish
inventions. Goblins are also the best alchemists around, with the possible
exception of the Forsaken. Goblin tinkers and alchemists are found throughout
Kezan.
As chaotic as it is, goblin society does
have some order to it. Goblin barons serve as magistrates to run the trade
princes' lands and holdings, and goblin captains command vessels for the Trade
Fleets or for private merchants. Every city on the island is a bit like Ratchet
on a larger scale.
Notes
and trivia
The demonym for the people of Kezan is
"Kezanian".
At some point, Grandmaster Rochu and Ban-Lu
swam all the way to Kezan.
There seems to be an inconsistency of when
the Undermine was established. The creation screen when choosing a goblin
character says that the trolls enslaved goblins and forced them to mine
kaja'mite out of the Undermine, deep in the bowels of Mount Kajaro. The
official site says that the Undermine was created from the camps in the mines
after they overthrew the trolls.
Jungle trolls were initially said to have
enslaved the goblins of Kezan. It was later changed to the Zandalari trolls.
Moreover, the game portrays the troll slaves on the island as forest trolls,
yet one quest says there were jungle troll slaves once.
There is an organization called "Kezan
Blasterboots Inc."
At BlizzCon 2010, Alex Afrasiabi said that
the goblin starting zone was only "a small segment of the actual whole' of
Kezan", and that the goblins "did want to go back to Undermine and
the other goblin land holdings, just a question of when." The MOTHERLODE!!
in Kezan was then finally added in Battle for Azeroth, eight years later.
Goblins control just about everything on
Kezan. Non-goblins always leave the island with less gold than they had when
they came.
Major settlements: Neutral Bilgewater Port
(destroyed)
Minor settlements: Crapopolis
Affiliation: Venture Company, Cartels,
Trade Coalition (presumably)
Former affiliation(s): Zandalari Empire
Location: South Seas