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Wednesday, August 28, 2019

World of Warcraft: History of Mullan clan


The Mullan clan, or Clan Mullan, is a small clan of Wildhammer dwarves located in the Twilight Highlands. They are famous for being excellent Gryphon Riders.
Members
Duglas Mullan
Edana Mullan

World of Warcraft: History of Dunwald clan


The Dunwald clan, or Clan Dunwald, is a small clan of Wildhammer dwarves located in the Dunwald Ruins. They are famous for being excellent warriors.
Members
 Keely Dunwald
 Donnelly Dunwald
 Eoin Dunwald
 Cayden Dunwald
 Flynn Dunwald

Monday, August 26, 2019

World of Warcraft: History and Geography of Doyle clan


The Doyle clan, or Clan Doyle, was a small clan of Wildhammer dwarves located in the Highlands. They are famous among the Wildhammer clans for being very stubborn. The clan was wiped out by Twilight drakes, but Tak Doyle was sent by his brother Keeland to Kul Tiras before, making him the last known survivor of the clan
Members
 Keeland Doyle
 Boss Tak
Doyle Gryphon Riders
Doyle Gryphons

World of Warcraft: History and Geography of Moore clan


The Moore clan, or Clan Moore, is a small clan of Wildhammer dwarves located in the Twilight Highlands. They ride ebon gryphons.
Members
Moore Gryphon Rider
Moore Gryphon Mount

Sunday, August 25, 2019

World of Warcraft: History of Falstad Wildhammer



Falstad Wildhammer, also known as Falstad Dragonreaver, is the High Thane of the Wildhammer Clan. He ruled the Wildhammer clan from Aerie Peak in the Hinterlands following the departure of Kurdran Wildhammer and joined his companions Rhonin and Vereesa in freeing the Dragon Queen Alexstrasza from Grim Batol. Since the Cataclysm, he serves as a member of the Council of Three Hammers in Ironforge (although adventurers may encounter him at his ancestral home at Aerie Peak in the Hinterlands).

Occupation
The Wildhammer Dwarves are stuck in conflict against local Troll tribes. They wish to maintain their independence, something that their people have valued since the War of the Three Hammers, but the increasing number of Trolls in their land causes growing concern. Falstad also sees the Scourge just beyond the horizon, and knows that one day, his people will have to make a stand against the undead as well. To this end, he seeks to increase the Wildhammers’ ties with the Alliance without actually joining, which puts him in an interesting position. Since he has not officially joined the Alliance, he lacks their full support; but the Horde does not yet consider him an enemy either. He has yet to decide if joining the Alliance would be beneficial enough to risk the wrath of the Horde, but his people lean more in that direction, especially with many of them working side-by-side with the Stormpike clan and the few remaining high elves.
Falstad does have one thing in his favor: the red dragonflight. As a member of the party that freed the Dragonqueen, and a personal friend of her mate Korialstrasz, he is one of the most respected humanoids in the eyes of the red dragons. While he has yet to call upon their favor, Falstad considers flying to Grim Batol to ask for aid, or just to discuss matters with the dragons. If Falstad could be persuaded to join the Alliance, perhaps he could bring the red dragonflight with him.
Due to his fighting prowess against dragons, Falstad is often known as “Falstad Dragonreaver,” but his real last name is (like Muradin Bronzebeard) that of his clan: Wildhammer.

Lore
Falstad Dragonreaver was a noble gryphon rider of the Wildhammer dwarf clan of Hinterlands, commanding a small flight of such riders who patrolled the shores of Lordaeron for any hostile draconic activity after the Second War. Falstad and his comrades protected the town of Hasic from certain doom, and then transported human mage Rhonin and his companions across the Great Sea to Khaz Modan. During the journey, however, the group was ambushed and Falstad's kinsmen were killed. Nevertheless, at the incentive of Vereesa Windrunner, Falstad continued to Khaz Modan. Later, with the help of a clan of hill dwarves, Falstad reached Grim Batol and fought in the final battle there to free the Red Dragon Queen Alexstrasza.
Following the presumed death or retirement of High Thane Maz Drachrip, ruler of Aerie Peak and the Wildhammer Clan, Falstad succeeded him through hereditary monarchy as the High Thane and continues to rule the Wildhammer Clan to this day.


In World of Warcraft
Falstad Wildhammer is a level 50 quest giver located at Aerie Peak in the Hinterlands.
He starts the following quest:
Gryphon Master Talonaxe
Falstad Wildhammer's Copper Coin may be found in the wishing well of Dalaran. It reads "I hope I end up in another book eventually."

In Cataclysm
Falstad Wildhammer was to be seated in the Council of Three Hammers, but in the early Beta was replaced by Kurdran Wildhammer. At Blizzcon 2010 this alteration was raised and it was stated that Falstad should be reclaiming his seat. In Cataclysm Beta Build 13221 (after Blizzcon 2010), Falstad had returned and is accompanied by an NPC: Wildhammer Fact Checker, a homage to the Red Shirt Guy.

In Battle for Azeroth
Falstad Wildhammer can be recruited as a follower by an Alliance player after completing the appropriate quest chain. He will also stand near the mission table at Wind's Redemption once he is recruited.

In Stormrage
Falstad does have a cameo appearance later in the novel Stormrage in which he appears with Rhonin and Vereesa Windrunner at the wedding of Malfurion Stormrage and Tyrande Whisperwind.

Quotes
"Stand back, wizard! Would you like it in two neat halves or chopped into little fragments?"
"Aye, 'tis the hammer that impresses the ladies most 'tisn't it?"
"If there's a hint at all in your words that we're cowards, human, I'll do to you what I kept Molok from doing."
"He's a mage, after all, and everyone knows that they're all mad!"
"Those rough-hewn hills that look like my grandmother, beard and all? Aye, 'tis a good choice! We'll descend toward those!"
"Would he prefer I walk into the mouth of the dragon or just lie down in front of the beast and let it gnaw on me at its leisure?"
"It'd take a hand's worth of you hill dwarves to bring one from the Aerie down!"
"Isn't Falstad dead? No, he survived!"

Saturday, August 24, 2019

World of Warcraft: History of Warbringer O'mrogg


Warbringer O'mrogg is a two-headed Ogre. He is the second boss in The Shattered Halls wing of the Hellfire Citadel instance. Attempting to skip O'mrogg and move on to Kargath Bladefist causes O'mrogg to add to the Kargath event.

Abilities
This boss is a two-headed ogre.
He is immune to taunt and growl.
He has an AoE fear ability.
He switches aggro tables when he "changes heads."
Thunderclap: Inflicts 938 to 1062 Nature damage to nearby enemies, reducing their attack speed by 35% and slowing their movement by 35% for 10 sec (can be dispelled).
Burning Weapon/Blast Wave: When Warbringer O'mrogg's weapon starts burning, he hits for 1k fire damage in melee, then he will cast 2 consecutive Blast Waves (each of them deals around 2.5k-3.2k damage). This also has a debuff to movement speed.
The debuffs can be cleansed and dispelled.

Strategy
O'mrogg has two heads. When he emotes, he switches aggro tables. As such, DoTs should be avoided for this fight, as well as HoTs.
Although he cannot be taunted, high aggro moves will pull him off his target. Warriors can stack Sunder Armor, druid bears can use Lacerate. Druid moonkin can easily pull him off a healer with a large Starfire crit and given their high armor can take the abuse from him long enough to either wait for him change targets or let the tank re-establish aggro.
His melee damage is not significant, 700-900 against plate wearers or bear druids.
He will periodically AoE fear. Tremor Totems, Fear Ward, or Will of the Forsaken, are all helpful. "Stance dancing" is rather difficult, as it does not appear that his fear is timed or announced. He will temporarily shift focus to anyone not feared, so if you do not have a method of making the tank immune to fear, it may be wise to make sure everyone is in range to be feared.
He will periodically thunderclap. This will cause 900-1000 nature damage to all targets within range. At level 70 this amount of damage is really not significant, but the slowing effect needs to be removed from melee if possible so that they can continue to DPS, and be able to get out of range of his blast wave.

His highest burst damage output is from his Burning Weapon and Blast Wave combination. When his weapon glows red, it will hit the target as fire damage for up to 1000. Immediately following, he will strike the target and AoE Blast Wave for up to 3200 fire damage. Usually after he does a Blast Wave he will do another after only a few seconds. Fire protection potions, fire resist totem, Gift of the Wild, or fire resist gear are all helpful.
Tank him in the middle of the arena that he starts in. Be careful of the guards in the hallway nearby, and the possible assassin near the far edge of the arena. You can typically clear this assassin from the outer edge, prior to engaging O'mrogg.
For Paladin tanks, it's a good idea to use Seal of Vengeance and let it tick. If you stack it up to 5, it will tick on the boss when the aggro table changes and will help you get aggro back.

Heroic Mode Strategy
An effective heroic strategy is to put three members of the party in DPS gear while maintaining about 8500hp (buffed). This includes the tank. The two remaining members should be healers, also with high hp. Tank goes in first and then the other two DPS shortly follow. Healers heal whomever has aggro. He will inevitably hit a healer, but with DPS going all out, it shouldn't be for very long. The other healer should be able to heal through it. Healers try to stay inside the fear range so as to not pick up aggro during the fear. Zerg him down.
On O'mroggs first threat list change all dd should cease fire for a few seconds while the tank goes all out. Done correctly, the tank will be first on both aggro lists. However, the tank needs to keep up high dps throughout the rest of the fight so he won’t lose aggro on either list.

Threat
Omrogg appears to possess two threat tables (or an aggro wipe that makes it appear as so.) When he emotes, he switches tables, which, when it occurs for the first time, is an effective aggro wipe, except for one person (not the tank) who is assigned a small amount of threat. Use no DoT effects or HoT, and keep the tank topped off to lower the likelihood of non-tank aggro right after a table switch. The tank should immediately attempt to gain aggro after the switch, as all DPS ceases until he has control.

Quotes
O'mrogg's heads talk during the whole fight with each other:
Aggro:
Left head: If you nice me let you live. Right head: No, we will NOT let you live!
Left head: Me hungry! Right head: You always hungry. That why we so fat!
Left head: Smash! Right head: Why don't you let me do the talking?
When charging someone:
Left head: You stay here. Me go kill someone else!
Right head: That's not funny!
Left head: Ha ha ha.Or
Left head: Me not like this one... Right head: I'm not done yet, idiot!
Right head: Hey, you numbskull!
Left head: We kill his friend!
Killing a player:
Left head: This one die easy! Right head: That's because I do all the hard work!
Right head: I'm tired. You kill next one!
Death:
Left head: This all...your fault! Right head: I...hate...you!
Race: Ogre (Humanoid)
Level: 72 Elite
Location: Shattered Halls

World of Warcraft: History and Geography of Blasted Lands



The Blasted Lands bears that name for a reason: the area was twisted by the magic that brought the Dark Portal into being, spewing the rampaging Horde out onto Azeroth.
This wasted desert of red clay is home to the original Dark Portal. The portal still stands, and leads to Draenor (used to lead to Outland). Nethergarde Keep, a Stormwind fortress of dour mages and paladins, keeps watch over the portal and the demons and ogres that would abuse its power.
Now, the wretched land hosts few inhabitants and no significant settlements. Magic that leaked through the Dark Portal warped the Blasted Lands, leaving an infertile desert landscape. Hardy desert species like Basilisks, Scorpions and Hyenas have since colonized the area. The red rocks of the region do not come by their color naturally. The original tan color was transmuted into the unearthly crimson by searing heat and chaotic energies when the Dark Portal was destroyed.
There is but one usable road in the Blasted Lands, guarded at the north by Nethergarde Keep’s grim mages. They have the unenviable task of watching the Dark Portal, guarding the rest of the continent from the demons in the south and protecting themselves from the ogre tribes that roam the desert. The weather here is dry and hot during the day and bitterly cold at night. Mountains block any moisture that may come from the Swamp of Sorrows to the north, and no rivers grace this land. The eastern coast will occasionally get storms from the sea, but these downpours come so quickly the water merely runs off the packed earth and back into the sea.
The keepers of Nethergarde have an uptight and uncheerful disposition that seems appropriate in light of the danger they face daily. The warriors and mages fight every day with the ogre magi and demons that threaten either to destroy the keep or take over the Dark Portal. This tightly knit community experiences little crime, however. Those found breaking the agreements they take on when accepting a post at the Keep are sent for a time to the Stockade in Stormwind.

History
This foul desert was once a dark fen of marshlands called the Black Morass; a sort of sub-region of the Swamp of Sorrows. This is the area where the orcish Horde first entered Azeroth through the Dark Portal, followed soon by their attack on the human lands to the northwest. The lands around the former Dark Portal are burnt and dead, forever warped by the powers that followed its destruction. Lightning strikes are constant, and the inhospitable land is home to groups of especially vicious and powerful creatures. A sizable remnant of the Burning Legion has taken refuge within the Tainted Scar. It is still watched over by the wizards of Dalaran within the Fortress of Nethergarde, established by the Archmage Khadgar after the second war. The unique and dangerous opportunities presented in such a harsh landscape has also attracted the notice of the Blood Elves and the Horde.
As if the Horde weren’t enough, Dreadmaul ogres also came through the Dark Portal. Unlike the orcs, they remained in the Blasted Lands. Nethergarde’s mages tell that the ogres serve Lord Kazzak. Whoever their master is, he orders them to attack the Alliance’s keep on an uncomfortably regular basis.
The Blasted Lands were once littered with gold mines, and heavily populated with centaur.

Geography
This desolate and barren land has very little in the way of flora and fauna, barring the demons which now wander the plains. The region is particularly notable because the Dark Portal leading into Outland can be found here.
There are no instanced dungeons or battlegrounds in this zone, though several micro dungeons can be found here.

Notable characters
The Blasted Lands are home to several characters of note. At Nethergarde Keep, Thadius Grimshade aids adventurers in locating a special gryphon. Further west, near Dreadmaul Hold, Bloodmage Drazial and Bloodmage Lynnore attempt to capture the essence of strength, power and wisdom from the local beasts and turn them into special elixirs. And deep inside the Tainted Scar, Daio the Decrepit sends highly seasoned warlocks into the darkest, most demonic parts of the world in search of mystical items.

Quests
There are three main quest "chains" in the Blasted Lands: The potions quests, the Kum'isha quests, and the You Are Rakh'likh, Demon quest chain.
+25 stat potions
These quests you can get from two blood elves standing just inside the border of the Blasted Lands.
Each item rewards a +25 stat bonus to Intellect, Stamina, Strength, Agility or Spirit, reduced from 50 to 25 in patch 1.11
Each potion is unique so you can only carry one of each kind at a time. You can however drink one and get another one for later use.
The quests are repeatable but you'll only get experience for the first initial quest. The first quest grants an immediate 60 min buff in addition to the potion, the subsequent quests only give a potion. So make sure you plan it out, it can be quite useful.

Kum'isha quests
These quests are obtained from Kum'Isha The Collector, level 60 in the Middle of Blasted Lands. He has two quests, one that requires you to find a random Green Item called Imperfect Draenethyst Fragment and one that requires you to find a random Blue Item called Flawless Draenethyst Sphere, which is even rarer, and has about 0.2% chance to drop. Any mob in the Blasted Lands can drop both of these items, but the best source for the sphere is Teremus The Devourer, a dragon that can be 5 manned. It drops it 75% chance and usually about 2-3 spheres. Each of these spheres give a Level 40-50 Superior/Rare Item, or if you are very lucky, an Epic Item. The Imperfect Fragments only give random Level 40-50 Uncommon Items.

World of Warcraft: Cataclysm
This is one of the zones Blizzard is most excited about. The level range of the zone is 54+, and the newly exposed coastline to the east allows for a brand new play zone.
In addition to these, the Tainted Scar (sub-zone in the south-western parts of the Blasted Lands, currently populated by elite demons) is now a large worgen area. Instead of being a "scar", it is a forest, dark, misty, and gloomy, with exposure to the ocean.
The worgen in the fishing village of Surwich are allied with the Alliance.
Areas affected:
Dreadmaul Hold – appears to be expanded and taken by the Horde, with a flight path added.
Nethergarde Keep – southern wall has been opened with a path leading to the beach where a lot of Gilnean ghosts wander near their shattered ships
Nethergarde Mines – taken over by the Horde
The Tainted Scar – completely revamped playable area, very moody and foggy (Daio is still here); Worgen-themed town with flight master to the very south
Other – SE of the Dark Portal is a new area uncovered by the lowering of the tides, the Red Reaches, ruled by murloc-enslaving naga; constant fighting between Horde and Alliance mobs between Keep and Mines
New Hunter Pets – Bonepicker Feeder (Carrion, Green), Felscale Crawler (crab)

Notes
Those with the Burning Crusade and at least level 57 are able to use the now reopened Dark Portal to reach Hellfire Peninsula in Outland, although it is recommended to wait until level 58 as quests are very limited at 57. The Dark Portal, like Shattrath City, is a sanctuary and therefore combat there is prohibited, even between PvP flagged players.
The occasional lightning that strikes the ground near the Dark Portal cannot hurt you in any way.
The Blasted Lands are a good place to farm money and equipment. There are numerous silver elites wandering the lands, and there is a Draenei quest giver who gives you a pack of clothing every time you find a certain crystal.

World of Warcraft: History and Geography of Shrine of Aviana


Shrine of Aviana [44, 45] is a shrine built to honor Aviana. Found on the Rim of the World in central Mount Hyjal it serves as a safe haven for all winged creatures and as a base for the Druid of the Talon under direction of Skylord Omnuron.
The Wormwing harpies once sheltered themselves in the boughs of shrine, but have turned against the druids since the Twilight's Hammer assault upon the mountain.
The Shrine of Aviana comes under attack by the Burning Legion. However, this is only a distraction while the Legion works to corrupt Goldrinn in Moonglade.
The Legion attacks the shrine a second time to steal the Idol of Aviana, during which it is revealed that Skylord Shadegrove is actually a dreadlord named Infazzar the Shade. With the fall of the shrine, the Druids of the Talon regroup to the Dreamgrove and build a new shrine on its northern border.

Legacy
According to Choluna.
Fair Aviana, the Mistress of Birds! All winged creatures of Azeroth once owed her allegiance, especially we Druids of the Talon. It's by her grace that we were granted the ability to shift forms and take to the skies.
Aviana was both beautiful and terrible, like the great birds of prey she counted among her children. She lived in the towering spirit realm of G'hanir, the Mother Tree, but appeared on Azeroth in the form of a great winged goddess.
Gossip You speak in the past tense. What happened to her?
<Choluna's face darkens.>
Ten thousand years ago demons flooded across Azeroth in the War of the Ancients. Aviana called her children to the skies and fought off the demon hordes from the front lines. Her wrath was inescapable.
Hundred feel before the fury of her talons. But ultimately she was surrounded by Doomguards, their barbed lances piercing her sides...
It is said that her blood itself attacked the demons, searing their flesh, destroying them even as she herself fell from the sky.
Gossip What became of her?
Aviana perished on the battlefield that day, but the mortal races and the remaining ancients ultimately triumphed. The first druids found her body among the carnage, and bore it up her, to the highest mountain.
She was laid to rest just outside this shrine, within a circle of sacred stones.
A seed of G'hanir was used to planet the World Tree, and it is all that remains of that sacred realm, which otherwise perished with her.

Notes
The Inn does not seem to contribute to all phases of the area. It may work when you first arrive, but by the time Aviana is up and alive, the Inn may not work as intended.
Affiliation(s): Guardians of Hyjal
Organizations: Druid of the Talon
Location: Mount Hyjal

Friday, August 23, 2019

World of Warcraft: History and Geography of Grove of Aessina


Grove of Aessina is a small grove devoted to the greater wilderness spirit of Aessina. It is located in the northwest corner of Mount Hyjal.
Ysera also refers to this place as the Shrine of Aessina.

Legacy
According to Matoclaw:
Gossip Tell me about the spirit of Aessina.
We mortal races know so little of Aessina, the spirit of the wilderness who lurks in dense untamed woods. She is the soul of the forest, its beating heart, the sources of life energy that breaks down stone, devours ancient ruins, and fills dense thickets with mystery and fear. Aessina is the center of the web of life.
The night elves have built shrines to her throughout Kalimdor. She is revered, yes... But not understood.
What would it be like, do you think, to get even a glimpse of this reclusive, powerful ancient?

Affiliation(s): Aessina, Guardians of Hyjal
Location: Northwestern Mount Hyjal

Thursday, August 22, 2019

World of Warcraft: History and Geography of Nighthaven


Nighthaven is the principle settlement in Moonglade. It is a primarily night elven village that is the home to the druids of the Cenarion Circle.
The village is located on the shores of Lake Elune'ara. It features night elvish architecture, some of it with stone walls. It also has a pair of moonwells.[48, 33][46, 45] Nighthaven's location is considered remote and the village is usually sequestered to outsiders. It caters mostly to druids, who have an ability to teleport here. Druids also have access to exclusive flight masters.[44, 45] There are trainers for druidism and herbalism in the town, as well as a number of unique vendors, such as a specialty dress maker, Geenia Sunshadow. The village is also home to the Nighthaven Inn, which can be visited during the Kirin Tor Tavern Crawl.

The town is the center of the Lunar Festival, and for this holiday it opens up to outsiders. The druids welcome members of both the Alliance and Horde to celebrate and shoot fireworks - a symbol of Elune's power. During the event, non-druids can also teleport here with a  [Lunar Festival Invitation]. For the duration of the festival, a number of special vendors and quests can be accessed here.
Rabine Saturna, majordomo of Moonglade's guardian, Keeper Remulos, lives here.

History
Centuries after the War of the Ancients, heroes gathered in the village of Nighthaven to face the maddened demi-god, Omen. They managed to blind and drive the beast into Lake Elune'ara.
It was here that the Keeper Remulos faced the Nightmare dragon, Eranikus. The village came under heavy attack by nightmare creatures before Tyrande Whisperwind arrived and used the light of Elune to cleanse the corrupted dragon.
After the Cataclysm, Nighthaven was used as a gathering point for both Alliance and Horde heroes entering the campaign at Mount Hyjal.

Travel connections
Flight
Rut'theran Village (druids only)
Thunder Bluff (druids only)

In the RPG
Nighthaven is the capital of the Moonglade, and its only major settlement. It has a population of 2000, mostly (85%) night elves with some dryads, keepers of the grove and tauren. Its leader is the Keeper Remulos. It rests on the waters of Lake Elune'ara, a short distance from the Shrine of Remulos.[8] It is surrounded by colossal trees, ancient ruins and the holy moonwells. Outsiders are rarely ever allowed in, nor shown the moonwells. High elves are never allowed even near the city.
Nighthaven is a safe haven populated almost exclusively by druids. It was built after the destruction of the Well of Eternity, and remained the night elves' largest city and capital until the founding of Darnassus.
It was well defended during the Third War. The only current threat to it are deranged satyrs and feral furbolgs. Ancients living in the nearby forests help train the warriors of Nighthaven and defend the village.
This city once held the largest concentration of night elves anywhere on Kalimdor and was considered their capital. Massive trees, ancients, and many forest beasts fill the surrounding woods. Nighthaven has survived for centuries despite demon and undead attacks, and the night elves protect their home fiercely. They are very cautious of whom they let enter the village. High elves are not allowed under any circumstances, and anyone smelling of arcane power is likewise turned away. Those allowed entry find Nighthaven hospitable, though a subdued and even eerie place. Night elves run the inns, taverns, and shops, and their way of life is rooted in nature. This spiritual heritage manifests in many small ways that foreigners may find unsettling — from how the buildings are constructed to mesh with the surrounding woods to a wildness that seems to lurk just beneath a quiet demeanor. While visitors may come and go as they please for the most part, they are never allowed near moon wells. In addition, any high elves seen near a moon well are attacked on sight.

Trivia
A Warcraft III map with the same name exists. It bears the description: Once a temple dedicated to light and life. However, the area became a swamp littered with rocks and thorn times. The air became thick with the miasma of disease. The tileset is called "Felwood".
Affiliation(s): Cenarion Circle
Location: Northern Moonglade

World of Warcraft: History and Geography of Cenarion Hold


Cenarion Hold was a location of utmost strategic importance in Silithus and one of the biggest druid settlements in Kalimdor — almost as big as Moonglade itself. The Cenarion Circle took over the duty of defending the ancient night elven settlement against the increasingly hostile and aggressive silithid and other forces that had set foot in the troubled region, re-establishing the Fort.
The settlement was reached on foot by following the well-worn track through the Un'Goro Crater northwest from the Mossy Pile. The path climbs steeply up the cliff, and switches back on itself to enter Silithus. The merchants of Cenarion Hold gladly sold their goods to any adventurer who passed through, since business was hard to come by in those trying times.
Cenarion Hold alongside the majority of the settlements in Silithus were destroyed at the end of the third invasion of the Burning Legion when Sargeras tried to destroy Azeroth. Malfurion Stormrage reported that everyone in the Hold was killed. Hamuul Runetotem suggested to recreate the Cenarion Hold.

Travel connections
Flight
Feathermoon Stronghold, Feralas
Mojache, Feralas
Stonemaul Hold, Feralas
Marshal's Stand, Un'Goro Crater
Mossy Pile, Un'Goro Crater
Gadgetzan, Tanaris
Language(s): Darnassian, Taur-ahe, Goblin Dwarven, Common, Orcish
Affiliation(s): Cenarion Circle
Location: Central Silithus [54, 34]

Wednesday, August 21, 2019

World of Warcraft: History and Geography of Marshal's Stand


Marshal's Stand is a fortified base near the road leading from the Marshlands in Un'Goro Crater. To the north is Fire Plume Ridge, a volcano in the center of the crater. After leaving Marshal's Refuge, Marshal Expeditions made their way here and built this small base, making sure they won't be run off so easily again.

Travel connections
Flight
Mossy Pile, Un'Goro Crater
Gadgetzan, Tanaris
Cenarion Hold, Silithus

Tuesday, August 20, 2019

World of Warcraft: History and Geography of Winterspring


Winterspring (aka Winterspring Valley or Winterspring Grove) is a valley located in northeastern Kalimdor, east of Felwood and Hyjal, and north of Azshara. It is a cold land perpetually covered in snow, and holds the goblin city of Everlook, old night elf holdings, and the traditional homeland of the blue dragonflight. Many wild creatures roam the beautiful landscape. However, the southern parts of the region have been completely taken over by demons.

Getting there
Winterspring can be accessed through Timbermaw Hold. To reach Winterspring, head through the hold entrance in the northeastern tip of Felwood and continue straight after the bridge. In order to pass through the hold without the Timbermaw Furbolgs attacking you, you will need to have reached at least unfriendly reputation with the Timbermaw furbolgs. There are several quests in Felwood which can be completed to raise reputation with them.

Geography
Winterspring Valley is above Moonglade and is the last stop along the road that winds up to Hyjal Peak. The valley is separated from Moonglade, lower on the mountain slope, by a thick, white cloud bank. Winterspring is a cold realm consistently covered with snow and frost. Once above the clouds, the air is crisp and clean and the sun shines often when the snow is not falling. The trees of Winterspring were bent and twisted into odd positions during the climactic Battle of Mount Hyjal. Many of the World Tree's massive roots are also exposed here, towering overhead like massive oak archways. This otherwise cold and serene place shakes with periodic conflict between the forces of the sorcerer-dragon Cobaltann and the night elves who strive to drive them from the slopes of Mount Hyjal. Snow cats, bears, and other creatures of the wild are seen here on occasion, but only rarely due to the high altitude. It is a place of cold medium forest and rugged mountains.
Both the Steamwheedle Cartel and the night elves have established bases in the region. Though there are no instanced dungeons or battlegrounds in Winterspring, there are several micro dungeons in the area.

Elite areas
Mazthoril
Darkwhisper Gorge
Frostwhisper Gorge

In Cataclysm
Winterspring will become a 50-55 zone. Areas affected.
Darkwhisper Gorge - now a part of the Mount Hyjal zone. Vi'el's cave has been removed. The bridge leading there has collapsed presumably to prevent low level players from entering the zone.
Donova Snowden - still remains at her camp, which is now called Snowden Chalet; in addition, Witch Doctor Mau'ari has joined her
Frostfire Hot Springs - the eastern-most pool is now inhabited by Scalding Springsurges (a type of Water Elemental) and Boiling Springbubbles
Lake Kel'Theril - Kelek Skykeeper is now located here as a quest giver
Ruins of Kel'Theril - new undead mobs: western section houses Quel'dorei spirits (Betrayed Rangers and Archmage Maenius); eastern section houses Sin'dorei spirits (Wretched Spectres); the Kaldorei spirits still inhabit the northern section. Quests revolve around the Crystal of Zin-Malor and how it corrupted generations of elves
Mazthoril - the dragons are gone; Altered Beasts roam the exterior of the cave while Arcane Tesseracts are guarded within by various mobs, all reminiscent of Outland demons and beasts; the interior appears to be controlled by Umbranse the Spiritspeaker
Frostwhisper Gorge - now populated by Ice Avatars; Vi'el has been relocated to the bottom and is accompanied by Lorax; the Frostmaul Giants still patrol the upper rim and have moved almost to Dun 

Mandarr
Owl Wing Thicket - the quest giver outside of here is now Jadrag the Slicer, who apparently had an unfortunate run-in with the Owlbeasts while collecting relics
Winterfall Village - two Timbermaw tribe quest givers now wait for adventurers on the outside: Tanrir and Burndl; within the Village High Chief Winterfall has apparently been replaced by Grolnar the Berserk who looks like an oversized Furbolg
Moon Horror Den - the Raging Owlbeasts have been relocated and the cave is now inhabited by 

Ursius
Goodgrub Smoking Pit - a new, small quest hub located northeast of Starfall Village; oddly enough, it appears all the Chimaeras of Winterspring have been relocated to the northeast of this camp
Ban'Thallow Barrow Den - the formerly empty cave system right near Starfall Village is now utilized as a small quest area, filled with Coldlurk Burrowers (worms) and Coldlurk Creepers (spiders); the quest giver that starts everything off is Rinno Curtainfire
Starfall Village - Now a neutral quest hub

Notable character
Winterspring is home to several characters of note. At the Frostfire Hot Springs, Donova Snowden attempts to find out more about the taint that has affected the local furbolgs. On Frostsaber Rock, Rivern Frostwind enlists aid in providing food and safety for his pets in exchange for the secret to tame them. And high above Mazthoril, the matron protector Haleh sends bold adventurers into the deepest lairs of the black dragonflight in search of draconic artifacts of power.
Major settlements: Starfall Village (1,500), Mazthoril (550)
Minor settlements: Winterfall Village (300)
Languages: Darnassian, Common, Draconic
Faiths: Ancients, druidism, Elune, shamanism
Resources: Arcanite, thorium, timber
Affiliation: None
Location: Northeastern Kalimdor

World of Warcraft: History and Geography of Onyxia's Lair


Onyxia's Lair is a level 80 raid dungeon located in the Wyrmbog, Dustwallow Marsh. It is home to Onyxia, the brood mother of the black dragonflight.
Onyxia's Lair was originally a level 60, 40-player raid dungeon, only one of two that were available upon release of World of Warcraft (the other being Molten Core). It was re-tuned as a level 80 raid dungeon in patch 3.2.2 in honor of World of Warcraft's 5-year anniversary. Like all other Wrath of the Lich King raid dungeons, it has both 10-man and 25-man modes.
Onyxia is the daughter of the mighty dragon Deathwing, and sister of the scheming Nefarian, Lord of Blackrock Spire.
It is said that Onyxia delights in corrupting the mortal races by meddling in their political affairs. To this end it is believed that she takes on various humanoid forms and uses her charm and power to influence delicate matters between the different races. Some believe that Onyxia has even assumed an alias once used by her father - the title of the royal House Prestor. When not meddling in mortal concerns, Onyxia resides in a fiery cave below the Dragonmurk, a dismal swamp located within Dustwallow Marsh. There she is guarded by her kin, the remaining members of the insidious black dragonflight.

Lore
Onyxia's lair is in a volcanic cave in Dustwallow Marsh. The floor of the main cavern is just solid enough that Onyxia can sit on it normally without cracking the floor and revealing the lava below. This is intentional; if seriously threatened, she shatters the floor, exposing the lava to further damage her enemies. She has over one hundred eggs in her clutch, but her mate is unknown.
King Varian Wrynn and a group of Alliance heroes were able to assault her lair and slay Onyxia. Onyxia was decapitated and her head was brought back to Stormwind City to be hung from the gates. After her death, Broll Bearmantle summoned roots from the ground to crush and kill her unborn progeny. -Tavishok

Loot
The level 80 version of Onyxia drops headpieces with similar names and models as the Tier 2 ones the original level 60 version had. (The actual Tier 2 headpieces now drop off Nefarian in Blackwing Lair). She also drops a new version of Quel'Serrar since the questline for the original version has been removed from the game. All of these items have been upgraded to reflect Onyxia's new status as a Tier 9-level boss. There is also an extremely fast mount named Brood of Onyxia that drops off her.
Item levels range between 232 (10-player mode) and 245 (25-player mode).
For a complete list of items Onyxia can drop, see Onyxia's Lair loot.

Dungeon denizens
Onyxia Black dragons (one, Onyxia)
Black dragonspawn
Black dragon whelps

Achievements
[Onyxia's Lair (10 player)]
[Onyxia's Lair (25 player)]

Patches changes
Wrath-Logo-Small Patch 3.2.2 (2009-09-22): Onyxia's Lair will be retuned as a 10 and 25-man raid dungeon for level 80 players in honor of the World of Warcraft 5-year anniversary. The same loot will be available (including Tier 2), but stats will be updated to match current content.
 A new 310% flying mount (Brood of Onyxia) will also be added to her loot table.
Patch 3.0.2 - Onyxia's Lair attunement was removed as of patch 3.0.2, as well as the attunement questline. Prior to Patch 3.0.2, it was necessary to have the [Drakefire Amulet] either equipped or in your inventory in order to enter. See Onyxia's Lair Attunement for more information.

Trivia
Onyxia's Lair is the smallest raid in the entire game.

Trash mobs
Onyxian Warder
Onyxian Whelp
Onyxian Lair Guard
Location: Dustwallow Marsh
End boss: Onyxia
Type: Raid
Advised level: 80
Player limit: 10/25

Sunday, August 18, 2019

World of Warcraft: History and Geography of Maelstrom

 The Maelstrom is the gigantic rift that was created when the Well of Eternity collapsed into itself during the Great Sundering.

Warcraft III: Reign of Chaos
As the aftershocks from the Well of Eternity's implosion rattled the bones of the world, the seas rushed in to fill the gaping wound left in the earth. Nearly eighty percent of Kalimdor's landmass had been blasted apart, leaving only a handful of separate continents surrounding the new, raging sea. At the center of the new sea, where the Well of Eternity once stood, was a tumultuous storm of tidal fury and chaotic energies. This terrible scar, known as the Maelstrom, would never cease its furious spinning. It would remain a constant reminder of the terrible catastrophe... and the Utopian era that had been lost forever.
At the center of the Maelstrom is a location known as the Eye. The empires of the makrura and the naga lie beneath it.
In Warcraft III, when Thrall's fleet crashed, they made an emergency landing on an island near the Maelstrom where they found a group of trolls fighting desperately against human colonists and murloc invaders. The island was destroyed (though not by the Maelstrom), with Thrall barely escaping.
It is implied that the Maelstrom is slowly drawing the Broken Isles towards itself, and will ultimately destroy them for good.

World of Warcraft
The Maelstrom is a large storm in the center of the world map, where it sits between Kalimdor and the Eastern Kingdoms. Ship and zeppelin routes go out of their way to avoid the Maelstrom, for fairly obvious reasons. You must pass through the Maelstrom to get to Deepholm via a quest given from the Earthen Ring in your faction's home city.

Cataclysm
In World of Warcraft: Cataclysm, Deathwing re-enters Azeroth from Deepholm via the Maelstrom. The Maelstrom is a sanctuary, where PvP combat is disabled. The zone can be reached through the breadcrumb quests leading to Deepholm from Stormwind and Orgrimmar. Thrall and Aggra are also present here (now affiliated with the Earthen Ring). Thrall is trying to maintain the rift, while Aggra provides transportation down into Deepholm.

World of Warcraft: History and Geography of Gruul's Lair


Gruul's Lair is located north of Ruuan Weald in the Blade's Edge Mountains of Outland. Here, Gruul the Dragonkiller, the merciless gronn overlord, rules over the ogres of Blade's Edge.
This raid contains two bosses, Gruul the Dragonkiller and High King Maulgar, and requires no attunement. The player must be at least level 70 to enter.

Encounters
To High King Maulgar
The first encounter in Gruul's lair is one Lair Brute that patrols up and down a long cavern. After him are two other randomly spawned mobs, either Brutes or Gronn-Priest. The patrol can be pulled single, but the duo beyond must be done together. The first mob will call for help, but tanked next to the portal he will be too far to be heard by the next two mobs.
If only one of the pair of two mobs is killed, they will both respawn.
The mobs leading to High King are on a 1 hour timer.
When High King Maulgar is killed the gate on the far side of him will open and the mobs leading to him will no longer spawn.

To Gruul
When the gate is opened, there will be several mobs inside. All static packs are randomly Gronn-Priests or Lair Brutes. The two patrolling mobs are always Brutes.
First pull is a double pull.
Second pull is a single pull that patrols from the first double pull to the fire.
Third pull is a double pull by the fire.
Fourth pull is a single patrol that leads from Gruul's area to the fire.
The last pull is a triple pull at the end of cavern that leads to Gruul.
When Gruul is killed no mobs will spawn inside of his lair.

Helpful items
There are 6 Unstable Flasks available designed especially for fighting Gruul.

Dungeon Denizens
Felhunters
Gronn (one, Gruul the Dragonkiller)
Ogres
Ogre lord (one, High King Maulgar)
Ogre mages
Location: Blade's Edge Mountains
End boss: Gruul the Dragonkiller
Advised level: 70+
Player limit: 25
Lockout timer: 1 week

World of Warcraft: History of Grubbis


Grubbis is an abnormally large trogg located in the depths of Gnomeregan who emerges when the tunnels are disturbed by explosions.

The radioactive gas that flooded the city was meant to anger the troggs and kill the gnomes, and Thermaplugg's plan was brutally effective. One trogg, however, reacted oddly to the substance: Grubbis grew. And grew. It was a side effect that Sicco had not anticipated, but he's never been one to waste valuable (and dangerous) resources. This giant trogg now patrols the tunnels of Gnomeregan. His loyal basilisk pet, Chomper, helps Grubbis sniff out gas leaks, tasty fungi, and even tastier intruders.
He is level 28 elite trogg found in the Gnomeregan dungeon. He is accompanied by his pet basilisk, Chomper. Grubbis and Chomper spawn near the end of Blastmaster Emi Shortfuse's event.

Combat info
Grubbis does not put up much of a fight. The real challenge is the swarms of troggs that come before and with him. Note: Do not run into the tunnel where the troggs emerge. It collapses after a minute.
Gender: Male
Race: Trogg (Humanoid)
Location: Hall of Gears[77.8, 67] Gnomeregan
Status: Killable

World of Warcraft: History of Viscous Fallout


Viscous Fallout is a level 28 elite water elemental mini-boss found in Gnomeregan. It drops and is often farmed for the [Hydrocane].

Background
Due to the radiation released into Gnomeregan, a portion of the city was taken over by radioactive oozes.
Viscous Fallout has coalesced from that mass, and formed its own consciousness, and its own agenda.

Notes
Viscous Fallout is quite easy to farm for a high-level rogue or druid, as you can reach him by simply dropping off the cliff as you enter the main Gnomeregan entrance. After killing him, you can stealth back to the front and reset the instance. Your lower-level party members don't even need to drop down, as they can roll for the item while staying on the top level.
Group leaders or groups unfamiliar with Gnomeregan may not realize this mini-boss exists, as it hardly differs in appearance from the rest of the mobs in the area. It may also be useful to have a /target macro readily available. Doing so may allow the group to track and slay the mini-boss without having to fight through groups of enemies to find him.

Race: Water elemental (Elemental)
Location: Gnomeregan
Status: Killable

Saturday, August 17, 2019

World of Warcraft: History and Geography of Kezan


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