Search This Blog

Sunday, September 29, 2019

World of Warcraft: History of Jammal'an the Prophet


Jammal'an the Prophet is a level 55 elite troll boss found in the Temple of Atal'Hakkar. He is accompanied by Ogom the Wretched, and must be defeated before fighting the Shade of Eranikus.
Jammal'an is the spiritual leader of the great Atal'ai tribe and of the Hakkari of Zul'Gurub and Swamp of Sorrows. He believes the summoning of the blood god Hakkar the Soulflayer will bring the Atal'ai to immortality.

Even though he was killed and his head brought to the Atal'ai Exile, in Cataclysm he is still alive and targeted by Itharius. During the first attempt he escapes but yet again he dies deep in the temple and his head is brought to Itharius. However, as the dungeon hasn't received story update, it is unknown if Itharius's quests are canon as are in conflict with the current lore.

Adventure Guide
Jammal'an is the current leader of the Atal'ai, the extremist sect of priests who fanatically worship Hakkar. While in deep meditation, Jammal'an received instructions on how to resurrect Hakkar by using the blood of his draconic foes, the green dragonflight. Jammal'an and his undead bodyguard Ogom the Wretched stand ready to oppose any who would prevent Hakkar's return, though the prophet's actions may unleash upon Azeroth an even more terrible force: the Emerald Nightmare.

Abilities
Healing Wave — Jammal'an the Prophet heals an ally.
Flamestrike — Jammal'an the Prophet calls down a pillar of flame, inflicting Fire damage to all players within 5 yards of the targeted area and additional Fire damage every 2 seconds for 8 sec.
Spell nature stranglevines.png  Earthgrab Totem — Jammal'an the Prophet summons an Earthgrab Totem at his feet for 30 sec. Earthgrab Totem immobilizes all players within 0 yards every 5 seconds.
Hex of Jammal'an — Jammal'an the Prophet hexes a player, increasing their damage by 400%, transforming them and causing them to attack their allies.
Ogom the Wretched — Ogom the Wretched joins Jammal'an the Prophet in battle.
Curse of Weakness curse — Ogom the Wretched curses a player, reducing their Physical damage done.
Shadow Word: Pain Magic Effect — Ogom the Wretched utters a word of darkness, inflicting Shadow damage to a player every 3 seconds for 15 sec.
Shadow Bolt Interruptible — Ogom the Wretched hurls a bolt of dark magic at a player, inflicting Shadow damage.

Strategy
After clearing his entire room from every troll dead or alive, you may attack their leader and his undead minion Ogom alone. He is a combination of a priest and shaman, while his undead minion part warlock, part warrior.

During the fight, he yells "join us" and casts a resistible but indelible debuff on the strongest player that is not on the top of the aggro list. This ability does nothing but once it disappears, the player may turn into a muscular Troll berserker with +100% damage bonus. If a healer is afflicted, he will heal Jammal'an and his minion. If you have any form of humanoid crowd control, that would be the right time to use it.
Besides that, it's a simple fight; he will summon a totem called Earthbind Totem. The totem will root anyone near the totem in place for 3 secs. He will melee attack while his minion casts Shadow Bolts or aids Jammal'an with melee. The only problem once he yells: "Hakkar shall live again" he will start to spam Heal on himself until he has no mana left. If a priest is available or you have an affliction warlock, Mana Bur and Drain Mana him. As a shaman, he does not have that much mana.
Since Jammal'an's melee attack is nowhere near as damaging as his minion's Shadow Bolts, it is often a good plan to focus damage on the add first, interrupting Jammal'ans attempts to heal him. Ogom the Wretched does not have much health and can be dispatched quickly with a group of 50+s, allowing the rest of the fight to focus on Jammal'an and crowd-controlling the debuffed player.

Other notes
If you have someone level 80 escorting you, note that he will be most likely be afflicted by the transformation debuff, so be prepared.
Do not DoT or casts judgements at the transformed player! The transformation should fade in a few seconds while his current health and afflicted DoTs will remain.
Have the mage sheep the people afflicted by the debuff and if the mage is afflicted himself, use Ice Block or have the paladin stun and offtank him.
His Earthbind Totem can be quite irritating if the tank is having trouble controlling aggro. Have a casting class hit it with a wand as soon as possible.
Have someone to offtank Ogom for he can do serious damage when ignored.
If a Hunter's pet is transformed by his debuff, he will still attack the enemies.

In the RPG
A single leader holds sway over the priesthood — this is the prophet Jammal’an. He rules the Atal’ai and Hakkari and is instrumental in attempts to summon the Soulflayer. Jammal'an is a mysterious individual who is mostly responsible for the cult's recent success in summoning Hakkar. By all accounts, Jammal'an is a power-mad zealot, prone to devouring or (if he's feeling pleasantly full) exiling trolls who disagree with him. Jammal'an has recently received a series of visions in which Hakkar states that, when he enters Azeroth, he will grant immortality to all Atal’ai. He made has apparently made no such promise to the Hakkari, who serve him hoping that he’ll grant them some reward despite his lack of a promise. All members of the Atal'ai believe this prophecy (or at least pretend to), which makes them all the more ferocious. However, Hakkar has been summoned and the Atal’ai are not immortal. The trolls think he’s busy with other concerns — like draining other troll gods of their power — and hasn’t got around to granting immortality yet. The Atal'ai Exile in the Hinterlands thinks that the prophecy was nothing more than manipulation and with Jammal'an's reckless trust of false visions led his people to their eternal doom. They were a ruse to trick Jammal'an into bringing about his own doom — and that of the rest of the world.
Gender: Male
Race: Jungle troll (Humanoid)
Affiliation(s): Atal'ai, Hakkari
Occupation: Spiritual leader and high priest of the Atal'ai
Location: Lair of the Chosen, The Temple of Atal'Hakkar, Swamp of Sorrows
Status: Killable

World of Warcraft: History of Revelosh


Revelosh is a level 40 elite trogg found in the Hall of the Keepers in Uldaman.
He carries The Shaft of Tsol, half of the Staff of Prehistoria needed to summon Ironaya. The other half, the Gni’kiv Medallion, is in Baelog's Chest.

Adventure Guide
Some luminaries in Ironforge's prestigious Explorers' League have theorized an ancestral link between their people and the troggs, and pointed towards the troggs' hoarding of titan artifacts as a reflection of the dwarves' own reverence for such wondrous devices. If that is true, the trogg known as Revelosh can be considered the trogg equivalent of an archaeologist, although any historically minded adventurers who encounter him would be more inclined to call him a thief.

Abilities
Chain Lightning — Revelosh strikes his target with a lightning bolt that arcs to nearby players, inflicting Nature damage to 3 targets.
Lightning Bolt — Revelosh blasts his current target with lightning, inflicting Nature damage.
Gender: Male
Race: Trogg (Humanoid)
Level: 42 - 62 Elite
Location: Uldaman

Wednesday, September 25, 2019

World of Warcraft: History of Amnennar the Coldbringer




Amnennar the Coldbringer is a level 37 elite lich boss found in Razorfen Downs. His level was lowered from 41 in Patch 2.3.

In the Barrens lies a horrid tangle of briars called Razorfen Downs. While once it was the capital city of simple Razormane quilboar, now it has become apparent that the Scourge has taken over. The lich Amnennar the Coldbringer rules them now, using the power of his massive consciousness to control every move of the Death's Head quilboar. Amnennar has a direct telepathic link to Ner'zhul.
Amnennar sits atop the Spiral of Thorns, a mountain of massive spiked vines infested with his undead minions around a brazier burning with cold flames.
The Lich has gone by many names through his career as a member of the Scourge, and only more so after his Ascension to a place of authority among the undead. One of his first name was Amnennar the Cold.

Abilities
Amnennar's Wrath (Knocks an enemy back.)
Frost Nova (Inflicts Frost damage to nearby enemies, immobilizing them for up to 8 sec.)
Frostbolt (Inflicts Frost damage (167 - 225) to an enemy and reduces its movement speed for 4 sec.)
Summon Frost Spectres (Summons a Frost Spectre.)

Strategy
During the battle Amnennar will summon three groups of spectres. Ignore them all and kill him fast, as they will die when he is defeated.
Note: The spirits die the moment Amnennar dies and should not be worried about too much, although they can hit for a good deal, but nothing the healing can't handle provided they are kept on the tank.

Quotes
Aggro:
You'll never leave this place alive.
Health:
I am the hand of the Lich King!
Summon:
To me, my servants!
Come, spirits - attend your master!
Killing a player:
Too... Easy.
Title(s): The Cold, Ruler of Razorfen Downs
Gender: Male
Race: Lich
Character class: Archmage, Mage, Necromancer, Wizard (RPG)
Affiliation: Undead Scourge
Position: Ruler of Razorfen Downs
Location: Razorfen Downs

Wednesday, September 18, 2019

World of Warcraft: History and Geography of Borean Tundra


“The sprawling Borean Tundra is home to both the walrus-like tuskarr and the enigmatic taunka. Here also, deep within the mountainous Coldarra, the blue Dragon Aspect, Malygos, has awakened and resumed his guardianship of all magic. Commanding the blue dragonflight from his mystical base, the Nexus, Malygos is determined to seize control of magic throughout the world.”
— The Art of World of Warcraft: Wrath of the Lich King, pg. 68
The Borean Tundra (pronounced BOHR-ian, not boh-REHH-an) is located in the far western edge of Northrend, and is the home of the tuskarr, Drakkari trolls, and blue dragons. The Undead Scourge and the naga also inhabit the zone. Important landmarks of the region include the tuskarr capital of Kaskala and the Riplash Ruins. Coldarra is an island just off the coast. Kaskala is currently under siege and the tuskarr have moved to Unu'pe.

Most of the Borean Tundra is empty ice. Tuskarr are the dominant presence in the Borean Tundra. However, they keep near their villages, and one can go for days without seeing another living creature. Tuskarr mainly care about fishing, whaling and protecting their villages. Tuskarr will fend off hungry Drakkari, and even fight wayward nerubians, and are formidable foes; but they never attack anyone without a good reason. Drakkari wander the tundra, but not in any significant numbers, most are content to roam alone or in small packs. They have no city in the tundra, but live in several camps, none big enough to have names. They harass the tuskarr from time to time, but every time the tuskarr gather their forces and send the Drakkari running. Nerubians wander about as well, but only in small packs. Naga live near the south end, in the Riplash Ruins. Blue dragons from Coldarra also fly over the tundra from time to time. Scourge scouts straggle over from the lake area.
The Borean Tundra is not an important part of Northrend. It’s too isolated and too barren to be desirable and has too much shoreline to be defensible. Tuskarr like it because of that expansive shore, and the Riplash Ruins gives the naga a perfect view of anyone approaching across the ocean from the south. Drakkari hunt here because they can and because the tundra provides little cover for wildlife. Most others stay well away, preferring the forested areas to the east.
Borean Tundra contains bases of both factions, and does not have an emphasis for a specific faction. There is a port between Borean Tundra and Howling Fjord that uses a giant turtle with a deck on its back as a quick means to travel between the 2 starting zones. There is a murloc town that may be used after some quests for D.E.H.T.A.. The murlocs can actually talk and repair your equipment. They also have quests against an infected camp across the cove.

History
The nerubians were in the Borean Tundra first, according to the ruins. However, the ruins may be parts of Azjol-Nerub that were thrust up from underground, unless it was an experiment to see if they could be comfortable living above ground. If the latter is the case it may have failed, since it is a ruin. The tuskarr were next — Kaskala's oldest village is at least several centuries old, and the rest grew up around it as family members split off to start their own smaller families. The Drakkari are more recent additions to the area and have no fixed settlement. The Scourge rarely appears, and its agents never stay longer than it takes to patrol and look for potential dangers or new recruits.

In World of Warcraft: Wrath of the Lich King, the Horde has established the settlement of Warsong Hold under the command of the Mag'hari son of Grom, Garrosh Hellscream. The Horde has created a pact with the local and culturally similar tuskarr, who are under siege from naga based at the Riplash Ruins. These naga intend to use their generators to melt the surrounding ice caps (though these plans have been thrown off course by their defeat by the Kvaldir, a clan of Vrykul which are also raiding the tuskarr). Garrosh and his forces have also discovered the enigmatic taunka, an ancient offshoot of the tauren race thought to be lost forever.

Geography
The Borean Tundra is wide, flat, and cold. The landscape varies greatly. Hard but farmable soil in the south lead to nourishing steam pools in the middle. Along the west edge, nasty cliffs rise up and then shear off into the Westrift. The north is home to grasslands and an area of steep hills. The east is snow-covered and the most brutal this area has to offer.
At its northeast edge the tundra runs into the mountain range of Lake Wintergrasp, a vast frozen lake that effectively shields it from the Dragonblight and Icecrown Glacier. The only way to reach these areas overland is across the mountains bordering the Dragonblight or through the Sholazar Basin, neither which are easy. An army would be suicidal to attempt either. Not many plants can survive up here. Without any cover the wind is fierce enough to tear flesh, and people can barely hear themselves when they shout. A few trees manage to hang on, evergreens, but the small twisted kind rather than the tall proud ones out east. Wolves and rabbits and foxes and even bears, roam this area. However, most of the life is in the water. The zone is separated from the Dragonblight by an unnamed river.
To the northwest, one can see the high plateau of Coldarra. It is high enough to be blanketed in snow year round. Lately, rumblings have shaken the earth around the lone island. Geologists are concerned with the appearance of rifts in the crust and worry that a massive earthquake could tear Coldarra apart. This would have massive repercussions on the stability of Borean Tundra and possibly Northrend itself.
This is the longest region in Northrend, running from its southwest tip up to Lake Wintergrasp. The ground here is more dirt than rock, and small trees and scrub dot the landscape. But everything is still frozen solid. The tundra avoided most of Northrend’s problems for a while, but the Scourge have been sighted fortifying holdings in the northeast. Perhaps the Borean Tundra owes its fortune to its relative isolation. Access to the land can be found along its southern edge through the ocean.
Warsong Hold has a zeppelin tower connecting it to Durotar, and Valiance Keep has a dock connecting it to Stormwind City.

Quests
The major questlines explore a variety of conflicts across the zone. The native tuskarr and taunka are being uprooted from their villages by the Kvaldir. Multiple sinkholes are disgorging crypt fiends around the recently established fortifications of Warsong Hold and Valiance Keep. Territorial aggression is being observed in the Magmothran magnataur. The Fizzcrank gnomes have awakened a flesh-hating terror, fused from abandoned Titan technology.

In the course of battling these threats, Warcraft's player heroes will also uncover a handful of political plots. The first sparks of the wolvar/Oracle conflict are evident as these groups also have their opponents in the Winterfin tribe of murlocs. An organization known as the Druids for the Ethical and Humane Treatment of Animals are conscripting everyone they can, to bring Nesingwary's poachers to justice. The wizards of Dalaran are investigating the kidnapping of magical talent from the areas surrounding the Amber Ledge.
Finally, after these many trials, the player will come to confront the subversive figure known as Prince Valanar, atop the floating necropolis of Naxxanar.

Wild creatures
Naga
Blue dragonkin
Arcane wyrms
Rhinos
Snobolds
Mammoths
Magnataurs
Gorlocs
Makrura
Orcas
Caribou
Hawks
Condors
Saber Worgs
Jormungars
Spider Tanks
Crowd pummelers
Mechagnomes
Alarm-o-bots
Skeletons
Skeletal warriors
Ghouls
Abominations
Gargoyles
Liches
Nerubians
Nerubian flyers
Nerubian spiderlings
Nerubian spiderlord
Kvaldir

Capital(s)           
The Nexus
Kaskala
Valiance Keep
Warsong Hold

Ruler(s)
General Arlos
Varok Saurfang
Elder Atuik

Sunday, September 15, 2019

World of Warcraft: History and Geography of Tiragarde Sound


Tiragarde Sound is the largest and most central of the three major regions of Kul Tiras. Mountainous and rugged, the region is divided in two by a massive bay that opens into the Great Sea. Tiragarde Sound is host to the Kul Tiran capital city of Boralus, and thus serves as the seat of power for the ruling House Proudmoore. Its citizens retain a strong maritime tradition and hail from a wide range of backgrounds, from monster hunters and pirates to noblemen and tidesages.

History
The region is the ancestral home of the Proudmoores.
The people of Tiragarde Sound are renowned monster hunters, raging battle against the creatures of the sea, and struggle every day against pirates at their own shores. While the pirates were once content to stay at Freehold, in recent months, they have grown bolder, and began attacking Tiragarde Sound. The region has been marred by infighting and corruption. Gangs run rampant while the region's noble leaders squabble for power and influence.
During the war between the Alliance and Horde, the area served as the Alliance's staging point and home base.

Geography
The region of Tiragarde Sound serves as the heart of Kul Tiras. Nearly bisected by the capital city of Boralus, the land is rich with wildlife in the hills and mountains to the north and south, and its people enjoy the bounty of the oceans to the south, east, and west. It is a realm of people in touch with both the land and the sea. Inland, the mountains and forests provide prime hunting grounds. A vast coastline borders Tiragarde Sound to the south, west, and east, where those brave enough can fish, boat, swim, and hunt for treasure.
Tiragarde Sound sits on an inlet in the middle of Kul Tiras. It connects the Great Sea from one side of the island to the other, and is a connection point for all the major regions of Kul Tiras.

Notes & trivia
In geography, a sound is a large sea or ocean inlet larger than a bay, deeper than a bright, and wider than a fjord; or a narrow sea or ocean channel between two bodies of land. Tiragarde Keep is presumably named after the region. Alternately, they could both be named from the concept of guarding Kul Tiras.

World of Warcraft: History of Bloodmage Drazial


Bloodmage Drazial is a level 50 blood elf quest giver found in Dreadmaul Furnace in the contested territory of Blasted Lands. Like his sister Lynnore, he is a user of blood magic.

History
World of Warcraft
Bloodmage Drazial was originally stationed near the entrance to the Blasted Lands, and offered repeatable quests for buff items.
Since the Cataclysm, he has relocated to a cave near the Altar of Storms. He no longer offers quests to Alliance adventurers, even though he remains friendly to them.
He can be seen using the Bloodstone Teleporter.
It is unknown what happened with him after the arrival of the Iron Horde, since their chamber was occupied by a Dreadmaul Flamebelcher.
Gender: Male
Race: Blood elf (Humanoid)
Occupation: Blood mage
Location: Dreadmaul Furnace, Blasted Lands
Relative(s): Lynnore (sister)

Saturday, September 14, 2019

World of Warcraft: History and Geography of Nazmir


Nazmir (pronounced "NAHZ-meer") is one of the three regions of Zandalar, and was once the shining heart of troll civilization. Nazmir is now a fetid swamp riddled with ruined monuments to its lost glory. Its vile inhabitants, the blood trolls, have pledged their savage hearts and frenzied minds to the Blood God G'huun. They must destroy the last functioning titan disc, a relic that lies at the very heart of Zuldazar, to free their master from eons of confinement within the titan facility of Uldir.

History
Nazmir was once a lush forest, but during the Cataclysm Nazmir started to sink into the sea. Now, it is a fetid swamp full of ruined buildings and infested with blood trolls. It harbors ancient titan secrets in a top security facility to study the Old Gods, as well as a tool to destroy all life on the planet. The Horde will have to enlist the help of the loa to combat these threats.
It is implied that Nazmir was once the center of Zandalari civilization with the city of Zul'Nazman, but they moved south into the mountains to avoid G'huun. The first king of the Zandalari, Dazar, led an exodus of his people out of the muck and mire and built a city of gold.
Once the shining heart of troll civilization, Nazmir is now a bleak swamp riddled with ruined reminders of its former greatness. In the current troll capital of Zuldazar, stories are passed down from generation to generation cautioning children to behave, lest Nazmir's twisted practitioners of blood magic come to snatch them from their beds. And those who dare brave the swamp have a terrible habit of disappearing, never to return. The blood trolls of Nazmir are the monsters that haunt every Zandalari child's nightmares — and for good reason, as they are dedicated to the worship of the Blood God G'huun and to a single-minded purpose: the destruction of the last functioning titan disc within the city of Zuldazar. Should the trolls shatter this seal, G'huun will be freed from its eons-long confinement to rule the world. Upon arriving in Nazmir, you will meet Princess Talanji, who will ask you to escort her as you look for signs of blood troll activity in the area.

Geography
Nazmir is a primordial swampland, replete with a diverse ecology of insects and dangerous beasts. Many of the once grand temples and buildings now lay in ruins, scattered throughout the region like broken teeth. Vegetation has encroached upon the stone walls and buildings, reclaiming the land piece by piece. Sodden marshes and tributaries mark the landscape of Nazmir, fed by the grand waterfalls spilling from the cliffs of Zuldazar high above. The Razorjaw River and Shattered River both wind through Nazmir as well, contributing to the marshes and wetlands that dominate the region. A vast coastline surrounds Nazmir to the north and east, with the Shattered River demarking the southern border along Zuldazar. To the west you'll find the bubbling Shoaljai Tar Pits, where the cloying scent of smoke drifts up from vents within the earth, choking the air with a haze of ash and dust. Just west of the tar pits on the westernmost border, the pathway into the arid desert of Vol'dun awaits.

Wild creatures
Bats
Crawgs
Crocolisks
Pterrordaxs
Saurid
Saurolisks

World of Warcraft: History and Geography of Vol'dun


The unforgiving desert of Vol'dun is one of the three regions of Zandalar. Previously a vibrant and lush jungle, Vol'dun is now a virtually uninhabitable, vast sea of dunes dreaded by all Zandalari, for to be exiled to its endless wastes is a sure sentence of death. And yet somehow, the wily nomads known as the vulpera have managed to eke out an existence here, despite facing constant threat from the sethrak, a brutal snakelike race determined to reign over this arid wasteland.

History
Thousands of years ago, this vast desert with rolling sand dunes was once a dense, vibrant jungle, described by Meerah as the jewel of the troll empire. The Zandalari trolls and the snake-like sethrak lived in harmony in this region, and together they worshiped the snake loa Sethraliss.
During the war between the trolls and the aqir roughly 16,000 years ago, the C'Thrax Mythrax the Unraveler was tasked with invading Vol'dun and descended upon the region, slaughtering troll and sethrak alike. Sethraliss sacrificed herself to defeat Mythrax, but not before the C'Thrax was able to destroy the disc at the heart of Atul'Aman. Due to Sethraliss' death and the various cataclysms that occurred in the region as the years progressed, the jungles of Vol'dun were transformed into a vast desert. As a result, most of the trolls abandoned the region. This left only the sethrak, who continued to survive and thrive in Vol'dun, which they considered the holiest of holy grounds.
After witnessing the destruction wrought by Mythrax firsthand, the sethrak knew that something had to be done to prevent anyone from raising the C'Thrax again. Sulthis, Vorrik, and Korthek worked together to seal Mythrax within the great pyramid. Years later, Korthek grew power hungry and sought to free Mythrax to conquer Zuldazar. He gathered like-minded sethrak and declared himself emperor of the Faithless.
In the present day, Zandalar sends its criminals here to die, and most of them end up perishing. The area is mostly inhabited by Zandalari vagabonds, sethrak, and vulpera. The Ashvane Trading Company has a presence in the southern edge of Vol'dun, mining for Azerite.

Geography
Located in the north west of Zandalar, Vol'dun is a vast and unforgiving land. Dunes of sand, salt flats, and bone breaking rocky terrain stretch from coast to coast, meeting up with Nazmir to the east and Zuldazar to the south. Danger here comes as much from the arid and unrelenting landscape as it does from the creatures who eke out a living here. The sand-bleached bones of giant beasts litter the land, long since picked clean and polished to a gleaming smooth by the shifting sands. Brief moments of reprieve from the heat can be found to the north in the small stretch of marsh and in the caverns and oasis tucked away from the unrelenting sun.

Wild creatures
Camels
Hyenas
Krolusks
Vultures

Notes and trivia
At BlizzCon 2017, Vol'dun's transformation from a jungle to a desert was explained as being due to the aqir armies of the Old Gods attacking the region. However, the aqir are never mentioned in-game, and Vol'dun's state is instead attributed to the battle between Mythrax and Sethraliss. It was also stated that "players will face off against Aqir, Zandalari vagabonds, and the Sethrak", yet aqir are never seen in-game. Finally, there exist many silithid fossil models in the Vol'dun files, but they were never used. This means that Vol'dun's backstory seems to have been changed since its announcement at BlizzCon and the release of Battle for Azeroth.

Thursday, September 12, 2019

World of Warcraft: History of Prince Kellen


Prince Kellen is a level 31 rare mob satyr found in Desolace.
Known to be a very easy kill for a low level 30s person.
Gender: Male
Race: Satyr (Demon)
Level: 31 Rare
Health: 1,155
Mana: 2,253
Affiliation(s): Hatefury, Burning Legion
Location: Desolace, Sargeron
Status: Alive
Relative(s): Xavius (Father, presumed), Prince Xavalis and Prince Raze (Brothers, presumed)

World of Warcraft: History of Zuluhed the Whacked


Zuluhed the Whacked was one of the few remaining orc shamans within the Old Horde in Azeroth, but due to his consumption of the blood of Mannoroth, he did not embrace his true heritage and still practiced the dark magics prescribed by Gul'dan and the Shadow Council.
Unlike his other Dragonmaw orcs he did not become a fel orc.

Biography
Zuluhed was apparently the last, and only shaman to accompany the Horde. He was eternally loyal to Blackhand during his reign as Warchief, and wished to remain so even after his death, so he pledged the allegiance of the small but powerful Dragonmaw Clan to Rend and Maim, the sons of Blackhand: an alliance assumed to be broken when Rend pledged the Black Tooth Grin clan to Nefarian's black dragonflight, most feared enemy of the Dragonmaw.
During the Second War, Zuluhed received a vision of a powerful artifact hidden within the Redridge Mountains, and requested permission from Orgrim Doomhammer to locate it. Despite Zuluhed's apparent loyalty to the sons of Blackhand — his chief rivals — Doomhammer believed that the elder shaman acted in the Horde's best interests, and agreed to allow Zuluhed and his clan to find the artifact in question. Following the source of his visions, Zuluhed came into possession of what he called the Demon Soul. He assured Doomhammer that he would be able to unlock its powers, but this proved difficult even with the still-formidable powers of the elder shaman. Zuluhed decided to give the artifact to his Second, Nekros Skullcrusher, a former warlock, and with its power managed to capture the dragonqueen, Alexstrasza, and subjugate her red dragonflight. Alexstrasza, threatened with the death of her children, unwillingly gave the Horde an endless supply of her deadly progeny.
At some point Zuluhed returned through the Dark Portal to Draenor, and thus was not present when Alextrasza was freed and the majority of his clan destroyed at Grim Batol. He eventually pledged what remained of his clan to Illidan and enslaved Karynaku, matriarch of the Netherwing dragonflight, to provide drakes for his new master.

Death
Golluck Rockfist, the Horde ambassador to the Wyrmrest Accord, mentions the Dragonmaw's enslaving of Alexstrasza. He says "Zuluhed and Nekros are dead, but the debt we owe to the reds is far from repaid." This seems to indicate that he was killed by allies of the Netherwing dragonflight, as requested by Karynaku in Zuluhed the Whacked.

Speculation
In Day of the Dragon, Nekros states that he answers only to Zuluhed, who is "far away," with the bulk of the Dragonmaw forces and later attempts to march to meet with his chieftan implying that Zuluhed is still on Azeroth. This would be impossible, as the Dark Portal had already been closed by this point and Zuluhed is later revealed to have been in Outland. Nekros was likely simply mistaken, something quite likely as he mentions more than once he had been unable to reach Zuluhed for orders.

It is also unclear how the shamanistic spirits continued to answer him, despite having forsaken most of the orcs, although this may explain why he appears to be a warlock when encountered at Dragonmaw Fortress.

The Burning Crusade
Zuluhed resides at Dragonmaw Fortress, east of the Netherwing Fields in Shadowmoon Valley, and is involved in the Netherwing quest chain.
Once you accept Zuluhed the Whacked from Karynaku, Zuluhed the Whacked will appear by the entrance to the courtyard you're in along with 8 archers along the top wall. You can reset the quest by flying/jumping off the ledge. Zuluhed will despawn and you have to abandon the quest and reaccept. The right side room has some "back rooms" in it; running into those back rooms will also reset Zuluhed (but not his summoned demons).
Easiest way to complete it is to get a cookie cutter group of a tank, healer, and 3 dps classes. It's easier to fly up to the courtyard, but you can also clear your way up the path. Clear out one of the rooms either to the left or right of the entrance, then accept the quest and have all of your group run into the room and start the fight. About 30 seconds into the fight, he starts to summon Arcubus Destroyer a level 68 elite demon. His summon spell is has a half-second casting time so it's hard to interrupt. After 15 seconds, the demon will spawn and you have to deal with it as well.
If you clear both rooms, once he starts casting the summon, run into the other room. Zuluhed will follow, but the demon, being in an empty room, will not aggro and can be ignored. Just stay away from the door to that room.
Unlike Zuluhed, the Arcubus Destroyer does not automatically attack the party. It simply appears and sits there, not moving. Its aggro rules are the same as an ordinary spawn -- it will not aggro for the first few seconds of appearing, and then only if a player steps within aggro radius. That is quite small for a level 80 player, so one solo strategy is to stay in the same room but simply take a few steps back. If undisturbed, the Arcubus Destroyer will sit passively even after Zuluhed falls, and will despawn after three or four minutes.

The archers are a serious threat. Many will start casting Aimed Shot, which has a long (over 3 second) cast but hits for over 1000 on level 80 plate blues. This will quickly cut down a player or party who dwells out in the open or stands too close to a door.
Zuluhed also casts Rain of Fire which hits for about 1000 per tick. It has a very small radius.
If you are trying to solo this at 80, some classes can find this very difficult. The main threats are the archers, the demons and his Rain of Fire. To avoid the archers, clear a room in advance and run inside it before the fight begins - Zuluhed will come to you. Immediately step out of any Rain of Fire. Even with quick stepping, most of your damage will be fire. When an Arcubus Destroyer spawns, quickly step back out of its aggro radius. For a level 80, the rightmost room has enough space for at least two demons to spawn and still be well out of their aggro radius. Don't end up near the doorway. (Preferably have the demons spawn nearer the doorway so you can run into the back room to reset the encounter if need be.) The instant Zuluhed falls, loot the key.

World of Warcraft: History of Dal'rend Blackhand


Dal'rend Blackhand, (or Dal'Rend) commonly known as Rend, was the ruler of the Dark Horde and was considered to be a great threat to Thrall's mastery of the Horde when he was Warchief. Rend is the bloodthirsty son of the former Warchief of the Horde, Blackhand the Destroyer. He believed that he was the rightful Warchief of the Horde due to lineage, and sought to overthrow Thrall. To this end, he allied the forces of the Dark Horde with Nefarian. The two used their combined resources to re-create the chromatic dragonflight, which they hoped to unleash upon the world once again. His mount was a massive chromatic drake named Gyth.

Background
Rend and his brother and sister had a short childhood due to Warlocks aging of children, but unlike other Orc parents Blackhand was happy to put forward his children first for artificial aging. After 'coming of age' Rend served with the other members of the First Horde in the fight to exterminate the Draenei. After the Siege of Telmor, Durotan was offered the city as reward for leading the raid on it. When Durotan turned it down, Blackhand and his family were more than happy to take Telmor as their own, even going so far as wearing the clothes and sleeping in the beds of the Draenei they had killed.  This ended when the whole of the Orcish Horde was moved to Hellfire Citadel to better carry out the orders of Blackhand.
During the Second War, Rend served as lieutenant to Warchief Orgrim Doomhammer. He and his brother Maim often questioned Doomhammer's orders, as Orgrim killed Blackhand the Destroyer and took his place as Warchief. However, Orgrim allowed the insubordination because the two brothers were leaders of the powerful Black Tooth Grin clan.
During the siege of the Capital City of Lordaeron, Rend was ordered by Doomhammer to have his clan break off and chase after the traitorous Gul'dan, who had taken to the sea in search of the Eye of Sargeras.
Rend and Maim later personally fought Turalyon at the Dark Portal, only to flee when it became evident that the paladin had the upper hand.
Rend and Maim took control of the remaining Blackrock orcs and began to rebuild the Horde at Blackrock Spire. About two years later, the Dark Portal reopened and emissaries from Ner'zhul were immediately sent to Rend and Main asking them to rejoin the Horde, and to ask to borrow the red dragons held captive by the allied Dragonmaw clan. Rend refused. Not long after, Nefarian came to Blackrock Spire and took control of the Blackhand brothers and the forces under their control. Eventually, Dark Iron dwarves from Blackrock Depths swarmed up and tried to destroy the Dark Horde. The Dark Horde fought back, and Maim was killed in savage battle. His sacrifice, plus Rend's alliance with the Black Dragonflight, allowed them to drive back the Dark Irons and maintain their hold on Blackrock Spire.
History as told by Eitrigg
At the end of the Second War, Rend and his brother, Maim, fled to find sanctuary within the mountainous stronghold of Blackrock Spire. It was there that Rend declared himself Warchief of the weakened Blackrock clan.
Rend and his brother Maim ruled the Spire, in constant conflict with the Dark Iron Dwarves. They managed to displace the dwarves in the upper portion of the city, but only after the dragons came and only after the death of Maim.

Quotes from Nefarius and Rend
Nefarius: "Excellent... it would appear as if the meddlesome insects have arrived just in time to feed my legion. Welcome, mortals!"
Nefarius: "Let not even a drop of their blood remain upon the arena floor, my children. Feast on their souls!"
Nefarius: "Foolsss... Kill the one in the dress!"
Rend: "Sire, let me join the fray! I shall tear their spines out with my bare hands!"
Nefarius: "Concentrate your attacks upon the healer!"
Nefarius: "Inconceivable!"
Nefarius: "Do not force my hand, children! I shall use your hides to line my boots."
Rend: "Defilers!"
Rend: "Impossible!"
Nefarius: "Your efforts will prove fruitless. None shall stand in our way!"
Nefarius: "THIS CANNOT BE!!! Rend, deal with these insects."
Rend: "With pleasure..."
Nefarius: "The Warchief shall make quick work of you, mortals. Prepare yourselves!"
Nefarius: "Taste in my power!" (upon buffing Rend's drake, Gyth)
Nefarius: "Your victory shall be short lived. The days of both the Alliance and Horde are coming to an end. The next time we meet shall be the last."

Strategies
This encounter is pretty simple, once several waves of enemies are taken out (Either 1 Elite chromatic dragonkin and an orc handler or 2 dragonkin; and 3 chromatic whelps) he will come through the gate to face you. It is important to note throughout this fight that a multitude of orcs spawn at the top of the arena. They will remain there until the event is completed.
This fight can be done simply: Everyone DPS Gyth (His mount) until Rend falls off, then another Tank keeps Rend busy while everyone finishes Gyth off, from there it is an easy matter of DPSing the crap out of Rend until he falls. 2 warriors, 2 Rogues, 2 mages, a Priest, a Warlock, and 2 of any other class can bring him down without even coming close to any deaths.

Note that if anyone has the Inv jewelry ring 01 [Seal of Ascension] (UBRS key), by equipping it and Using it he can summon a giant spectral dragon (Vaelastrasz, whom you will later fight in Blackwing Lair), who will heal everyone for five thousand as well as damage Rend. Nefarius will eventually banish him, however timely use of the UBRS key can ensure victory. Summoning Vaelastrasz when Rend falls off Gyth triggers him to attack Rend, while using it any any time beforehand only causes him to heal the raid. The ring is on a 3 minute cooldown, and this is shared with any other raid member who holds a Seal of Ascension. Equipping the ring will also randomly provide a +100 Resistance buff to any school of magic that Gyth uses.
At higher levels, it is of paramount importance that Rend be brought down slowly. If he is brought down too fast, he will not get a chance to jump off of his mount (which he does when he has about 25% of his health remaining, if you DPS him down first) and, though Rend will be lootable, the Stadium door will remain closed, and necessitate that the instance be reset. This also applies if you choose to DPS down Gyth first; Rend drops off him when Gyth has around 25% health remaining, and any attack that kills Gyth before Rend dismounts will have the same effect, except that Rend will despawn instead of leaving a corpse to be looted (Gyth can be looted as normal, however).
For mages, warlocks, hunters, and other classes with (temporary) pets, it is important that you do not put them on aggressive mode, since they might aggro the spectators on top of the ledge with ranged attacks. This is especially important to mages using Mirror Image: since there is no pet bar for the mage to control the images, they will attack the nearest hostile target in range should they still be up after Rend's and Gyth's deaths (namely, the spectators). A mage soloing this event should either DPS Rend or Gyth slowly to ensure the images despawn before the end of the fight, or not cast it at all.

Notes
In the cancelled Warcraft Adventures: Lord of the Clans, Rend and his brother would have been the two who killed Thrall`s father Durotan.
In Warcraft III: The Frozen Throne on Chapter 6 of the Blood elf campaign, blademasters named Maim and Rend reside in the orc camp directly south of where the Master of Pain is located. Horde Player's Guide and Warcraft II hint that they went through the Dark Portal to Outland (and eventually became part of Magtheridon's Fel Horde). However, these events seem to be retconned in World of Warcraft.

Trivia
Rend and Maim (his brother's name) are two words that have definitions having to do with violence.

Wednesday, September 11, 2019

World of Warcraft: History of Garm Wolfbrother


Garm Wolfbrother was the last chieftain of the Thunderlord clan in the Blade's Edge Mountains. His spirit, along with two Thunderlord Clan Sub-Chiefs and his wolf Lobo, is summoned by Rokgah Bloodgrip at the Thunderlord Stronghold. He then guided the Horde adventurers to find Rexxar's lost family and brethren in the Mountains; the Mok'Nathal.

Quotes
Flavor
Whatever advice I can give to aid in your fight against the ogres, you shall have it!
Dialogue
Main article: The Thunderspike (quest) Orcish ghost dialog

Inspiration
Garmr (or Garm) is the hound that guards the way to Hel [sic] in Norse mythology. During the Ragnarök, Garmr will do battle with the god Tyr, and both will perish at each other's hands in that battle. His role is also described as being similar to that of Cerberus, the three-headed canine guardian of the underworld from Greek mythology.

Speculations
Judging by his skin tone, he may have been a part of the Mag'har group.
In the novel Beyond the Dark Portal, Fenris the Hunter's given name is "Wolfbrother". According to Rexxar (who ends "The Spirits Have Voices", the quest that Garm gives), Garm Wolfbrother was the last of the Thunderlord chieftains, and is thus presumed as Fenris' successor. It's possible that Fenris and Garm were father and son.
He may be also related to Omakka Wolfbrother and Durkot Wolfbrother.

Tuesday, September 10, 2019

World of Warcraft: History of Overlord Geya'rah


Overlord Geya'rah is the daughter of Durotan and Draka from the alternate Draenor. She served as Warchief Grommash Hellscream's second-in-command during the War between the Lightbound and the Mag'har. She now leads the Mag'har orcs who managed to escape from Draenor, and pledged her people's loyalty to Sylvanas Windrunner and the Horde.

Biography
Following the Frostwolf Orcs joining with the Mag'har orc clans, Geya'rah would eventually rise to the rank of Overlord and serve as Warchief Grommash Hellscream's second-in-command during the war between the Lightbound and the Mag'har. As the Mag'har and Lightbound clashed, events on Azeroth would see to a new war between the Horde and the Alliance. In the midst of this, Eitrigg sought to travel to the alternate Draenor and call upon the debt the Mag'har owed to the Horde for liberating them from Garrosh Hellscream's meddling and the Burning Legion's corruption.
Geya'rah would later encounter Eitrigg and a Horde champion after they had been taken prisoner under suspicion of being Lightbound spies. During her interrogation, Warchief Hellscream arrived and recognized the two as coming from Azeroth. After hearing Eitrigg's request for aid, Geya'rah objected on the grounds that the Mag'har couldn't pledge soldiers to aid the Horde when they faced enemies of their own. Believing that having a common foe would sooth Geya'rah's wariness, Warchief Hellscream requested that the two Horde emissaries assisted Geya'rah in putting down an ogre uprising led by Kor'gall, Greatson of Kor'gall. After slaying the traitorous ogre Geya'rah would inform Eitrigg and the Horde champion about the threat of the Lightbound.
After receiving word that Beastwatch was under attack by the Lightbound, Geya'rah rushed to its defense. With Beastwatch secured Warchief Hellscream and Overlord Geya'rah were approached by Lantresor of the Blade and informed that the entire Lightbound army were spotted heading towards them. While Lantresor gathered every orc he could to Beastwatch, Geya'rah held the line with her Warchief. During the battle, High Exarch Yrel herself appeared on the battlefield and offered the Mag'har one last chance to embrace the light. As Warchief Hellscream and Lantresor charged against the Lightbound, Eitrigg activated the shard of the [Vision of Time] in his possession in order to return to Azeroth. Though wishing to her follow her Warchief in battle, Overlord Geya'rah followed his last order to lead the Mag'har to Azeroth.

Believing that there was no time to mourn what was lost, the Overlord declared that the Mag'har would make a new home in Azeroth. To this end, Overlord Geya'rah pledged her people's loyalty to Warchief Sylvanas Windrunner and the Horde. After the Mag'har made a new home for themselves in Hall of the Brave within the Valley of Honor of Orgrimmar, Geya'rah would remark to Mag'har adventurers that the Mag'har face a new future and that they had to make their mark upon the land. To this end, she sent them to meet with Ambassador Blackguard at the Orgrimmar Embassy and then to go forth and claim victorious across Azeroth.

Quotes
Greeting
Lok'tar!
Throm'ka!
Speak!
I will hear your words, but judge by your deeds.
We are here to win this war.
The Heart of the Mag'har are pure and strong.
Speak quickly. There are battles to be won.
Pissed
Some green orc described my eyes as "enTHRALLing"... so I shattered his spine.
Since I came to town, these Orgrimmar orcs seem to stand up straighter.
You fought a war against the Legion... but you didn't think to call us? Seriously? The fate of the entire universe was hanging in the balance, but you couldn't be bothered to... bah, whatever!
Listen, smartypants! Did you ever stop to think that YOUR timeline is the "alternate history" and MINE is the REAL one? Heh... bet I just blew your mind...
Farewell
Go with honor.
Die well.
The Mag'har will claim victory.
Fight with honor, die with glory.
May your enemies grovel before you.
War is all we know.
I will see Draenor's skies once more.

Notes
She has blue eyes, a trait she shares with Thrall, the son of Durotan and Draka from the main timeline, and some other orcs.
She may be named after her grandmother, Geyah.
Kor'gall, Greatson of Kor'gall calls her "daughter of wolves", likely referencing her parents or clan.

World of Warcraft: History of Ysera


Ysera, the green Dragon Aspect, was charged with the protection of the Emerald Dream, but also watched over Azeroth. To the druids, she was known as the "mother" of Cenarius, but since she is a dragon, this is not literal.
Eonar the titan blessed Alexstrasza's younger sister, the lithe green dragon Ysera, with a portion of nature's influence. Ysera fell into an eternal trance, bound to the waking Dream of Creation. Known as the Dreamer, she would watch over the growing wilds of the world from her verdant realm, the Emerald Dream.
Ysera was one of the Dragon Aspects that gave some of her power to the Demon Soul, not knowing Neltharion would betray the Aspects.
After the War of the Ancients, Alexstrasza planted a magical acorn from the Mother Tree G'Hanir within the second Well of Eternity, created by Illidan. The Tree grew large till it reached the heavens and was crowned Nordrassil. Ysera enchanted the tree so that it would be bound to the Emerald Dream.

Biography
You are bound to the waking Dream of Creation. Nature is your realm, and all things have caught glimpses of the Emerald Dream when they sleep. You see them all, Ysera. And they see you, though they may not know it. Like the Life-Binder, you touch all living beings, and sing to them the songs of creation and interconnectedness. - Blessing of the Green Aspect, given by Eonar
Ysera is green, and her skin glitters with countless emeralds for scales. Her physical form is ghostly, ethereal, like watching a living dream or vision. The Emerald Dream is a place where all living beings dream when sleeping. It is a place of where sentient beings have dreams of hope, and faith for a better tomorrow. From the Emerald Dream, Ysera can observe all lesser races. Her eyes are always closed, although you can see her pupils move constantly below her eyelids as if watching many dreams at once.
There are only a few recorded moments in history where Ysera has opened her eyes. When she does, a person can see eyes of many colors, like a rainbow. The eyes of every sentient creature can be seen at once through her eyes. Ysera opened her eyes during the War of the Ancients after seeing Malorne dead, and again when addressing Malfurion Stormrage on his druidic prowess. She opened them another time during the Second War, before Krasus, when he tried to convince her to help free Alexstrasza. Ysera also opened her eyes after she regained her powers during the fight against Deathwing. Ysera fought alongside the other Dragon Aspects against the evil of Deathwing while Rhonin destroyed the Demon Soul. She regained her full powers once the Demon Soul was destroyed. (This story is told in the novel Day of the Dragon.)
She has been silent since the appearance of the Emerald Nightmare, and may be in danger, and might be corrupted, which would explain why she wrongly commanded the emerald Owls at the Emerald Dragonshrine.

Appearance and abilities
Ysera can assume the form of a female from any race, which she chooses depending on whom she is talking to. Often she wears a dress of emerald green, emerald jewellery, and has emerald-green hair.
Ysera avoids and dislikes combat, especially in her realm. When angered, she is terrible, paranoid and impulsive. She keeps herself isolated in the Eye of Ysera within the Emerald Dream, and is rarely seen in the real world. When she does visit the living plane, she shapeshifts into a humanoid form, covered by a green hood, and her eyes are always closed.
When in combat, she attacks with her greenish breath to put her opponents to sleep, and rarely strikes to kill. She prefers to neutralize her enemies and banish them away from her realm.
Ysera can travel from mind to mind to travel anywhere she wishes by entering the dreams of any living being sleeping. She may enter the dreams of a target to communicate with or warn the sleeping creature. Ysera has the ability to planeshift between the real world and the Emerald Dream.

Against the Nightmare Lord
Following the defeat of the Lich King, the situation in the Emerald Dream became even direr, as the insidious Nightmare Lord unfolded his master plan to enslave Azeroth. Ysera led the green dragons, ancients and druids against the Nightmare. Ysera was captured by the Nightmare Lord while assisting Tyrande Whisperwind and Thura in freeing Malfurion Stormrage. The Aspect remained imprisoned within the Eye of Ysera for most of the remainder of the crisis, working with Lucan Foxblood to assist Malfurion in stopping the Nightmare. Ysera was freed again by her consort Eranikus, who sacrificed himself to free her. Ysera was forced to leave the remainder of the battle to Malfurion, who was ultimately successful in stopping Xavius and largely halting the Nightmare. Ysera, with Alextrasza, later presided over the long-awaited wedding of Malfurion and Tyrande, and gave her blessing to Teldrassil, which she had withheld when the tree was first made.

In World of Warcraft
Until recently, Ysera was the only Aspect whose current activities were known; she was in the Emerald Dream coordinating the battle against the mysterious Emerald Nightmare, along with Malfurion and Cenarius.

In Wrath of the Lich King
Ysera appeared at the Emerald Dragonshrine in Dragonblight. She used a generic green dragon model, though this was simply a placeholder.
Recently, Nishera the Garden Keeper asked Ysera for help against the Scourge — who were raising frost wyrms at the other dragonshrines. Instead, Ysera, affected by the Nightmare, commanded the defenders of the Emerald Dragonshrine to attack anyone not of the green dragonflight.
Ulduar
During the battle against Yogg-Saron in Ulduar, Ysera appears in night-elf form, along with the other Aspects, during a flashback of the creation of the Dragon Soul, ten thousand years earlier. Oddly enough, Ysera's eyes are open in the vision, the reverse of her usual habit; they are also blue, a change from both Ysera's rainbow/green and the night elf norm of silver or gold.

In Cataclysm
Ysera helped Malfurion Stormrage and Hamuul Runetotem to protect Mount Hyjal and Nordrassil, including doing battle with Ragnaros. It is also interesting to note that her eyes are open. While the reason behind this is not known, Alex Afrasiabi confirmed that this is intentional. She was also given a new humanoid model based on the ones used by Sylvanas and Alexstrasza. Like them, her head is unique, while their bodies are similar. Her animations as a result are also based on High/Blood Elves, despite taking a night elven guise.
Depending on how far along one is with the Mount Hyjal quests, Ysera can not only be found at Nordrassil[62, 24], but also at the Gates of Sothann[72, 74].

In Legion
Cenarius slowly fell to the Emerald Nightmare, Ysera tried to find a cure for him, but she herself was corrupted by Xavius into a dragon of Nightmare. Together, Ysera and Xavius captured Malfurion Stormrage. When hearing this, Tyrande rushed to save her husband, but Xavius told her that she must choose between spending Furion's last moments with him, or to return to Temple of Elune in order to defend it from Ysera and her forces. Tyrande choose to defend the temple, during the attack, Ysera was killed. Ysera can later be found in ghost form in the Emerald Dream after Xavius is defeated.

Quotes
"You slip quicker and quicker toward the final rest, brave one. Is there something you would ask of me before that happens?"
"Perhaps The Creators should have made you Father of Life instead of Guardian of Magic, Malygos!"
"Brothers they may not in blood, but they are truly brothers in nature." (refering Malygos and Neltharion)
"Mention not that one! He is one whose dreams I will never enter - again. He is one who is quite possibly more terrible in his sleep than even waking."
"Deathwing it was who created the Demon Soul, and for a good cause at the time, so we believed. Believed so much that we did as he asked, imparted to it some measure of our power."
"That terrible glow! Should that be?" - After Deathwing created the Dragon Soul.
"To the night elves, who have lost their hopes, I give forth the ability to Dream again. To Dream, to Imagine, for in that is the best hope of rebuilding, of recovering, of growing... And to those who follow the path of one held special by me - and mine - I grant him and the other druids to come the path into the Emerald Dream, where, even in their deepest sleep, they may cross the world, learn from it, and draw upon its own strength... the better to guide Kalimdor's health and safety throughout the future." - Ysera's blessing upon Nordrassil at the end of the War of the Ancients and the Great Sundering of Azeroth.
Embrace the dreaming, champions! It can save you! -Ysera, aiding the raiding party by letting them use the dream to their advantage during the fight against Xavius in the Rift of Aln.

Note
According to War of the Ancients, Ysera was said to be the mother of Cenarius, and close friends of Malorne. It was later revealed that Ysera was only the adoptive mother. Ysera taught Cenarius the secrets of the Emerald Dream, forming a close bond with him. Many fans theorize that Elune and Ysera are the same being, since they are shown as entities that care for the lesser races with compassion. However, writer Richard A. Knaak has confirmed in his book War of the Ancients Trilogy that they are NOT the same.
In recent times, Ysera's most trusted lieutenants, Lethon, Emeriss, Taerar and Ysondre have been warped by a dark new power within the Emerald Dream. Now these wayward sentinels have passed through the Great Trees into Azeroth, intending to spread madness and terror throughout the mortal kingdoms. Even the mightiest of adventurers would be well advised to give the dragons a wide berth, or suffer the consequences of their misguided wrath.