nagrand

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  • Know Your Lore: Wrathion and Draenor

    by 
    Anne Stickney
    Anne Stickney
    12.28.2014

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. We may have helped him in Pandaria, but we certainly didn't fulfill whatever it was Wrathion had on his peculiar wishlist of things to do in regards to his plans for Azeroth. The Black Prince has stated on more than one occasion that he seeks to protect the world from some kind of impending attack by the Burning Legion. He even showed us the vision he'd seen as part of the expansion-long legendary quest chain in the last expansion. Yet when the chain came to a close, Wrathion was less than pleased with the results -- he wanted a clearly defined winner in the battle between Alliance and Horde, and he didn't get it. It was his next plan of action that was perhaps the most surprising, however. In the novel War Crimes, Garrosh Hellscream is placed on trial, and the end result for the former Warchief was a trip back in time to an alternate version of Draenor, courtesy of the bronze dragon Kairoz. But Kairoz wasn't alone in his efforts to take Garrosh back. Wrathion helped him out. And that's pretty strange when you think about it, because unleashing the Iron Horde on Azeroth seems like a really funny way to protect the planet. So what gives? More importantly, where is Wrathion now?

  • Grimoire of the Four Winds offers BoA Pandaria flying for alts

    by 
    Anne Stickney
    Anne Stickney
    12.13.2014

    There may not be any flying on Draenor, but if you have alts that you haven't boosted to 90 and still need to take through Pandaria, you might be wondering how they can learn flying early. Bind-on-account flying manuals have been in place since Wrath of the Lich King, and although it appeared at first that there were no manuals present for Mists of Pandaria -- or at least the flight vendor out at each faction's respective shrines didn't seem to be selling anything along those lines. However, there is in fact a Grimoire of the Four Winds available -- it just requires a little hike and a possible bidding war to acquire. The Grimoire of the Four Winds is only sold at the Black Market Auction House, which has been relocated from its old home in the Veiled Stair to the Ring of Blood in Nagrand. The approach to the Ring of Blood, located at roughly 53,14 if you have coordinates available in your game, is crawling with level 100 mobs. However, once you get to the Ring of Blood itself, all guards are neutral. Madame Goya is in a small building at the back of the Ring, and offers much the same items as usual -- raiding gear, transmog gear, and of course, the Grimoire of the Four Winds. While bidding starts at 1,000 gold, be aware that this is of course an auction house, and you might find yourself outbid. Reports on Wowhead suggest that either the tooltip or the manual itself is bugged for the moment -- players that have successfully bought the tome and tried to use it receive a message that the item cannot be used until level 90. It's likely we'll see this hotfixed or addressed in the future -- after all, if you're level 90, you're going to be on Draenor and not really caring about flight at all anyway! But if you've been looking for the Grimoire, just head to Nagrand and see if you can pick one up.

  • Draenor bestiary updated with the creatures of Nagrand

    by 
    Anne Stickney
    Anne Stickney
    11.15.2014

    The bestiary for Warlords of Draenor has been updated with a new entry focusing on creatures primarily found in Nagrand. Most players won't be seeing Nagrand until level 98 or 99, but the entries still make for a pretty interesting read, considering most of the creatures involved are encountered in other areas of Draenor as well. Because of this, you won't really be running into too much in the way of spoiler content. Four different creatures are highlighted in this installment, from the familiar clefthoof to the not so familiar saberon. Most interesting perhaps are the Pale, emaciated creatures that are encountered all over Draenor, but concentrated most heavily in Nagrand. Players will recognize the Pale on sight, as they are some of the first enemies encountered in both Frostfire Ridge and Shadowmoon Valley. I don't know what I was expecting in regards to their back story, but what's presented in the bestiary is a pretty creepy, interesting history with some pretty cool implications. Check out Blizzard's official post for all the new creatures -- and while you're there, you might want to see if there are any earlier installments you may have missed along the way.

  • Artcraft Level Design Part 4 features Nagrand

    by 
    Anne Stickney
    Anne Stickney
    11.01.2014

    Part four of the latest series of Artcraft was released this week, and this time, five different level designers are featured in the segment, all talking about the development of Draenor's version of Nagrand. Nagrand is pretty unique in that Outland's version of the zone is one of the most pristine parts of Outland -- it's been virtually untouched by corruption, although chunks of the zone have obviously broken off and floated away. Which makes for the interesting task of keeping those familiar landmarks of Outland's Nagrand, while seamlessly adding those missing areas that were lost in the Twisting Nether. All of the designers talk about that particular hurdle, as well as delivering a lot of other really interesting facts about Nagrand and the Highmaul Raid included on the western edge of the zone. The development of Highmaul and the Highmaul ogres vs. the Warsong orcs is particularly cool. This is the final installment of this particular series of Artcraft -- honestly I think it's been one of my favorites to date, simply because it highlighted so much of the stuff behind those zones we spend all our time in, but hardly ever think about in terms of how they came to be. You can check out the final installment on Blizzard's website, as well as all other posts in the series.

  • WoW level designers discuss Draenor's callbacks and vignettes

    by 
    Bree Royce
    Bree Royce
    10.31.2014

    Blizzard's final Artcraft blog for World of Warcraft has arrived today in the form of an interview conducted by Community Manager Bashiok. Once again, the topic is the design of Nagrand, a zone made iconic in The Burning Crusade expansion and returning in Warlords of Draenor next month. The five interviewees, all level designers, discuss preserving key landmarks and environments in the proto-zone and how they've incorporated appropriate callbacks for classic content. The popular Ring of Blood arena quests will return, for example, as might everyone's favorite escort quest NPC, Corki. "Vignettes" will sound familiar to fans of more modern MMOs, as well; Senior Level Designer Victor Chong explains: We've added a lot more vignette stuff, and I was working with Kurt Sparkuhl, a quest designer, on how I could add hidden stuff on the tops of mountains. So we have a lot of vignettes where players have to figure out how to get up there without just being able to walk up. It's stuff like doing some jumping around to get into an area, and then when you get to the top, you find a goblin with a glider that'll let you glide to specific areas that aren't normally accessible. Then if you get through all of that and land on a specific spot, you're rewarded with whatever the prize is there from a chest or something. We're doing a lot of that, and Nagrand was a good test bed for those kinds of things. The complete interview is available on the WoW official site.

  • Artcraft continues with Nagrand and level design

    by 
    Matthew Rossi
    Matthew Rossi
    10.29.2014

    One of my favorite zones to just look at in The Burning Crusade was Nagrand, it was a beautiful zone with just enough strangeness to feel alien and different. Now in the latest installment of Artcraft by senior level designer Michael McInerney, we're getting a look at how Blizzard's level designers created a Nagrand that felt like the natural predecessor to the zone we already know. Artcraft - Level Design Part 2 Nagrand also had some equity we wanted to explore; players have experienced a shattered version of the zone in Outland, and this was a unique opportunity to provide a contrasting look. Giving places a sense of history is high on the list of zone design philosophies. Some of the more obvious ways to tell a zone's history are with ruins, when they make sense. The Highmaul ogres were once a great power in Nagrand. Now they are on the edge of oblivion. All that's left of their once great civilization is scattered remnants, as evidenced by their crumbling towers and roads you find throughout the zone. It's not a coincidence that the area they occupy in the zone doesn't exist in Outland. source How'd they do? Well, having been there on the beta, I have to say the new Nagrand is magnificent and definitely feels like it could have been the place we know, before the destruction of Draenor. Mister McInernery's point about the various races in the zone telling a story by how they interact with the environment is also spot on - you can tell a lot about the various people you encounter in Nagrand by how they live. Head on over to the official site for more, it's definitely worth a read.

  • World of Warcraft examines the art of designing proto-Nagrand

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.29.2014

    Part of designing an MMO is putting a whole lot of work into things that no one will really notice. If you're playing World of Warcraft and running through Nagrand in Outland, you might be vaguely curious about how the zone is going to translate into its original form in Warlords of Draenor. Odds are, though, that you'll notice only in passing what the latest development blog from art director Chris Robinson talks about extensively. Robinson details the challenges of building the temporal prototype of an iconic existing zone, especially since the original Nagrand was marked partly by the contrast between its peaceful plains and the floating bits of rock in the distance. The intent was to give the area an almost delicate feel, as if parts of the landscape could rise up and start floating away. Take a look at Robinson's whole piece for more insights about weaving the story of the zone into the art, and take a moment to stop and look around when you reach the zone in-game.

  • Breakfast Topic: Old school questing

    by 
    Sarah Pine
    Sarah Pine
    08.21.2014

    In the WoD beta, if you choose to put a Barn on the first available medium plot in your Garrison, as I did circa level 92, you immediately receive a quest from the NPCs there to head to Nagrand and trap an animal. So off I went, west out of Shadowmoon Valley, through Taladar and toward Nagrand, seeking my quarry. This was a mistake. All roads in Taladar lead to Shattrath, and Shattrath is under siege by both level 100 Iron Horde soldiers and demons of the Shadow Council. If you try to run south around Shattrath, you'll end up in Auchindoun, also overrun by Shadow Council demons and a load of other nasties who are way above level 92. Once you've finally made it into Nagrand, you'll discover that it's a level 98-100 zone. Oops. After many deaths in Nagrand, I finally managed to successfully trap a clefthoof and returned, bruised, battered, but at least triumphant, to my Garrison, where I vowed never to set foot in Nagrand again for at least another five levels, Barn resources be damned. Upon reciting my tale of woe to sympathetic colleague Liz Harper--who went through the same thing when she too chose to put a Barn in her Garrison--I realized that I felt almost like I was picking up my swim form quest in Moonglade as a level 16 night elf druid, only to find that half of the amulet I needed was off the coast of Westfall. I had the same sense of apprehension about the unknown zones I had to head through, frustration when I found I wasn't quite up to the task, and eventual elation as I managed to finish the quest anyway. I thought, "Would I want this kind of questing experience to be a regular WoW feature again?" Is the fist-pumping moment of triumph worth the reckless blundering through two zones full of red-leveled, hostile mobs? Honestly, I'm not sure. What about you? Would you be eager to rise to the challenge, or frustrated to be handed a task so far beyond your current means? How old-school do you want to go?

  • World of Warcraft's Nagrand will be familiar to Burning Crusade players

    by 
    Justin Olivetti
    Justin Olivetti
    08.05.2014

    The one question that I always had about World of Warcraft's Nagrand zone wasn't how those giant rocks floated about in the sky but how some of them could produce endless waterfalls stemming from an unknown source. Did a wizard do that? It was probably a wizard. While this question may never be answered, we'll have a second opportunity to explore the great mysteries of Nagrand with Warlords of Draenor. Blizzard pushed out a new preview today of the ancient version of Nagrand and talked a little about what players will be discovering. "We very much wanted to respect what people really enjoyed about their experience in Nagrand in The Burning Crusade and capture that, while still providing a twist to what you'll experience there," the studio said. Nagrand is supposed to feel the "most familiar" of all of Draenor's zones, although it will boast a new exciting elemental storyline and tons of easter eggs to the dedicated fan.

  • Warlords of Draenor: Nagrand zone preview

    by 
    Matthew Rossi
    Matthew Rossi
    08.05.2014

    The Warlords of Draenor zone previews continue with a look at Nagrand. Often listed as one of people's favorite BC zones, the Nagrand of Draenor is a different place with familiar landmarks. Just seeing the zone with harborages and familiar sights like Telaar and Oshu'gun interspersed with entirely new (to us, at least) places like Grommashar and Highmaul Palace caught my eye. So how do we get to Nagrand, you ask? Well, Senior Game Designer Eric Maloof explains: You'll be led to Nagrand by a quest you'll receive in your Garrison that involves sending new supplies to the front. The Alliance and the Horde-not working together, of course-are trying to establish a toehold in the zone in order to take on the Warsong clan. The Warsong clan has had problems with the ogres in the past, but they're really the top power here. The Alliance will be working alongside characters such as Vindicator Yrel and Rangari D'kaan, Thaelin, and Hansel as they progress through the storyline. The Horde will be working alongside Thrall, Durotan, Draka, and Drek'thar-even Aggra will show up and surprise Thrall. Hopefully the process of building your outpost and fighting the Warsong clan throughout Nagrand will include a trip inside Oshu'gun, one of my favorite locations in the zone. Head over to the official preview now to take a look at what awaits you in Nagrand. Here's a hint - the words 'mounted' and 'combat' pop up in there.

  • Latest Warlords beta build opens new zones, increases level cap

    by 
    Alex Ziebart
    Alex Ziebart
    07.24.2014

    The beta forums are abuzz with discussion of an upcoming beta build -- the servers are down for maintenance this afternoon. Two new zones, Nagrand and Spires of Arak, will be open for testing, and the level cap is increasing to 100. The leveling portion of the beta is moving along at a steady clip now. Though there are still many major bugs with fixes in progress, nearly every leveling zone will now be open for testing. In addition, the new beta build will be renaming beta realms for clarity. They will lose their unique names, and instead be given names that are simple descriptors. Lost Isles (PvE) is being renamed to Beta Leveling Realm 01 Gilneas (PvP) is being renamed to Beta Leveling Realm 02 Mekkatorque (PvP) is being renamed to Level 100 PvP While these clear descriptions are far more useful than their old names, I'll miss having the ability to personify Lost Isles. Cursing its name aloud each time it crashed was cathartic. Screaming Beta Leveling Realm 01 to the heavens doesn't quite have the same effect.

  • Who I want to see in Warlords of Draenor: Restalaan

    by 
    Matthew Rossi
    Matthew Rossi
    04.24.2014

    Yep, another one there's no art for. Enjoy this picture of some random draenei instead. Who was Restalaan and why should you care? I'm glad you asked. Restalaan was the closest thing Velen had to a buddy - a close friend and confidant, a right hand who led the defense of the draenei city of Telmor. Having been with the prophet since the exodus from Argus, Restalaan was technically an ancient eredar, born during the time when Velen, Kil'jaeden and Archimonde were the triumvirate and led all eredar before the coming of Sargeras. Restalaan was always there, serving as Velen's sounding board and anchor. In the history outlined in Rise of the Horde it was Restalaan who led the patrol that saved Durotan and Orgrim Doomhammer when they were children - an event that should still have happened in the Warlords of Draenor timeline, since both Durotan and Doomhammer are confirmed to be alive. In the original timeline, Restalaan would come to have reason to regret this decision, since in the process of saving the two young orcs and leading them to Telmor to meet with the prophet he exposed Durotan to the use of the Ata'mal fragment Leafshadow. This enabled Durotan to later expose Telmor to the Horde, which destroyed the city - Durotan killed Restalaan during the battle. So died Restalaan, captain of the guard of Telmore, Velen's best friend, survivor of the exodus from Argus - killed by the boy who's life he saved. But that fate is not set on the Draenor of Warlords.

  • Know Your Lore: The History of Draenor

    by 
    Anne Stickney
    Anne Stickney
    11.08.2013

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. It may not be Azeroth, but it's got a history just as rich and just as convoluted. In the Warcraft universe, the planet Draenor plays a secondary role to Azeroth in terms of storyline -- consider it something like a sister planet, one whose history is irrevocably entwined with Azeroth's. Although these days Draenor exists as a mere shell of what it once was, Draenor, its inhabitants, and its fate are all one of the most significant pieces of Warcraft lore out there. After all, if there were no Draenor, there would be no First or Second wars. There would be no Horde. Why is this planet so important? It certainly didn't have very much to do with the original inhabitants. In fact, Draenor would have likely lived on in obscurity were it not for the strange, peaceful settlers from another world. Peaceful they may have been, but they had a history they could not escape -- a past that forever linked them with the Burning Legion ... and the Burning Legion knows little of forgiveness or mercy for those that incur its wrath.

  • Know Your Lore: The legacy of the Mag'har

    by 
    Anne Stickney
    Anne Stickney
    06.09.2013

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. Garrosh Hellscream's actions thus far in World of Warcraft have been, by and large, downright villainous and despicable. He's responsible for the murders of countless Alliance soldiers and civilians at both Northwatch Hold and Theramore -- and countless others over the course of his reign as Warchief. He's also responsible for the deaths of countless Horde -- some honorable, some not, all distinctly under the impression that being a member of the Horde brought certain advantages. Advantages like not having the Warchief order your execution over perceived slights. Yet Garrosh's roots, oddly enough, are with a clan of orcs that pride themselves in the noble preservation of orcish society as it stood before the Burning Legion's influence. Small, yes, remote and isolated, yes, but they stood and continue to stand with pride in the face of corruption. Based in a remote corner of Outland, they are the Mag'har. Where did they come from, and how did they affect how Warchief Hellscream views the world today?

  • The top 10 most beautiful spots in WoW

    by 
    Sarah Pine
    Sarah Pine
    05.08.2013

    World of Warcraft sometimes gets panned for its graphics, which have never been on the bleeding edge of virtual reality. This, however, was a deliberate choice on Blizzard's part, and I think it's a good one. It allows for people who are behind the hardware curve (such as myself) to enjoy the game, and the graphics' intentional cartoonishness holds up better over time than hyper-realistic renderings, which often seem horribly dated within months. More importantly, WoW's beauty hasn't suffered for it. Azeroth is stunning. I've compiled a list of the ten spots I personally find to be most beautiful, and by spots, I truly mean spots, not entire zones. I expect many of you will have wildly differing opinions, and I look forward to reading about them. The ten locations are listed in alphabetical order by zone; there's no way I could actually order them - I would never be able to decide!

  • WoW Archivist: Emo Garrosh and the Hero of the Mag'har

    by 
    Scott Andrews
    Scott Andrews
    04.25.2013

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Mists of Pandaria has many great story lines: the emergence of the Sha, the Mantid war, the history of the Mogu, the Thunder King and the Zandarlari, etc. The overarching story of this expansion has been the ongoing aggression between the Alliance and the Horde, and the central figure of that conflict is Garrosh. Patch 5.3 will bring us the beginning of the Horde's revolt against its current warchief, and presumably we will depose him with extreme prejudice in 5.4. Garrosh's story did not begin in Mists, however, or even in Wrath of the Lich King when he led the Horde's assault on Northrend. Way back in The Burning Crusade, an outstanding quest line called Hero of the Mag'har introduced us to a very different Garrosh: a troubled young orc, helpless, hopeless, wishing for death. If you've only ever played as Alliance, you never got to experience this chain of quests and its many great moments. For Horde players, it's well worth revisiting.

  • Know Your Lore: Is Garrosh Hellscream corrupt?

    by 
    Anne Stickney
    Anne Stickney
    04.21.2013

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. As the expansion rolls on, we are lurching towards something that we've known was coming since the beta for Mists of Pandaria -- Garrosh Hellscream's downfall and the Siege of Orgrimmar. Yet what we didn't know that day that were were informed of the expansions focus, is just how the new Warchief's reign would end. And as the patches have continued to roll out, we have more of an idea and a solid picture of both the Alliance and the Horde's place in this conflict. Make no mistake, Hellscream has made far too many enemies in his short reign, both within and without. Yet there are those who point out Garrosh's actions and the possibility that his actions may not be under his control. That perhaps he's been corrupted by the Sha while searching for power in Pandaria. Or perhaps the bones of Mannoroth that Garrosh uses as his throne still have some vestige of darkness that lingers within. Or that perhaps the Old Gods have been slowly leeching their influence into Garrosh. Regardless of the methods behind it, there are plenty of people all wondering the same thing -- is Garrosh Hellscream corrupt? Are we going to fight the Warchief, only to discover a far greater horror waiting for us?

  • Know Your Lore: The genesis of Garrosh Hellscream

    by 
    Anne Stickney
    Anne Stickney
    01.27.2013

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. Garrosh Hellscream is almost an enigma in his own right. You wouldn't think that, by first glance -- after all, right now he fits the bill of brutal orc bent on global domination. But Garrosh's story has had so many moments between the depressed and unwilling would-be leader of Garadar, and the bloodthirsty warleader of Mists of Pandaria that it's difficult to determine where, exactly, he went from point A to point B. I've been asked about it before by many, but KyleCaligiuri phrased it really well, so I'll reprint the question here. Is there some piece of lore I'm missing explaining Garrosh's actions between Cataclysm and Tides of War? Shattering helped put a *bit* of a positive light on Garrosh after WotLK, I felt, since he was remorseful about what happened with Cairne (in that he didn't want to win by cheating...) and I felt his leader short story did as well, if I remember correctly. I'm now playing through the Horde campaign finally, and the events in Stonetalon further point that he is all about honor and pride in the Horde. Also, Ragefire Chasm is all about defeating the dark shaman so that they don't end up with another threat like the Twilight's Hammer or Burning Blade. Yet, this is all contradicted in Tides of War, where he drops a bomb just as Krom'gar did in Stonetalon, and embraces the dark shaman. I'm only up to Desolace right now in the Horde campaign, so do we see his progression toward the more corrupt Garrosh, or is this still yet to be explained? It's that disconnect between moments that confuses people. Garrosh may be many things, but two-dimensional is not one of them. Who is Garrosh Hellscream, and how did he find his way to this path that flies in the face of his previous actions?

  • Know Your Lore: Why Garrosh Hellscream shouldn't die

    by 
    Anne Stickney
    Anne Stickney
    06.10.2012

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. Garrosh Hellscream is one of the most polarizing figures in Warcraft lore at the moment. You either hate him or love him, and there are very few players who stand somewhere in the middle. Ever since his introduction in The Burning Crusade, Garrosh's journey has been a series of ups and downs, starting with the moment that then-Warchief Thrall showed Hellscream how his father died. It was as a hero to the orcish race, and Garrosh has spent the majority of his time on Azeroth trying to live up to that heroic image. It's a tough role to fill. And in the press event for Mists of Pandaria, it was revealed that Garrosh would be taken down, his role as warchief ended. Given all of the chaos Garrosh has sown in his short reign as warchief, it's no wonder that it's not just the Alliance gunning for the warchief's downfall -- the Horde isn't particularly happy with him, either. So it seems entirely likely that Garrosh will fall, his reign will end, and the world will move on. And frankly, Garrosh's death is the worst possible thing that could happen.

  • Does Garrosh Hellscream deserve to die?

    by 
    Anne Stickney
    Anne Stickney
    03.23.2012

    Likely one of the most contentious things to come out of the Mists of Pandaria press event was the news that we do indeed have a final boss for the expansion -- and it's the current leader of the Horde, Garrosh Hellscream. Garrosh has been a figure in lore since The Burning Crusade led Horde players to Nagrand and introduced the younger Hellscream, an orc who had been raised thinking his father was the reason the orc race had been through so much suffering. This depressed him to the point that we players actually stepped up and took care of many of the problems surrounding the Mag'har village in an attempt to cheer him up. But his true salvation came in the form of Warchief Thrall, who was not only gratified to find his grandmother alive and the name his mother and father intended for him, but happy to find the living descendant of one of his closest friends as well. It was Thrall's words that finally broke the stupor of shame and depression that Garrosh had been living with for his entire life. And it was Thrall who took Hellscream under his wing, away from Garadar and to a land he'd never before set eyes upon: Azeroth.