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  • Know Your Lore: A lore guide to dungeons and raids

    by 
    Anne Stickney
    Anne Stickney
    12.29.2013

    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. When people think about learning lore in game, they automatically leap to doing quests. In some aspects, this is the right thing to do -- obviously a giant chunk of the game, and the storyline, is wrapped up in the quests you do to complete various zones. In others, it's still a little confusing for players. When Cataclysm revamped the 1-60 quest areas, it also updated their stories and timelines to Cataclysm's time -- which meant that players started out in Cataclysm's timeline, went back to Burning Crusade's storylines, continued their travels in the past with Wrath, then leapt forward to Cataclysm again. Confusing, isn't it? There are other places where lore is tucked away as well -- in dungeons and raids. Normally doing a five-man or a raid is an exercise in not getting killed rather than paying attention to your surroundings. But a question on Twitter asked what would be the best order to complete raids in order to soak up all that lore from vanilla to Cataclysm, and that question has a much larger answer than you'd think. Raid lore ties into dungeon lore, and in some cases zone lore too. What with the holidays, and plenty of time to go easily solo most of that old content, why not take a visit to the days of old?

  • Know Your Lore: Lore summed up part 2 - The Burning Crusade

    by 
    Matthew Rossi
    Matthew Rossi
    12.26.2013

    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. If you were here last week, you know the drill. If not, here it is - we're covering the entire lore of the game, expansion by expansion. Let's do this. A world unlike our own Were we prepared for what we'd find beyond the Dark Portal? The realm of Outland had a long and storied history, but it was a history no one on Azeroth had seen since Illidan went back following his battle with Arthas at the base of the Frozen Throne, where the Death Knight had proven the stronger and assumed the mantle of the Lich King. In defeat, Illidan had gone mad, or so the shade of his brother Malfurion had informed Remulos - mad and stewing in his humiliation, Illidan daily fought the battle again, and in his fevered rage was the victor, not the defeated. But this was all we knew, and it second-hand from Malfurion's trapped spirit. No one had seen Outland since the Third War, and the Dark Portal had squatted in the crater created by Khadgar's attempt to destroy it, seemingly inert since that time. Then it opened. And demons poured out of it. Dealing with the flood of demons was a momentary respite - both the Horde and the Alliance realized that their own squabbles were meaningless if the Burning Legion possessed a doorway to invade Azeroth. So both factions put together expeditions and seized control of the portal's Outland side, and for the first time since the end of the Second War, the Alliance and the Horde stepped foot onto the shattered world once known as Draenor. But before they did, each side gained new allies.

  • Know Your Lore: Dissecting the lore of Mists

    by 
    Anne Stickney
    Anne Stickney
    12.23.2013

    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. Mists of Pandaria was easily the best expansion we've ever had in terms of story development. The new tools and different ways in which Pandaria's story was presented made the expansion shine in a way that cannot be fully appreciated until you simply play the game and experience it all first hand. Last week, we highlighted the highs of storytelling in Mists -- not the lore or the story itself, but the various ways in which that story was presented. And it really can't be denied -- hands down, Mists of Pandaria is the most development we've seen in using story as a vehicle for gameplay in Warcraft. The sheer amount of improvement from vanilla to today is mind-boggling. But just because Mists was a resounding success from the developmental side of storytelling doesn't mean that isn't any more room for improvement. Although Mists made some giant leaps in the ways we learn lore, there were still some moments that faltered.

  • Know Your Lore: Lore summed up part 1 - Classic WoW

    by 
    Matthew Rossi
    Matthew Rossi
    12.18.2013

    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. A while back I did a history of the Pandaren Campaign that just gave a bare bones overview of what exactly happened between patch 5.0 and 5.4 in terms of the story. I understand that nine years of World of Warcraft can't be easily summed up. I don't expect I'll be able to do more than a cursory retelling of the major events, and I'll probably miss and leave out quite a few. So why do it at all? I have a few reasons. The first is that some of this stuff is gone in game - it happened, but you can't go back and experience it any more. That makes it a part of the game that needs reminders from time to time, in my opinion. The second reason is because all of this lore shapes the game as it evolves - everything that has happened - it helps place things into context. And the third reason is because this stuff is all pretty awesome. It deserves to be retold. We're going to try and do the game at launch this week, and come back to it on a regular basis. So let us retell it.

  • Know Your Lore: Mists lore and the art of storytelling

    by 
    Anne Stickney
    Anne Stickney
    12.15.2013

    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. Mists of Pandaria is coming to a close, along with 2013 -- and what an expansion it was. Every expansion, I like to go through an examine how the storytelling process has changed for better or worse. It's interesting to go back to the old posts on Wrath of the Lich King and Cataclysm, both to see where we've been, and to realize how far we've come. Mists wasn't just a new expansion, it was an entirely new story, with an entirely new cast of characters and a prominently featured race that even long-time players of the game knew very little about. And it was that race that had a lot of people wondering what kind of expansion we'd end up with. When Mists was introduced, there were plenty of people wondering how the heck a story about a bunch of pandas could be anything but a joke. But Mists didn't just give us the pandaren -- it gave us a whole new perspective on storytelling and gameplay, chock full of innovative new ways to deliver story to players. What did Mists bring that really worked?

  • Know Your Lore: The draenei and deep time

    by 
    Matthew Rossi
    Matthew Rossi
    12.11.2013

    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. The draenei are a fascinating people to me. Their ability to forgive is terrifying, in a way. This is a people that have seen the majority of their own kind become the stuff of nightmares - a people who have been hunted throughout time and space for over twenty five thousand years by these same fallen former kind, now transformed into demons by their willing adherence to the unthinkable, and it has changed the way they view everything. The draenei are willing to give people who have slaughtered them the benefit of the doubt, and manage to keep their hearts clear (for the most part) of feelings of vengeance and reprisal. The draenei leader Velen went so far as to help the blood elves who had kidnapped and drained the life out of his friend, the naaru M'uru, even through blood elves had stolen Tempest Keep and caused the draenei to crashland on Azeroth in the first place. We know a reasonable amount about the draenei - we know they come from Argus, that they are refugees, those that chose to heed Velen's warnings and abandon their world before Sargeras could ensnare them in his web of lies and corruption. We know that they've fled the advance of the Legion for that aforementioned two hundred and fifty centuries. What we don't know is how it all went down. What worlds did they arrive on and settle only to have to flee again? Keep in mind that Draenor, the world they named, was only their home for roughly two hundred years out of that vast period of time. To put it into perspective, Tyrande, Malfurion and the other until-recently immortal night elves, the ones who have lived from the time of the Sundering, are less than half the age of some draenei. Jessera of Mac'Aree, for instance, was fifteen thousand years old at least and had been wandering the cosmos for that long when the Sundering occurred. Not only are the draenei seemingly functionally immortal (they can die, but they do not seem to succumb to old age, or if they do, they have a means to lengthen their lifespans) but they've spent most of that deep time traveling from world to world... and we know almost nothing about that period of their history.

  • Know Your Lore, Tinfoil Hat Edition: Alternate Azeroth

    by 
    Anne Stickney
    Anne Stickney
    12.08.2013

    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. Warlords of Draenor takes place in an alternate, splinter reality in which Garrosh Hellscream has gone back in time and prevented the leaders of the old orc clans from drinking the Blood of Mannoroth. In this version of reality, several events have changed dramatically -- leading players to ask many, many questions about alternate Azeroth, how its history has been altered, and how that changes the Azeroth we know and love today. The answer is very simple: it doesn't. Not in the slightest. That alternate Azeroth, and whatever future it may hold, has no bearing on Warlords of Draenor at all. We won't be exploring that world, and our Azeroth remains unchanged. However, people still continue to ask. So we're going to take a little trip into that alternate reality and explore what that version of Azeroth would theoretically look like without the Dark Portal. We're going to explore this alternate world, take a look at what likely never came to pass, and what happened as a result. And then we're going to quietly put all of that away, because this is all information and events that we are not going to see in Warlords of Draenor. But it'll be nice to get it out of our systems, won't it? Today's Know Your Lore is a Tinfoil Hat edition. The following contains speculation and history based on known material. These speculations are merely theories and shouldn't be taken as fact or official lore.

  • Know Your Lore: The mysteries of Draenor

    by 
    Matthew Rossi
    Matthew Rossi
    12.03.2013

    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's funny how much we don't know about Draenor yet, considering we've not only had it as part of the setting since Warcraft II, but we've seen it in WCIII, the novel Rise of the Horde, and we even traveled to its shattered remnants for an entire expansion in Burning Crusade. Despite all that, the living world - the place that produced the orcish people, was home to a mighty ogre empire, gave birth to titanic beings like the gronn and sheltered the draenei for hundreds of years is still somewhat unknown to us. We've seen bits and pieces of the unknown world drip out since Blizzcon, but it's all still so tantalizingly vague. Some of these lands are entirely new to us, as they were lost when Draenor became Outland, torn apart by Ner'zhul's use of the Legion's portal magics - lands like the Spires of Arak, home to the Arakkoa and the Frostfire Ridge, home to the Frostwolves and a land of glaciers and volcanoes - a land that typifies the nature of Draenor itself. The planet, or at least the one continent we have any details on, seems to be a land of violent extremes which breeds a harsh, survivalist mindset in its native children. Make no mistake - the orcs are not the only race native to these harsh (some might even say savage) lands. The ogres sail north from another land to lay claim to Nagrand's coasts, make their presence and that of a tottering empire known even in the Frostfire Ridge, and behind them lurks the menace of the gronn. In the Spires of Arak, the proud Arakkoa burn those they capture alive in tribute to the sun. This is not a world where any live in peace - to live in harmony with nature on Draenor is to live a life of constant struggle, in a kill or be killed fight red in the shed blood of predator and prey.

  • Know Your Lore: Draka, daughter of Kelkar

    by 
    Anne Stickney
    Anne Stickney
    12.01.2013

    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. Thrall named the ship Draka's Fury after his mother. It was the ship that should have taken him without trouble to the heart of the Maelstrom during Cataclysm, but the ship was intercepted by an Alliance fleet and destroyed. It's been stated here and there that Thrall named the ship as a tribute to his mother, and to the strong orc women in his life -- but there's a problem with that. Thrall didn't know his mother at all, really. When he was just an infant, both Draka and his father Durotan were killed, betrayed by their own kind, and Thrall left to die. He named the ship after the strength of a mother that he never really knew at all. But Draka was far from weak, in her prime -- and to her mate Durotan, she was the epitome of everything an orc woman should be. Strong, wise, brave, unwilling to bend or break, Draka spent the entirety of her childhood defying everyone's expectations, and continued to do so until the day she died. In Warlords of Draenor, we'll finally get a chance to meet Thrall's mother and father in person. We know who Durotan is, but who was that orc woman standing at his side, and what made her so incredibly special?

  • Know Your Lore: I miss you, Rexxar

    by 
    Matthew Rossi
    Matthew Rossi
    11.27.2013

    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. I was unbelievably tempted to write another big time-travel extravaganza around my theory that Karazhan is living backwards like Merlin - that it was built in the future and its supposed creation in an explosion that made Deadwind Pass was in fact its final destruction at the end of its existence - but it's the kind of theory that I can explain in like four sentences. It doesn't really need a whole KYL. So instead, I'm going to talk about characters I miss. Some of them haven't really gone anywhere - I can go visit them any time I like - while others have died or disappeared. Some of those characters have never even appeared in World of Warcraft. Obviously Rexxar is on the list, so we'll talk about him first.

  • Know Your Lore: Pandaria's mark on Warcraft lore

    by 
    Anne Stickney
    Anne Stickney
    11.24.2013

    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. A little over two years ago, Mists of Pandaria was officially announced as the next expansion at BlizzCon to the puzzlement of many players. The idea of an expansion built around the pandaren race was a polarizing one -- some people loved the idea, and some were less than enthused. Although the pandaren were included in game lore as early as Warcraft III, there were those that scoffed at the idea of an expansion built around a race of giant talking bears, saying that they had no place in Warcraft at all. A year later, Mists was officially launched, and a little over a year after that, the events of Mists of Pandaria are wrapping up in a suitably dramatic conclusion. And to the delight of many, myself included, this expansion has been anything but lighthearted and silly. Mists of Pandaria wasn't just a random expansion about giant talking bears, it was a revolution in the way that story and gameplay intertwine. While it may have had its faltering moments -- the inclusion of enough daily quests to make players dizzy among them -- the story took a life of its own, and the tale it told has definitely left its mark on future lore to come. Let's be clear, here: For a continent left cloaked in Mists for thousands of years, Pandaria has managed to work its way into the face of Warcraft lore in a manner that won't be forgotten, and has given us enough material to spur the story of the game for quite some time.

  • What's going on with Karazhan?

    by 
    Anne Stickney
    Anne Stickney
    11.22.2013

    It's no secret that I love Karazhan. Making its debut in Burning Crusade, Karazhan was and still is, to me, the perfect raid. The sheer scope of the instance and the variety of bosses within it were more than enough to keep my raid guild at the time happily occupied. But for myself, it wasn't just the raid, it was the story behind it. I spent most of vanilla plaintively wondering when we'd see Medivh's tower open for visitors ... and I wasn't disappointed in the slightest with what we eventually saw inside. On the 5.4.2 PTR, Karazhan is in the middle of what seems to be not a revamp, but a restoration. Mobs aren't changing, neither are bosses. But the cobwebs, the overturned chairs, the randomly placed skeletons of the dead are all being quietly swept away. One has to wonder ... what's up with that? What's going on with the tower of Karazhan, and why the sudden makeover now? Rather than indulge in yet another speculative edition of Know Your Lore, let's just take a quick look at the possibilities.

  • Know Your Lore TFH: Sailing to Oshu'gun

    by 
    Matthew Rossi
    Matthew Rossi
    11.20.2013

    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. Tinfoil Hats on. Let's speculate. Let's make some things up. To be honest, I'm not one hundred percent sure that what I'm about to write is a TFH entry. It's more just speculative about the nature of the Iron Horde and the Draenor it seeks to rule, and the consequences of its rise. Since I can't actually know any of that yet, it's certainly speculative, but I have no grand theory in mind to explicate, just a bunch of speculations to lay out. What we know so far is actually only a tantalizing veneer over all we don't know. From the time of the initial incursion that creates this new Draenor to the time that we become aware of it, a certain amount of time has to pass - it takes time to outfit an entirely new kind of army, much less create a new Dark Portal and usurp the connection to our Azeroth's Dark Portal and invade it, which we've been told will be happening. This leads to a whole host of questions - what happens during that period of time? How does Garrosh convince the orcs of Draenor that they should listen to him, a completely unknown quantity? He won't be from any tribe they know of - while he's a member of the Warsong by blood, none of them will recognize him. How does it happen? I'm fascinated by the idea of this moment. Does he just flat out tell them who he is and where he comes from? While Garrosh is a very cunning tactician capable of deceit, he's also fairly straightforward, so I can imagine him infiltrating the tribal society of orcs on Draenor or simply strolling up to a Kosh'harg and declaring who he is. Either approach has risks, of course - while violence is forbidden at a Kosh'harg, he could easily be laughed right out of the place, and infiltrating an orc tribe would be very difficult for an outsider.

  • Know Your Lore, Tinfoil Hat Edition: Timelines, timeways, and Karazhan

    by 
    Anne Stickney
    Anne Stickney
    11.17.2013

    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. What is time, in Warcraft? Is it a straightforward line, or a tapestry of events that can be changed or altered with a simple pluck of a thread? While the bronze dragonflight may be masters of the various pathways of time, we mortal players are most definitely not. We've been sent through the pathways of the Caverns of Time on more than one occasion, but always at the behest of the bronze flight, to complete the tasks they have set and keep the timelines pristine. But this mysterious maze of time wasn't left unexplored prior to our travels through Tanaris. Obviously the bronze dragonflight has been up to a great deal over the thousands of years that it has existed -- Nozdormu's long absence predated even our first journeys through the Caverns of Time. And for one player in the next expansion, time had absolutely nothing to do with the dragonflights, and much more to do with the mysterious home of his enigmatic master, Medivh. So how does it all weave together? More importantly, when is time travel not really time travel at all, as the developers seemed to be so insistent on saying at BlizzCon? Today's Know Your Lore is a Tinfoil Hat edition. The following contains a small amount of speculation on datamined material. These speculations are merely theories and shouldn't be taken as fact or official lore.

  • Know Your Lore TFH: The Big Lie

    by 
    Matthew Rossi
    Matthew Rossi
    11.13.2013

    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. You guys know how the Tinfoil Hat essays work by now - this is my musings, and not officially sanctioned in any way by Blizzard. We've been lied to all along, and the evidence is mounting up. I started to be uncomfortable with events when I first went through Thrall: Twilight of the Aspects and we were introduced to the concept of 'false timeways', alternate realities that were somehow less than real despite being filled with real people living real lives and dying real deaths. If the alternate Blackmoore who attempts to kill Thrall several times is somehow not real, then his final confrontation with Thrall and his death at the shaman's hands lacks. Furthermore, how can a person who isn't real kill you? Nozdormu's explanation for his own inactivity I bought, but the idea that the other timeline was in some way not a true timeline bothered me. Then we went to End Time. And I really started to wonder about Nozdormu. There we were, in a potential future - moreover, a potential future that we were attempting to avert. And in order to do so, we had to kill Murozond because he was preventing us from traveling to the distant past and upon arriving there, gleefully altering history. Things we did in the Well of Eternity instance that were not part of history before include palling around with Illidan, Malfurion and Tyrande, fight and kill Peroth'arn, attack Queen Azshara, and steal the freaking Dragon Soul. None of this happened before! Even if we assume that our pilfering of the Dragon Soul was somehow okay, that when Nozdormu lost his Titan-granted powers it was sent back (a statement we only have his word for) we still know that the Aspects and Thrall changed the Dragon Soul. Remember, we all had to grab the Focusing Iris just so they could? Furthermore, at Deathwing's demise, Nozdormu makes a cryptic statement. It is time! I will expend EVERYTHING to bind every thread here, now, around the Dragon Soul. What comes to pass will never be undone! Okay, so he expended everything. This is no big deal - all the Aspects make a similar statement that they're channeling their full power (one assumes the very power that they lost, that granted to them by the Titans) into the Dragon Soul. No, the line that gets me is 'bind every thread here, now, around the Dragon Soul. What comes to pass will never be undone!' I got a Ray, what did you just do? vibe off of that moment. Which leads us to the announcement of Warlords of Draenor and the explanation of how it comes to pass.

  • Know Your Lore: The warlords of Draenor

    by 
    Anne Stickney
    Anne Stickney
    11.09.2013

    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. Originally, Draenor was a planet with a nigh-uneventful history until a series of progressively more incredible and unusual events, brought to the world from outside sources, plunged it into chaos. According to what we knew -- which was admittedly very little -- the orc clans of Draenor had no issues with the rest of the world, or with each other. There may have been the occasional squabbles between clans, but there was nothing remotely resembling full out war ... at least nothing that's been recorded in history as we know it. However, the announcement of Warlords of Draenor seems to indicate a big history lesson is on the way. Draenor's history, one distinct moment in time has been altered, creating a separate fork -- a bubble of time, if you will -- that has changed the fates of these old heroes. So who are the Warlords of Draenor? We have their names. What we don't have is the new history revealed in the expansion just yet. But even in the original timeline, these orc warlords each had different, unique histories that all tied in together, courtesy of the Burning Legion's meddling and influence.

  • 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, TFH: The Aspects of the Titans

    by 
    Matthew Rossi
    Matthew Rossi
    11.06.2013

    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. Y'all know the drill here - this is a speculative jam. Nothing in this is to be taken as what Blizzard is actually saying. In the distant past, Azeroth was formed by the hands of beings potent even beyond gods. These beings, known to us as Titans, have left the evidence of their presence in many ways - huge, magnificent complexes of astonishing construction, races shaped by their will, the prisons that held Yogg-Saron and Y'Shaarj's heart, and much more besides. From the Mogu'shan Vaults to Uldaman, from the fantastic jungles of Un'Goro to the Sholozar Basin, including the magnificent Vale of Eternal Blossoms the Titans left their mark in the very structure of Azeroth. Recently the black dragon Wrathion consumed the heart of Lei Shen the Thunder King, a mogu warlord empowered by the stolen power and knowledge of Master Ra (known as Ra-Den to them), a Titan Watcher similar to those left behind in Ulduar. When he did that, he spoke the following words: "We have fallen. We must rebuild the Final Titan. Do not forget." I've wondered long and hard what that could mean. But it wasn't until I considered the powers the Titans bestowed upon the five Dragon Aspects so long ago. Their control of life, magic, dreams, the very land beneath our feet and time's ebb and flow was so absolute that it beggars the imagination, and it also asks us a question - could they bestow this power, if they did not have it themselves, and more besides? We casually discuss the vast oceans of time that separate us from the Titans. Untold tens of thousands of years, perhaps more - indeed, none can say exactly how far in the past the Titans began their ordering of the universe, much less arrived to create Azeroth. Sargeras had already fallen to be the Dark Titan over 25,000 years ago, but how far before that is unknown to us. But it brings a question to mind - how could such powerful entities seemingly vanish? Why have they left their creations to their own devices? Why are emissaries such as Algalon watching over their creation, rather than the Titans themselves? Is it merely that they are so distant from mundane mortal concerns, living on a scale vastly beyond our comprehension? I submit it is something else entirely. To determine what, we must look at their actions, and the servants they've chosen to enact their will.

  • Know Your Lore, TFH Edition: What are the Old Gods?

    by 
    Anne Stickney
    Anne Stickney
    11.03.2013

    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. They are malignant entities, forces of chaos and destruction that were locked beneath Azeroth long, long before most of the sentient races we know today came to be. The Old Gods, horrific creatures capable of warping mind and thought, bending "lesser creatures" to their whim, once reigned supreme on Azeroth until they fell to the Titans. Yet they persisted still, even from within their prisons deep beneath the soil. C'thun, Yogg-Saron, N'zoth, and even the haunted last breaths of the Old God Y'Shaarj have presented a persistent menace that simply will not go away. And according to at least some accounts told in Titan records, it's because they can't go away. They can't be killed. Destroying the Old Gods would result in the destruction of Azeroth itself, which is why the Titans chose to merely imprison them instead of flat-out destroy. But one question lingers, in the midst of all the this muddled history. Who -- or perhaps more appropriately, what -- are the Old Gods? Where did they come from? Which version of their history is correct ... or is the truth simply sitting somewhere in between the two? Today's Know Your Lore is a Tinfoil Hat edition, meaning the following is a look into what has gone before with pure speculation on how it happened. These speculations are merely theories and shouldn't be taken as fact or official lore.

  • Know Your Lore: Who speaks for the orcs?

    by 
    Matthew Rossi
    Matthew Rossi
    10.30.2013

    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. A question asked via email this week on the podcast got me thinking: who is in charge of the orcs right now? All the other races of the Horde have their own faction leaders, but following Hellscream's defeat and the ascension of the new Warchief (following this paragraph, I will be using the name of the new Warchief, as Garrosh Hellscream has been available on LFR for a week now) this leads us to an unusual circumstance - for the first time ever, the Warchief is not an orc, and thus, not the direct faction leader for the orcs in addition to his role as overall leader of the Horde. Now, for those of us who saw the cinematic, this question seems to have a simple answer: clearly Thrall is now in charge of the orcish people, yes? He is the first to kneel and proclaim that he will follow where the Warchief leads. However, upon several rewatchings, one thing is clear - he says he will follow. He doesn't claim to speak for anyone else. This leads us to another question - if Thrall isn't to speak for the orcs, then who is? Of course, another question we could ask is, does it matter?