Thrall

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  • Know Your Lore: The Third War, part 3

    by 
    Matthew Rossi
    Matthew Rossi
    11.10.2010

    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. Last week, we covered the campaign of Prince Arthas Menethil across Northrend, the destruction of his soul and subversion of his homeland under the forces of the Lich King, and the summoning of the demon lord Archimonde into Azeroth. Dalaran was destroyed, most of the ancient kingdom of Lordaeron annihilated, and the forces of the Scourge placed under the direct control of Tichondrius, a trusted dreadlord. This left Arthas and Kel'Thuzad at loose ends just as the Lich King had anticipated, for he had plans of his own for his most powerful minions that didn't involve them working for the Burning Legion. Ner'zhul, the spirit that had been twisted and deformed by the Legion's master manipulator Kil'jaeden, had nothing but bile, scorn and contempt for his purported masters and sought to use his influence as the Lich King to free himself from their control. As the Legion and its Scourge army prepared for the next move of its invasion, other forces had gathered and made their own plans to deal with the coming darkness. Both the young orc warchief Thrall and the human mage Jaina Proudmoore had been driven by the words of a mysterious prophet to gather as many of their people as they could. Each made their own independent journeys across the large sea to the west, not knowing what lay across its waters. And each separately encountered the legacy of a time long since lost to history. For unknown to them, to the west lay Kalimdor, the land of eternal starlight, and on its shores, both groups would find a new future and the ultimate battle against an old enemy. For it was on the slopes of the mountain named Hyjal that the World Tree Nordrassil grew over the successor to the Well of Eternity, the same font of power that the Legion had fought to possess 10,000 years earlier. And it was that World Tree that Archimonde and his forces would ultimately seek to destroy.

  • BlizzCon 2010: WoW Insider interviews author Christie Golden

    by 
    Anne Stickney
    Anne Stickney
    10.23.2010

    Today, in between the panels and the announcements at BlizzCon 2010, we had the distinct pleasure of meeting Christie Golden, author of the latest World of Warcraft novel The Shattering: Prelude to Cataclysm. Christie was kind enough to give us a few minutes and talk about her writing, her latest work and some glimpses at the behind-the-scenes work of novel writing. WoW Insider: Christie, thank you so much for joining us. The WoW Insider readers are big fans of your books, especially The Shattering. Can you tell us a little bit about the challenges about writing within the Warcraft universe? Christie Golden: One of the biggest challenges is that it's constantly growing and changing; with every new patch there's something new that comes along -- it's almost a living entity. Books take about a year from start to finish, so we're a little bit more locked in to our schedules. So there's a lot of back and forth. Things will change sometimes from one draft to another, so there'll be something new -- it's like, "Oh by the way, this character blahblahblah, can you update." Unfortunately, a book can't be tinkered with right up to the release date like a game can. You can't hotfix a book, then? I'm sure a lot of authors would love that! That's probably the biggest challenge, though. But the creativity and the appreciation I get from working with Blizzard certainly makes up for the inconveniences. WARNING: This interview does contain some spoilers for The Shattering. Caution is advised!

  • The Shattering plot summary: Garrosh and Cairne

    by 
    Michael Sacco
    Michael Sacco
    10.19.2010

    Christie Golden's The Shattering, followup to The New York Times-bestselling Arthas, is thankfully just as good, if not better, than its predecessor. We've given you a spoiler-free review, and now it's time to dive into the meat and potatoes, the spoilery goodness contained within the crunchy hardcover shell. We've covered Thrall's exploits in The Shattering; today's summary is for Garrosh Hellscream and Cairne Bloodhoof. Remember, this summary is full of spoilers, so don't read it if you don't want the book spoiled!

  • The Shattering plot summary: Thrall

    by 
    Michael Sacco
    Michael Sacco
    10.18.2010

    Christie Golden's The Shattering, followup to The New York Times best-selling Arthas, is thankfully just as good (if not better) than its predecessor. We've given you a spoiler-free review, and now it's time to dive into the meat and potatoes, the spoilery goodness contained within the crunchy hardcover shell. The Shattering covers a lot of ground, but you should know ahead of time that the main players in this story are orcs, tauren, humans and dwarves. The other races are mentioned only in passing or have very minor roles, but that's OK. There's a lot here to love, and we finally have clarification on some rumors that we've heard second- and third-hand for a year now. Rather than going in full chronological order, I've instead divided the summary by character, so you can follow each of their particular storylines. Today's summary is for Thrall. Remember, this summary is full of spoilers, so don't read it if you don't want the book spoiled!

  • WoW Insider reviews The Shattering: Prelude to Cataclysm by Christie Golden

    by 
    Michael Sacco
    Michael Sacco
    10.18.2010

    The Warcraft universe has incredibly rich lore supporting it, and it's natural that, like many IPs, it would expand outside of the game world. Warcraft novels have historically been hit or miss, largely due to the strengths and weaknesses of the various commissioned authors who write them. Some novels feature out-of-place characters invented by the author specifically for those particular stories; some struggle with the characterization of beloved characters. But there have been some bright spots: Rise of the Horde was a fantastic look into the birth of the Horde on Draenor, and Arthas: Rise of the Lich King provided insight into the man who would become the Lich King. These books have something in common besides their IP: Christie Golden wrote them. In Arthas, she gave Blizzard its first The New York Times-bestselling novel. Now, her latest offering is the Warcraft universe's newest novel, a tie-in to the upcoming Cataclysm expansion. We present to you our review of The Shattering: Prelude to Cataclysm.

  • The Daily Quest: Hello, goodbye, we'll miss you

    by 
    Anne Stickney
    Anne Stickney
    10.07.2010

    WoW Insider's on a Daily Quest (which we try to do every day, honest) to bring you interesting, informative and entertaining WoW-related links from around the blogosphere. One of the most hotly debated topics regarding Cataclysm has surrounded the soon-to-be former Warchief Thrall and his replacement Garrosh. One of the most anticipated things about Cataclysm is the upcoming revamp of the old starting zones. Luckily, the blogosphere seems to be discussing each of these things! Convenient, eh? The Dead Good Tanking Guide has an ode to the new Warchief. Player Versus Developer discusses Thrall's farewell to Nagrand. Lastly, The Barrens Chat is reviewing the current starter zones -- including a look at the gnome and dwarf areas. Is there a story out there we ought to link or a blog we should be following? Just leave us a comment, and you may see it here tomorrow! Be sure to check out our WoW Resources Guide for more WoW-related sites.

  • Know Your Lore: Orgrim Doomhammer, part 2

    by 
    Matthew Rossi
    Matthew Rossi
    09.29.2010

    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. See last week's Know Your Lore: Orgrim Doomhammer, part 1. When talking about the second Warchief of the Horde, a few salient facts must always be discussed. Orgrim Doomhammer did not drink the demon blood. Frankly, as purely subjective and biased as it may be, I don't find the idea that, "Oh, well, they were addicted to the demon blood," is anything like an excuse for what the Horde did in the First and Second Wars. Objectively, the Horde burst through the Dark Portal, murdered everyone in their way (people who had never done anything to them), sacked whole cities, and in general were akin to a plague of gigantic green locusts. It's not forgivable simply because they willingly choose to slurp down on the ichor of Mannoroth first. Nor is Doomhammer any more laudable for having engaged in those selfsame actions without having drunk. Doomhammer never made even a token effort to parley with the humans. He saw them as vermin to be exterminated so that his people could have their fertile lands for their own, and had the Horde won the war Doomhammer waged across the Eastern Kingdoms, there is no doubt that he would have gleefully put the entire human race and its allies to the sword -- and entirely without the "curse" to in any way explain his actions. Whatever else he may have been -- quick to anger, reluctant to challenge his people's direction as his old friend Durotan did, overly eager to display his own prowess (even if doing so meant becoming as battle-hungry as any blood-drinker) -- Doomhammer proved himself to be a superbly able tactician and relentless force both on the battlefield and off it. It must be said that the Horde came within a few hours of totally destroying Lordaeron as it had Stormwind. Pretty much every Forsaken active today would have lost someone to the orcish Horde of the time, and it was only the betrayal of and defection of Gul'dan that ultimately ended the Horde's chance for final victory.

  • Know Your Lore: The Council of Tirisfal and the last Guardian

    by 
    Anne Stickney
    Anne Stickney
    09.19.2010

    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. He was the last Guardian and one of the most influential people in Azeroth -- but he never meant to be either one. Of all of the myriad and varied heroes in World of Warcraft, there is one man who is responsible for the majority of the events we see in Azeroth today. This man was solely responsible for the presence of orcs, responsible for the Horde, responsible for the ever-evolving conflict between Horde and Alliance. He was responsible for the original destruction of Stormwind, for the death of Anduin Lothar, King Llane Wrynn and many other heroes whose exploits didn't make it into the annals of history. He was responsible, indirectly, for the corruption of Arthas and the subsequent death of King Menethil, the razing of Stratholme and the rise of the Scourge. He arguably has more blood on his hands than any other being in Azeroth. And yet he was also responsible for the first tenuous threads of peace stretched between Alliance and Horde. He was responsible for the rise of some of Azeroth's greatest heroes -- he was the man that made Varian Wrynn who he is today, he was the man who turned Thrall from an orc with dreams of peace for his people into a leader of action. He was responsible for saving Azeroth from being razed and torn asunder by the Burning Legion. He was a man of many talents, and a man of many regrets. His name is Medivh.

  • Cataclysm Beta: Thrall receives a new model

    by 
    Alex Ziebart
    Alex Ziebart
    08.13.2010

    Another build hit Cataclysm beta realms this evening, bringing a whole slew of new data into the game. Certainly the most eyecandylicious is Thrall's new model, which you can see above. He's abandoned his Stockade Pauldrons for a more old-school shaman look, passing on the brutal, raw elemental aesthetics we've been seeing in the armor given to player characters for the last couple of years. My significant other suggested that the prayer beads around Thrall's neck make him look like Street Fighter's Dhalsim (but green and beefy), but come on. Everyone knows Dhalsim wears skulls and not beads. Get with the program, here! [via MMO-Champion]

  • A look at the new WoW figures at SDCC 2010

    by 
    Kelly Aarons
    Kelly Aarons
    07.29.2010

    Last weekend saw one of the greatest comic book conventions in North America, the San Diego Comic Con, come and go. One of our own WoW.com crew attended the great event and came back with photos of DC Unlimited's newest (and some older) World of Warcraft action figures. These displays featured many from the Premium Series 2 and 3, along with the regular series 6 and 7. I personally have a few of these around my apartment. They're of superb quality, and the regular series usually costs around or under $20. The larger premium series goes for quite a bit more (usually hovering around the $50 mark) but is undoubtedly worth it. You can actually preorder some of these (including those not show, like the Lich King) right from DC Unlimited's website. Check out the full gallery below! %Gallery-98354%

  • Cover art for The Shattering: Prelude to Cataclysm

    by 
    Anne Stickney
    Anne Stickney
    07.21.2010

    While the next novel in the Warcraft series, The Shattering: Prelude to Cataclysm has been available for preorder for quite some time, the book itself had no cover art -- until now. The artwork for the novel is available for viewing on Amazon, and while it's been stated that this is preliminary artwork, it looks pretty official. The Shattering covers the stretch of time between Wrath of the Lich King and the Cataclysm expansion -- what exactly happened to cause the scenery changes as well as the situational changes that lead to the events we'll be seeing as we play through the new expansion. The book is written by Christie Golden, whose other works in the Warcraft series include Lord of the Clans, Rise of the Horde and Arthas: Rise of the Lich King. According to Amazon, the release date has been pushed back from the originally stated release date of Aug. 31, 2010, to Oct. 19, 2010 -- a little longer to wait than previously thought. The cover image itself? A striking (no pun intended) image of the Doomhammer smashing into what looks like volcanic rock. If the cover art is any indication, Thrall is playing a major role in the book -- and Golden's already shown us on more than one occasion that she's capable of writing the character. Does this mean we'll see more of Jaina as well? How about Varian? Unfortunately there's no real summary of the book available just yet, but you can see the full cover image, as well as pre-order the novel, via Amazon.com.

  • Cataclysm Beta: New sound clips for Thrall, Vol'Jin, Nefarian

    by 
    Gregg Reece
    Gregg Reece
    07.21.2010

    The latest Cataclysm beta build has dropped and there are some massive spoilers with some of the sound files that have been uncovered. I'm keeping the files themselves after the break for those of you who want to avoid any lore leaks. First is a talk between two leaders of the Horde on the direction things have been going. The second is from an upcoming raid boss taunting the players as well as revealing his greatest triumph. Yeah, that's vague, but I'm trying to leave spoilers out from before break.

  • Know Your Lore: Current Alliance politics -- the humans, part four

    by 
    Anne Stickney
    Anne Stickney
    07.03.2010

    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. All right, you guys have read through almost everything there is to see with regards to the current political situation of the human race. The first three articles covered the history of the Alliance -- both old and new -- and the struggles of Varian Wrynn and his life as the "leader," so to speak, of the human race. The word leader is used in quotation marks because, to be perfectly honest, Varian wasn't much of a leader; he was brooding, depressed, not really willing to see anything that was going on around him, and the Council of Nobles was pretty much running the show. The only "real" leader available to Alliance humans at the outset of World of Warcraft was Jaina Proudmoore, the leader of Theramore, who wasn't really much of a leader either. This was largely due to her somewhat unpopular beliefs that orcs were capable of peace and her attempts to work towards some sort of peaceful agreement between the orcs and humans of Kalimdor. So here we have the human race, largely left to its own devices -- but they seemed to be doing, if not amazingly well, at least OK for the most part. It's Varian's return and the events of Wrath that directly affect what's going on headed into Cataclysm.

  • Know Your Lore: Current Alliance politics -- the humans, part three

    by 
    Anne Stickney
    Anne Stickney
    06.26.2010

    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. To date, we've covered the beginnings of human politics, from the forming of the Arathor Empire and the original Alliance to the dissolution of the Alliance of Lordaeron and the evolution of the Alliance we know today. Along the way we've discussed Jaina Proudmoore and her progress from a young girl of Kul Tiras to the leader of Theramore, and the growth and subsequent kidnapping of King Varian Wrynn. Varian's story is far from over with the death of Onyxia however, and his influence on the Alliance is an interesting matter in and of itself. When last we left King Wrynn, he'd just finished rescuing his son from the clutches of the black dragon Onyxia, who'd spent the majority of Varian's reign disguised as Lady Katrana Prestor and subsequently running Stormwind into the ground. Fresh from the victory over Onyxia, Jaina chose this moment to suggest that Varian resume the peace summit that he'd been on the way to when he'd been kidnapped -- an idea that didn't really appeal to the King at all. Once again, Prince Anduin stepped up and persuaded his father that it would be an excellent idea, and Varian reluctantly agreed to it.

  • Know Your Lore: Current Alliance politics -- the humans, part two

    by 
    Anne Stickney
    Anne Stickney
    06.19.2010

    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. So far, we've talked about human politics and the first Alliance -- the Alliance of Lordaeron, formed by King Terenas and Anduin Lothar after the fall of Stormwind and King Llane. When we left off, King Varian Wrynn had blissfully taken both the throne and a new wife who had given him a fine, healthy son. He was a staunch supporter of the Alliance of Lordaeron, having had King Terenas to look up to as a father figure and a mentor after the death of King Llane. Stormwind had been rebuilt through the efforts of the people of the kingdom, notably the Stonemasons, led by Edwin VanCleef. Varian was in love, the kingdom was happy, and prosperity blessed the land. Of course this means that all hell was about to break loose. This is Warcraft, after all. Varian wasn't the only one that held power within Stormwind's walls -- there was also the House of Nobles, the governing body of Stormwind under the King. It was the House of Nobles that originally contracted the Stonemasons and agreed upon a sum of gold to be paid after their work had been completed. Ordinarily this arrangement would've gone well, but there was a wrench that had been thrown in the works back when Varian was crowned king. Her name was Katrana Prestor.

  • If I were warchief ...

    by 
    Matthew Rossi
    Matthew Rossi
    06.07.2010

    One of the biggest hot-button issues surrounding the coming of Cataclysm is the situation between our current warchief, Thrall, son of Durotan, and his presumed replacement, Garrosh Hellscream. Recently, while defending Orgrimmar from the Alliance dogs, Thrall needed to take a small nap and that left his warchief seat up for grabs. Seeing my chance, I seized power and stood around, doing nothing in particular since there's no actual in-game mechanic for, "Hey, I'm warchief until Thrall respawns." This got me wondering, though: what exactly would I do as warchief? Frankly, while I think Garrosh Hellscream's daddy issues are pushing the Horde in a bad direction, I'm also not a terribly large fan of Thrall's laissez-faire approach to Horde leadership. Under Thrall, we talk a good game about coexistence and so on, but the Horde doesn't really seem particularly interested in such talk (and to be fair, it's not like Varian Wrynn is often over for hugs and cookies either). Maybe it is time for a more bellicose Horde leader. However, one can be martial without being ... well, whatever Garrosh is. Is "super-frothing-fruitbat-insane" a word?

  • Free realm transfers announced

    by 
    Allison Robert
    Allison Robert
    05.25.2010

    Blizzard poster Turrit announced yesterday that free realm transfers are being made available to address faction imbalance and overpopulation issues on the following PvE realms: Aggramar (Alliance only) Area 52 (Horde only) Blackhand Hellscream Stormrage (Alliance only) Thrall (Horde only) Undermine Destination realm: Drak'thul The free transfer period will run from Tuesday, May 25 (today) to Tuesday, June 1 at 11:00 a.m. PDT. However, Turrit did make a point of mentioning that Blizzard has a transfer goal in mind, and if it's reached, they may shut the free transfers down early. If you're on any of the affected realms and have been considering a transfer, this might be a good chance to save yourself $25. To my surprise, it turns out Drak'thul was actually a PvP realm until very recently, and after a quick look at WoW Progress's list of U.S. realms, I have to agree it looks like the server needs some love. While it's possible the page hasn't been updated, it's apparent that the Drak'thul's raiders are struggling -- and there's some rather illuminating commentary in this thread (I'll grant I can't verify the accuracy) on how some of the server's troubles may have gotten their start. Two things come to mind: Blizzard's observations a year ago concerning only PvP realms being low-pop, and: what's happening on Cho'gall. Interesting. The full announcement is past the cut.

  • Know Your Lore: Med'an, Cho'gall and the Prophecy

    by 
    Anne Stickney
    Anne Stickney
    05.15.2010

    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. WARNING: The following post contains spoilers for World of Warcraft: The Comic. Players who are currently reading through the comics or simply wish to avoid spoilers from the series should avoid this post. We're taking a step back from Alliance politics this week in light of some new information from the 3.3.5 PTR. The servers have been laggy and somewhat unstable, but I've still been able to log on and play through a few things. One of those things is an interesting new quest chain available in Orgrimmar involving Doomsday Cultists who are suddenly making appearances in the Drag and talking about the end of the world as we know it. The biggest thing that sparked my interest was mention of Cho'gall. Matthew Rossi did an excellent write-up of the Twilight's Hammer and their leader Cho'gall, but what struck my interest was that Cho'gall's presence in game may lead to more interplay between story lines from the Warcraft comic series and World of Warcraft itself. However, while I made the connection readily enough, there are plenty out there who haven't read the comics and have no idea who Cho'gall, Med'an or any of the other characters I've referenced in previous posts actually are. In light of this, today we're going to be talking about the last half of the Warcraft comics series -- what happened in them, who was introduced, who died, what happened with Cho'gall, why Silithus was suddenly relevant again, and most of all, who the heck that Med'an kid is that I've been going on about. As I will be talking about these things in detail, this post is absolutely brim full of spoilers for the comics series; readers who are interested in picking up the comics and reading through them may want to veer away from this post.

  • Breakfast Topic: Mine, all mine

    by 
    Anne Stickney
    Anne Stickney
    04.29.2010

    Today we're going to talk ... addons. Or rather, one specific addon, followed by a question. There's this nifty little addon out there that I've used a little bit called Gryphonheart Items. GHI allows you to actually make items in game that you can then trade with other players that have the GHI addon, and by "item" I mean anything from a book to a ring or trinket to a statue or an engineering trinket. If you can loot it in game and carry it in your bags, you can make it in GHI. The exceptions of course are items of clothing -- you can't design a shirt to wear or something along those lines. The best example I saw of GHI in use was a friend of mine who made a present for a roleplayer's "baby shower" event. Instead of getting something tangible with gold or crafting something with their chosen profession, my friend decided to use GHI to make something completely unique. The item was labeled as a gnomish baby-rocker, with a description that indicated it was a self-rocking cradle that played a lullaby for the baby as it rocked. The best part was that when the player clicked the item, it would play the sound file for Lament of the Highborne, making it a fully interactive little trinket for the "pregnant" player. As far as unique items go, the only thing in my regular bags that by all rights shouldn't be there is Taretha's Necklace -- the one mentioned in Lord of the Clans that is retrievable via a horde quest. The last leg of the quest has you obtain the necklace because Thrall would like it back. This is all well and good, but when I looked at it from the eyes of my rogue, all I could think was that it was shiny, and pretty, and she would probably enjoy keeping it. So I did -- I never turned in the quest, and it is one of a few that are left unfinished in my quest log. But with the introduction of GHI, I could make other odds and ends that suited my character, like the journals of Arch Druid Fandral Staghelm pictured above. In addition, I could make copies of every readable book in game and carry them around with me as my very own mini library! I wondered though, what with the particular ingeniousness of this addon, what sort of items other people would make for their characters. What would represent them, what would they consider something that their character just "had to have" whether it be for looks or just a fun trinket to play with. Would it have a sound file linked to it, or would it just be something to read? With GHI, the possibilities are nearly limitless. So if you guys could make one thing for your character to carry around, what would it be?

  • Know Your Lore: Current Horde politics -- the tauren

    by 
    Anne Stickney
    Anne Stickney
    04.17.2010

    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 tauren have often been viewed as the "good" guys of the Horde. While the orcs, blood elves, forsaken and trolls have all had various unsavory qualities, the tauren race stands out as a genuinely peaceful, altruistic race of spiritual people that want nothing but what's best for the earth and the spirits it contains. Despite their seemingly good intentions, this does not leave the tauren without conflicts of their own, and when a closer look is taken at their current activities, some questions still beg to be answered. The history of the tauren is arguably just as lengthy as that of the orcs or the blood elves, the major difference being that the history of the tauren race isn't really documented anywhere to be seen save for a small set of scrolls on Elder Rise in Thunder Bluff. Given that the Horde in general seems to lean more towards using violence to solve their conflicts, where do the tauren fit in, and why did they choose to sign up with the Horde in the first place? The answer stretches all the way back to Warcraft III, when Warchief Thrall traveled to Kalimdor on the advice of the Prophet, a mysterious figure who would later be revealed as Medivh. After landing in Kalimdor, Thrall and his people found themselves in a much harsher land than the one they'd left, with new enemies like the centaur, a tribal race of primitive, bloodthirsty creatures, half-humanoid and half-horse in appearance. But Durotar was not without allies, as Thrall discovered when he happened across the tauren. The tauren were originally nomads with no real "home" to speak of -- they simply traveled from place to place, living off the land in large groups or tribes. It is unknown as to how many of these different tribes actually exist, because of this nomadic nature. As they never really settled in any one particular place, the tauren were literally scattered all over the world, though the majority of them were concentrated in Kalimdor. Thrall came across a tauren who was under attack by the centaur and saved him, a tauren from the Bloodhoof tribe led by Chieftain Cairne Bloodhoof. Chieftain Cairne was both grateful for the rescue of his tribesman and intrigued by the nobility and savagery of the orcish race. He explained to the warchief why the Bloodhoof were traveling; while his people had been nomads for centuries, Chieftain Cairne wished to return to the verdant lands of Mulgore, the ancestral homeland of his people. Thrall spoke of the orcs and their flight to Kalimdor to find their destiny, and Cairne told him of an oracle to the north, offering to give him the location of the oracle in exchange for protection from the savage centaur on their journey to Mulgore. Thrall agreed, doubtless feeling no small connection to the chieftain and his wish to find a stable place in which his people could settle and thrive.