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  • Know Your Lore: The meddling of the Mogu Part 2 - Grummles

    by 
    Matthew Rossi
    Matthew Rossi
    10.24.2012

    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. It's been a rough week for me, so I'll just say this - I don't know how you could hate the grummles. Their origin - created by the mogu out of troggs - means that not only are they one of the few intelligent races on Azeroth made both by another race native to the planet but from another intelligent race, but they also illustrate some interesting flaws and aspects to the mogu and their thinking. The mogu, upon discovering the troggs in the mountains of what would become Pandaria, decided to improve them. What's fascinating is how they chose to improve them. In looking at the grummles, what we are looking at is the perfection of the aspects of the trogg that the mogu saw as worthwhile. So when we see that the grummles can move heavy loads at reasonable speed over long distances, that they have acute senses of smell and unerring senses of direction, we see that these were the aspects of the trogg that the mogu sought to amplify. Physically, at least, the grummles were a success. Well, one could argue that they failed when it came to being strong in order to crush the mogu's enemies - modern grummles aren't even capable of fighting off the hozen that plague them. It's clear that the grummles possess great endurance and the capacity to carry heavy loads long distances, making them excellent at packing and hauling. They clearly have strong senses of direction, dating back to their original uses in supplying the slaves laboring to erect the Serpent's Spine.

  • Sunday Morning Funnies: The holy grail

    by 
    Amanda Miller
    Amanda Miller
    04.06.2008

    Whether your "holy grail" takes the form of your freedom, an end to loneliness, treasure, glorious achievement, or that coveted raid spot, you're sure to find entertainment this morning. Team Speak + Air Traffic Control = Bad from Action Trip. This one is pretty self-explanatory! Saved? from the Adventures of Blanc. You no take candle! from Dark Legacy Comics. Anything with that title you know just has to be awesome. A Deadly Plan from Shakes and Fidget. LFG #136. I have to say that I try each week to bring you a selection from LFG that can stand alone, so that even those who do not follow it dutifully can be entertained, or even motivated to check it out. As such, I'm proud of this entry; it's funny, and very noob-friendly. Ding! supports completionist ways. Sort of. Let's get introduced to Teh Gladiators. If you failed to read the intro, well then you fail. Carrying on for the rest of you, here's the first and second comic. Don't forget to read the commentary beneath! It's worth the extra three seconds of effort (seriously). From The Adventures of Messy Cow comes "Raid Life." Part one. Then, part two. Who recognizes this guy anyway? Intense Matchup from Action Trip. I just couldn't resist! Press through to vote on your favorite!

  • Drysc weighs in on the mysterious lost Titan city of Uldum

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    03.11.2008

    It seems like the possibilities of Uldum, in Southern Tanaris, have sparked the imagination of lore fans and adventurers ever since the first person turned in the Discs of Norgannon out of Uldaman. The wealth of Information we recieve from the quest about the intentions of the Titans (those whom the disc calls "The Creators") and the origin of not only the Dwarves, but possibly every sentient race on Azeroth, is tremendous, and Uldum only promises to bring more of it, revealing incredible secrets about the origin of life on this and perhaps other worlds. Unfortunately, since we apparently need the Plates of Uldum to access it, it remains closed for now, and we're stuck with speculation about what could lurk in its halls. However, today, Drysc commented on the possibilities himself in a forum thread. While all he really confirmed is that they DO plan to open it at some point, it's still more than enough of a bone to get the old speculation machine turning. Warning: Spoilers ahead!

  • WoW Future-Vision: Express train to the level cap

    by 
    David Bowers
    David Bowers
    06.01.2007

    The year is 2012. WoW fans are excitedly awaiting the game's 5th expansion, Revenge of the Gnomes, which brings two new races to the game (Sporeggar and Goblins, at last!), as well as a new class (the Tinker), and a slew of other features. As everyone knows, this is the expansion where the gnomes finally take back Gnomeregan from the troggs, pushing them back all the way into the "Undergloom," a vast and ancient network of caverns beneath Azeroth. Of course, the gnomes also accidentally stumble upon the long-buried prison of the Old Gods and unleash unbridled havoc on the World of Warcraft, but that's where the fun is, right?I could go on and on about the new features included in Revenge of the Gnomes, but I'm sure you've heard about most of them already (like the subterranean hovercraft group-mounts and blue-pill, red-pill potions for alchemy). Suffice it to say that the feature everyone is most excited about is that the level cap is once again being raised another 10 levels, to a grand total of 110. Like everyone else, you're probably wondering how in the world (of Warcraft) are you going to level your new Goblin Tinker character all the way through those tedious levels of 1 to 100? Everyone wants to try out the new content, but no one wants to slave away through Stranglethorn Vale for the 48th time. To complicate things further, Blizzard still doesn't want to add any more 1-60 quests in the lower-level zones (not to mention any of the Outland, Northrend, Emerald Dream, or Great Sea Expansion zones)! Fortunately, though, Blizzard's got what you need! Are you prepared for the "/level" command?