You are in charge of writing a new WoW RPG book

I like reading people’s personal headcanon. If Jizzard approached you to write an RPG book detailing the Warcraft Universe what would you write?

One of the topics I’d write about is Stormwind’s Mage District. I’d have Stormwind house their own prestigious wizarding school. It totally won’t be a rip on Harry Potter. The Mage Disctrict won’t just be the wizard school. It will have its own thriving community. Stormwind is a sprawling metropolis and the Mage district can be a large college town. They can have their own magic sports team, NPC alumni, research facility, bars, etc. I mostly want to break Dalaran’s mage monopoly.

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The adventure of Murky and the creation of the first murloc nation. With the Alliance and Horde trying to gain access only to be rejected cause cool sea folk only.

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If I had to continue pasts events, I’d write about the Night Elves and actually continue their story after Teldrassil. I’d write about how they’d kick all Horde scum out of Darkshore and Ashenvale, then build a wall in Ashenvale and shoot every Horde soldier on sight.

I’d also write about how they’d resettle in Hyjal after and rebuild everything that was destroyed during the cataclysm, how they’d build a great city with all of their (remaining) civilians in Hyjal and heal the lands, make it their new home and build up defenses everywhere to make sure that the Horde can never have such an easy time invading their lands in the future again.
Maybe make them regain their immortality too or some other nice things. Possibly involve Elune and make her take the Night Elf souls to Ardenweald from the maw where they are preparing to be reborn, then they can return to their families and friends.

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Tbh, I’d clarify all playable races’ lore regarding how/why they can be the classes that they can be. Most are pretty obvious, if not actually explained ingame, but then you have things like priests for a LOT of races, shamans (Kul Tiran, vulpera), some stuff on druidism (Gonk being in the Emerald Dream - Malfurion’s reaction etc.). Stuff that really should already be known/explained by simple NPC trainer text, but alas.

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I’m glad you asked, because I would change a lot of things.

I’ve been writing on a project like this for quite some time now and I’ve already finished writing some races that I’d like to post here. But since my mother tongue is not English, please forgive my perhaps not accurate translation. I have many more but just post one now :wink: and i translated that with a translation tool, so pls forgive the grammer :wink:

Lets Start in the North of the Eastern Kingdom to the south:

Quel'Thalas

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Chief: Phoenix King

The kingdom of Quel’thalas in the north of the ancient world is the enchanted kingdom of the Quel’dorei, commonly known as the high elves. It is also known as the kingdom of magic and is famous for its green hilly forests, the great magic academies and the idyllic fields and meadows in the Crown Lands. The majestic cities of the Elfs are paradisiacal in the midst of their magical realm and the country is famous far beyond its borders for its powerful magic and the elite forces at its disposal. Led by the Sunstrider Dynasty, the Quel’dorei live in the benevolent glory of their gods and the legendary Sunwell, in whose glow they grow and prosper. The ten provinces of the heartland, led by the Synod, are composed of

-Immersang Forest
-Thor’dana
-Volura
-Eastern Crown Lands
-Moon Valleys
-Western Crown Lands
-The Silver Rivers
-The Twin Islands
-Westmark

As well as the three large colonies of the high empire;
-Thala’dor (Lordaeron)
-Thalar’Dwari (Outback)
-Thalar’Modan

But all was about to change when death throbbed at the gates of Quel’thalas, and in a bloody and devastating wave of desolation, the armies of the Scourge bored their way to the sanctuary, the Twin Islands, where the Sunwell is located. In a shameful act they desecrated its power and left only suffering on their way. Though not all towns and villages of Quel’thalas are defiled and desecrated, the kingdom and its inhabitants suffered a deep blow from which they may never fully recover. The thousands of deaths caused by the Scourge’s incursion are fighting the survivors and have turned Quel’thalas and its forests and landscapes into a battlefield where only the strongest survive.

Immersang Forest.

Lord: Ranger General
Status: Military Head of all Forces of Quel’thalas
Synode house: House Windrunner
Capital:Tristessa

The Immersang forests stretch from the north of the empire to the heartland and are considered the home of the Ranger Lords. The forest’s boundaries have long been a contested territory, with both the humans of Lordaeron and the trolls of Zul’aman reaching out for the fertile lands and hoping to conquer some of these forests. The largest city in the Immersang Forest and home of the Windläufer family is Tristessa, with its great walls and sprawling city centre, it almost seems like part of the country itself. Here beats the heart of the Ranger Corps and only here meets the Council of the Forest, the meeting of the Ranger Lords with the General that takes place every month. The great fortress of the legendary World Wanderers, the enclave of the forest is only a few hours away and in the northeast the view of Tash’dora towers in the sky like a watchful hawk whose gaze lies incessantly on the woods. The massive tower was built by the arriving elves before the Age of Tears and served as a watchtower that warned of the arriving trolls. In the course of the following centuries, the tower was extended further and further until it became what it is today. The swinging architecture makes it look like a bird of prey with its eyes fixed on Zul’aman. It is said that from the top of the tower you can overlook the entire kingdom!

In the woods around Tristessa, in addition to several Ranger bastions, there is also the Windrunner Village, the training ground for young recruits, which is able to recreate the harsh conditions a Ranger will encounter during his training.
The city of Thelodir borders the Windläufer family’s empire to the neighbouring areas to the north and is home to the botanists of Quel’thalas. It is here that the young academics learn to use the secrets of the forest and its magic to help their allies in their fight against invaders. To the north-east is the great city of the wizards’ forge, the city of Val’jarar, which marks the boundaries of the empire to the south and has long vied with Stratholme for power and influence. Just a narrow strip of land between the two cities is home to both large mines of arcanite and real silver, something both empires desire. So it is not surprising that border conflicts occur here again and again. It was in Val’jarar that the wizard smiths of Quel’thalas began, and they fathom the mystery of Arcanite. Over time, the smiths have perfected the use of Arcanite for armor and weapons. The Javador Academy is also located here. The academy is well known in the enchanter’s circles, and has specialized in providing equipment with special and unique abilities.

The people of the Immersang forests are known for their rather serious but nevertheless calm vein. They honor ancient customs from a time long before the founding of Quel’thalas. Also, it seemed that the new gods of Quel’thalas had never entered the enchanted forests. Wanderers also report rumors of remote villages where a deity, the Mother of the Moon, is said to be worshipped. Nevertheless, the inhabitants of the Immersang Forest are feared for their art of warfare and traditionally provide most recruits for the Rangers and quite a few botanists. During the third war Tristessa was almost completely destroyed when the Scourge raged through the town. Today, citizens of Tristessa are a rarity.

Bordering to the north: Volura (Home of the Flying Towers of Quel’thalas)
Bordering on the east: Thor’dana
Bordering on the west: The Western Crown Lands
Bordering on the south: Thalar’dor (colony), Nordland (Lordaeron)


Thor’dana:
Lord: Master of Beasts
Stand: Keeper of the Quel’thalas Wilderness
Synodehouse: House of Wild Thorn
Capital: Gold Nebula

The lands of Thor’dana are a barren and rocky mountainous landscape that borders closely on the Troll Empire. In the past, it has often been the victim of raids and has long suffered from border conflicts with the Amani. The landscape is still dominated by the quarries, which Thor’dana runs through like a network of veins. The country is also known for its dragon hawk populations, which live in the nearby mountains. For a long time it was therefore considered to be ore poor and uninteresting, but everything was to change with Thor’Dana’s greatest heroine, Marali Wild Thorn.

The young Marali Thor’Dana, a ranger from Tristessa, was able to learn the secret of dragon hawk breeding from the Amani during the great troll war. So she stole the Dragon Falcon nests within Thor’dana and raised the dangerous predators by hand, tying them to herself with a mixture of dominance and pack behaviour. This knowledge was to make Thor’dana the home of Thor’dana’s mistress and, after the end of the war, earned the house of Wild Thorn a place in the synod for its decisive contribution in the great troll war, henceforth as guardian of the Wilderness of Quel’thalas.

With large sums of money, Marali Wild Thorn finally built Goldnebel, where the schools of the Dragon Falcons are located. Marali became a leading researcher in dragon hawking, and her family and the people of Thor’dana have formed the powerful Dragon Falcon Riders for generations. Unfortunately, she herself was not to see the completion of Gold Nebula and the Dragon Falcon schools, but even today the statue of the brave ranger is adorned by the highest pass of Thor’dana.

Goldnebel, in addition to the local nurseries, has developed over time into a centre for geology, and has produced a large number of stonemasons who work throughout Quel’thalas and sometimes even beyond its borders. The thorns of Ahilea are also found here, a unique monument that testifies to the deep veneration of the goddess of nature. Today, the small town is an important trading centre, supplying the otherwise barren country with goods from the other corners of the empire. The few villages around Goldnebel mostly consist of single houses.

The inhabitants of Thor’dana are considered to be taciturn and stubborn, once they get something into their heads, they go their way. Troll packs have invaded the barren landscape time and again, but the Dragon Hawk Riders have gained a reputation as fearless defenders in the battles they have fought, and they have a high standing in Thor’dana. It is probably so unusual that even here the belief of the eight gods was established and even cultivated. However, during the 2nd War, the orcs and Amani trolls attacked and partially destroyed Gold Nebula, so the Dragon Hawk schools have had to be rebuilt since then.

Bordering in the north: Moon Valleys, Volura
Bordering on the east: Eastern Crown Land
Bordering on the west: The Silver Rivers
Bordering on the south: Zul áman


Voltura:

Mr: Justiziar
Status: Judge of Quel’thalas
Synodehouse: House Sonnenhäscher
Capital: Voltura

The most famous wonder of the eastern kingdoms, the flying towers of Quel’thalas. Home of astronomers, scholars and philosophers. Origin of the belief in the Eight Gods and co-founder of the Academic Association for Understanding between Elves and Humans. The floating city of Volura is known for its share of the Elven Laws and has housed the largest university of law north of Ironforge within its walls.

Volura was originally founded by the House of Sunshakers as a place of healing and faith after the horrors of the Empty King, which ended the Age of Tears. A new order arose in the kingdom, belief in the Eight Gods and Volura became its Spiritual Center. It was meant to heal the deep wounds caused by the battle against Dath’tahan.

The Pantheon of the Eight, a monument of faith, establishes the city center and lies within the innermost ring in the Cloud City. Priests and pilgrims gather here year after year to pay homage to the Eight with gifts and offerings. When the Scarlet March finally marched into Quel’thalas, the priests of Volura fought against the crusaders together with the troops of the Empire and together they were able to achieve victory. The tens of thousands of deaths that followed this war would not be repeated. For this reason, the Academic Association for Understanding between Elves and Humans was conceived, which has its headquarters in Volura, but there are also offshoots of the academic partnership in other large cities between Quel’thalas and Stormwind. Voltura in particular pressed for a peaceful solution and agreed with King Anasterian on the great Council of Stratholme, which ended in the foundation of the Church of Holy Light. Once again Volura was to become important as a place of cooperation, where humans and elves were to explore the secrets of the faith together. Also in Volura’s city stands the Cathedral of Radiant Light and is the seat of the High Priest of Quel’thalas. A long epoch of peace was to follow the Council of Stratholme, and rest in the high realm.

Almost 600 years later, in 561, during the 2nd Witches’ War, sorcerers invaded the city to plunder the city’s archives and obtain magical knowledge in the fight against the Priests of Light of Lordaeron. The fire that broke out in the city shortly afterwards threatened to bring the wonder of the world down from the sky and although humans and elves fought together against the witchers, they needed the support of the Wildhammer dwarves, who were guests in the nearby Silvermoon at the time and got wind of the tumult that was going on in the floating city. So the Wildhammers travelled with their griffin riders to the aid of the dwarves and were able to chase away the witchers and extinguish the fire together.

This act was a great honour for the dwarves, so Voltura opened its gates for the Wildhammer dwarves and they were welcome in the floating city. In honor of the alliance with dwarves and humans, Lord Silifius Sonnenhäscher erected the city’s landmark, the blind towers, which stands for justice and equality of the nations before the law of Voltura

The people of Voltura are known for their strong sense of justice, whereby the influence of humans and dwarves did not remain without consequences, especially many young elves choose the path of knighthood in addition to studying law in this country, the order of blood knights has also settled here and the Temples of the Eight next to the houses of the gods of the holy light come together peacefully here. The great universities and academies of Volura dominate the image of the city as well as the libraries and inscriptionists and archaeologists. Only the magi of Silvermoon could never win Volura over, much to the regret of the city superiors. As one of the jewels of Quel’thalas, Volura survived the third war almost completely unscathed.

Bordering to the north: Reichslanden
Bordering on the east: Eastern Crown Lands
Bordering on the west: Moon Valleys
Bordering on the south: Thor’dana


Eastern Crown Lands:

Lord: Royal Administrator
Stand: Thalassian Prince
Acting: House sunstrider
Capital: Silvermoon

The wide and fertile areas of the eastern crown land border the empire in the east. Apart from the Gardens of Veresdor, which is the palace and administrative seat of the Eastern Crown Lands, there is only the enormous tomb of the empire’s founder Dath’Remar the Great, the King’s Rock. Rural life dominates the picture here, with large farms and homesteads as far as the eye can see. As one of the three countries of the Sonnenwanderer family to meet their royal claim, the lush green land is also a place of idyll and peace. The Crown Lands are on the right and left side of the Moon Valley with the capital of the empire.
Although Volura may be considered a center of faith, many inhabitants of the Eastern Crown Lands are followers of the holy light. In addition to the fertile farmland, the Forganar coast, the Sea of Oblivion and the villages on its shores often go out to sea to gather fish and other treasures of the sea for the weekly markets in Silvermoon.

The biggest festival, the Founder’s Festival, takes place once a year at the summer solstice and brings together celebrants from all the kingdom and all the colonies to pay homage to their first king. The mighty Drak’nur therefore tried to rob the pride of the Crown Lands and desecrate the tomb, but this was doomed to failure. The Halls of Sorcerer-Breakers and their brave recruits stood against the trolls. Bravely they fought for the pride of the nation and managed to save the national sanctuary from the trolls until the reinforcements arrived. Since then, the Halls of Sorcerers have provided the members of the Royal Guard and are the guardians of the King’s Rock.

The people of the Eastern Crown Lands are a rather leisurely and hard to upset people, they appreciate the simple life and, although they are of elven origin, they have little in common with magic. The few forests that exist in the Eastern Crown Lands are revered as a grove of tranquility.

Bordering on the north: Silver Rivers
Bordering on the east:
Bordering on the west: Moon Valleys
Bordering on the south:Voltura


Moon valleys:
Lord: Phoenix King
State: Head of all elves
Acting: Royal House Sunstrider
Capital. Silver Moon (capital of the entire elvenhood east of Kalimdor)
Minions:
Synod
Council of Powers

The enchanting Moon Valleys, between the higher eastern and western Crown Lands, are home to the pulsating heart of the Empire, the legendary and majestic capital of the entire elven kingdoms of the Eastern Kingdoms and the shining diamond of magic, Silver Moon. Famous as one of the most beautiful cities in the world, home to the legendary Magistrate of Silvermoon and the academy Majores Thaumaturgica Arcanium, which is considered the best magic academy and training centre for arcane magic in the world.
Above all else, the legendary Palace of the Phoenix Kings, the Palace of Avanturin, home of the Sunstrider family, is even larger than the Academy. Nestled in the landscape itself, the magnificent buildings of the palace seem like a shining sea of flames that embraces the entire width of the city to the north and whose largest basilica is enveloped by a beam of pure light that seems to come from behind the palace. Here, in the halls of Avanturin, the Phoenix Throne is located in the Imperial Hall of Quel’thalas, and the Council of Powers and the Synod meet regularly in the halls to the left and right of it.

The magical academies of the magistrate of Silvermoon are located in the west of the city, as are many of the civil servants of Quel’thalas. To the east, the city is dominated by the temples and places of worship of the many different faiths that have their home in Quel’thalas, in particular the Temple of the Sun and Moon, the Palace of the Eight and the Cathedral of St. Charles of Arganor. The large markets and stalls for non-magical materials are also located in this part of the city. The south of the city is a place of hustle and bustle and trade for military purposes, and it is not surprising that the bastions of the Rangers, the Blood Knights and the Spellbreakers were built here to protect the city. The aristocratic quarter to the north of the city is reserved for the wealthiest and most affluent inhabitants of Quel’thalas, who can afford to live in splendour and glory. In addition to the nobles of Quel’thalas, the embassies of the peoples of the Eastern Kingdoms are also located in the north of the city. The actual city guards of Silvermoon, the so-called Pretanians, ensure peace within the city, and have the task of ensuring the safety of the elite as well as the observance of royal laws.

Silvermoon is a place of intrigue and power, especially if you consider what can only be seen from Silvermoon. The legendary Isle of the Never-Setting Sun, Quel’danas, which carries the heart of the culture, the Sunwell. Protected by powerful spells and illusions, only the path known as the Hidden Path leads to the island. Honeycombs of pure power and a light, more pulsating and brighter even than the sun, shines incessantly into the sky. Only the magistrate seems to be allowed to approach the island without a royal order. But not only magic barriers protect the sanctuary, mighty walls and a whole army of magicians, rangers, blood knights and infantrymen protect the well of power, the so-called Sunwell Plateau. This fortress also serves as a retreat for the kings of Quel’thalas in times of need and was built by King Thalandor, the Redeemer. Furthermore, enemies of the Crown are said to have been imprisoned there, in the deep dungeons beneath the walls no light shall ever reach the prisoners, and the powers of the Sunwell, although so close, never shine there. The unfortunate ones who were imprisoned here are said to have fallen into madness over time.

Poverty within the city seems to be extinct, to the amazement of the guests, but already the famous philosopher and ethnologist Silgarth of Gilneas wrote for his part in the book named after him, “The Ways of Silgarth”. “Poverty does not seem to live here, but that does not mean that it does not exist, whoever searches at the gates will find the scum of the streets fighting for life, here, as elsewhere, there, elves and humans are equal and by no means everyone here is rich”

The cleanliness of the city is preserved by the enchanted brooms of the city, and the Faculty of Technomagic, which is considered a subdivision of the Majores Thaumaturgica Arcanium, is responsible for the production of magical constructs, while the Home of Trade Guilds of Magical Artifacts is responsible for their management and publication. In some places it is rumoured that in reality it is here, in the distant Silver Moon at the northernmost tip of the continent, that decisions are made that affect almost all the nations of the continent.

The people of the Moon Valleys are known for their arrogance, they consider themselves to be elven standards as perfect creations and it is easy to incur their wrath, as the most elite mages in the world, they are not afraid to remind everyone who you are and where you come from. Only the most wealthy elves truly live in Silvermoon, although from time to time exotic beauties from the remote south scurry across the streets here in light clothing. The population is mostly elven in nature, but also very wealthy humans and dwarves have settled here. A well-known example is the dark iron dwarf Magnar Aschengrund, who became an integral part of the townscape as the owner of the Aschengrunder jewellery shops in the metropolis of Silbermond. Silbermond was almost completely destroyed during the Scourge’s attack and is currently undergoing reconstruction.

Bordering to the north: Quel’danas
Bordering on the south: Silver rivers
Bordering on the east: Eastern Crown Land
Bordering on the west: Western Crown Land


Western Crown Land:

Lord: Royal Administrator
Stand: Thalassian Prince
Acting: House Sonnenwanderer
Capital: Silver Moon

The Western Crown Land is the home of the veterans of Quel’thalas. Anyone who has served the nation for 200 years is rewarded with a piece of land. The land not to be inherited is due to the veteran until the end of his life and can be transferred to a family member who also takes the oath. The two small towns of Vor’Dratos and Sarinor, are the centers of the Western Crown Lands away from Silvermoon. The land with its forests and meadows is also the site of the Mausoleum of the Kings, which was plundered by the Scourge in the Third War.

The Western Crown Lands are located directly between the Western Mark and the Moon Valleys, which is why it promises a certain wealth to its inhabitants through customs duties. In addition, the Western Crown Land is known for its safety, and few enemies have ever come this close to Silvermoon. Even during the Second War the Western Crown Lands had been safe and unharmed. From time to time, looting bandits, groups of beggars driven from Silvermoon and trying to survive, marched through the land. From time to time, Rangers scour the woods, scaring off some bandits in the process, but it doesn’t last long.
It is here in the Western Crown Lands that the great breeds of Quel’thalas are held, and it is here that the Thalassic steeds, renowned for their grace and elegance, have their origin. As a price for the prosperity and the land, the Western Crown Lands often represent parts of the foot soldiers in times of war, which is why the local peace seems bizarre and strange at the same time, like a calm before the next storm.

The people of the Western Crown Lands are known for their peaceful attitude, they are simple elves who appreciate peace, but they are also feverish patriots, some of whose families have lived in the lands for thousands of years. The largest city here is Vor’Dratos, which is the only fortified bulwark for security far and wide. Most of the time Vor’Dratos is unoccupied by soldiers, but in case of war the weir and freemen of the Crown Lands occupy the battlements of the city to defend their land and home, for Quel’thalas.

Bordering to the south: Westmark
Borders on the west: westmark
Bordering on the east: Moon Valleys
Bordering to the north: Immersang Forest:


Westmark

Lord: Lord of the waters, Master of the ships and Admiral of the fleet
Stand: Navy of Quel’thalas
Synodehouse: House of Eldras’Thanir
Capital: Thalar Dal Anir

The Westmark is the home of the river lords, here the Anuin flows into the great sea, the Varaa, “Mother Lake”, so the country is criss-crossed by river forks and floodplain forests. The seat of the Lords of the Western Mark are the large port cities, from Thalar Dal Anir to Isar Del Ne’uin, where the large fleet of Quel’thalas is anchored. As the supreme river lord and member of the synod, the old family of the Sun Falcons resides here. They have their palace in Thalar dal Anir, the largest of the 4 port cities.

The cities are a heart of trade for the whole empire, there are hardly any cities that have not passed the big ports of Quel’thalas, from exotic goods from the south to unique treasures, several thousand tons of goods pass the big trading ports of Quel’thalas every day. Only the war port Isar Del’Ne’uin is a forbidden zone for the merchant ships. The Westmark is considered to be the southwesternmost border of the empire, whereby parts of the fleet are constantly patronized here to protect against pirates.

Ships also leave here regularly to travel to the hidden islands, one of the elf colonies near the Maelstrom, whose location is still a well-kept secret. Only the reigning river lord, according to legend, knows how to reach the hidden islands. The characteristic picture of the 3 large port cities, Thalar Dal Anir being the largest, are the temples on one side and the Brothels on the other. The markets that are actually open all year round complete the picture. In the taverns and hostels of the city the life of the sailors pulsates, and beside humans and dwarves one finds here also goblins, which are not allowed to travel further inland. The preferred weapon of the sailors of the Westmark is Rapie, and the sailors of Kul’tiras and the elves of the Westmark are competing to refine and improve this weapon. The pride and joy of the Quel’thalas Navy, including the university for training ship captains and soldiers at sea, can be found here. In collaboration with the shipyards of Kul’tiras, Gilneas, Lordaeron, Ironforge and Sarafir, research is being conducted here into better and more efficient types of ships. This project was initiated after the founding of the Lordaeron Alliance and was one of the things that has survived the founding to this day. Although the headquarters of the Naval Naval Association is located in Kul’tiras, Quel’thalas itself has built a quite considerable site.

However, since the goblins learned of the cities’ wealth, pirate fleets have been popping up and trying to block the ports to extort ransom, and the company has sought to work even more closely with Kul’tiras to protect the waters, and piracy has been punishable by death. Plans have even been pushed forward to build up a very own hunting fleet solely for the fight against piracy. But before all these plans could be realized, disaster struck, and Quel’thalas and Lordaeron both lost the means necessary to put the plan into action through the Scourge’s attacks. Though none of the port cities have been badly damaged, the problem with the pirates has grown since the fall, and now it appears that Kul’tiras sailors have also joined the plundering of the ports, much to the annoyance of the river lords.

Bordering to the south: Silver River
To the east: Western Crown Land
To the west:
To the north: Western Crown Land


The Silver Rivers:

Lord: supreme botanist “Green Magician”
Status: Protector and Caretaker of Nature
Synodehouse: House Leaf Shadow
Capital: Adar’Therra (Grove of Life)

The silver rivers are a strange place, even by Quel’thalas standards, many inhabitants fear the sacred groves, and the living trees of this place. Here stands the mother tree of Quel’thalas, an object of living energies, and whose power stimulates the surrounding area to grow. Individual human druids have found a new home here after the horrific slaughter caused by the Scarlet March, and have never left. Only the rangers and their mages, the green mages, also commonly known as botanists, dare to enter the silver rivers. The province got its name from the pure river branches of the Anuin, as well as the blue-silver shine of the water. Some grove keepers live here as well as in old days here in the times of the dragon alliance a small nest of red and green dragons.

The silver rivers are mainly associated with the superstition that even older powers rule here and that one should not interfere in the affairs of nature. Only the mightiest and greatest Rangers and World Wanderers are allowed to make their bows from the majestic branches of the mother tree, and the greatest of all these bows is Tash’Dorah. Yet each and every bow of the mother tree has come to great power in the history of Quel’thalas.

The Rangers and World Wanderers from the Immersang Forest are especially grateful to the Druids, and although the Synod knows of their presence, they themselves tend to reinforce the whispers and speak of ancient forest spirits who dwell there.

The province Silver Rivers holds only one larger city, Morgenluft, whose seat is occupied by the great botanist of the empire, Lady Nathera. Her people still live by ancient traditions. Every year the king’s wife has to go to the groves of the silver rivers to make a symbolic sacrifice of humility and honour (a drop of blood) and to perform the dance of the mothers. But expectant mothers also set out to obtain nature’s blessing for their unborn child, as well as to lull themselves into safety. The forest itself miraculously survived the Scourge’s attack unscathed, but one thing changed forever, the druids revealed themselves and defended their home, much to the dismay of the elves, but together they were able to push back the Scourge. Queen Vereesa already travelled there in summer to perform the dance of the mothers and the symbolic sacrifice, as tradition demands. King Kael’thas himself asked the druids of the grove to bless his wife with fertility, and invited her to attend the Conference of Faith in Voltura, but they cathegorically declined. Lady Nathera, who barely survived the war against the scourge, went in her place and wants to learn more from the old druids in the near future, about nature and its unique powers.

It is said that the king himself encouraged her to do so. Meanwhile, the Druids of the Silver Rivers are working together with the Green Mages to restore the Death-Snow, while most of the cities that were destroyed or devastated by the Scourge are in the process of reconstruction.


The twin islands (Quel’danas and Island of the Sunwalkers)

Lord: Grand Magister
Status: Magi of Quel’thalas, Keeper of the realm, Protector of magic, Controller of order
Synodehouse: By choice according to quality
Capital: Sunwell Plateu

Quel’danas is home to the mighty feasts of the Sunwell Plateau, as well as a number of other important buildings, including the Well Mages, masters and specialists in Leyer’s exploration in their Sanctum of Danas, and the Sunguard, a unit of skilled battle mages who live in the Tower of Ashei, another bastion in front of the plateau. The name of the Twin Islands was only given later, originally the islands had little in common with each other before the trolls planned an attack on the Sunwell during the Great Troll War. The battles on the island raged bloody, but a small troll troop managed to get inside the plateau. They were prevented from reaching the Sunwell, but on their escape they stole a magical artifact, which the mad scientist and gnomish mage Mantur Manasturm had devised, the Gravitator. The artifact caused the Sunstriders’ and Quel’danas’ Isle to slowly converge. The gnome was questioned extensively, but without result. The mages are still trying to avoid the disaster, but they have not yet found a solution to prevent the Twin Islands from colliding. As a further safety measure and consequence of the event, the island has been hidden by a spell in the meantime and for 2800 years no enemy ever reached the holy island again.

But this was to change when the Scourge invaded Silvermoon. The death knight Arthas - incapable of simply destroying the magical barriers - found help from the power-hungry magician and later traitor, Dar’khan Drathir, who, fascinated by the magic and possibilities of the Scourge, sacrificed the future of his people for his personal profit. He guided the Scourge through the protective spells and had them land on the island. Arthas rewarded him for this with a life as servant of the Scourge and master of an army of the dead. Right here, at the gates of the Sunwell Plateau, the legendary duel between the fallen prince and the king of Quel’thalas, Anastarian the Eternal, took place. Arthas wanted to put his reputation to the test. But even the mighty prince could not defeat Anasterian alone. The king was about to execute the prince when a bloodcurdling scream distracted Anasterian and Arthas stabbed him through the heart with the runeblade Frostmourne. In honor of the fallen king, Prince Kael’thas had a statue of his father erected here, with Prince Arthas Menethil kneeling, as witnesses told him.

The Sunwell Plateau fortress has not been restored to this day, and the Sunwell was corrupted by the Scourge and then shielded by Kael’thas so that its corrupted rays would not further harm his hard-hit people. Something happened in the Sanctum of Danas, worse than death, when the sanctum was damaged by the raging battle, it blew up and took the leymages inside with it, the released arcane energies flooded their souls and turned them into creatures of wild uncontrolled magic, their bodies began to degenerate until they literally became addicted to magic, wild creatures that only felt the desire for mana burning inside them. The Tower of Ashei is just a burnt down ruin, the mages in it are still on the island as undead slaves of the Lich King. The Holy Land of the High Elves has become a nightmare of terror, and no one - not even the king himself - approaches the sanctuary without bringing an entire army with him.


Colonies of Quel’thalas

Lord: Ranger Lord
Status: Lord of Thalar’Dor, Ranger Lord
Acting: Lor’themar Teron
Gender: Teron
Thala’dor (Lordaeron)

The colony of Thalar’dor, with its capital New Avalon, is one of the few domiciles of the alliance between humans and elves. The city of Avalon was repeatedly besieged and ultimately destroyed by Lordaeronian troops during the last colonial war, until finally the Rangers of Quel’thalas encircled the Lordaeronian army and destroyed it in the so-called Avalonian Cauldron. This turned the tide of battle and ended the war between the peasant stirred up by Stratholme and the colonial rulers of Thalar’dor for the time being. Deeply angered by the uprising, peace did not last long and troops from Talar’dor besieged the city of Stratholme for almost 3 years before a diplomatic end of the bloody conflict could be proclaimed in the Nordland Peace. Quel’thalas returns the illegally occupied areas to the Crown of Lordaeron, but in return receives the reparations to restore the city and several thousand gold compensation.

Thalar’dor, the colony, was established after the Peace of Stratholme, when the bloody conflict ended with the Scarlet March and Quel’thalas claimed the border territory as one of the many claims of this Ore Kingdom. Only years later would it become clear that the largest real silver mines in all of Lordaeron were here, making it a constant source of dispute between the kingdoms of Lordaeron and Quel’thalas. On the one hand, Quel’thalas continues to insist on its sovereign claim in the peace of Stratholme to consider the colony a property and protectorate, while on the other hand, Lordaeron insists on the mining rights to the much-needed real silver. Thus, 7 colonial wars have developed over time, the last of which ended in the destruction of Avalon, so it was decided to build a Ranger Fortress near the capital, the so-called “Hut of Quel’Ithilien”, it should take the impressive fortifications a little of their seriousness. Avalon was rebuilt in the meantime and is now called New Avalon.

The people of Thala’dor are mostly of human origin, and the elves who live there feel a bond with their fellow citizens, but it is the Rangers in particular who infuriate their neighbours from Lordaeron with their faith, as the Thalasian colony is now accused of heretical practices. The Church of Lordaeron therefore requested permission to build a chapel in New Avalon. It is precisely this constant conflict that characterizes the image of the inhabitants of Thala’dor. As a rather pragmatic race of humans and elves, they have come to terms with the situation of changing claims to power. So it almost seems that the inhabitants of Thala’dor feel connected to both Lordaeron and Quel’thalas, because they lived under one flag as well as under the other.
During the Third War, the former colony was completely destroyed, most of its inhabitants became undead slaves of the Lich King, and one of the greatest heroes of Thalar’dor, Nathanos Marris, died defending his homeland. Today, New Avalon is part of the Death Fortress that belongs to the traitor and necromancer Dar’khan Drathir, but no attempts to recapture the colony have been made so far.


Thalar’Dwari ( Hinterland)

Lord: Ranger Lord
Stand:Lord of Thalar’Dwari, Ranger Lord
Acting: Master Bernauge
Gender: Unknown

Thalar’Dwari, commonly known as the symbol of the Wild Pact, is synonymous with the deep bond between the elves of Quel’thalas and the Wildhammer dwarves of the Hinterlands and the Shadow Highlands. Even though the great troll wars within Quel’thalas and Strom provided peace and quiet, there were a number of other troll wars that shaped the changing picture of empires and lands in the following centuries. After the terrible War of the Three Hammers, the furious period also culminated in the Hundred Years’ War of the hinterland, a series of conflicts between the tough Wildhammers and the mighty forest trolls. In tiring battles, firm borders slowly began to emerge and a fragile peace returned.

This did not last long, however, and only twelve years later the forest trolls rose again and entered the heart of the small dwarven kingdom, the Griffin’s Peak. The dwarves defended themselves as best they could, but against the fundamental superiority they could not take over anything. So they finally barricaded themselves in their fortress and sent messengers to the distant elf of Quel’thalas. King Anasterian, not averse to helping the dwarves, wanted to see for himself and sent his son, Crown Prince of Quel’thalas, Valodir.

Valodir, frightened by the atrocities committed by the trolls, urged a quick decision after his return, either the synod will decide within the next days or there will be no dwarves left to help. The synod decided to support the dwarves and decided to send an army of rangers, as well as some dragon hawks and botanists, under the leadership of ranger lord Bernauge, but if the situation were to escalate, a war could threaten, worse than the great troll war.

Thus, the army finally advanced into the land of the dwarves, and the initially small conflicts erupted into a single war front. The Gryphon Summit had fallen by the time the elves arrived, the nests had been plundered and most of the dwarves had been taken to the troll city as prisoners of war, only a few resistance fighters joined the elven armies.
In the years that followed, however, the forces of Quel’thalas fell ill with a plague called the shrinking plague. Though the sheer force of exhaustion regained the territory north of the Saradar River, and also managed to get around a giant tree in the east of the hinterland, for the dwarves called Krakoncha, the Pillar of Heaven, to win land, the trolls successfully defended their position and the war finally proceeded in a mutual inability to continue the war, due to a lack of troops, both among the forest trolls and the alliance of elves and dwarves.

The shrink plague, however, had infected the great Thalassic Rangers, so they were forbidden to return to the high realm and instead wanted to send priests to the hinterland. Struck by this deep betrayal, the Ranger Lord Bernauge asked for the land around the Pillar of Heaven, the Krakoncha Oak. His botanists discovered that healing might be found here. The dwarves, grateful for the help, did much more than that, the High Tatan decreed that this land should henceforth belong to Quel’thalas, and become a place to keep peace within the hinterland and a balance of power.

The botanists did indeed find a cure, but the price was high, it was assumed that one would be eternally contagious, even if one was no longer affected by it. For this reason, King Anasterian decided to settle the Ranger Lord Bernauge and his army in the newly established colony, raising the lord to the rank of Colonial Lord, a Governor, and calling him Master Bernauge.


The elves, far from home, realized that this was the only way, and began to adapt the land to their needs, but the longer the elves of Quel’thalas lived there, the more ordinary they became. The magic left their eyes, and they became smaller from generation to generation. Thus, over time, a culture of its own developed. The former colonialists did not build a big city, but founded only a few villages and built a bridge over the river. The descendants cultivate this culture to this day and stand by their roots, so they practised fighting with bow and arrow and worshipping nature here at the feet of the Krakoncha oak tree, which gave rise to a cult of its own. Forest spirits from the distant past, called the children of the moon, settled here and became part of Thalar’Dwari.

But this change had another price, the alienation of their homeland, culminating in Master Bernauge declaring independence from Thalar’Dwari in the year 20, when King Anasterian left the Alliance of Lordaeron. There were a few small diplomatic meetings, but fearing that the plague victims would continue to infect themselves, they refrained from military intervention and have tried to resolve the dispute peacefully to this day.

The people of Thalar’Dwari are known for their life in harmony with nature, living in remote villages and protecting their forests with bow and arrow as well as spear and blade. Known as cunning warriors and skillful hunters, every year they organize the bloody spectacle of the great troll hunt. It is even said that Goldrinn himself, the god of wolves, is well-disposed towards the elves of Thalar’Dwari and every year he appoints a champion among the elves of Thalar’Dwari to imbue him with his power.


Thalar’Modan

Lord: Ranger Lord
Stand:Lord of Thalar’modan, Ranger Lord
Acting: Eleria bloo arrow
Gender: Blood arrow

There are few stories more tragic than the creation of Thalar’Modan. Once there was a stable and mutually valued alliance between Quel’thalas and the dwarf kingdom of Khaz modan, the elves sold cultural goods, musical instruments and wood to the remote dwarf kingdom, and the dwarves sold armor and weapons to their northern partner. But this alliance was a thorn in the side of the close friends of Quel’thalas, the Wildhammers. They themselves had too little strength to stand up to the dwarves of Ironforge and defeat the hated Bronzebeard clan, but Hochthan Durak thought that the elves would be the ideal candidates. So they attacked dwarven towns near the Shadow Highlands and across the Thandorhall Crossing, leaving weapons and banners of Quel’thalas behind.

It didn’t take long for diplomats to arrive in Silvermoon and demand compensation and negotiate a surrender of the elves in the name of their king, Edark Bronzebeard, and declare themselves. King Anasterian could hardly believe these demands, he had heard about the attacks, but the king did not want to be blamed for such a dishonourable act. Anasterian did not want to leave this impertinence unpunished and sent the dwarves away and wanted to arrange a meeting with the dwarves to get to the bottom of the events. But this meeting was never to happen, because the dwarves are not the most patient of people, and once they get something into their heads, they usually do. So Arathi and the Bronzebeards allied themselves and sailed together towards Quel’thalas. The elves won the first skirmishes, but when the great army finally landed in the Western Mark and attacked the port cities, the tide threatened to turn. The war of sins took its course.

The Ranger General of that time, Lady Thalarissia Windläufer, grandmother of the legendary Windrunner sisters Alleria, Sylvanas and Vereesa-Windrunner, led the troops in defense and fought within the Westmark for the security of their homeland. Meanwhile, Prince Valodir moved towards Arathi with another army.

To his surprise, however, he was surprised to find that the Wildhammer dwarves were already intervening and making the war in the far north more difficult by attacking the supply line. The King of Arathi, Bjarnon Trollbann, did not want to sit on this and attacked the Wildhammer Dwarves and invaded their territory. However, this was to end in a high price for Arathi, because the forest trolls from the hinterland recognized the weakness of the enemy and attacked the south-eastern city of Hammerfall and brought it under their control. Now with a bridgehead within Arathi, the people of the Arathi Highlands were involved in a three-front war. Only years later, it would turn out that the prince was conducting secret negotiations and that he had been in charge of a and persuaded the trolls to divide Arathi among themselves.

In bloody battles the Westmark could be reconquered and secured over time, which is why the elves finally took a closer look at those responsible for this war. With reinforcements from Quel’thalas, the Arathi were forced to capitulate, and so Prince Valodir occupied Nuvrengarde, the capital of the empire. From there he commanded his battles and held King Bjarnon prisoner. The Peace of Rajörn ended the occupation of the capital, and obliged Arathi to free conduct and neutrality in this conflict. Furthermore, Hammerfall was deprived of the land, which was to ensure many years of war with the trolls, a wound that has not healed until today.

With the now complete army from the hinterland and Quel’thalas, the troops moved into the dwarven realm, Khaz Modan. Within a few weeks they fought their way through the passes and even advanced into the Modan Valley. There, their advance ended abruptly when an army of nearly 100,000 Bronzebeard dwarves faced the forces of elves and Wildhammers. The ensuing battles stained the fertile valley, leaving it in a desolate and terrible state. The Bronzebeards tried everything to stop the advance, and so it happened that in the course of the fights the Thane of Karakor and Ilmaril, the general of the Bronzebeards, Barzhul Copper Slash and also Prince Valodir lost their lives. When the news of the prince’s death reached Quel’thalas, Anasterian, in his anger and grief, overcame it and let the magical research continue, he wanted a weapon that could destroy any army, any army no matter how large. As the conflict in the Modan Valley continued

Anasterian, blinded by his grief and anger, let his troops return to the swamps and decided to use the weapon. The bright flash of light that preceded the rumbling explosion was just one of the many things that happened that day, the victorious army of dwarves was almost completely destroyed and the face of Modan changed forever, a crater as big as a whole city filled with water from the underground and created Lake Modan, giving the land a new name, Loch Modan.
The name was to remind of the sins of the elves who brought shame upon themselves with this weapon. Lordaeron, Alterac, Arathi, Kul’tiras, the Wildhammers, the distant Stormwind, and Gilneas quickly joined this view, only Dalaran abstained. This is how the Silvermoon Agreement came about, which outlawed the use of mana bombs, regardless of who was using them, but the countries could not achieve a ban, the fear of becoming victims of this weapon of mass destruction was too great.
Ironforge, defeated, was forced to surrender and lost Loch Modan in its entirety to silver moon, thus Quel’thalas rose to the undisputed pinnacle of empires within the Eastern Kingdoms, and the years known as the Golden Age began. Together with Arathi, they received the war debt and had to pay huge reparations.

The people of Thalar Modan are mostly dwarven, given to the elves as workers to fulfill the reparations payments, and to serve their masters as miners and craftsmen. There is no colony of Quel’thalas where rebellion is more common than here. The dwarves of Loch Modan seek to punish the Elven occupiers for their clannic murder and sin, and rise up against their bloody rule. The capital of Thalar Modan has already been set on fire twice by insurgents, and even so Karador is an eyesore by elven standards.

The situation only calmed down when the Phoenix King had a Ranger Fortress, commonly known as the Ranger’s Hut Quel’nadres, built. Since then, the rebellion has subsided, but it is still seething beneath the surface. King Kael’thas returned Thalar’Modan to the dwarves of Ironforge in 44, and the elves left the colony, forcing Ironforge to accept the Shadow Highlands into the hands of the Wildhammers. This contract is the Hammer contract.


The hidden islands

Governor
Status: Lord of the Islands, Admiral
Acting: Thorana’s Breath of Mist
Gender: Breath of mist

The Hidden Isles are a land close to the Maelstrom, and only the elves know how to reach it. The wild waters and rocky land make it difficult for slow ships to travel the sea. The Hidden Islands are a colony formed in the year 200 of the year Phoenix King Anasterian Sunstrider. The elves in greatest distress, against the fireswelling trolls, received orders from the king that all ships should leave the country immediately to seek refuge for the people should they lose the war.

Most of the ships never returned, but one of the greatest seafaring heroes of Quel’thalas, Ildarion Silver Star, reached the remote islands, which were uninhabited. Leaving half his fleet behind, he set out for Quel’Thalas, which had by then won the war against the trolls along with the humans.
King Anasterian was nevertheless taken with the idea and sent Silver Star, along with a fellow student from Volura, with the returning ships to occupy the islands in the name of Quel’thalas’ glory. Both of them were henceforth in charge of the administration of the newly established colony and they were commissioned to build cities.

According to the legends, however, the islands are considered to be heavily fortified and are said to have large mines of gold and gemstones. Kul’tiras has repeatedly tried to follow the elves, but they themselves are interested in the hidden islands and the legends about them. Even the goblins do not venture onto the hidden path that the elven ships travel.
The people of the islands are known for their independence due to the long distance to Quel’thalas. In the course of time, they have become increasingly estranged from their homelands and now even see themselves as an independent nation. Once they enter the continent’s mainland, they behave like travellers from distant shores.

They are also sunburnt as their relatives living in the far north, and are often called sea elves, although this is a feeble attempt by humans to distinguish between the high elves of Quel’thalas itself and the elves of its colonies, who, the further away one goes from the kingdom, have developed conspicuous characteristics, both culturally and externally.

Pantheon of 8.

Gods of the elves

The Eight, or the Pantheon of Quel’Thalas, took its origin in the bloody Age of Tears. The era, which lasted thousands of years, ended almost 5000 years ago, but a legacy from that time has been preserved to this day. The 8 Gods stand for the culture of the elves and represent their power over light, arcane magic and nature. But also their sovereignty over aesthetics, philosophy and the beauty of mind and body. Risen in the divine spheres, nourished by the Sunwell itself, the Eight have always protected the Thalassic people from attack. But with the fall of the Sunwell, some of them changed. They manifested as Manahungry Horrors, terrorizing the land to satisfy their hunger for magic. So now the elves of Quel’Thalas themselves call for help to protect them from their gods. But not all of them fell prey to the hunger for magic. Ahillea, the goddess of nature, stepped out of the shadows to fight the misguided ones and to preserve her essence to resurrect her one day.

Belore, the Two-Faced God, Lord of the Living Flames, defender of Quel’thalas and supreme god of the high elves - as patron saint of all high elves and guardian of the throne, he drives the great chariot Quel’dathal, pulled by the hundreds of flaming birds, riding across the firmament day after day in pursuit of all the terrors of darkness. In the shining armour of the canoe he is able to defy every wound, with the Thal’A’dor, the legendary Sunspear he destroys all his enemies and smashes their bodies in the mountains of heaven and earth. Its light is so bright that it never goes out. The second face of Belore is the Silver Falcon. When night falls and the cold threatens to extinguish all lights, the Silver Falcon Shal’Belore rises and gives hope that never perfect darkness will bring Hersche. Its sign is the sacred Sunwell, dedicated to Belore himself.

It is symbolized by the light.
The mage priestesses and priestesses of Belore fight in steel armor with the powers of holy light and arcane magic against the minions of darkness. They are also master healers and feared warriors on their steeds of steel. Their home is the Flying City of Voltura, a champion of justice, and the islands of Quel’Danas and Silvermoon. The three great temples form the three pillars of Belore.
It is also said that Felo’Melorn is a splinter of Thal’a Dor, and was bestowed upon the kings of Quel’thalas as a sign of authority, along with the crown of the Phoenix.


Ulandil, the grumpy god, lord of thunder and lightning, ruler of the seas and prince of the high heavens - is feared for his whims when in his anger he unleashes storms and sends lightning across the sea and the land. As Lord of all waters, he is the patron saint of shipping as well as adventurers and explorers. As the son of Belore, he plays the lullaby of the tides, of rising tide and sinking ebb tide. Thus he soothes the clouds and leads them to sleep, or awakens their anger and makes them pile up into violent storms. His song reaches the eternally burning Belore, whose favour he wants to win. Thus father and son unite in the morning and evening, so that the seas burn in the flames and the chariot Quel’dathal plunges into the floods. The sign of Uldandil is the song of the Thunder Harp.

Is symbolized by arcane magic, evocation (Divine Magic)

The magician priests of the Uldandil are trained sailors and are considered great discoverers. Masterful at reading the winds and directing lightning, they are indispensable to the Thalassic Navy, as well as being able to summon the stormy forces of Ulandil to crush their enemies in an emergency. The floating temple of Ulandil and the ports of Quel’thalas are their home.


Junkai, the deceiving god, weaver of prophecies, master of time, prince of magic and lord of fate As weaver of prophecies and lord of all things that were, are and perhaps will be, he lives in the halls of immortality, his eternal land stretches from the wells of the past to the waters of the future. He grants a glimpse into time to all those who need a foresight, but even the wisest cannot say whether these are past, present or future insights. Those who listen to his voice for too long will find themselves in the inextricableness of time and fate, until it literally drives them out of their minds. In the old days he was the supreme of all gods, and as father of Belore he finally left the rule of the heavens to his son. His symbol is the Eye of Providence.

Is symbolized by arcane magic

The priests of the Junkai are considered masters of prediction, omens of the future and chroniclers of the empire. Their temples are towers of magicians, their places of prayer are libraries and their weapon is the sharp word. They use their powers solely to maintain the empire and they are not allowed to see more than Junkai allows them to see. As esteemed astronomers, the mage priests of Junkai can be found in the sanctums of the empire as well as in the larger cities of Quel’thalas.


Jasia, the goddess of beauty, mother of the elves, dancer of joy and mistress of lust-As the patron saint of all birthing, she stands for fertility and love. So she lies in the gardens of Alar’dora and celebrates the love-filled Lumars. As protector of all women, she curses all those men with the unquenchable desire and reveals to them that their deepest dreams and hopes are nothing but ashes and dust. As Belore’s wife, she calls him home once a month to the Kingdom of Heaven and accompanies him across the firmament in the days of the unconquered sun, when the sun and moon meet. No one, it is said, can elude Yasia, her smile makes even the strongest warriors lose their strength and the legends say it is easier to kill oneself than to even think of harming her. Her symbol is the nursing woman or the passionate dancer.

Is symbolized by love, the magic school of enchantment, the magic of nature and the holy light

Priestesses and priests of Yasia serve in the temples of lust to satisfy the desire of both men and women for physical pleasure. They are also guardians of the traditions and proclaim the feast days of the kingdom every year. As laisareis in prestigious houses they teach the young children of the elves the traditions of their homeland as well as the long history of Quel’thalas. The role of man and woman is also largely taught by the priesthood of Yasia in the lands of the elves. There is a temple of Jasia in every major city and village.


Ahillea, goddess of nature, protector of animals, creator of all flowers and guardian of all plants - as a field full of grain, as a lynx roaming the forests, as an ancient giant tree that defies the winds or as a flower that appears only once a year, the elves recognize Ahilea in them all. The goddess of nature is also called the shapeless, it is said, there is no figure that could do justice to her grace and at the same time her cruelty. So she is said to be unimaginably beautiful and at the same time indescribably terrible. At the end of the old year, she puts all the children of her kingdom to a long sleep until the new year, when they will be stirred up again. As wife of Junkai, she is the oldest of the female deities. She already ruled the world when the elves were young and only Junkai seems to have been before her. Her symbol is the Thalassic Rose, beautiful and yet full of thorns.

It is symbolized by the worship of nature, as well as divine magic - nature.

Ahillea is the only deity who has no priesthood, the elves believe in the powers of nature and have worshipped nature for thousands of years. Especially the inhabitants of the Immersang Forest as well as the Silver Rivers are known for their strong belief in Ahillea, but also the farmers make a symbolic sacrifice of earth and water every year. Their temple is the world itself, and their worship is the appreciation of life. Belore’s strong desire to protect all life is said to originate from Ahillea.


Hanyariel, the god of wisdom, master of philosophy, king of fools, guardian of muse and art as well as chronicler of the gods - chained to the inkwell, Hanyariel serves in the eternal lands of Junkai. As a former servant of the deceitful god, he learned to see through the deceptions Junkai imposed on him and thus attained true wisdom. As a chronicler of the gods, he keeps the fate tablets, in which the mortal lives are written down. He is the king of all fools and is able to put a smile on the lips of even the most deceitful of deceivers, and with his incorruptible philosophy he recognizes the twisted truth inherent in the spoken words. Only little escapes his notice and in his eyes shine the depths of the stars and the blue skies of the day. His symbol is the open book volume. It was he who convinced the junkie to renounce the eternal throne in favour of his son.

It is symbolized by philosophy, by attaining enlightenment and wisdom as well as the powers of the world itself. He is sceptical about magic, as it is said to deny one the way to true wisdom.

The priests and priestesses of the Hanyariel are above all eloquent philosophers and mathematicians, they are well-known supporters of art and appreciate a discussion at eye level. Especially elves who find themselves at the end of their lives choose the path of Hanyariel and follow the paths of wisdom to find enlightenment and peace before death. There is only the temple in the mountainous clefts of Thor 'dana, and it is said to house one of the largest libraries in the whole country.


Valarie, goddess of a thousand faces, mistress of winter, queen of plagues, domineering over darkness, princess of death - Valarie, commonly known as the goddess of death and fled among the elves, stands for the finiteness of life. Despite the many centuries of Quel’thala’s life, the elves of Quel’thala cannot escape the thousand faces in which their work can take hold of you. She is on every battlefield, in every hospital, in every childbed and even in every bedroom. In her cauldron she brews decay in manifold forms, whether it be a blade, a disease or a nasty fall! As an omnipresent deity, no one can escape her brew and even nature has to bow to her will and fall into a long sleep year after year, yet too many still pay the ultimate price to honour Valarie. The sign of Valarie is the dead body.

Valarie is symbolized by the emptiness.

The followers of Valarie are mainly active in cemetery maintenance and as gravediggers. But they are also regarded as skilled assassins and effective assassins. The priests of Valarie are masters at concealment and are able to merge with the shadows of their surroundings. Thus they have become known as Shadow Runners outside of Quel’thalas.


Olidir, god of war, the great hunter, master of all weapons, hero of the gods, soldier king and lord of the battle - appreciated as a great hunter among the rangers, nothing escapes Olidi’s arrows. In his magnificent armour, on the great warhorse Ilfraha, Olidir rides into war and calls the warriors of the old world to him with the Horn of Aldrathur. As a master of all weapons, he has fought on many battlefields. His lust for battle and pain can only be quenched by the song of arrows whistling through the wind or the sound of steel hitting steel. His only concern is for the fight. The God of War struggles with the same passion and craves for blood on the eternal battlefields as his enemies and whenever the opportunity presents itself, he throws himself mortally brave into the next battle, regardless of the risks, in order to successfully save the palaces of the Gods in the Celestial Lands from complete destruction.

The classic symbol of Olidir is the feathered arrow that crosses the sharp blade, but the new symbol of Olidir is the blood-dripping fangs of a lynx.

As a belligerent god, Olidir gives his followers courage and bravery, but instead of protecting the world and guarding life like Belore, Olidir also dares to attack. The selfless war is his concern, and for this no sacrifice is too small for him. Especially the rangers and world wanderers follow the virtues of Olidir. His priests are the soldiers of Quel’thalas, who fight as relentlessly for the glory and honor of the realm as Olidir fights for the Divine Palaces.

The high priest and champion of Olidir is the Ranger General of Quel’thalas, who traditionally carries the sacred bow: Tash’Dora, the legacy of war.

It is said that as long as Tash’Dorah protects the forests of Quel’thalas, no attacker can ever defeat the elves in the field.

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Expansion of dwarf lore. Early Ironforge, formation of the three clans, detail on the epic game of Dwarf Fortress that the war of three hammers was, and more detail on the clans as they currently are.

For the obvious selfish reasons.

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I have also written something for the dwarves - just because there are so few - :wink: If you would like to read this…I am currently at gilneas and Stormwind, the dwarf people are already finished, arathi as well, lordaeron, alterac, are all finished, gilneas is almost finished, I also wrote a dwarf god :smiley:

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okay, next i´ll post dwarfs, all three clans^^

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Kingdom of Khaz Modan

Ruler: King of the mountains

The former empire of Khaz Modan disintegrated in the War of the Three Hammers into the three separate kingdoms of the dwarves. From the ruins of the last one the kingdom of Khaz Modan rose up, which sees itself as the rightful successor of the empire. Led by the triumphant Bronzebeards, Khaz Modan has experienced a series of ascents and declines in its nearly 400-year history. But until today the Bronzebeards fight for the preservation of their empire and face any enemies wherever they meet each other. Proud of their ancestors, and of their deeds, the kingdom of Khaz Modan is the most powerful dwarf kingdom that still exists today and the inhabitants of this kingdom dream of uniting the fragmented clans again one day, under their leadership, if necessary by force, in order to regain the knowledge that the war of the three hammers had cost them.
Khaz Modan is divided into its 5 provinces

-Grimmoor
-Dun Algaz
-Dun Morogh
-Tol Barad
-Dragon spikes

The Grim Swamp
Lord: Contested
Gender:
City: Grim’Batol
Dwarf clans
Dark Axes
Horn mallet
Dragon Eyes
Scale-stick

The Grim Bog lies south of the Kingdom of Arathis and borders the continent of Lordaeron to the north with the large promontory of Khaz Modan, on top of which the Khaz mountain range is located. Relatively isolated from the mountain kingdom of Khaz Modan and the highlands, the moor was the main scene of the War of the Three Hammers. Once a fertile, far-flung land, at the heart of which stood the great mountain city, Grim’Batol, led by the Wildhammer dwarves, it served the clan for centuries as a defiance and mountain stronghold in the war and stood for the rune smiths and their progress of Khaz Modan. It was here that inventions such as the working of mithril and adamantium were achieved, as well as being known as the birthplace of the secret of black powder for making firearms within the Eastern Kingdoms. Celebrated as the jewel of the north of Khaz Modan, it long competed with the capital of the kingdom in the south, Ironforge, for influence and power, and the mountain town of Thaurassin in the hot south. But the shadow of war was already feeding, when the last High King of Khaz Modan, Durin Ambossar XXIX lost his life, the long fermenting turmoil between the three leading clans finally broke out in Ironforge. The suspicion of murder was spreading, and all the leaders threw the deed to each other, the wild hammers to the bronze beards, the bronze beards to the dark irons and the dark irons to the wild hammers. The clans - upset by the previous conflicts - finally called their allies together and the war of the three hammers began. A great army of Dark Irons marched from their southern homeland to Grim’Batol, laying everything in ruins on their way. With great siege weapons and mechanical golems, they attacked the advanced city of rune forging. This attack was led by none other than Modgud the Sorceress! Probably the most powerful witch of all Khaz’modan who had ever lived. During the four-year siege, the forces gradually destroyed the defenses and finally penetrated the city with their perfidious magic.

Deep beneath the surface, in the lowest dungeons of Grim’batol, the final battle erupted. In a terrible battle, the then leader of the Wildhammers, Khardros Wildhammer and his warriors fought against Modgud and her army. The witch-woman, initially confident of victory, was soon faced with imminent defeat. In a last act of desperation she collected her remaining magical powers and set them free in a terrible explosion. Even as the powers shook the web of reality, dark alien creatures invaded Grim’Batol. Creatures as if from another world. The earth trembled beneath the magical forces that bored a deep fissure into the city, completely desecrating it and revealing red-hot lava. The Shadow itself took shape, in the form of murdering legions, while devastating waves of energy swept through the city and the land, leaving only a rotten moor in the once fertile, gentle land. Modgud had fallen, but Khardro’s people faced utter annihilation, and so most fled in fear, leaving Grim’batol’s walls behind them, never to return.

Only a few clans survived that day, and those who did and did not flee seem to be literally trapped in the past! With the foothills of the Khazberg Mountains to the south and east and the swamps to the west, you can still feel the echo of this battle, and you can even hear the cries and screams. The few who venture here seek the legendary treasures of Grim’batol, brave adventurers and treasure hunters seek the former jewel of the north of Khaz Modan, the few who return had paid for the attempt with their wits and fell under the dark curse of Grim’batol, overcome by shadow and fear. In addition to the dwarven clans captured during the war, there are also the mighty Dragonmaw Orcs who threaten the land and learn to harness its powers, nurtured by the darkness of Grim’batol.

For this reason, after the Second War, King Magni Bronzebeard of Ironforge sent the League of Explorers to the area to get to the bottom of the strange events once and for all, to bring Grim’batol back into the hands of Ironforge and banish the dark shadow of Grim’batol. And although the League of Explorers has made some progress and has been able to reclaim a small portion of Grim’batol’s surrounding area to rebuild this area, the darkness of the city seems to be putting the dwarves’ courage to the test. After the Second War, King Therenas Menethil erected the port city of Menethil as a token of friendship between the dwarves of Khaz Modan and in support of King Magnis’ plans, and the Silver Hand sent support as well! The League of Explorers built the old ruin of Dun Modr from new to strengthen their position. The night elves when they joined the Alliance and learned of the events in Grim’Moor also sent troops to fight the darkness that held the land and nature in its grip. Yet for all their efforts, Grim’batol’s shadow still seems to hold the land in its icy grip like a festering wound.


Tol barad
Lord: Than
Sex: Gloirsglon
City: Slagworg
Dwarf clans
Eisenhauer
Red Shield
Gloirsglon

Tol’barad, in the language of the dwarves, means “Protected Place” and was long considered the last retreat of the High Kings. Should Ironforge fall unexpectedly, the impregnable walls of Tol’barad would withstand anything, no matter what came. Conquered in 1022 of the dwarven calendar, the Anvil High Kings built a fortress there like no other in the Eastern Kingdoms. Garrisons standing along the roads, each as well protected as a city, a network of tunnels and weapons depots, and last but not least, in the center of the small island, the only entrance to the remote and far-flung realm of Tol’barad. The thick walls and rocky landscape of the mountains protect the hidden secret of the island, making it one of the best protected places in the world. The gold of the Bank of Ironforge is also stored here, much to the chagrin of the goblins. But after the War of the Three Hammers, the victor of the war, the Bronzebeard Clan, decided to hold the captives on Tol’barad in a part of the Underworld. Among the Bronzebeards, Tol’barad became what it is today, a dreaded prison island and home to the state treasure of Khaz Modan. There is little left of the once magnificent areas beneath the surface, so the walls of Tol’barad are strong enough to hold dragons, ogres, and other beasts in person, much to their chagrin.
The oldest prisoners have been vegetating here - without ever having seen sunlight or anything but their cell since - for almost 700 years. From elves captured in the Sin War to captured Dark Irons and Wildhammers from the War of the Three Hammers. But also political enemies of the Bronzebeards themselves are trapped here. Once you land here, there is only one way to leave this place, as a coffin. Thus, to this day, no escape from Tol’barad has ever been successful, and although the island nation of Kul’tiras has now conquered part of the land, it is still completely shielded from the Tol’barad Empire.

The desolation of the place doesn’t seem to affect the dwarves who live here as much as it might seem, on the contrary, they seem alert and vigilant. On top of that, they are known as powerful dragon hunters and good crossbowmen.


Dun Algaz
Lord: Than
Gender: Redbeard
City: Thelsamar
Dwarf clans
Hook picker
Cutting pass
Thelarin
Anvil (byline)

Dun Algaz was the fertile area of Modan in the past until the Sin War split the country and the great crater lake, known as Loch Modan, was created. Dun Algaz today stretches along the mountains in a system of tunnels and connected valleys along the edges of the elf colony, only a shadow of its former glory. Thelsamar, once a busy city, has become a marginal note in history and if the trade route did not pass through the city, Thelsamar would have disappeared completely. Orphaned it often seems to foreigners, and the actual Thans family does not seem to care much about the city.

After the defeat in the Sin War, the centuries of rule over Dun Algaz, a sideline of the former royal family, were set aside by the Bronzebeards and exchanged with their cousins, the Redbeards. The first Than of the Redbeards, Glimloin Redbeard had sworn to his king, in the name of his children and children’s children and their children after them, to end the unjust rule of the elves, before they would not rest until then, nor would they rest. To give his words more weight, Glimloin Redbeard called the best smiths of the empire to forge the legendary weapon of the Redbeards, the Elven hammer. In the engraving of the staff, the oath was written in Khazer characters, binding the family for better or worse. No Redbeard is able to die until today, they wither like a flower when the end of their life approaches, but the grace of death is denied them, they degenerate over the centuries to literal skeletons without being able to find the peace of the grave. This oath is also known as the Black Oath. No dwarf has ever repeated this oath because of this, most of them are afraid to experience the same fate. Over the centuries that followed, Glimloin and his line of ancestors carried out a series of powerful blows against the colony, they were able to shift the border in their favour, permanently, and a number of garrisons adorn the face of the border today. In addition to riots organized by the Redbeards within the colony, there have also been horrific border conflicts, which is why the name Elf Hammer alone is enough to make the elves feel uneasy. Quite a few elves fled from the sight of the mighty and hated weapon, because too many fell victim to it already.

The victory, the goal, was already within reach more than once before reinforcements from the north brought bitter fruit for Glimloin and his ambitions. Since the fortress was built in the colony and steadily increased with additional troops, Glimloin and his followers also suffered a bitter blow. Two garrisons were completely destroyed within a short time and a siege of Thelsamar was even threatened. The elves from the north seem willing to keep the colony in their possession.

The inhabitants of Dun Algaz are considered to be dark and serious people, trained in battle they are feared everywhere because of their immortal Thans, the Redbeards. Elsewhere they are also called Voilsasch Thors, the Darren Than, or the Oathbound Ones, and they are mostly avoided, even the present kings of Khaz Modan want nothing to do with the Redbeards. But undaunted by this suffering that came upon their family, they keep Glimloin’s oath and fight for the freedom of all dwarves.


Dun Morogh
Mr: King of the mountains
Gender: Bronze beards
Town: Ironworks
Dwarf clans
Anvil (main line)
Rubystone
Stone art
White beard
Hammer embers
Iron Shine
Copper Blood
Adit construction
Brownbeard
Frozen steel

The snow-capped peaks of Dun Morogh are home to the heart of the kingdom of Khaz Modan, the capital of the empire and a high town of craftsmen and technicians, ironsmiths. Carved into the massive stone of the Khaz mountains, the city with its winding tunnels, large halls and extensive network of mines and gorges is home to the four high guilds of Khaz Modan, the seat of the Senate and last but not least the seat of the King in his Diamond Palace and the Mithrild Cathedral, which Sigfrian I of Ironforge had built for his people.

It is said that all roads lead to Ironforge, so great trade routes run like a network of veins across the Dun Morogh plateau and supply the dwarves living there with important goods and wealth. Around the city there are several research sites where the dwarves’ technicians test their wild inventions, as well as several villages that, despite the snow, make the landscape very rural. In the villages there are often clans that compete with each other as well as regular festivities to crown the best craftsman, warrior or master builder. In general, the people of Dun’morogh are therefore wrongly described as party animals and are often called comfortable. But don’t say this too loudly near a dwarf from Dun’Morogh, because you will soon be taught better.

The great faculty of Gnomeregan in the northwest of the country is the pride of the craft guilds and even competes in name with the magical academies of Quel’thalas or the great universities of the humans. Thus only the best craftsmen are trained there. Occasionally you can also find different races here, so there is a minority of foreigners who teach and learn there. The faculty is also the origin of the mighty steam tanks, which the dwarves take to the battles. However, it is not a faculty of pure science and knowledge, rather it is a war academy where the dwarven engineers are trained to invent deadly weapons in the name of Khaz Modan and to use them as effectively as possible against their enemies. Ancient legends even say that the city was already standing at the arrival of the dwarves, a race of metal creatures that was exterminated by the dwarves once lived in this place.
Finally, there are the large mountain and defiant bunkers, which characterize the landscape. High up in the peaks of their mountains, the defensive fortresses rise up to defend the country and were able to hold even the orcs in the second war for a long time. Quite a few of these impressive stone and metal fortresses are under the direct control of the Senate to exert influence on the king. The mighty mountain archers are also trained here, who are considered skilled snipers in their familiar peaks, capable of withstanding even the harshest weather.
The people of Dun’Morogh are considered skilled and patient, but woe betide the dwarven pride, they shall never forget an injustice done to them. For generations, resentment and resentment is rewarded. And they have reason to be proud, for the dwarves are one of the few races that can hold their own in Azeroth without great magical abilities. Their unique blacksmithing skills and technical wisdom have created something that many would call a miracle. Over time, however, a religion among the dwarves was established by the humans of the south, and the sacred light found its way into the culture of Khaz’modan, driving ancient knowledge out. Among the Bronzebeards in particular, the Church of the Sacred Light spread, especially among the dwarves of Dun’Morogh, who vouch for their people.

The dragon spikes!
Lord: Than
Gender: Silver
City: Angrona
Dwarf clans
Swinging blowers
Hammer Wrath
Thalssilver
Black cut
Forging Fist
Dragon Death

The Dragonheads are the original home of the Protodragons, and thousands of years ago they were the site of a bloody conflict between the Ancient Empire of Azeroth and the dwarves of Khaz modan. In the course of this conflict, known as the Festival of Dragons, much of the land was burned to the ground by the fearsome Dragon Riders who led Azothia into battle. If the dwarves had failed, the Dragon Riders would have conquered not only Khaz Modan, but the entire Eastern Kingdoms.
The Dwarves, led by the then General Silverhammer, who in the name of His Majesty High King Gindurlin Amborsar, faced the threat and fought against the fiery power of their enemies. Though they emerged victorious in the field against the armies of Azeroth, they were unable to take action against the dragons. In their distress, they created the Rune of the Storm and embedded the fabled artifact deep within the enemy’s land. With the help of a natural barrier in the form of strong winds, the dwarves were able to turn the fortunes of battle in their favor and banish ancient Azeroth to the south, where they remain to this day. Even the dragons are unable to leave the lands, the winds are too strong to keep them within their borders. Elsewhere, this wind is called the Stormwind of Azeroth, or the breath of Khaz Modan.

But the dwarves paid a great price for their victory, for their territory was now cut off from the warm winds from the south, and the whole of Khaz Modan sank deeper and deeper into the cold. The dragonheads were particularly hard hit, the war-torn land turned into an icy tundra and the large meadows and fields froze in icy cold.
In the heart of this eternal snow and ice landscape rises the city of the dragon slayers, Angrona, and in the middle of which one of the 7 wonders of the world is located, the Hall of Fame of Draschnir. Across 7 mountain peaks, supported by mighty columns, the city is located in the middle of the mountains, at the former nesting places of dragons. The past, although glorious, is carried with humility and pride. The great warrior schools along the peaks train the finest warriors of all Khaz Modan, trained in combat at both near and far distances, the Angrona warriors are not without reason considered the feared enemy and elite of the dwarves of Khaz Modan.

An Angrona warrior can even cover himself with stone and is able to fight with the courage and strength of many dwarves. Over time, this power gave them another name, based on legends from ancient times, and elsewhere they are often mistakenly called Mountain Kings. The most famous warrior school is the hanged spitz, which is run by the Thalssilber clan. But all influential clans of this country maintain their own warrior school. It was the warriors of Angrona who broke the siege of Ironforge by the Horde.
Although elsewhere in Khaz Modan the belief in light has been established, the people here still live by an old and almost forgotten custom. The belief in the creators, a series of stone giants with just too much power to imagine, is still openly practiced here, so it is hardly surprising that there are few chapels here. Much bigger and more magnificent are the stone vaults, which were built in honour of the creators.

The inhabitants of the Dragonheads are celebrated for their courage and their warrior schools are among the best of all continents. The dwarves of this place are proud of their past, but they do not let themselves be adorned with foreign feathers. Honor and dignity is important to the dwarves here, so they stand up for it, if necessary with their lives. The dwarves of this place don’t think much of politics, they are a very direct blow and their strict code of honour forbids them to spread lies and deceptions.

dwarfgod kahz

Khaz Lightbearer, also called the blacksmith’s father, is the highest god of the dwarven pantheon! As the guardian of the hearth fire, he is the patron of the flames. Perpetually he swings the Hammer Gjol’nathal against the withering furnace, to keep the eternal flame alive which supplies the rune smiths of Yal’thanal with the sacred metal mithril. In the legends of the dwarves, he erected one thousand statues in his own shape out of loneliness, but they were cold and lifeless and the halls of his forefathers remained lonely! So seized the Dwarf patron saint of the wrath of despair. He threw the lifeless statues in the middle of the room, some got lost in the halls, but others hit the metal frames of the of an extinct melting furnace, and the fire of life ignited by new ones! As the sparks ignited the smelting furnace awakened, the statues also awakened, but their face where once flawless was pervaded by deep clefts like the clefts of the earth, her spirit filled with the flame of the Melting furnace and their skin covered by deformed hills. Those in the flames of Yal’thanal were born the Jalnin. Incomparable craftsmen, whose skin is hard as stone and whose Spirit shone in the spark of creation itself. As ancestors of the dwarves, it is said that only in Khaz sends a Jalnin to end the threat to his people in times of special need. prepare! Those creations of Khaz that were lost in the darkness became the Algazen, the prodigal sons! Their influence brings death and destruction, so they loll about in the darkness the halls of the blacksmith’s father, her eyes that were never kissed by the flame still reflect …the dark lust for the eternal flame returns today. It was also the Algazen who first Children corrupted and so the first dwarf prince of the darkness fell to the ground! Only that courageous intervention of Jalnin Durin Donnerschlag ended the reign of terror of the Algazen over the dwarves by making the fallen prince Molgoth flee!

Wildhammer

Dwarf clans of the hinterland
Highthan
Hreiðurfund
Lord: Than
Acting: Kur’an Wildhammer
Capital: aðgangur

The once largest clan of the dwarven kingdom of Khaz modan, the Wildhammer Clan, lost the greatness of its power and influence during the War of the Three Hammers. Beaten, driven from their own home in Khaz modan, the dwarves of the clan were only able to go into exile. In the 7-year exodus the people of the legendary witch hammer, Hochthan Khardros Wildhammer, tried to found a new home. Via detours they thus came to the hinterland dreaded by the inhabitants of Arathi. There - so it was said at that time - live mighty spirits and green giants, which devour everything that gets in their way.
Fearlessly the Hochthan and his clan faced the eerie landscapes of the hinterland and on the northern flank, near the passes into the Arathi Basin, the Wildhammers built the great city; Nist Peak, or as the dwarves call it: Oganur. But very soon the truth about superstition was to reveal itself. Although the dwarves had heard of trolls before, they had never seen the trolls of the Amani Empire. This was to be a devastating mistake. An army of trolls emerged from the forests and approached the dwarves, with mighty spider riders, winged beasts as if from nightmares themselves, and led by the loap priestess Cekhi al’Shadra and his consort and warlord, Qul’zan. The dwarves were not defenseless, but the superiority soon threatened to bring them to their knees, the previous wars had demanded a high blood toll and so it became increasingly difficult for the dwarves to resist their skin, the nesting peak finally fell victim to the superiority, and the second city of the Wildhammers was lost.
In the following years, the Wildhammers were pushed to the edge of existence, even hunting game of the trolls, caught in their dense forests, changed their whole culture. They became fierce warriors, carrying the blood of their enemies on their bodies, defying death itself with wild skins and living and dying together with the animals of the forest. They built wooden villages, protective walls of earth and began to worship wild idols and powerful spirits. But the animal that fascinated the wild hammers most was the mighty griffin, and so they entered into a mystical alliance with the griffin of the hinterland, the wild pact.
Although the trolls on land might be superior to the dwarves, the Wildhammer Dwarves gained the supremacy of the air with their griffin, they fought back with vehement power. In the course of the following decades, fragile borders were formed, the vast hinterland was still under troll control and the dwarves were only barely able to resist, even though the battlefields no longer seemed so one-sided. The great turning point, however, came when the grandson of the High Han, Kheron Wildhammer, led an expedition north and met the elves of Quel’thalas. Having heard the stories of their enmity with the forest trolls, he tried to persuade them to join his people as well.
King Anasterian was far from willing to get involved in the conflict, but someone else listened with interest, Crown Prince Valodir Sunstrider. The Crown Prince promised to convince his father if it became necessary, but demanded eternal loyalty to his people. Kheron couldn’t promise this, but he wanted to convince his father of the necessity and returned to his homeland with hope in his heart, with the sign of friendship that Anasterian handed over to him at the urging of his son.

But it wasn’t until 12 years later that Kheron returned to the elves’ home and told them of the necessity. He told of unimaginable things, of nightmares that haunt their people, of poisons that seem incurable, of a spider that devours dozens of dwarves without being satiated. Anasterian, disbelieving in the story, wanted to know for sure and decided to send his son himself with a bodyguard to the hinterland. Valodir could hardly wait and left. But what he was to experience in the Hinterlands was an unimaginable horror for him, and at the same time the power of the trolls fascinated him. He was convinced of their fierce, unbridled power, a power that could be used by his people. He himself had never experienced the days of the great Troll War, he didn’t know what the Trolls were capable of and had only heard about it from stories, and what he saw here was nothing that could not be destroyed. So he quickly wrote a letter to his father to convince him to send the armies, but while he was already waiting for them, he had an encounter with the now old priestess Cekhi al’Shadra. Though his bodyguard was able to kill the trolls that protected the aged troll, they could not even touch the priestess, tormented by nightmares and cruel visions they broke to their knees while looking into the spider priestess’ black eye. Only Valodir was untouched. It should turn out that the troll was sent here by her goddess to meet the elf. Cekhi convinced Valodir that the hinterland would be a small price to pay if he could have Arathi Basin, too. He would reach the greatness of his father, the priestess said, and even go down in history as an eternal ruler. Although the spider priestess could not compete with the elf prince, his arcane powers were too great, her whispers awakened the seed of madness in him, which would later devour him.
During this time the dwarves had built another capital, the Griffin Peak, an aboveground fortress of wood, stone and earth, with walls as high as a giant and as wide as a dragon. Valodir, who knew of the tough negotiations within Quel’thalas, decided to return while the dwarves barricaded themselves in their capital, waiting for the necessary help. The crown prince promised to return before his departure. Back in Stormwind, he broke into the meeting of the synod and gave the elven lords an ultimatum. Either they would decide today or there would be no dwarves left to help. In the end, Valodir was able to prevail and a whole army was placed under his command, together with the battle-experienced Ranger Lord Bernauge, some botanists and Dragon Hawk riders. With this army, Valodir finally moved up into the hinterland.

Upon arrival, the elves discovered that the griffin peak had fallen, plundered the city and dragged the dwarves into the troll temples. Valodir and Bernauge acted quickly and led their army to the gates of the temple city. They struck hard and relentlessly and from initial skirmishes a single great war front emerged. A troop of Dragon Hawk riders and wild griffins finally advanced into the temple city and freed the dwarves from the trolls’ clutches. Meanwhile, the spider priestess lost her life and cursed her murderers with her last breath. The warlord Qul’zan was able to wound Crown Prince Valodir, who was then rescued by some rangers and brought back to Silvermoon.

Though not all of the dwarves could be saved, it was enough for a resistance force to form that fought the trolls together with the elves. But if a terrible disease was to spread among the elves, the curse of the spider priestess seemed to have developed into a dangerous plague, the only elven plague to fall victim to is the shrinking plague. The Quel’dorei lost their size and face, not only did they become smaller and more ordinary, even the arcane glow in their eyes disappeared.

The dwarves - knowing of the great service of the elves - sought a cure together with the botanists, and swore not to rest until it was found. It was to become Kheron himself, who brought the suggestion, knowing a great tree whose proximity would bring peace he sent some of the elven botanists there while he and his people held the front line alone. In the meantime, the dwarves cut a path into the trolls’ ranks and tried to free their relatives while the elves retreated to the tree. They were able to rest near it for a while and really felt a sense of healing.

Now alone and on their own, the dwarves were able to use the trolls’ confusion to their advantage and then win a land for themselves once and for all. At the end of the war, both sides, the trolls and the dwarves, were too weak to continue the war and peace was restored. But the peace for the dwarves was not lasting. In gratitude for their efforts, Kheron, now known as Hochthan, gave Master Bernauge and his elves, who were refused to return home, the piece of land that was now quarantined. It was supposed to be their consolation, even though he could never give them back what they lost. He also extended the wild pact with the elves of Master Bernauge and the trolls of the temple city.
At last a fragile peace was restored. More than half of the clan was dead, but the wild pact regulated the borders between the realms as well as the distribution of resources. Likewise, the mutual entering of the land was strictly forbidden.

The dwarves could breathe a sigh of relief that they had survived this bloody war, they rebuilt their destroyed villages and cities, especially their capital had suffered greatly. So the Wildhammer Dwarves finally broke with the tradition of underground construction of cities and rebuilt their capital, with large open spaces, terraces and houses, only the part later known as Greifenhorst, which was strongly fortified, extended into the mountain.
The industrious dwarves - diverted from any ship trade - connected their roads with those of the humans and built a veritable network of paths under their protection. This enabled them to guide important trading partners into the hinterland and became a small but crucial nation on the southern edge of the northern continent.

Things went well for several centuries until tensions arose between Arathi and the Wildhammers. Especially the mountain roads that bordered their empires were an important factor in this. Dwarven craftsmanship was famous, especially in the field of blacksmithing, and so tensions arose between the inhabitants of Minenhjiem and the dwarves of Hreiðurfund, which were to lead to a feud of inheritance, commonly known as the Guild War.

The inhabitants of Minenhjiem with the last great smiths from the olden days not only felt threatened by the dwarves, no, they also felt betrayed by them. So they first had the great gates built to make trade between the largely isolated land of the dwarves and their own homeland more difficult, but the works were too coveted, so that finally, under pressure from their own Jarls, they were forced to let the forges pass.
The dwarves saw this with satisfaction and did not miss any opportunity to mock the inhabitants of Minenhjiem for their poor blacksmithing skills. But the situation only came to a head when the young son of the Hochthan, Eregor, was accused of raping a human woman. The dwarves firmly rejected such accusations and called it foolishness, but it was already too late. The girl’s family demanded justice and went to Konge in Fjorden Fra Konge, together with several witnesses. No one knows whether the accused deed really happened, but the end of the march - which has gone down in history as the royal road - was the declaration of war by the Arathis against the Wildhammers.

Shortly afterwards, the first troops climbed the mountains near the Thangsspitz and killed every dwarf they came across. The troops of Arathi finally besieged the villages near the border and threatened to execute all inhabitants if their demands were not met. The Highthan, worried that the trolls would use this opportunity to destroy his empire and his people once and for all, had no other choice. Already 9 days after the beginning of the war, the dwarves signed a document called utilgiveliger avtalen, also known as unforgivable contract. In this treaty the Wildhammer clan took sole responsibility for the war, Eregor Wildhammer was handed over to the Arathis and the Wildhammers had to reveal many secrets of their blacksmithing.

The dwarves could not rest from this deed any longer, the Hochthan, as the pinnacle of humiliation, had to face up to the fact that his son was publicly emasculated and was henceforth notorious as Eregor Dwarf Woman. But history rarely forgets, and so Glimroth did not forget this deed either. When his son also took his own life, the dwarf’s resentment seemed to have reached unspeakable dimensions. In the following years, the dwarves looked for an opportunity to take revenge and let Arathis bleed for this deed. Glimroth didn’t go far enough, he wanted to see Arathis destroyed, devastated, unable to ever harm his clan and family again. So he sent out his dwarves all over the country, scouts were to look at war strategies of other races and if possible present adaptable models. Who would have thought that the trolls in particular would be a solution to the problem? Inspired by the Dragon Falcon riders, the dwarves tried to settle Dragon Falcons in their homeland, but each time they returned to the place of their birth. It was more by chance that Glimroth came across the griffins. Once again the Dragon Falcons had disappeared, and the Than was almost at the end of his patience, he was even toying with the idea of having his breeders executed in order to hire more capable ones, when he noticed one of these majestic animals sailing in the air. When he set the breeders on it, great progress was made after a short time. Finally he had found a weapon, the Arathi might be superior to the ground, but he would attack from where they had no protection from. But that wasn’t all, he still needed a weapon, a weapon that taught the barbarians to fear, so he had his mystics toil day and night, together with the blacksmiths, before they finally presented a powerful weapon. The storm hammers.

Dwarves were then recruited and trained all over the land to use their griffin from a very young age. The model spread rapidly and quickly found favour even among the common people. The moment of retaliation had come, under the gaze of thousands of dwarves, who looked on the war show with satisfaction, thousands of horsemen rose with their griffins. Here in the south, winged units were rather rare, even the Dragon Falcons flew rather seldom here, the second guild war had begun, and it shall go down in history as a bloodbath. The first hammer blow hit Minenhjiem, surprised by the fierce attack, they were at the mercy of the coming defenseless. Under outrageous pleading, they had to watch as the dwarves destroyed the rune forges of their ancestors.

But before the smelting furnace was destroyed, the last anvil melted down, troops from the surrounding lands finally arrived. The first battlefield against the battle-tested warriors ended with a narrow victory for the Wildhammer, also known as the Siege of Manmuul, should it be one of the first milestones in the bloody second guild war. Despite the victory, they were forced to retreat over the mountains to recover from the exertions. But faster than any ride, faster than any man, was the beat of the griffin’s wings, and before any news of the dwarves’ return to the Congo reached the Congo, the fields in the fertile valleys and Højvagt were already on fire. Whenever the troops of Arathi finally reached a place, the dwarves had already disappeared. So the dwarves destroyed large parts of the northern part of the mountain kingdom and eventually even besieged the cities of the Dvergfolk.

Unable to resist this warfare, hundreds of men in the villages and towns dead, the reigning Conge Sigismar wanted to force a decision on the battlefield. This was supposed to herald the end of the war, the dwarves had gotten used to their new possibility of fighting, faced the warrior army.

With lightning and thunder roll the Arathis were devastatingly defeated, the defeat was devastating and weakened the Arathi empire for decades to come. Many young men lost their lives that day. When finally the Konge had to admit his defeat, the Highthan on the highest form of humiliation, a triumphal procession of his troops, through the capital of the empire as well as the kneeling before Him at the royal palace.
Unable to continue the war, the Arathi had to agree to this. So the Hochthan marched to the city of the Konge, Nuværen, where he also accepted the surrender and demanded large parts of the adjacent mountain range, as well as parts of Højvagt. He also had a magnificent building erected in the middle of the city, his dead son, on a griffin that looks proudly and unbrokenly over all people.

The historians agree that this should be enough, but Glimroth’s desire for revenge and the desire to see his son again had turned to hatred. Unable to forgive the Arathis, he had his troops marauding retreat. So far, the surrounding lands have largely held back, but when the King of Lordaeron, Balthassar Menethil, witnessed the extent of the destruction, he was moved with compassion. He too knew that a war with the dwarves was not an option, but he had also heard of the help of the elves in the past. So he requested an audience with King Anasterian. He made him a proposal that became the cornerstone for the friendship between dwarves and elves. He should appease the Highthan, offer him friendship with a guarantor of protection, and Lordaeron would make sure that no more blood would have to flow between dwarves and humans.

The Phoenix King himself had no interest in a war that had the potential to become a conflagration and agreed to it. So the Phoenix King left his city and reached the great city of the Wildhammers. It is still not known exactly how the Phoenix King managed to appease the Hochthan, some suspect it was understanding, since King Anasterian, like many other monarchs of his time, had already lost children, others think he threatened him like in the last days of the rule of Strom. The result was the mountain peace, the dwarves returned the parts of Højvagt, but kept the big mountain ranges. The Arathi had to endure the statue of Eregor the Dwarf Woman in the middle of their capital, and they were forbidden to ever rebuild the rune forges, which was the reason for all that had happened.
Quel’thalas promised trade relations and formed a strong alliance with the Wildhammers, Lordaeron also pledged its peaceful intentions and aided in the rebuilding and protection of the border between the Wildhammer Empire and Arathis. This zone between the realm of the trolls, the dwarves and the humans eventually became a colony of elves, who tried to create a constant presence of order with rangers from there. The mountain peace ended the slaughter. Over the next centuries, the dwarves, together with the elves, were able to continually expand their power base in the hinterland, expanding mainly southwards, but everything was to change with the second war against the Horde.

For almost 40 years now, Kurdran Wildhammer has ruled as Hochthan over the clans of Wildhammer dwarves and enjoyed great prestige, even beyond its borders. The Griffon Riders had become a firm and important constant of the empire and were considered a guarantor of peace. After the last conflict with the trolls, in which the dwarves lost a part of their empire and Kurdran his father, the latter did not seek revenge, but rather tried to deepen trade in the tri-border area between the lands of Arathi, the trolls and his own people. He should go down in the annals of history as the great dragon slayer, a myriad of heroic deeds are said to have been performed by him and his griffin Ku’re. But his greatest achievement was without a doubt that he managed to keep peace for 40 years and to give his people the opportunity to come to rest.

The inhabitants of the Hreiðurfund are considered to be cordial, open and extremely direct, so they often don’t understand the diplomacy of the hidden words and often feel a certain lack of understanding towards the younger peoples. They also see themselves as the only true masters of grasping, and they cherish the centuries-old tradition of riding and fighting, as well as its secrets to preserve. Even though the guild wars were fought a long time ago, the dwarves have never completely laid aside their resentment towards the Arathis, a latent enmity, also known as the hereditary feud. Neither have they forgiven the Bronzebeards or the Dark Irons, and they want to have as little to do with them as possible. The Dark Irons in particular represent the darkest moment in the history of the dwarves, the War of the Three Hamers and the fall of Grim’Batol.
Woe betide those who tempt the small folk, as good craftsmen and tough warriors, they are strong allied and fearsome enemies.

Darkiron

Kingdom of Thaurissan
Ruler: Dark Iron Emperor.
The kingdom of Thaurissan, also known as the Iron Land, has been the volcanic-strewn territory of the Dark Iron clan since the War of the Three Hammers. After their defeat, the dwarves had retreated to the south of Khaz Modan and from there built their city Thaurissan from scratch in the middle of the largest volcano, Blackrock. During the last 200 years they were able to regain some areas and built large cities there. But for some years now, their kingdom has been threatened by internal conflicts and the orcs who have settled on Blackrock.

Austras

Lord: Ruby prince
State: Castellan
Acting: Fineous dark leather
Capital: Angor
Convent Oath of Fire
Dun Dalgaz Convent
Convent Thaurissarns Retribution
Convent Flame of Purification
Convent: Flaming light.

Fjalsbran, in the northeast of the Kingdom of Thaurrisan, is the home of the Fireguard and the realm of the Ruby Prince, the Kastelan and treasurer of all provinces. Once a territory fought over in the War of the Three Hammers, the Dark Irons conquered it after their expulsion from Ironforge and established the Order of Ordering Fire there. A holy order of sworn warriors who have made it their mission to stand up for their people and to carry the fire of vengeance deep into the land of their enemies. They use the holy power of light and combine it with the devastating flame of the elemental prince Ragnaros. The garrisons, militant convents, stand along the mountain ranges in the north of the empire and protect Angor, the red city, with its walls of black stone and its ruby-red spires. Angor got its name from the large slave markets, which offer their goods along the market place. From blackrock orcs to bronze bearded dwarves to trolls, all kinds of goods can be bought at auction here, but the blood of the slaves, on the other hand, coloured the square blood-red, which is where Angor’s second name comes from. Chosen by their god, Ragnaros, and charged with maintaining the cycle of destruction and rebirth, the Dark Iron Dwarves built the fabled Lava Dome. The temple serves the clergy of the sacred flame as a temple of sermon and concord, and pilgrims from the surrounding lands come to see the miracle with their own eyes. The church, with its black stone, formed from flowing out lava, has taught many a reverence for the primeval powers that once formed the country.

Outside Angor, along a large crater, the ruby deposits are deeply embedded in the stone. With machines, slaves and magical golems, the inventive dwarves of today snatch their treasures from the earth. But this was not always the case, in ancient times, before the rise of Angor and the province of Fjalsbran, it was an insignificant country what was often called a wasteland. It was only thanks to the founder of the Institutum Pierras el Cristallus; Mildthold Dunkelader, that this changed. He was the one who discovered the rubies deeply hidden under the sands and rocks of this empty land and is considered the first Ruby Prince. Thus, according to legend, he built the Institutum Pierras el Cristallus with his own hands in the south of the country in a massive mountain ridge of sandstone and granite and created the brass golem, also known as Arma Antaquia. The greatest weapon ever created by mortal hands, a construct of such power that it alone is capable of destroying entire cities in one night and one day and defying the god of fire, Ragnaros himself. But even its inventor and constructor, Milthold, feared the power of his creature and decided to split the golem into 9 parts before his death. The heart of the golem still beats today in the Institutum Pierras el Cristallus, but the remaining 8 parts have gone missing. Only a text attributed to Milthold has been preserved, inviting his successors to complete the golem to take up his inheritance, but until then, by the grace of God to the dark vein, Fjalsdan is to reign as a ruby prince. The stories of the brass golem have outlasted time and the institute still attracts designers and geologists, teaches young dark irons how to build machines, constructors and golems and trains powerful pyromaniacs. But the Institutum is not controversial, the Order of Ordering Fire itself fears that if the Institum Arma Antaquia were ever restored, they would not hesitate to challenge the supreme god, Ragnaros. Walking the fine line between heresy and criticism, controversy has often flared up over the Institutum’s never-ending quest for the Brass Golem. The Order has been trying for some time to officially criminalize the search for the eight remaining parts, but so far the Institutum in the Senate has been able to prevent this from happening.

Known for their immense wealth, many peoples are greedy for the large ruby deposits in the middle of the country. For this reason, the dwarves of Fjalsbran see themselves as born masters and rule over their subjugated slaves with an iron hand. Decadence, greed and power play a major role, especially in the wealthy circles, while the common people starve, in the name of the god of fire himself. Torn between legends and the belief in the pantheon of fire, Fjallsbran has often narrowly avoided internal wars. But despite all this, the Dark Iron Dwarves of this province would not hesitate to stand up for their people. Dark clouds are already on the horizon, as it seems like the calm before the storm between the Dark Vein Brothers, as no one seems willing to give up the throne.


Andasgardê
Mr: Emerald Baron
State: Castellan
Acting: Tharan Eisenhauer
Capital: Portara
Emerald Company

In the east of the kingdom of Thaurrissan is the fertile plain of Andarsgarde, a land of meadows and fields in the middle of the Khazberg Mountains. As the granary of the kingdom Andasgardê is crossed by trade caravans. With wide roads and patrolling troops, the landscape seems almost inviting, with forests in the outskirts and the large fields gives little idea of the true masters of the country. It may seem astonishing, because at first sight you will look for dark iron in vain! Dwarves, humans, trolls and even orcs have already been seen working on the fields. The roads are guarded by mercenaries and slaveholders, who are commissioned by the Emerald Baron to make his subordinates docile.

Only when you reach the great city in the centre of Andasgardê, you will meet the true masters of the empire. Swollen with decadence, they are just about to revel in wealth and are enraptured by near and far. Whether caravan leaders from the south, who want to buy grain, or elves from the north, who are interested in the noble jewellery. Portara is full of guilds and guild houses, huge palaces of rich people from all over the world. Trade offices have branches here and the great palace of the emerald baron is enthroned above all this splendour. It got its name from the mercenary army that has always lived here. The Emerald Company of Portara. Tried and feared in many battles, the ironworkers are the fifth generation of the proven battle troops. Whenever they go out to do their duty, they return with rich treasures. Slaves sold or needed in Angor, unknown seeds to be grown, relics and artifacts often of interest to elves and humans. Gold and gems, chests. The core of the city is therefore the company building, where the mercenaries of the company can live with their families outside of their missions. Those who have proven themselves worthy of the company long enough may even be sure of civic honour. Even if no one wants to expose himself to the wrath of the Lords of Ironforge, every major empire is secretly interested in trading with the Emerald Baron, even if it is ultimately only a matter of winning him over.

In order to reach their destinations faster, the dwarves had the great port of Diyarîci built. It is the only large port of Khaz Modan south of Menethil and is considered both a resting place and a reloading station. But also as a war port for the Emerald Company.

But there is increasing unrest in the fields and in the mines. The many slaves are longing for freedom and although every slave rebellion has been crushed, there have never been so many slaves in this country.

The inhabitants of Andasgardê have become famous not only for their temperament but also for their indescribable decadence. The high lords live in splendour and wealth while the slaves languish, driven by hunger and violence. Only those who receive the difficult to maintain civic honour can enjoy a life in freedom and be sure of a place at the splendour of Portara. But every slave rebellion that has taken its course has been crushed by the Emerald Company. This made the citizens of the country confident and certain of victory.


Agir’s fall

Mr: Dark Iron Count
State: Castellan
Acting: Bheron Vulkanos
Capital: Slavisla
Clan Blackpecker
Clan Firecracker
Clan Rockbiter
Clan Lavagroll

The landscape north of the capital, criss-crossed by gorges and scorching heat, is commonly known as Agirs’Fall. Once a fertile landscape with large cities and fields of the kingdom of Khaz Modan, it was devastated by the War of the Three Hammers. The dwarves’ magnificent buildings were torn down and the land was finally given its final destiny. With the summoning of the fire god Ragnaros, the great mountain, Agiros, shattered and vomited in burning fountains. Today the burning mountain is often referred to as black rock. The plains were shaken by earthquakes and cracks marked the land. The cities, which were not yet destroyed by the terrible war, were buried under ashes and fire. Only the small town of Slavisla in the remotest corner of the country was preserved.

Nevertheless, the fall of Agiros has been the last chapter of the War of the Three Hammers, of the once tens of thousands of dwarves who fought in the armies for their clans and Thane only a few hundred returned. But you can still see the fallen ones, on the few fields, at first sight you could even think they are a strangely shaped stone, the fighting ones are wrapped in a tank of ashes.

The country is criss-crossed by ruins, dilapidated mountain fortresses and bunkers that have been exposed to the ravages of time. In the gorges, hammers and chisels seldom rest, and even rarer are the pickaxes.
But the Vulkanos family made the best of it, they earned the honour of a castellan as long-established council members through the Dark Iron Emperor himself about a century ago. Together with four loyal clans they moved to the remote landscape of Agir’s Fall and built large mines in the gorges. Tunnels, large enough to house a dragon, have been marking the land ever since.

Especially the so important Dark Iron is mined while trying to expand Slavisla. Slowly, the upswing is also gaining ground among the common people, but the traces of the past and its deep scars are difficult to overcome.

The young Bheron Vulkanos is even more ambitious than his predecessors, he wants to lead the starving people to their old glory and power. Therefore he had the mines extended in the midst of the mines and is currently building an underground path consisting of tunnels and roads that lead to Slavisla. His goal is to build such a road, which extends under the whole kingdom and connects every city.

The people of Agir`s fall are melancholic and marked by the oppressive past. Stories tell of the past, of the gentle forests, the blooming landscape, the fields. Like an eternal thorn in the flesh of memory, the black rock towers above the landscape like an eternal thorn in the flesh of memory, and constantly admonishes its inhabitants of the power that dwells within it. Small earthquakes and eruptions of magma are by no means a rarity here, making it difficult or almost impossible to build anything closer to the mountain.


Svartland
Mr: Dark Iron Imperator
Stand:Emperor
acting: Dagran Thaurrissan
Capital: New-Thaurissan
Dark Iron Count
Ruby prince
Emerald Baron
Dark Iron Senate.

Svartland, known as the Ash Rain or Black Fire, is the area south of the Blackrock that stretches over the last foothills of the Khazberg Mountains and is home to the great metropolis of the Dark Iron Empire, New-Thaurrissan. After the devastating destruction of the War of the Three Hammers and the rise of Ragnaros, he forced the Dark Irons into his service until the Mesinggolem led the Dark Irons to freedom. Before that, however, they had been forced to build a city under the watchful eyes of Ragnaros and his henchmen. Deep in caves, tunnels and slopes created by the lava, the dwarves built the city in the volcano: New-Thaurrisan.

But when the Mesinggolem regained the freedom of the Dark Irons, the picture suddenly changed. Ragnaros, sealed deep under the mountain in a place called the Molten Core, rose to the god of Dark Iron. They researched the elementals and their powers and founded institutions to preserve the knowledge thus obtained. In time, these undertakings formed great academies of pyromancy and elemental submission. Together with the more magical past, completely new ways for the Dark Irons to increase and deepen their magic were formed. Thus they combined the abilities of fire with dark witchcraft and magic arts, which they had already developed. So the Dark Irons became known as wizards, neither a mage nor a sorcerer, there was something wildly primal and at the same time controlled about the way they worked magic.

Three of the four largest academies did not originate inside the volcano, but outside of New-Thaurrissan. Only the Pyromantus Magna Bunta is inside the walls of New-Thaurrissan and is one of the city’s landmarks. In addition, there is the Collegium of Fire and Stone, the Brotherhood of Ragnaros and the Sister Matinee of Drashnor which are spread over the Svartland.

The few villages outside the city serve as anchorages for rest and recreation. The Dark Irons may be the most controversial of the dwarves, even the most feared, but in the end they too are a powerful empire. So it is not surprising that the Royal Games of New-Thaurrissan are a magnet for spectators from all provinces of the empire and beyond. The gladiators fighting for their lives in honor of the emperor, where only one can hope to reap never-ending fame, the markets along the festivities with specialties from all over the empire and the famous Dark Iron beer are just a few of the attractions of this festival.

Although there is a senate here, as in Ironforge, but the Thaurissan emperors have disempowered it de facto almost 200 years ago, as an instrument it has only an advisory function, which can be heard, but no political power. Only the castellans are an exception, they form together with the emperor the pillars of power of the empire Thaurissan.

The inhabitants of Svartland are used to getting what they want, whether slaves, whether exotic goods, whether knowledge. If not, they take it. But even as feared enemies and soldiers loyal to the emperor they are far beyond the borders of the country. Especially with Quel’Thalas and Stormwind the Empire maintained close contacts until before the first war. The dwarves even succeeded in building advanced mechanical constructs with a magical core based on the Thalassic Constructs, just as the dwarves are in constant communication with the magic academies of Azeroth to increase their knowledge together and slowly grow into serious competitors to the great magic faculties in the north of the Eastern Kingdoms.

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Little things. FFXIV’s Encyclopedia made me appreciate the little things. Descriptions of the history and crafting of specific weapons and armor sets, summaries of the enemy beast races’ creation myths, minor lore blurbs for each subzone in a zone, etc.

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The most important thing to me would be providing updates on the parts of the world that are time-locked by necessity in WoW.

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The Art Haus WOW D20 books pretty much have that covered. They even put out some interesting material in a Neutral Organisations book which even included the Darkmoon Faire.

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I would write a story about the “more good/less evil” Warlocks. How we are integrated into society. How we practice our craft. Why we do what we do. What sets us apart from Mages and Shadow Priests in our studies. How we are handling the defeat of the Legion and the rise of Demon Hunters.

I could see the focus being on a grizzled and cynical veteran Sindorei Warlock. A Warlock summoned by Rommath. A Warlock that makes it clear he is no mere magister, and not very much like the Mages or Priests who wield the Void and the Light, yet he leaves no doubt about his mastery over magic.

He accepts the task from Rommath without batting an eye, almost with contempt at the bother… yet both he and Rommath know it may be an impossible task. Which is why Rommath requested him.

The Warlock then goes through adventures, enlisting members of the Black Harvest of both Factions. Setting a scene for some dark and grim adventures. Maybe they pay for a good Rogue to help them sneak around. They can run into a Mage that Jaina sent on the same mission, who ends up working with them, to contrast the philosophy of Mage and Warlock.

I would set it mostly among the Horde, but it would have some Alliance focus, while also being a good opportunity to have a story where both Factions are showcased and working towards the same end, without being too nice or too evil.

I try to avoid my own headcanon, or making it too involved. The way I view the story and my characters is very pragmatic. I understand Blizzard sets the rules, events, and outcomes of all things, so it is hard for me to stray from that. Lest I set myself up for disappointment.

Having said that, if Blizzard asked and tasked me with this… I would have a field day.

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Curse, that sounds like something entirely plausible if Blizz ever works up the willpower to do something like class halls again. Obviously they were a ton of work mostly seen by people playing that given class, but geez, they were worth it from a consumer perspective (for the most part).

While I could ramble on dwarves all day, I’d also like to flesh out Forsaken elements that aren’t basically war camps or alchemical edge lords.

I’d put a actual Forsaken town deep in Dustwallow marsh. It would be populated by refugees from the Undercity who didn’t take part in the last war apart from being caught up in its opening volleys. They would be a fully functional society, with no NPCs there scheming to make some horrible new weapon or chemical, and problems more akin to “The local raptors keep stealing our bat eggs”, or “gators keep sunning on the path the trade caravans take.”

This isn’t to imply the whole race should be that way, or the darker elements should be minimized largely, but just an area to provide alternative/balance to the narrative of a race which has largely been defined by one NPC for a very long time.

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What did you think of the dwarf areas and peculiarities I wrote?

Mine would be a gazetteer. I’d write up all the small towns and villages in the game, give population estimates, what their current status is like, and some interesting anecdotes about them. Like a brief history of Westfall stew, the music sub-culture of Brill, things like that.

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Just give me a story where nathonos dies. As he lays broken and dying he sees sylvanas approaching he pleads with her to sacrifice a valkyre to spare him as they love one another. She leans down lifting his chin up in her hand to make eye contant and in her acid laced tone she tella him “you silly pawn, I never loved you who could” and then walks away leaving him to die alone

I’d probably set it a year or so out from BFA, and go through each zone talking about the points of interest, conflicts, opportunities, and the interest each faction has in it. Give each zone enough flavor and both positive aspects and negative aspects to encourage thought about and exploration of any given zone. While doing every zone would be great, I feel it could be done much more like the Forgotten Realms from 3.5, where each region could warrant it’s own setting book.

Each race would get some basic information on them, character creation stats, as well as how they view some of the other races. I’d include a larger variety of races for each faction more than what is just playable in game (or if there is the possibility of additional books save them for something like a WoW Version of Volo’s Guide)

There would be a lot more small towns (Perfect to start adventures in, or to have threatened by low to mid-level threats) As well as something unique about each to help give it flavor, and excitement.

The Armistice and politics of each faction / race would be given more focus to help flesh out each group. Generally each race getting at least two different sides to help let DMs drive their own conflicts and adventures even within a faction territory. Also with the Armistice have amendments so that ‘certain’ Adventurers have the ability to cross into any sorts of lands. (So that you can have mixed faction parties, etc)

Finally, I would flesh out a lot of the ‘day to day’ stuff for each of these things. Explaining, for example, what a Forsaken does day to day, or how Tauren view nature vs Night Elves, etc.

In general, an RPG book should be setting up all the leg work and minutia of a world, with plenty of plot hooks and points of interest to allow a DM to start off from.

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  • A breakdown of who among the Forsaken stayed loyal to Sylvanas and remained true to the Horde. I would definitely have Belmont remain with the Horde.

  • The Steamwheedle sees Gazlowe joining the Horde and taking over the Bilgewater Cartel as removing a threat to public stance of neutrality and threatening their neutrality out of concern that the Alliance will take this to mean that the Steamwheedle is officially/unofficially supporting the Horde over the Alliance.

  • How the average citizens of both factions view the end of the Fourth War, Sylvanas’s abandonment of the Horde, Saurfang’s death, Anduin’s reign, and the end of the N’Zoth.

  • Reveal that Nazgrel has since returned to Orgrimmar from Outland in the war’s aftermath. He now serves as the leader of a revamped Kor’kron, of which many among the defunct Honorbound have joined.

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I would just want to write a series of books that focus purely on worldbuilding. No major lore events or international politics, just details about trade routes, which cities produce what resources for whom, local cultures and whatnot.

For example, I’d love to author a book titled “Orcs of Warcraft” which gives a detailed breakdown on daily life of the clans. How they handle death and funerals, wartime and peacetime, crime and punishment, courtship rituals, religious philosophy, etc. Maybe I’d include little side stories narrating the lives of specific people. I think there’s a lot of fascinating stories to tell around the complicated history of the orcs, how green orcs might feel about Mag’har, etc. I think there’s a lot of tragedy in how quickly clan identity was stripped from the green orcs, especially the younger generation who may have never known anything of their family’s history. Would a grunt born in the camps think Mag’har were stuck-up and arrogant for restricting themselves to a single clan? Would he resent their lack of fel corruption and the fact that he had no choice in his?

I just feel like Warcraft has always lacked in worldbuilding outside of the huge, world-shattering, and fantastical aspects of lore. The greatest appeal fantasy has for me is imagining how a normal person might work, worship, love, and live in the world, but Warcraft sadly doesn’t really give that enough thought.

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