"For years, the heroes of the Alliance and Horde have fought against the evils in Kalimdor and the Eastern Kingdoms, against the demons of the Burning Legion in Outland, and against each other - all the while unaware that a threat more dangerous than any they had yet encountered was preparing to make its move in the icy continent of Northrend. Now the Lich King, Arthas Menethil, has emerged from Icecrown Citadel to claim the world as his own. Heroes of the Alliance and Horde gather in Northrend to make a stand against the malevolent being that dares to declare himself Azeroth's one true king...and seeks to scour all life from the world."
World of Warcraft: Wrath of the Lich King is the latest expansion for the World of Warcraft.
If you've not heard of WoW, you haven't been on the internet.
With over 12 million players worldwide, WoW is by far the most popular MMORPG game ever, and that's not just for no reason.
World of Warcraft builds on the Warcraft story from the RTS game Warcraft III, turning it into a vast online experience, where almost anything is possible.
But that's enough from me, WoWWiki gives a better explanation than I:
Content highlights include the increase of the level cap from 70 to 80, the introduction of the death knight Hero class, and new PvP/World PvP content. No additional playable races were been added, though many new NPC races were featured.
Ten thousand years ago, a cataclysmic explosions tore apart the world. This explosion, known as The Sundering, split Azeroth from a single landmass known as Kalimdor, into four main parts; Kalimdor, The Eastern Kingdoms, Northrend and the isles of Kezan, destroying 80% of Azeroth's landmass in the process.
The site of the explosion became, as the sea rushed in to fill the monstrous gash, a permanent storm, which even today Zeppelins and Boats traversing the Great Sea make sure to avoid.
Azeroth is one of many worlds in the Warcraft universe, and is actually viewable from Supremus' courtyard in the Black Temple in Outland.
- The Eastern Kingdoms
The Eastern Kingdoms are split into three continents, Azeroth (The kingdom of the House of Wrynn), Khaz Modan and Lordaeron. It could be said that the Isle of Quel'Danas is a fourth continent, but is usually seen as part of northern Lordaeron.
The Eastern Kingdoms are home to the Humans, Dwarves, Gnomes, Forsaken and Blood Elves, in ascending order of geographical position.
Kalimdor has a huge variety of different biomes, from lush rain forest to ice-cold mountains and scorching desert. Kalimdor is home to the Orc, Troll, Tauren, Night Elf and Draenei races.
Underneath Kalimdor, the fearsome insectoid Qiraji race plague settlements with problems, and adventurers were called to Silithus in southern Kalimdor, to defeat the Old God C'Thun, behind the ancient Scarab-Wall of Ahn'Qiraj.
Outland is the shattered remains of the Orc home-world and Draenei refuge, Draenor.
When the possessed Orcish shaman Ner'Zhul attempted to open multiple portals away from Draenor to flee the advancing Alliance armies coming from the Dark Portal, the planet was ripped apart into fragments of it's former self, killing much of the life present.
Since then, the forces of the Naaru, Alliance and Horde have cleared Outland of it's major threats (Illidan Stormrage and Kael'Thas Sunstrider).
Northrend is the current focus of most of the races on Azeroth.
Home to the Lich King, Arthas Menethil, the frozen northern lands of Northrend present a varied continent, with the best graphical features currently available in the game.
From spring-time Fjords, to tropical Titan testing grounds, the various zones of the continent provide a stunning backdrop for the story of the fight against the Lich King.
The Lich King himself, Nerubians, Blue Dragonflight and Vrykul are just some of the opponents you'll face in the icy lands of the north.
- The noble humans of Stormwind are a proud, tenacious race. They bravely fought the orcish Horde for generations as the patrons of the Grand Alliance. Just as they thought peace had at last settled over their war-torn kingdoms, an even darker shadow descended upon the world. The undead Scourge unleashed a foul plague of death upon humanity and succeeded in decimating the northern human kingdom of Lordaeron. The few humans who survived fled south to the protection of Stormwind.
Yet no sooner had the undead struck than the demonic Burning Legion began its cataclysmic invasion of the world. The warriors of humanity stood fast against the Legion and helped save the world from imminent destruction. Nearly six years later, the defenders of Stormwind stand vigilant against any who would threaten the sanctity of their lands. Situated in the foothills of Elwynn Forest, Stormwind City is one of the last bastions of human power in the world. King Varian Wrynn rules the people of Stormwind, who remain steadfast in their commitment to the Grand Alliance. Backed by their stalwart allies, the armies of Stormwind have been called away to once again fight the savage Horde on distant battlefields. With the armies gone, the defense of Stormwind now falls to its proud citizens.
- The stoic dwarves of Ironforge spent countless generations mining treasures from deep within the earth. Secure in their impregnable stronghold of Ironforge Mountain, the dwarves rarely ventured beyond the wintry peaks of Dun Morogh. Even so, when the orcs invaded Azeroth and set out to conquer the human, elven, and dwarven lands, the dwarves offered to join the Grand Alliance. The resilient and ingenious dwarves proved to be the backbone of the Alliance forces and helped usher in victory after victory.
Recently the dwarves unearthed a series of ruins that held the key to the secrets of their lost heritage. Driven to discover the truth about his people’s fabled origins, King Magni Bronzebeard ordered that the dwarves shift their industry from mining and engineering to that of archaeology. Magni helped to create the famed Explorer's Guild of Ironforge, a group utterly devoted to plumbing the secrets of the ancient world and delving out the truth of the dwarves’ fabled existence. An integral part of the Grand Alliance, the rugged dwarven armies have been called away to battle the merciless Horde in faraway lands.
- The eccentric, often brilliant gnomes are held as one of the most peculiar races of the world. With their obsession for developing radical new technologies and constructing marvels of mind-bending engineering, it’s a wonder that any gnomes have survived to proliferate. Over the years, the gnomes have contributed ingenious weapons to aid the Grand Alliance in its fierce battles against the Horde.
Thriving in the wondrous techno-city of Gnomeregan, the gnomes shared the resources of the forested peaks of Dun Morogh with their dwarven cousins for generations. Yet recently, a barbaric menace rose up from the bowels of the earth and invaded Gnomeregan. The troggs — believed to have been unearthed from the Uldaman excavation – erupted beneath Gnomeregan and began to slaughter every gnome within the city. Though the gnomish defense forces staged a valiant defense, they could not save their wondrous city.
At the command of the High Tinker Mekkatorque, the gnomes opened the pressure valves of their giant, grinding machines and released toxic radiation throughout the city. Though the radiation killed the troggs, the gnomes soon discovered that it killed their own people just as quickly. Nearly eighty percent of the gnomish race died within days. Those that survived evacuated the great city and fled to the protection of their dwarven cousins in Ironforge.
- Night Elves
- For ten thousand years, the immortal night elves cultivated a druidic society within the shadowed recesses of Ashenvale Forest. Then the catastrophic invasion of the Burning Legion shattered the tranquility of their ancient civilization. Led by the Arch-Druid Malfurion Stormrage and the Priestess Tyrande Whisperwind, the mighty night elves rose to challenge the demonic onslaught. Aided by the newly arrived orcs and humans, the night elves succeeded in halting the Legion’s advance and defeating its master, the demonlord Archimonde. Though victorious, the night elves were forced to sacrifice their cherished immortality and watch their beloved forests burn.
In the aftermath of the horrific conflict, Malfurion and Tyrande helped their people rebuild their shattered villages. Slowly the night elves began to adjust to their mortal existence. Such an adjustment was far from easy, and there were many night elves who could not adjust to the prospects of aging, disease, and frailty. Seeking to regain their immortality, a number of wayward druids conspired to plant a special tree that would reestablish a link between their spirits and the eternal world. When Malfurion heard about this plan, he warned that nature would never bless such a selfish act. Shortly thereafter, Malfurion’s spirit was somehow lost within the depths of the Emerald Dream. Though his fellow druids attempted to find his wandering spirit, only his body remained sleeping within his Barrow Den.
With Malfurion missing, Fandral Staghelm – the leader of those who wished to plant the new World Tree – became the new Arch- Druid. In no time at all, he and his fellow druids had forged ahead and planted the great tree, Teldrassil, off the stormy coasts of northern Kalimdor. Under their care, the tree sprouted up above the clouds. Among the twilight boughs of the colossal tree, the wondrous city of Darnassus took root. However, the tree was not consecrated with nature's blessing and soon fell prey to the corruption of the Burning Legion. Now the wildlife and even the limbs of Teldrassil itself are tainted by a growing darkness.
- Long ago, on the world of Argus, the brilliant and magically gifted eredar race drew the attention of Sargeras, the Destroyer of Worlds. Sargeras offered untold power to the three leaders of the eredar–Kil'jaeden, Archimonde and Velen–in exchange for their unquestioning loyalty. A troubling vision soon came to Velen, who saw the eredar transformed into unspeakable demons–the first sentient members of the Legion, which would grow to immense size and decimate all life. Despite Velen's warnings, Kil'jaeden and Archimonde decided to accept Sargeras' offer. Velen despaired at his former friends' decision and prayed for help. To his surprise and relief, he was answered by one of the benevolent naaru. These energy beings had, like Velen, foreseen the formation of the Burning Legion.
The naaru offered to shepherd Velen and other believers to refuge. Velen quietly gathered those of his fellow eredar who seemed trustworthy and dubbed them the draenei, or "exiled ones." As Sargeras returned to Argus and transformed many willing eredar into demons, the draenei narrowly escaped their homeworld. Furious, Kil'jaeden vowed to track Velen to the ends of creation. Even as the Burning Legion chased the draenei across the cosmos, the naaru instructed the exiles in the way of the Light. Deeply affected, the draenei vowed to honor the Light and uphold the naaru's ideals. In time the draenei settled on a remote world and met the shamanistic orcs who inhabited it. The draenei came to call their new home Draenor or "Exiles' Refuge."
Kil'jaeden continued to hunt the exiles, however, and he eventually learned of the idyllic world and its unsuspecting inhabitants. Working through the shaman Ner'zhul, the demon lord gradually began corrupting the orcs. When Ner'zhul refused to serve the Legion's agenda past a certain point, Kil'jaeden turned to Ner'zhul's apprentice. Gul'dan worked the orcs into a frenzy of bloodlust, and the newly formed Horde began slaughtering the peaceful draenei. The orcish campaign against the draenei was brutally effective. Over eighty percent of the draenei race was destroyed, though a small group of survivors remained, including the noble Velen. The orcs went on to invade Azeroth through Medivh's Dark Portal. Years later, after the Second War, Ner'zhul's additional portals would tear Draenor to pieces.
Long ago, the noble orcish race was corrupted by the Burning Legion and transformed into the merciless, destructive Horde. Lured to the world of Azeroth, the orcs were forced to make war upon the human kingdoms of Stormwind and Lordaeron in what would become known as the First and Second Wars. Though the Horde nearly succeeded in annihilating humanity, it ultimately devoured itself from within and collapsed. The defeated orcs spent many years within guarded prisons, unable to function without the prospect of conquest and warfare. After many years, a visionary young warchief rose to lead his people in their darkest hour. Fittingly enough, the young orc’s name was Thrall. Under his rule, the orcs freed themselves from the chains of demonic corruption and embraced their shamanistic heritage.
At the behest of a strange prophet, Thrall led his people to the ancient lands of Kalimdor. There, Thrall and the Horde came face to face with their old oppressor, the Burning Legion. With the aid of the humans and night elves, the orcs defeated the Legion and set out to find their own path in their adopted world. The orcs claimed the harsh wastelands of Durotar as their kingdom in Kalimdor.
Now based in the warrior city of Orgrimmar, the orcs look forward to a shining new future for their people. Though they are no longer driven by dreams of conquest, they stand ready to destroy all who would challenge their sovereignty or their supremacy. It is your duty to crush the enemies of Durotar, both seen and unseen, for the nefarious agents of the Burning Legion still wander the land.
As tribal rivalries erupted throughout the former Gurubashi Empire, the Darkspear tribe found themselves driven from their homeland in Stranglethorn Vale. Having settled in what are believed today to be the Broken Isles, the tribe soon found themselves entangled in a conflict with a band of murlocs. Their fate seemed sealed until the orcish Warchief Thrall and his band of newly freed orcs took shelter on their island home. Controlled by a Sea Witch, a group of rampaging murlocs captured the Darkspears' leader Sen'jin, along with Thrall and several other orcs and trolls. Thrall managed to free himself and others, but was ultimately unable to save the trolls' leader. Although Sen'jin was sacrificed to the Sea Witch, he was able to reveal a vision he had in which Thrall would lead the Darkspear from the island.
After returning to the island, Thrall and his followers managed to fend off further attacks by the Sea Witch and her murloc minions, and set sail for Kalimdor once again. Under the new leadership of Vol'jin, the Darkspear swore allegiance to Thrall's Horde and followed him to Kalimdor. Now considered enemies by all other trolls except the Revantusk and the Zandalari, the Darkspear are held in contempt to this day. Yet, the Darkspear have not forgotten being driven from their ancestral homes and this animosity is eagerly returned, especially towards the other jungle trolls. Having reached the orc's new homeland, Durotar, the trolls carved out another home for themselves — this time among the Echo Isles on the eastern shores of the new orc kingdom.
However, with the coming of Kul Tiras and its navy, the Darkspear were forced to retreat inland under the onslaught of the misguided commander Daelin Proudmoore. The trolls, fighting alongside their Horde brethren, defeated the enemy and reclaimed their new homeland. Shortly thereafter, a witch doctor by the name of Zalazane began using dark magic to take the minds of his fellow Darkspear. As his army of mindless followers grew, Vol'jin ordered the free trolls to evacuate, and Zalazane took control of the Echo Isles. The Darkspear have since settled on the nearby shore, naming their new village after their old leader, Sen'jin. From Sen'jin Village they, along with their allies, send forces to battle Zalazane and his enslaved army.
The plains of Kalimdor have long been a home to these tremendous nomads. The tauren are a race of shamans, hunters, and warriors who long ago developed a complex culture and system of living without the aid of stonework, steel or conquest. This is not to say that the tauren are a race of pacifists, for when they are angered they are capable of retaliating with swift and decisive brutality. Tauren are, in a word, stoic, embodying the strong and silent type with their quiet contemplation. This introspective air combined with their immense size can lead a person to understand as to "why" many regard the tauren as a wise and dangerous race. Tauren rarely speak unless there is a true reason to, preferring to act instead of talk. However, once a tauren has learned to interact with a companion, there seems to be a more open and enthusiastic exchange of words. Since tauren warm slowly to non-tauren, they are usually silent and may sometimes appear brooding. If anything, a person could attribute the silence of the tauren on the strife of recent times. Tauren have no love for bloodshed, as their deep spiritual beliefs do not have a place for warfare. The elders of a tribe solve most issues, or two tauren might resolve a conflict with a ritual challenge resembling a duel. Having become members of the Horde, the introspective race has been involved in more and more conflict, creating a demand for tauren warriors and healers. Many must spend time putting great thought into the actions they perform on the field of battle. Taking another life, whether it is man or beast, is an act filled with great significance and responsibility to the tauren.
- The Forsaken
Bound to the iron will of the tyrant Lich King, the vast undead armies of the Scourge seek to eradicate all life on Azeroth. Led by the banshee Sylvanas Windrunner, one group of undead broke away from the Scourge and freed themselves of the Lich King's domination. These renegades call themselves the Forsaken. They fight a constant battle not only to retain their freedom from the Scourge, but also to exterminate those who would hunt them as monsters.
With Sylvanas as their banshee queen, the Forsaken have built a dark stronghold beneath the ruins of Lordaeron’s former capital city. This hidden 'Undercity' forms a sprawling labyrinth that stretches beneath the haunted woods of the Tirisfal Glades. From this bastion, the Forsaken wage an unending battle against the Scourge as well as the remaining humans who still seek to reclaim their lands. For though the very land is cursed, the zealous humans of the Scarlet Crusade cling to their scattered holdings, obsessed with eradicating the undead and retaking their once-beautiful homeland.
Convinced that the primitive races of the Horde can help them achieve victory over their enemies, the Forsaken have entered an alliance of convenience with the savage orcs and the proud tauren. Harboring no true loyalty for their new allies, they will go to any lengths to ensure their dark plans come to fruition.
- Blood Elves
Those now known as blood elves were once high elves. In the transition that led to this renaming, they glorified their civilization while discarding their honor. Life for the blood elves changed during the Third War, when King Arthas's Scourge sacked Quel'Thalas and shattered the elven race. The Scourge slew more than 90% of the high elven population, devastating their culture. Prince Kael'thas Sunstrider was studying magic in Dalaran at the time of the disaster. When he heard what had happened, he quickly returned home and took command of the survivors. Kael'thas renamed them "blood elves" in honor of their fallen kin. Prior to the Sunwell's destruction, all high elves were constantly bathed in its magical power. Now bereft of this arcane energy, the blood elves (and high elves) suffered from their withdrawals. Kael'thas claimed that they would soon die without another magical source to replace the Sunwell. The blood elves therefore set about learning to drain magic from alternative sources.
Soon, the blood elves clashed with the Scourge and the Amani trolls, who were making inroads into former elven territory. The blood elves defended their homeland, and, eventually, having reestablished a degree of safety to their land and prevented their society from degenerating, Kael'thas left his homeland. He took a group of the strongest blood elf warriors and spell casters and joined the Alliance against the Scourge. They were eager to avenge themselves on the undead forces; however, bigotry prevented the human forces from seeing the aid the blood elves could bring to their fight. Imprisoned and sentenced to death by Garithos (who had commanded the humans), the blood elves escaped, fled to Outland, and joined Illidan Stormrage's forces. This group of blood elves then helped defeat the demon Magtheridon and claimed his Black Citadel as their own.
In exchange for the blood elves' loyal service, Illidan gave them a place to live, as well as further techniques to siphon mana from anything with arcane power. Blood elves in Outland now hunt demons and feed off the demons' magic. As a consequence, despite what other races might suspect, blood elves are hardly on friendly terms with demons. Indeed, blood elves view demons with abhorrence as well. Even blood elf warlocks believe demons are useful tools, not potential allies. Not every blood elf lives in Outland. Most blood elves still live in Azeroth, particularly in Quel'Thalas. These blood elves seek to reclaim their lost homeland and destroy the Scourge at any cost.MG 65 A lone representative, Rommath, was sent back to Azeroth with a message of hope for the blood elves remaining in Quel'Thalas: That one day Kael'thas would return to lead his people to paradise. Rommath has made great progress in teaching the blood elves advanced techniques to manipulate arcane energies. With renewed purpose, the blood elves have now rebuilt the city of Silvermoon, though it is powered by volatile magics. Emboldened by the promise of Kael'thas' return, the weary citizens of Quel'Thalas now focus on regaining their strength, even as they forge a new path into an uncertain future.TBCMan 12-13 While they despise most other races, they have come to accept that the Forsaken are different, or at least share the same goals as the blood elves. The blood elves in Outland do not give the Alliance or the Horde much thought. They are busy seeking power and honing their abilities.
Player characters in the World of Warcraft can learn two primary trade professions from the following:
- Herbalism - Gathering herbs from the land for use in the creation of potions and Scribe inks.
- Alchemy - Creating potions that can grant buffs, health/mana, special effects, and more, as well as transmuting various materials.
- Tailoring - Creating cloth goods including clothing, bags and threads, as well as mounts.
- Mining - Gathering ore and gems from veins in the earth, for use in other professions including Blacksmithing and Jewelcrafting.
- Blacksmithing - Creating mail/plate armour, weaponry, and more, using various metals.
- Engineering - Creating toys, gadgets, machinery, ammo and helpful trinkets that can provide various buffs.
- Skinning - Gathering the hides and skins of slain beasts in the world, mainly for use in Leatherworking.
- Leatherworking - Creating leather and later, mail, goods, such as clothing, quivers, capes and the like, as well as armour enhancement items.
- Enchanting - Imbuing items with magical dusts and essences to boost their stats, provide buffs or special effects.
- Jewelcrafting - Creating jewelry such as rings, trinkets, necklaces and the likes, as well as cutting raw gems into highly effective stat-boosters.
- Inscription - Creating glyphs using inks made from herbs, used to enhance player abilities. Scribes can also create Darkmoon cards, which can be turned into the Darkmoon Faire for extremely powerful trinkets.
Player characters can also learn any or all of the following secondary professions:
- First Aid - Creating bandages to heal wounds using the various cloth found on humanoids throughout the world.
- Fishing - As it says on the tin, fishers catch various types of fish throughout the world, which can be then used in Cooking.
- Cooking - Creating food using raw ingredients such as fish or meat, which can, in the later levels, provide significant buffs to player stats.
Copied Thorny's OP from the last thread, plan on finishing the Horde info etc since Thorny is a flithy, bias Ally