Know Your Lore: Karazhan and the Dark Riders of Deadwind Pass

Sometimes it's the characters that make Warcraft interesting, and sometimes, every now and again, it's the locations themselves that intrigue. Nestled in the heart of the Eastern Kingdoms, in a forlorn stretch of land simply called Deadwind Pass, lies the tower of Karazhan. Once the former home of Medivh, now a demon-riddled raid instance, Karazhan's story has far more to it than simply being the home of one of the last Guardians of Azeroth.
Rumors also abound about Deadwind Pass and its inhabitants -- strange, mysterious riders cloaked in darkness. Their shrill, harsh voices echoed through the hills of Duskwood once upon a time, and the purpose of their journey was an artifact powerful enough to be the genesis for an entirely new playable race. Karazhan, Deadwind Pass, and the Dark Riders all have an enigmatic history that's never been fully explained. But we do have hints, here and there scattered across novels and in game, that clear up a small portion of the mystery.
Please note, some of the information sourced in this article does come from the Warcraft RPG books. The RPG books have been listed as being noncanonical, unless otherwise stated -- so keep that in mind.

Deadwind Pass is a stretch of land that lies between Duskwood and the Swamp of Sorrows -- hardly a charming, friendly tourist destination. According to Medivh, the stretch of canyon was created by some sort of massive explosion that carved out the valley and weakened the reality around it. Deadwind Pass has no towns, no habitable areas save for a small ogre camp near Karazhan itself. But that doesn't mean there aren't points of interest scattered around the barren landscape.
Ariden's Camp Nestled in the northeast corner of Deadwind Pass lies an abandoned camp. The fire still flickers and burns, and there are no signs of any kind of struggle. But the name Ariden has never been mentioned in Warcraft lore; nobody has any idea who or what Ariden is, why he came to Deadwind Pass, and where exactly he went when he disappeared.
The Master's Cellar and the village Huddled around Karazhan are the ruins of a small village, its dead inhabitants still wandering the area. Though the village itself has no name, it is commonly assumed that the small collection of buildings and the cellars beneath them were simply home to the servants of the tower. There is no mention of the village or its haunted inhabitants in the novel The Last Guardian; presumably, whatever servants once lived in the tower were long gone prior to Medivh's death. The only servants mentioned in the book are Moroes and Cook; anyone else who may have inhabited the ivory tower is long gone.

- Well of the Forgotten The first area you see as you enter the crypt is a small room with an equally small hole -- about the right size for a person to fall through. In fact, if you do happen to fall through the hole, the purpose of the Well and its name are made blatantly clear.
- The Pit of Criminals At the bottom of the well is a massive pile of skeletons. When I say massive, I mean thousands of people who apparently met their demise falling down that small hole. Or perhaps falling is the wrong word.
- The Pauper's Walk A less direct way to the depths of the crypts, the Pauper's Walk is a winding path through an underground graveyard. Some of the crypts in the wall are open, some are shut, but the overall impression is simply buried dead.
- Tomb of the Unrepentant A large underground area with a still water pond. Odd that you'd see a pond in the midst of something that may or may not be a graveyard, isn't it? Why would there be any need for water? Unfortunately, the next area gives at least one good, if gruesome, reason.
- The Upside-down Sinners This is easily one of the most horrifying areas in World of Warcraft. The room is essentially a giant well, with hooks and chains strewn about the sickly-looking water. Suspended from the chains are the bodies of human beings -- but that's not the creepy part. The creepy part is that the lower corpses have the ropes tied to their necks, as if someone said, "You know, I think the best way to hang someone would be to tie a rope to their neck, fill the room with water, and let the human body's natural tendency to float do all the nasty work."
Regardless, this is still an undeveloped area. While it exists in game, there is nothing pointing to it, no mention of it anywhere in Warcraft lore. For now, it's a mystery -- much like Karazhan and its origins.

Which came first, Karazhan or Medivh? It's an excellent question, but the answer is as enigmatic as Medivh himself. The explosion that created Deadwind Pass happened long before Medivh came to Karazhan; that explosion weakened reality in that region to a point that someone saw fit to construct a tower there. Medivh eventually took up residence in the tower, but when asked about the tower's origins, Medivh's answer is anything but clear.
Karazhan is far, far from normal -- players who go through the Karazhan raid may wonder at the properties of the place and how it seems to be much larger on the inside than it initially appears on the outside. The reality of space in Karazhan doesn't exist, and neither does the concept of time. Those who sought to traverse Karazhan often found themselves caught in errant pockets of time -- past, present and future -- and experiencing events as if they were actually present for them. Which, perhaps, they were."You said there was an explosion long ago that created this place, and it made a place of magical power. Then you came ... "
"Yes," said Medivh. "That's all true, if you look at it in a linear fashion. But what happens if the explosion occurred because I would eventually come here and the place needed to be ready for me?"
Khadgar's face knitted. "But things don't happen like that."
"In the normal world, no, they do not."

Malygos regained his sanity just before the events of The Burning Crusade and spent most of that expansion pulling the ley lines of the world to the Nexus in order to prevent mortals from accessing the arcane energies. This was addressed in Wrath of the Lich King. But it's entirely possible that by disturbing the ley lines of the world, Malygos also disturbed the very nature of Karazhan, whether he realized it or not. With the absence of the arcane, it was much easier for the Burning Legion to simply swoop in and make themselves at home.
Nowadays, there's nothing new about the tower, just that it lies empty and deserted at the southernmost point of Deadwind Pass. The demonic entity has been dealt with; Prince Malchezaar has been defeated. Deadwind Pass remains deserted and forlorn, with little of interest to note -- except for the tales of the Dark Riders of Deadwind Pass.

The Dark Riders of Deadwind Pass were a brief mention, a terrifying footnote in the tale of the worgen of Duskwood. When a miner named Jitters discovered the Scythe of Elune buried in a mine appropriately named Roland's Doom, he naturally decided to heft it out of the pile of rubble it was stuck in, and that was, of course, a terrible idea. Once freed, the Scythe brought forth a host of angry worgen from the Emerald Dream -- and the worgen immediately began chomping on anyone nearby."The Scythe of Elune." one of the Riders shrieked in a voice both harsh and shrill, like the grinding of an axe on stone. And the last word - Elune - it croaked, as if choking on the sound.
Dread gripped me when I heard that voice, both from the horrid sound of it, and because...I knew the Scythe of which the Rider spoke. It must be the same cursed thing I drew from the rocks of Roland's Doom days before. It was what the Black Riders sought!
And it was what would kill Sven's family.
Jitters managed to escape and lost the Scythe during his panicked flight through Duskwood, finally coming to a halt at the Yorgen farmstead. In his journal, Jitters details what little he knows of the Dark Riders -- only that they come from Deadwind Pass, and they appear to be after the Scythe. In fact, it was the freeing of the Scythe that drew them out, and they killed Sven's wife and children once they realized the Scythe wasn't in their possession. Jitters fled once again, taking up a post at the abandoned town of Raven's Hill, just outside the cemetery of the same name.
The only other mention of the Dark Riders is a reference made in passing that the riders were allies of Morbent Fel. In the RPG guides, it's suggested that the Dark Riders originated from Raven Hill, but every reference we've seen in game points to Deadwind Pass rather than the cemetery on the other side of the zone. What we do know is that their physical description consists of cloaked riders and shrill voices. The RPG books also mention that the Dark Riders are accompanied by hellhounds, but we've never seen mention of this in game. So far, they've been linked to Deadwind Pass, Duskwood, and the Scythe of Elune; some suggest that perhaps they were working for the worgen. But it doesn't appear the Scythe is their only interest.

At the San Diego Comic Con, the title of the Alliance graphic novel was revealed as World of Warcraft: Dark Riders -- and the cover art suggests we will finally learn the story behind the Dark Riders of Deadwind Pass. The panel at the convention also mentioned the Scythe of Elune quest line and that the comic would feature the Scythe, the worgen, and the Dark Riders. Perhaps this will be the full story of Jitters, Sven, and the Dark Riders -- although that seems a little odd, when you think about it.
In the Curse of the Worgen miniseries, the Scythe of Elune storyline was very clearly wrapped up, and as far as the timeline is concerned, the Scythe is safe. So either the Scythe has once again been lost -- or the Dark Riders have a different artifact in their hands, and the Scythe storyline is simply a mention or flashback. We'll have to wait and see.

Yet despite the overwhelming amounts of story and lore that are available, players are inexplicably drawn to the areas with the least lore and the most mystery. Deadwind Pass easily tops that list, from the unnerving crypt to the heights of Medivh's former home. Whether or not those mysteries will ever be fully revealed ... well, that's mystery in and of itself.
For more information on related subjects, please look at these other Know Your Lore entries:
- The curse of the worgen and the Scythe of Elune, part 1
- The curse of the worgen and the Scythe of Elune, part 2
- The Council of Tirisfal and the last Guardian
- The Tinfoil Hat worgen edition
- The First War
While you don't need to have played the previous Warcraft games to enjoy World of Warcraft, a little history goes a long way toward making the game a lot more fun. Dig into even more of the lore and history behind the World of Warcraft in WoW Insider's Guide to Warcraft Lore.
Filed under: Lore, Know your Lore






Reader Comments (Page 1 of 4)
Professor Orc Aug 14th 2011 8:20PM
Its also interesting to note that Karazhan was also occupied by the Brotherhood of the Horse, a group of knights led by Anduin Lothar....
... which during the Second War, Gul'dan used the slain corpses of these knights to create death knights...
....who are undead looking people that ride horses....
*Dons Tin foil hat*
...which match the description of the Dark Riders!
Angus Aug 14th 2011 8:42PM
If Lothar ends up as king of the Naz'ghul I will buy a ticket for Blizzcon and punch GC in the face like he was Deathwing.
lawlingU Aug 15th 2011 9:17PM
Well Gul'dan did make an army of orcs, sent his enemys to the brink of destruction, Made death knights in the likeness of the naz'gul and maybe karazhan was going to be his "Tower" Notice how most of the northern human kingdoms have been wiped out? And the ones that remain are usually some type of ranger? Gilneas and Stormwind? The two last human kingdoms.
Where have i heard this before?
Anne Stickney Aug 15th 2011 1:48AM
There was actually a bit of speculation linking Teron Gorefiend to Karazhan -- however, given what he was up to in TBC, all speculation regarding that was kind of thrown out the window. It's a good concept though, and it could still fit, if they tweaked it a little.
Al Aug 15th 2011 2:02AM
Oh Angus and lawling, be serious. I suppose next you'll be saying "Turalyon grabbing the shattered sword to salvage victory against the Enemy, in the final battle at the base of a volcanic mountain" reminds you of a certain book.
ninjivitis Aug 15th 2011 3:09AM
@Angus Ghostcrawler doesn't have anything to do with the lore of WoW. If you want to punch anyone, punch Metzen.
Jade Aug 15th 2011 7:46AM
And then try not to be too surprised when Metzen punches you back and security drag you out. But hey, what a great way to spend money on a ticket and plane trip!
Angus Aug 15th 2011 9:42AM
Sorry folks, I forgot how to spell Metzwn and GC was an obvious target. I almost said "hit Eyonix with a bus". ;)
I stand by the thought though. Lothar stays dead as an awesome hero, or else. This isn't a comic book.
Billlop Aug 14th 2011 8:40PM
Im torn about this zone and Karazhan. On the one hand, it drastically needs to be updated, i want to run through Kara again! I want to find out more about Medivh and the mysterious zone.
On the other hand...doing that would remove the mystery. Can you imagine Deadwind Pass full of people with a town at the base of Kara with an innkeeper, vendors, trainors ect. In my opinion that would remove all the mystery and forboding the zone conveys so well.
devilsei Aug 14th 2011 8:45PM
"Each zone has its own storyline and quests behind it, and while some are more developed than others, there's still more than enough there to keep those that are interested in the lore entertained."
Stay tuned for World of Warcraft's next entrance into comics serving as the sole source of mentioned lore, Zones of Azeroth!
I do wish they'd do something with Deadwind Pass. I remember riding through there plenty of times during Burning Crusade, wondering what was the point of the entire place. These riders would make a great little quest chain to help phase something into it. Heck, maybe the next big patch we get will add something here. A new 5-man perhaps, dealing with some of the Dark Riders while searching for some artifact?
skirtweather Aug 14th 2011 8:48PM
I always stop by Ariden's camp whenever I run through here. I always wonder who they are, what they were doing here, and why they never returned. So mysterious indeed. :(
gobuywow Aug 14th 2011 8:51PM
lol, I have the same feeling with you
Eccentor Aug 14th 2011 8:58PM
"Once the former home of Medivh"
When did it cease to be his former home? Did he come back?
Billlop Aug 14th 2011 9:07PM
Well Medivh was famous for being able to shift into the form of a Raven... and theres a black Raven circling Karazhan right now. Its probably nothing but it leaves it open at least.
Kurash Aug 14th 2011 9:39PM
Well, it will always be his *former* homeāhe did live there, and now he doesn't! I am with Eccentor on this one. :)
Vaeku Aug 15th 2011 4:19AM
When Anne said that it was "once the former home of Medivh, now a demon-riddled raid instance", she's saying that in the past it was notable for being Medivh's home, but in WoW it's now a raid with demons.
You have to look at the whole sentence in context, which really is true with anything.
Ace Aug 15th 2011 8:30AM
If that were true it would/should be: "... the former home of Medivh, now a demon-riddled raid instance..." -or- "...once the home of Medivh, now a demon-riddled raid instance..."
Silversol Aug 15th 2011 9:03AM
"You have to look at the whole sentence in context, which really is true with anything."
Like I have an attention span that would last an entire... o look, kittens!
Jonas Aug 14th 2011 9:09PM
"Malygos regained his sanity just before the events of The Burning Crusade and spent most of that expansion pulling the ley lines of the world to the Nexus in order to prevent mortals from accessing the arcane energies."
I'm not sure this is correct. From what I understand, it was the energies of the Netherdrakes that helped Malygos get his sanity back. These drakes brought back by Tyrigosa after players helped her defeat one of their leaders. Since the quest for this occured during BC, I don't think it's accurate to link Malygos's actions to Karazhan's demon problem. How Malchazzar was able to take control of the tower was never really explained as far as I can tell.
Thebruce Aug 14th 2011 9:52PM
As far as I understand it, Malchezzar wasn't using Karazhan as a base as such, but rather taking advantage of its warped reality (and ease of access from the Twisting Nether) to use it as a gateway to invade Azeroth.