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Posts with tag clans

Breakfast Topic: Brewing up better faires and festivals

This Breakfast Topic has been brought to you by Seed, the Aol guest writer program that brings your words to WoW.com.

I've just spent a day being Scottish. My father's family hails from Scotland, and the summer months will find me out and about at a variety of highland games in the Midwest. Sometimes I'm a spectator, and sometimes I run a tent for my clan. There's a general understanding that the highland games were created to prepare men for doing battle with the English. Each part of what has become the athletic portion of the games can be traced back a need for hurling hurl rocks, logs or flaming bales of vegetation at advancing troops or fortified positions. At the games I just attended, a group gave demonstrations on medieval swordplay.

In World of Warcraft, the Argent Tournament springs immediately to mind. We were informed this was a training ground to prepare us for an assault on the LIch King and his forces. The Darkmoon Faire and Brewfest are examples of festivals with games of chance, food and vendors, and tickets you have to procure by participating in events or getting lots of items requested by vendors.

We've heard rumors (or perhaps it was a column of wishful thinking on WoW.com's part) about an upgrade to the Darkmoon Faire. I'd go more often if I could make an attempt to toss a caber, the stone or the sheaf. These are strength and agility events; having purchasable trinkets for both attributes would give everyone a chance to succeed. Rewards could be class-specific buff items of a certain duration. If you can get the caber to twelve o'clock (the prime position for this event; check out the North American Scottish Games Association for the rules), you get a scroll that will give a hunter an additional 50 agility for 10 minutes. It might be something of minor interest to a level 80 -- but you can be sure I'd be at the faire, just to try to toss a caber.

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Filed under: Breakfast Topics, Guest Posts

Return of the Grimtotem

Cocles over at Loregy.com (who I actually got to meet the other day -- good guy, and check out his license plate) has an interesting idea about something he spotted in the information about the Cataclysm zones the other day. Thousand Needles is getting a revamp, including possibly a new instance, and Cocles says that could mean something awesome: the return of the Grimtotem clan (just a warning: there is a more serious spoiler later in that post).

I'm in. I love the "dark Tauren," and would love to see more from them. Plus, while we've seen plenty of troll instances, Cocles says we haven't seen a Tauren instance in the game (and all we can think of is good old Mr. Smite). And we haven't really heard from the Grimtotems since that whole issue with the spirit beast taming. It'd be nice to fight some cows for once.

There's lots of lore to mine there, too: Magatha is the reigning matriarch of the clan, and not only is she buddies with the Forsaken (obviously there's been something happening with them during Wrath), but she's rivals with Cairne Bloodhoof as well. It would definitely be interesting. Of course, this is all speculation -- we aren't sure that there will even be an instance in Thousand Needles, much less that it'll be Grimtotem based (the whole place is getting flooded, so anything could happen -- maybe the Naga will get a "fin-hold" there). But the idea of taking on the Grimtotem again seems like fun.

Filed under: Analysis / Opinion, Fan stuff, Odds and ends, Instances, Quests, Lore, NPCs, Cataclysm

All the World's a Stage: So you want to be an orc

This installment of All the World's a Stage is the second in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class well, without embarrassing yourself.

If you've seen Lord of the Rings, or read any other fantasy story in which orcs are portrayed, you probably think orcs are hideous humanoid monsters charging mindlessly forward to slaughter helpless innocents. Azerothian orcs are significantly different, however, with a shamanistic culture that prides honor above all other virtues.

But unless you've played World of Warcraft or Warcraft 3, you probably wouldn't know that. The orcs of Warcraft 1 and 2 were pretty squarely in "bad guy" territory, and it is only with the story of Thrall's rise to power and return to shamanism that we find out what the orcs' true history is.

Ironically, the story of the orcs is a bit like that of the horrors of modern Nazis and the lore of the ancient Jews mixed together. Imagine that the vast majority of your species came under the sway of a terrible and evil leader, utterly determined to commit genocide against your peaceful neighbors. After carrying out this deplorable task, your people sought a new enemy, and found a new world to destroy. In the midst of this conquest, however, your people's political leadership failed, the way back home was cut off, and you all ended up as slaves in exile, lethargic and utterly without hope. Suddenly, a hero appeared to unite your people, overcome your former masters, restore your ancient faith, reclaim your dignity, and establish a new homeland.

What follows is a brief account of the events most orcs know about or lived through, and a glimpse of the effects they would have had on your character.

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Filed under: Horde, Orcs, Lore, Guides, RP, All the World's a Stage (Roleplaying)

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