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Posts with tag malorne

Know Your Lore, Tinfoil Hat Edition: Celestials, Ancients and Aspects

Know Your Lore, Tinfoil Hat Edition Celestials, Ancients and Aspects
The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

Last week, we took a tinfoil-hat look at the Curse of Flesh and why, exactly, that strange curse came to be. We also took a look at theories behind why the Titans didn't simply wipe the Old Gods out of existence -- and in what order Azeroth's creation took place. If you haven't read last week's offering, I'd suggest doing so now, because the theories I'm going to present today tie into that material. While the Old Gods have been pointed out time and again as being on Azeroth since the dawn of time, there are other creatures with just as lengthy a history.

The Ancients are, as their name suggests, ancient -- and the Celestials of Pandaria seem to be just as ancient and wise. These creatures are all there to supposedly help the mortals of Azeroth and protect the world from harm. In the War of the Ancients, many of these odd demigods helped the kaldorei fight off the Burning Legion, and with a great deal of success. In Pandaria, the Celestials have their own curious methods of helping out the world -- after all, it was the Jade Serpent who told Emperor Shaohao of the sha, albeit indirectly.

So who are the Celestials? Who are the Ancients? And how do they tie into that weird mystery that is Azeroth?

Today's Know Your Lore is a Tinfoil Hat edition, meaning the following is a look into what has gone before with pure speculation on what is to come as a result. These speculations are merely theories and shouldn't be taken as fact or official lore.

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Filed under: Lore, Know your Lore

Back in my day, it was all about patch 1.2

Patch 5.2 this, patch 5.2 that! Back in my day, we had real patches. Or rather, we had the very first content patch for the game -- patch 1.2. Daily quest hubs? Dailies didn't even exist back then. No, you got a dungeon -- a single dungeon -- and you liked it. And there was none of this silly heroic nonsense, either. All we needed was someplace to run in and smash a few centaur and we were perfectly happy.

But seriously, it's actually kind of odd to think about, because I remember that very first patch with utter clarity. It was still 2004, less than a month after the game itself had been released -- and I had just gotten the hang of playing a druid, more or less. Well, I figured out what talent points were for, anyway. Hint: It wasn't just the game congratulating me for leveling up.

I was such a noob back then.

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Filed under: Analysis / Opinion

Know Your Lore: Cenarius, Malorne, and Ysera

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

He is the Lord of the Forest, a union of the heavens, and the earth. One of the most powerful and influential demigods in Azeroth, Cenarius and his teachings have led to the development of the druids, and no other demigod has been as closely involved with mortal affairs. It's no surprise that the son of an Ancient and the closest thing Azeroth has to a goddess is so powerful -- and his connection to the Aspect Ysera made him even more so.

He is the White Stag or Apa'ro, as the tauren call him. Malorne, an Ancient who served as a protector of nature, was rumored to have roamed the forests of Azeroth long before the night elves ever came into existence. He is the father of Cenarius, and unlike his son, he meddles little with the affairs of mortals. But his love with the goddess Elune resulted in the birth of his son, and his later association with Ysera guaranteed his son would be raised safely and with the right kind of guidance.

She is the Dreamer, Aspect of Nature and guardian of the Emerald Dream. Ysera has always been held in high regard by the night elves, who were bound to the Emerald Dream with Ysera's blessing. But her relationship with Malorne resulted in a son she didn't expect. Though not his mother by birth, Ysera was just as much a mother to Cenarius as Elune -- perhaps more. After all, it was Ysera and the Emerald Dream that helped shape Cenarius into the demigod we know today.

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Filed under: Lore, Know your Lore

The Queue: Bubble bubble pop pop

Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Mathew McCurley will be your host today.

Oh boy, The Queue! Have I told you guys how much I love writing The Queue? When I'm not YouTubing or twittering, some of my most wonderful memories are sitting at my computer and browsing through your questions and ...

Ooooh, looks like someone just put a link into Mumble ...

...

...

...

Bubble bubble bubble pop. Happy Monday, ya'll.

jamie9966 asked:

At the start of the Burning Crusade, blood elf paladins got their powers by bending the light to their will, through M'uru who they held captive at the time. Since they no longer have M'uru in captivity, where do they now get their power from?

In the beginning, M'uru was the source of the Blood Knights' powers. It was thought to have been stolen, being ripped from the naaru forcibly. I was always a fan of the ruthless, almost sadistic way the blood elves bent the very light to their will because, well, at the time, it fit the race. After it was revealed that the naaru sort of sent M'uru, who full well knew what he was doing by letting the blood elves take some of his power to create the Blood Knights, that sadism sort of fell to the wayside.

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Filed under: The Queue

Cataclysm Post-Mortem: Hyjal

Alex Ziebart and Mathew McCurley (that's me) decided to give each Cataclysm zone the once-over now that we're many months out from the release of the expansion. In this post-mortem series, we'll examine (in our own opinions and words) what worked and what didn't work in terms of story, quests, and overall feel for the zones and the cool moments that dotted the landscape. Join us for a discussion about Cataclysm's new level 80 to 85 content and what made the cut as the most compelling experiences.

Hyjal is home to the majestic world tree Nordrassil, once under siege by the Burning Legion and Archimonde, an eredar leader and lieutenant of Sargeras. In Warcraft III, we vanquished Archimonde at Nordrassil and subsequently went back and ended his campaign in Hyjal through the Caverns of Time. Now, Ragnaros the Firelord has returned to Azeroth with the help of Deathwing and has invaded the sacred mountain with one goal -- destroy the wardens of Hyjal and burn their tree to the ground.

Hyjal's story

Mathew: I had an odd experience with the story at Hyjal, mostly because at first, I couldn't have given a damn about the druids and the Emerald Dream and all of that. The first time I went through Hyjal, it was a sprint, and I never stopped to smell the roses, since we were racing to 85.

It was only after I did Hyjal a second or third time that I truly dug in and found the wonderful story of the zone. Now, I am 100% involved in the Hyjal story and am really excited to see where it's going. Now, the druids are my best friends, and there is nothing I want to do more than help ancients punch fire elementals in their fiery faces.

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Filed under: Cataclysm

Patch 4.2 Daily Quests: Punting Season and Echoes of Nemesis

Patch 4.2 is bringing one of the most ambitious daily quest hubs ever to World of Warcraft, as players dive into Ragnaros' fiery domain. Before players enter the Firelands, however, there is work to be done in the Regrowth, an area of Mount Hyjal under siege by Ragnaros' minions and the Druids of the Flame. Are you a bad enough dude to repel invaders from the Firelands?

Players begin at the Sanctuary of Malorne, where Matoclaw, Malfurion, and Mylune offer players quests to fend off invaders, save the denizens of Hyjal, and team up with the ancients once again. Today, we're going to talk about one of the most fun dailies since the creation of bombing runs back in The Burning Crusade: turtle punting.

Today's quests:
Remember, there are mild spoilers about quests launching with patch 4.2, so please be warned if you're particular about that sort of thing.

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Filed under: Cataclysm

Patch 4.2 Daily Quests: Between the Trees and The Power of Malorne

We're talking about two quests at once again today. I mentioned in the Assault on Sethria's Roost guide that there is a new style of daily quest in patch 4.2: daily quest chains. Today's quests are an example of that. You accept a quest, and upon completing it, you are immediately prompted to turn it in and accept step two. All of these quests start out with some sort of collection quest (with a twist) and are followed up by killing an elite (with a twist).

Today's quests are: While most of the dailies Blizzard has labeled as "the Regrowth dailies" do not take place in the region of Mount Hyjal actually labeled the Regrowth, this pair of quests does! You will be sent right into the middle of the zone, which has been overrun by minions of the Firelands. Again. The Regrowth, the portion of the Firelands you personally regrew with the help of Aessina, has managed to get torched away for the second time in one expansion. Way to go, Guardians of Hyjal. You are almost as ineffective as the Argent Crusade.

Oh, also? Since this is a guide to quests in patch 4.2, you can be sure there are mild spoilers ahead.

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Filed under: Cataclysm

WoW Archivist: World of Warcraft patch 1.2

The WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? What secrets does the game still hold? If you enjoyed Patches of Yesteryear, you're going to love this.

Patch 1.2 was World of Warcraft's very first post-release content patch, way back in December of 2004. It was officially released on Dec. 18, less than a month after the release of the game. Patch 1.2's crown jewel was Maraudon, the first instance ever added to the game after its launch. You may all hate Maraudon now, but back in 2004, that twisty hellhole was the cat's pajamas.

Patch 1.2 also included:
  • Winter Veil
  • The ability to turn off your helm and cloak
  • A nerf to Daze
  • The Great Kodo Nerf of '04
Let's dust off the patch 1.2 tome together, shall we?

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Filed under: WoW Archivist

Patch 4.2: Firelands lore spoilers and speculations

If you're into the lore of World of Warcraft, then patch 4.2 is already shaping up to have some surprises for you. Having recently been on the PTR, I got a chance to play through the introductory quests on Mount Hyjal that transition into the new daily quests and set the stage for the raid. In less than an hour of gameplay, some interesting new tidbits were revealed.

These are all spoilers -- nothing but spoilers from this sentence on.

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Filed under: Analysis / Opinion, Lore, Cataclysm

Patch 4.2 PTR: 3-D models of Firelands bosses, new pets, and more

Most of the new models in patch 4.2 have been datamined, and you can see them all on Wowhead News. Even better, you can view them all with Wowhead's 3-D model viewer.

Among these models are all of the Firelands bosses, the vanity pets we mentioned earlier, and a full spread of new mounts -- new PvP mounts, firehawks, and all of that sort of thing. Do note, however, that the particle effects are not necessarily in place on these models in Wowhead's Flash viewer, so they won't all look quite right. The firehawks in particular are less than desirable without their fancy particle effects. If you switch to their Java viewer, it looks quite a bit better.

Oh, and that studly stag at the top of this post? The one and only Malorne. Whoa, whoa, back off, ladies. He's taken. That's Elune's beau, you know.

You can see snapshots of select models in our gallery below as well, all courtesy of Wowhead.


The news is already rolling out for the upcoming WoW Patch 4.2! Preview the new Firelands raid, marvel at the new legendary staff, and get the inside scoop on new quest hubs -- plus new Tier 12 armor!

Filed under: Cataclysm

Know Your Lore: The Eternals part one -- the Ancients

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

With Cataclysm coming up and the beta now up and running comes plenty of new information about what we'll be seeing in Cataclysm. One of the highly anticipated zones is Hyjal, where players will work with the Guardians of Hyjal to retake the mountainous peaks where Nordrassil has begun to grow anew. Parts of these quests involve the Eternals of Azeroth -- characters we've only seen in novels or game manuals, but never been exposed to in World of Warcraft. Today we'll be looking at some of the major players in the Eternal lineup, and how they relate to World of Warcraft.

WARNING: Some of the descriptions and Eternals in this post are taken from Cataclysm content. While I will avoid spoiling any Cataclysm quest lines or events, there will be screenshots -- if you'd rather avoid all Cataclysm content altogether you may want to skip this post.

To begin, we have to define what exactly an Eternal is as far as Azeroth is concerned. Eternals are the immortal, divine beings of Azeroth who wield godlike powers and are generally either revered or worshipped by the mortal races in one way or another. There are many different kinds of Eternals out there oddly enough -- the Titans, the Elemental Lords (who have been covered in great detail by Matthew Rossi), the Loa spirits, the Old Gods, and the Ancients. Today we're going to look at the Ancients -- Eternals worshipped mostly by night elf society as deities. The big Eternal in night elf society is of course Elune, but what about the other Eternals in the night elf pantheon? Let's take a look.

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Filed under: Lore, Know your Lore

Know Your Lore TFH Edition: Elune is a naaru

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how, but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

WARNING: The following post contains spoilers for World of Warcraft: Cataclysm. Players who wish to play the new expansion spoiler-free should veer away from this post.

The above screenshot (go ahead and view it in full) was taken in the Temple of the Moon in Darnassus. Instead of the ever-present statue of Haidene, first high priestess of the moon, we see Elune. Or rather E'lune, a naaru that looks much like A'dal, which I suppose would be only appropriate given the sheer scope of what E'lune's power would have to be. I mean heck, she made the night elves what they are, didn't she? E'lune, (or Mu'sha, as she is called by the tauren) is the major deity worshipped by the night elves. That's right, night elves: Your deity is a giant light-spinning windchime.

Maybe. If you haven't noticed by now, today is another "Tin Foil Hat" edition of Know Your Lore, which means we're going to talk about lore elements presented in game and attempt to weave them together into a logical conclusion that makes perfect sense in the context of Warcraft lore. Today's subject is Elune, the goddess of the night elves, An'she, the "missing half" of tauren history surrounding the Earthmother's eyes, and why tauren priests and paladins may not be quite as far-fetched as some people think. To begin, we have to go back to what all priests and paladins of World of Warcraft work with, that mysteriously vague magic school knows as the Light.

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Filed under: Lore, Know your Lore

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

This installment of All the World's a Stage is the nineteenth 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.

Nature is a system of life energy in constant flow, peaceful one moment and turbulent the next. All living things draw their life from it, and depend upon its balance for their existence. Druids are the protectors of this balance, who harness the energies it contains and try to live their lives according to its laws and principles. In this way, they become intimate members of the natural system, embodying the very force that they seek to protect. The druid is not merely a spellcaster who draws on nature to do cool stuff -- he is nature, in himself, completely one with it in every way. The world is his body, and he is an inseparable part of the whole.

It can be rather hard for those of us living in the concrete jungles of modern city life to get a feeling for what nature really is, or what it feels like to be a part of it. Perhaps if you have ever ventured off the paved highway into the distant reaches of the world, you will know the feeling of connection to the greatness of the natural world in which the human race evolved, long, long ago in a state of mind far, far away from billboards and electronic devices, pop culture and prime-time TV programming. It may no longer be possible for human beings to simply return to its ancient state, nor would that necessarily be a good thing. Today, people look out at the world outside the closed-off bubble of material civilization and wonder their new relationship with the ancient balance of nature could be.

To play a druid in WoW as a class in a game is one thing, but to try and get inside the druid worldview and understand what they might be thinking is something else. To start, it would help to look inside ourselves and see what sort of connection to nature exists there. Is there a balance? What would balance look like? How would it feel to be in complete harmony with the natural world? What would it be like to channel all the power of nature through your body or indeed feel the world itself as an extension of your body?

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Filed under: Night Elves, Tauren, Druid, Analysis / Opinion, Lore, Guides, RP, Classes, All the World's a Stage (Roleplaying)

Ask a Lore Nerd: Alliance leaders and strange mythology


Welcome to Ask a Lore Nerd, where each week Alex Ziebart answers your quests about the lore in the World of Warcraft. If you have any questions, no matter how big or small they might be, ask them in the comments section below and we'll try to answer it in a future edition.

We're all busy people, so let's jump right in here. Sorano asked...

Has Gelbin Mekkatorque ever done something to contribute to the world around him? Poor little guy seems to do nothing nowadays. I'm sure as leader of the Gnomes, he could do a lot to help the people of Azeroth.

He does things, but they're not portrayed in WoW very well. It's mostly things you will find in the RPG books. Mekkatorque helps design the various siege weaponry the Alliance uses (steam tanks, etc), and works heavily on figuring out ways to take back Gnomeregan from the ferocious level 30 elites and, more importantly, clean up the radiation.

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Filed under: Analysis / Opinion, Lore, Ask a Lore Nerd

Hybrid Theory: Yet another spell power discussion

Yeah, I used this picture again. What are you gonna do about it?
Welcome to Hybrid Theory, where we discuss all things hybrid in the World of Warcraft. Hybrid Theory is brought to you each week by columnist/blogger Alex Ziebart.

Last week we talked a bit about gear and spell power, and various related things. I mostly approached it as supplying my personal experiences, but a lot of people wanted numbers. Specifically, how your current gear will translate into the new spell power mechanic.

A kind fellow named Dan helped us out with a little bit of that in the comments section last week, so let's expand upon it somewhat. Again, this will focus mostly on the Healer and Caster aspects of the Hybrids. You Melee guys don't really need to worry about how spell power will change your gear.

Alright, so the question is this: If you have a choice between taking +Damage gear or +Healing gear in the current game right now, which would be a better choice for taking with you into Wrath of the Lich King leveling? Let's make liberal use of Wowhead, shall we?

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Filed under: Druid, Shaman, Analysis / Opinion, Expansions, Hybrid Theory, Wrath of the Lich King

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