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Know Your Lore: Archimonde the Defiler

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.

Let this scar signify the first blow against the mortal world. From this seal shall arise the doom of men, who, in their arrogance, sought to wield our fire as their own. Blindly they build their kingdoms upon stolen knowledge and conceit. Now they shall be consumed by the very flame they sought to control. Let the echoes of doom resound across this wretched world, that all who live may hear them and despair.

He came to destroy the world, and he nearly did. If not for the combined efforts of the orcs of the Horde and their allies under Warchief Thrall, the human refugees led by Jaina Proudmoore, and the night elves under Tyrande Whisperwind, Archimonde the Defiler would have walked up to Nordrassil, the World Tree that sits atop Mount Hyjal, and he would have consumed it utterly. With it, he would have gained all the power of the Well of Eternity that has seeped up the tree's massive roots over tens of thousands of years, making him quite possibly the most powerful entity Azeroth has ever seen, even including beings like Deathwing, the Old Gods, and potentially even Sargeras himself.

In the end, however, the mortal races banded together in a desperate alliance and held Archimonde and his Burning Legion away from the tree long enough for Malfurion Stormrage to play a final, desperate plan that Archimonde couldn't anticipate, because it involved self-sacrifice, the loss of the night elven immortality. For Archimonde, who had lived for more than 25,000 years constantly coveting power, the idea of giving it up was unthinkable. Combined with his ego and arrogance, he was effectively blind to the danger, and so he died.

We hope. Make no mistake -- Archimonde, of all the Burning Legion, came the closest to actually destroying Azeroth. Neither Sargeras nor Kil'jaeden ever walked Azeroth bodily. Archimonde did. Neither Sargeras nor Kil'jaeden ever set eyes on the Well of Eternity. Archimonde stood mere yards from it, drawing the power from Nordrassil. The Defiler very nearly did exactly that to all of Azeroth.

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Filed under: Analysis / Opinion, Lore, Know your Lore

Know Your Lore: State of the Horde, 2012

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.

It's good to be Horde. All over the world of Azeroth, the Horde is conquering new territory, claiming new land and expanding far, far beyond the few holdings it had in vanilla World of Warcraft. Back then, the Horde merely eked out an existence, defending small outposts where it could. Sylvanas and her Forsaken stayed by and large in Tirisfal Glades, with a tiny outpost in Silverpine and a slightly larger one in Hillsbrad Foothills. The tauren stayed largely confined to Mulgore, with a few settlements to the south and southeast. The trolls took refuge in Orgrimmar, with no real land to call their own save one tiny village on the coast and another small outpost in Stranglethorn Vale.

Now, the Horde is branching out in a major way. Sylvanas has dominated the forests of Silverpine and the rolling farmlands of Hillsbrad and is working her way east through the Western Plaguelands. The trolls have taken back the Echo Isles, and the orcs of Orgimmar are claiming new land to the north and the east, moving in a tidal wave of barbaric conquering. The Horde is flush with the glorious victories in Northrend, eagerly seeking more territory. In Cataclysm, it's very, very good to be Horde.

Or so popular opinion states.

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Filed under: Lore, Know your Lore

5 great group roleplaying hangouts in Mists of Pandaria

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All the world's a stage, and all the men and women merely players. In World of Warcraft, that player is you! Each week, Anne Stickney brings you All the World's a Stage with helpful hints, tips and tricks on the art of roleplay in WoW.

Are you ready for Pandaria? I don't think I can really repeat it enough: Pandaria is beautiful. The locations are gorgeous, and the amount of detail that went into simple things like leaves and trees is just phenomenal. Even if I don't have any quests to complete, simply running around and soaking in all of the scenery while snapping as many screenshots as possible is a lot of fun, particularly since there are hidden shrines with bits of lore all over the place now!

Since last week's jaunt into the wilds of Pandaria seemed to go over well, I decided to point out a few more places that are suitable for roleplay. Only this time, we're going to take a look at some really large areas where guilds or groups could hang out or large events could take place. Group events can be a lot of fun, even if they're a little harder to coordinate. Having the perfect backdrop for an event makes it even more fun -- and Pandaria is full of perfect backdrops.

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Filed under: All the World's a Stage (Roleplaying)

Know Your Lore: The Burning Legion

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.

They burn worlds to ash. They render the verdant uninhabitable. Theirs is not the evil of mad chaos, leaping to corrupt for amusement or decadence. They are the means by which the mad Titan seeks to unmake everything. They are the Burning Legion, and it is their purpose to end existence. Nothing less will satisfy Sargeras.

Yet even within the seemingly monolithic forces of the Legion, there's room for political intrigue of a sort. While Sargeras has seemingly caused his own exile from the seat of power, his former lieutenant Kil'Jaeden now leads the Legion, a position he seemingly aspires to hold indefinitely. And Azeroth is directly in his crosshairs.

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Filed under: Analysis / Opinion, The Burning Crusade, Lore, Know your Lore

Know Your Lore: A look at the lore of Diablo

This special edition of Know Your Lore presents an overview of the lore of the Diablo games and their setting, the world of Sanctuary. Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. Enjoy this week's diversion into the world of Diablo III.

The Diablo games are very different from anything in the Warcraft setting, a far more black-and-white morality played out in endless cosmic war between absolute forces of order and righteousness opposing evil and chaos. This war, the Great or Eternal Conflict, is so massive in scale and scope that it can almost be said to be endless. The war predates the world of Sanctuary, the realm where mortal men and women are born and live out their lives. Indeed, Sanctuary itself was created by a rogue angel and his demonic lover and ally as a place to find an end to the war.

But before the conflict, before the universe itself existed, there was only Anu. Anu existed as a pearl, a central point which contained all evil and all good, all possibilities and all dualities contained within its mirrored surface. Yet Anu felt imperfect in its duality and sought purity in the rejection of its negative aspects, casting them aside to become a being of glittering diamond -- a perfected warrior. Yet what Anu rejected, his cast-off impurities themselves became perfection of a dark bent, forming the monstrous Tathamet. This seven-headed dragon declared war on the glittering Anu, who in turn sought to destroy that which he had cast out of himself.

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Filed under: Analysis / Opinion, Blizzard, Lore, Know your Lore, Diablo 3

Know Your Lore: 5 potential new warchiefs for Mists of Pandaria

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.

Warcraft lore is a continually fluctuating beast of a thing that can change at a moment's notice. This is particularly true for stories and plot developments that we hear over the course of beta testing, prior to an expansion's actual release. Nothing announced for Mists of Pandaria in the way of plot development is really set in stone and slapped into lore until the day you can purchase the game for yourselves and play it to your heart's content.

Even then, things might not be what they appear to be. Early this week, we had a fairly eye-opening announcement from Community Manager Zarhym in which he stated that perhaps Thrall wasn't slated to make a return to warchief once Garrosh had been removed, unlike all previous assumptions had suggested. Given the fact that Thrall's just saved the world, not to mention the fact that he's about to be a father, it's hard to picture him gladly taking his place as warchief again. There are more reasons than just those, of course.

But then that leaves the major question: Who the heck is going to be warchief? We don't have answers, but we've got five interesting possibilities for you to consider.

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Filed under: Lore, Know your Lore

5 upcoming hot spots for roleplay in Mists of Pandaria

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All the world's a stage, and all the men and women merely players. In World of Warcraft, that player is you! Each week, Anne Stickney brings you All the World's a Stage with helpful hints, tips and tricks on the art of roleplay in WoW.

Maybe you're in the beta, or maybe you aren't -- either way, it's hard to avoid information coming from the beta servers. If you're a roleplayer, spoiler information is one of those double-edged swords. Sure, it's nice to know what's coming ... but at the same time, you don't want advance information leaching into your roleplay, especially if your friends and fellow roleplayers are avoiding spoilers themselves.

Thankfully, today is spoiler-free -- well, unless you count some truly gorgeous screenshots of Pandaria's scenery as spoilers, that is. While Pandaria doesn't really appear to have a neutral capital hub at this point in the beta, most of Pandaria's towns and villages are decidedly neutral. This makes them ideal roleplay hubs for both Alliance and Horde and offers something we haven't seen since the days of Dalaran: locations where both factions can roleplay out in the open and interact. Given the rising tensions between Alliance and Horde, it's an excellent chance to grab some compelling roleplay.

Plus, did I mention Pandaria is gorgeous? Seriously, you guys, once you visit, you'll never want to leave. Let's look at just a few of the locations Pandaria has to offer that are ripe for roleplay.

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Filed under: All the World's a Stage (Roleplaying), Mists of Pandaria

Know Your Lore: Otherworldly mysteries

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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.

Draenor has always interested me. Note that I didn't say Outland, which is a part of the former world Draenor. While Outland itself is very interesting in its own right, one of the things I find fascinating about Draenor is that we do not know what it looked like. While we have a good understanding of one large continent (of which most survived as Outland), we don't know the entirety of that continent, nor do we know whether or not any other pieces of the lost red world survived.

What we do know is that Draenor died when Ner'zhul, the former elder shaman and de facto ruler of the Horde remnants that survived Gul'dan's treachery and Doomhammer's defeat, tried to use stolen magical artifacts to open portals to new worlds, hoping to find one to lead his people to settle on. He did this because the warlock magics taught to Gul'dan by Kil'jaeden had effectively rendered Draenor unlivable.

While Draenor was the homeworld of the orcish people, who evolved there, it was not named by them. Rather, it was the draenei fleeing the Burning Legion who gave the world its name. Draenor means "exile's refuge" in the eredun language. In addition, it was the arrival of the draenei and the naaru that led to the entrenched ancestor worship of the orcish people, as K'ure's tomb in Oshu'gun (the remains of the draenei vessel) attracted the spirits of the deceased to it. In turn, these spirits deliberately created a religion among their own descendents that would venerate K'ure's resting place, weaving orc and draenei together spiritually.

Draenor was a world of its own, and we barely knew it. And it's not the only world we know about in the Warcraft cosmos with strange, unexplained mysteries.

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Filed under: Analysis / Opinion, The Burning Crusade, Lore, Know your Lore, Wrath of the Lich King, Cataclysm

Know Your Lore: The evolution of Azeroth's creatures

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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.

Were you one of the players who subscribed to the World of Warcraft magazine? While the Warcraft magazine had a limited run, for those who chose to subscribe, it presented a valuable wealth of information, particularly in the lore department. Sadly, the magazine is no longer in publication, but the information provided in the magazine shed a lot of light on the various questions that players had regarding lore in the Warcraft universe. And one of the hottest of hotbed topics was the question of origins. Where did the races of Azeroth come from? Which were related? Who came first?

The final issue of the Warcraft magazine answered almost every single last one of those origin-related questions in a piece supposedly scribbled down by one Brann Bronzebeard. Brann's known for exploring, and although his adventures as detailed in the Warcraft RPG books may or may not be canon, the notes he's taken in the Warcraft magazine are official. Even though we may not know the answers to questions like Elune's origins or the ultimate purpose of the Titans, we can certainly take a look at the origin of the species, Azeroth-style.

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Filed under: Lore, Know your Lore

Why public roleplay is a critical part of roleplay servers

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All too often, I hear stories of roleplay realms with dwindling roleplay populations -- realms that can't seem to get back on their feet and make roleplay flourish. These realms try everything under the sun to cultivate roleplay, from creating roleplay websites dedicated to providing roleplay information to having monthly meetings discussing the roleplay situation on the realm. Yet there's still something that keeps people from rolling characters on these realms and sticking around for the long term, while other realms continue to flourish.

That something is present on these flourishing realms in abundance, and it's the reason people flock to these realms and stay put. It's roleplay, pure and simple -- available in every tavern, every Auction House, every city and every town. Hundreds of players run around with roleplay addons that advertise their roleplaying status, and you'll see characters happy to speak to each other in /say, having intriguing conversations and in general, just being a presence.

If your realm has lost the throngs of roleplayers it once had, how do you get them back again?

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Filed under: All the World's a Stage (Roleplaying)

Know Your Lore: Fire stolen from heaven, fire stolen from hell

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.

When you think about Azeroth as of right now, in a way, the stage has been set for some massive changes to the status quo. I mean, seriously, contemplate the following:
  • Ragnaros the Firelord, ruler of the Firelands and mastermind behind the invasion of Mount Hyjal and power behind the Molten Core, has been ultimately defeated in his own demesne, and the fire elementals are now scattered and leaderless. They pose little threat to the world for some time to come.
  • Likewise, Al'Akir's servants can call for his aid, but he's not likely to answer, having himself been deposed and slain alongside his son Thunderaan and even powerful servants like the Conclave of Wind and Prince Sarsarun. The air elementals are even more disrupted than those of fire.
  • Neptulon the Tidehunter may not be dead, but he's currently missing, having been seized by Ozumat and taken elsewhere, his ultimate fate as yet unknown. The naga invaded the elemental plane of water itself and may well still be there alongside the faceless ones.
  • While Therazane the Stonemother herself endures (the only elemental lord to still rule a plane), Deepholm itself has suffered much throughout the Cataclysm. Not only did Deathwing shatter the World Pillar (it was repaired, but for a time the Maelstrom threatened to collapse into Deepholm and Azeroth along with it), but wars broke out between the Twilight's Hammer and the servants of Therazane as well as the stone troggs and the earthen. Meanwhile, a titan designed waygate leading directly to Uldum was found.
  • With all of this, one might almost forget that the Destroyer himself, Deathwing, has met his own end at last. In addition, the four remaining dragon aspects (Nozdormu, Alexstrasza, Ysera and Kalecgos) have lost some measure of their former titan-bestowed power -- at least their immortality, and possibly more. With Deathwing's death, the Twilight's Hammer cult (the main instrument of the Old God's will on Azeroth) has also suffered greatly, their forces destroyed, their leaders such as Cho'gall, the Twilight Prophet and lesser lights like Warmaster Blackhorn.

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Filed under: Analysis / Opinion, The Burning Crusade, Lore, Know your Lore, Wrath of the Lich King, Cataclysm, Mists of Pandaria

Know Your Lore, TFH edition: Sargeras was right

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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.

Imagine if you will a perfectly nice little wooded area, teeming with wildlife. Here, there's a bird's nest; there, a small group of deer peacefully grazing on the grass. Over the hill lives a small pack of coyotes that will eventually hunt the deer, but it helps keep the deer population down. Circle of life and all that. Some years, the wildlife flourishes; other years, water is scarce and so is food. Those are the lean times, but somehow the little wooded area continues to thrive on its own, waxing and waning its way through the years.

Now imagine that little wooded grove gets targeted for development. All woodland creatures are systematically driven out of the area or killed. The lovely trees are ripped from the ground one by one. The grass is torn up, dirt and earth moved and leveled out. And one by one, houses pop up where the wooded area used to be. Clean and tidy paved roads, white picket fences all in a row, pretty if bland houses plunked into symmetric lots carefully designed for the maximum use of space. Those who live in the houses may occasionally see a deer out the window, a remnant of the wood that no longer exists.

Which is better?

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 how it happened and what is to come as a result. These speculations are merely theories and shouldn't be taken as fact or official lore. But they're interesting!

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Filed under: Lore, Know your Lore

The basics of prepping for pandaren roleplay

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Sure, the expansion's not quite out yet, but that doesn't mean you can't start planning for it as a roleplayer if you want to. The pandaren race features some really amazing, beautifully animated characters with an intriguing story ripe for roleplay purposes. While some roleplayers may already be happily roaming around the beta servers, others have only bits of information to work with. The process of coming up with a roleplaying character can take a little time, so if you're wanting to create a pandaren when the expansion is released, why not start pondering possibilities now?

Though pandaren can be played by both Alliance and Horde, they cannot speak to each other once they've made that decision -- a decision steeped in the storyline of the Wandering Isle. However, this does mean that you can play a pandaren character no matter which side of the faction fence you happen to be on. And with the kind of history and story the pandaren have behind them, it'd be well worth looking into if you're looking for a different kind of character to roleplay with.

This is a primer of pandaren lore, and as such, it'll contain a little spoiler content. However, because of the unique nature of playable pandaren characters, we won't be divulging any major story events that take place in Pandaria. This information will mainly be starting zone info. If you're looking to avoid all Mists spoilers, however, you may want to pass on what's after the break.

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Filed under: Lore, All the World's a Stage (Roleplaying)

Know Your Lore: Rexxar, Champion of the Horde

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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.

It's been a few years since we caught up with Rexxar, hasn't it? Despite the fact that he hasn't gotten any new screen time since he showed up to save Orgrimmar from the elemental invasion, Rexxar is on my mind of late. In truth, I pretty much covered Rexxar's life in broad strokes during the interbellum pieces The coming of Rexxar and Rexxar saves the Horde. This won't be a post rehashing all of that. We will discuss it, but in terms of what it means for the Horde right now and the Horde in the future.

With what we know about what's coming, the office of Warchief of the Horde will be contested. It's likely that Thrall may return to assume the mantle of Warchief again. But frankly, his time as World Shaman means that he has assumed a far greater and more demanding responsibility, that Thrall has Azeroth as his responsibility and his charge. Can he truly be both? And more importantly, should he? Whether or not you believe Thrall is the ultimate choice for Warchief of the Horde, I posit that he never would have endured in the role without the help of others, those who could be the mailed fist he could never truly be.

Before Varok Saurfang and Garrosh Hellscream led Horde forces to Northrend, one figure strode across the face of Kalimdor and beyond it, and through his actions defeated Theramore and saved the Horde. That one figure was Rexxar, born to the Mok'Nathal clan, a beastmaster of half-ogre descent. For his actions, he was named Champion of the Horde.

And the Horde sorely needs its champion again.

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Filed under: Lore, Know your Lore

Know Your Lore: Velen, the Prophet

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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.

I failed long ago to turn my brothers from their course. And creation has paid the price.

How must it feel to be ageless? To watch as millennia tick by, each century the span of a breath and gone in an instant? To the draenei, the lives of humans must seem incredibly short-lived. To the Prophet Velen, who is at least 25,000 years old, we must seem like motes of dust, winking in and out of existence so quickly that we can scarcely be recognized as entities before we cease to exist. Velen has led the draenei through terror and triumph, from world to world, always gently spreading the benevolent message of the Light to any who wish to hear.

Yet for a being of such grace, purity and peace, Velen is also a creature of unfathomable sorrow. For Velen has been granted the gift of Sight, and with the gift he can see the infinite paths of futures that may not be, of worlds born and fallen in the blink of an eye. And despite that gift, Velen cannot prevent what is yet to pass. He cannot prevent that which has gone before, and will come again. And he could not prevent the path his friends chose, nor could he persuade them their new ally was in fact a monster so horrific that his hellish grasp would wreak havoc on immeasurable worlds.

For one that treasures life in the way only the Light can teach, it is a heavy burden to bear.

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Filed under: Lore, Know your Lore

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