Separated from Pandaria for millennia, the Wandering Isle meanders the oceans of Azeroth. When the weather changes unexpectedly on the Isle and it begins erratically spiraling toward the Maelstrom, the elders at the Temple of Five Dawns request the aid of four elemental spirits to unravel the mystery. Heroes must figure out the cause of the land's illness before the entire island plunges into the abyss! The Wandering Isle is a giant turtle named Shen-zin Su that left Pandaria 10,000 years ago and began growing. Pandaren afflicted with wanderlust accompanied the giant turtle, venturing out to explore the known world. They were gone for such a long time that their own homeland was even lost to them. Forests lush and green sprang up upon the turtle's back, and the pandaren erected buildings, temples, and farms. Wildlife native to Pandaria also live upon the turtle's back. In the Mists of Pandaria expansion, the Wandering Isle was introduced as the starting zone of the pandaren. Pandaren players are able to progress through the quests, then choose which faction to join at its conclusion: Horde or Alliance. They were the first race to have that option. Originally, pandaren players could not return to the Isle once they left, and others players could not reach it, either. However, with the release of the Legion expansion, the Temple of Five Dawns at the Isle's center became the Order Hall for monks. Background It is the rare pandaren indeed who sought a way beyond the mists of Pandaria. Generations ago, pandaren explorers began to gather on the back of a giant turtle: Shen-zin Su. This great sea turtle roamed Azeroth's oceans for hundreds of years, eventually losing contact with their mist-shrouded homeland. Here on the "Wandering Isle" young, eager pandaren train and learn, engaging in mock combat against one another and mastering the tools and forms of martial arts. When Shen-zin Su travels near the Maelstrom, life on the Wandering Isle—once pacific and enlightening—is cast into crisis. The ground becomes unstable and Shen-zin Su's very life is threatened as the great turtle drifts into an unsteady pattern which may be a death spiral. As one of the most promising pandaren wanderers, players must uncover the true threat to the Wandering Isle. But the problem facing the great turtle has several potential solutions, and the students of the isle are split on how to handle it. Players' decisions will shape the future, and mark the path of the pandaren in a changed world. In Legion After a quest chain and a great explosion, the player finds themselves on the Wandering Isle, after being injured in the Peak of Serenity (Kun-Lai Summit). The Hall of the Seasons becomes the Ui-charactercreate-classes monk Monk class hall. The monk area also encompasses the Temple of Five Dawns and Mandori Village. Geography The majority of the Wandering Isle is covered by lush grasslands intermingled with groves of trees. The eastern half of the Isle is comprised of many lakes and pools, some that contain mystical properties. This area is known as the Singing Pools. South of this is the main agricultural center for the pandaren people, Dai-Lo Farmstead. Crop fields are planted nearby that take up the entire southeastern part of the area, with a virmen-infested brewery nearby. The two main forests of the Isle are the Wood of Staves and Pei-Wu Forest. The former is directly west, only accessible via the long Elders' Path from the Ridge of Laughing Winds. This is a sacred site to the pandaren, for this is where their elders journey when their end has come. Pei-Wu Forest is in the southwest. This large, dark wood is seldom ventured into, for it is home to many sorts of wild beasts. The only exception to this rule is a lone hermit. The central area of the Isle contains the multi-tiered Temple of Five Dawns. It is the religious center of the Isle, yet boasts very few actual inhabitants. This is where the ancient spirits must be returned. Travel This is the starting zone of the playable pandaren. As such, there is no way to get to the Isle via normal means from the outside. As already stated, it does not show up on the world map. Once pandaren depart the Isle, they cannot return, much like the goblin Lost Isles. If a player attempts to swim beyond the limits of the island, the screen will black out and they will find themselves passed out at the dock at Morning Breeze Lake. There are no flight masters, boats, or zeppelins. Notable characters Master Shang Xi is the pandaren that players meet first, right when they begin their adventures on the Isle. He is an old elder, seemingly in charge of training would-be monks and fighters. Players encounter him at all the pivotal points in the Isle's quest lines, as he tests players and sends them to gather the ancient spirits. He eventually ends his journey at the Wood of Staves before passing into the next world. Two other notables are his students, Aysa Cloudsinger and Ji Firepaw. Their relationship might best be described as sister-brother, if not for the fact that Ji seems genuinely attracted to Aysa. Though they share in the players' adventures and assist in removing the thorn from Shen-zin Su's side, what might be the beginnings of love cannot progress: Aysa joins the Alliance, while Ji joins the Horde. QuestsBy and large the main story arc concerning the Isle is to discern what ill has befallen Shen-zin Su, the giant turtle the Isle rests upon. This involves gathering the ancient spirits before talking with the giant turtle himself. Once the cause of his discomfort is established, players are tasked with fighting off saurok while attempting to remove an entire boat from Shen-zin's side. Smaller story arcs mainly consist of proving your prowess, as well as helping to insure the continued prosperity of the pandaren by defending their homes and crops against the hozen and virmen.
Maybe you want to read about World of Warcraft Lore History and Geography of Amberstill Ranch.
0 Comments
Amberstill Ranch is a location in Dun Morogh on the road to Loch Modan. It lies just off the road on the north side near Gol'Bolar Quarry. You can buy a Snowshoe Rabbit small pet here, as well as accept a quest, Protecting the Herd to kill a Wendigo named Vagash. Amberstill Ranch also has a Riding trainer and mount vendor, from whom dwarves (or players of any other Alliance race who have obtained exalted Ironforge reputation) can buy a ram to ride. Prior to Legion-Logo-Small, only dwarves and people with Exalted reputation with Ironforge could learn riding skill here, but now the trainer works with any Alliance race.
Maybe you want to read about World of Warcraft Lore History and Geography of New Tinkertown.
New Tinkertown is the starting zone for the gnomes as of Cataclysm and includes the upper level of Gnomeregan. It is here surviving gnomes teleport to after having escaped their irradiated city. With Mists of Pandaria, it received its own map. In Mists of Pandaria In the Mists of Pandaria expansion, New Tinkertown now is more of a full separate zone with its own subzones. It also has a few pandaren monk trainers. In Cataclysm As Gnomeregan's exiles set out to reclaim their beloved capital from the treasonous Mekgineer Thermaplugg, we bring you a first look at how this wondrous techno-city will exist in World of Warcraft: Cataclysm. Following the conclusion of Operation: Gnomeregan, High Tinker Mekkatorque and his people have gained a foothold just outside the city in New Tinkertown. Soon, though, they'll find that the surface is rife with a host of new perils that they couldn't have prepared for. Resolute in reclaiming their lost capital, Gnomeregan's exiles have begun an assault against the traitorous Mekgineer Thermaplugg. Traveling from their temporary residence in Ironforge, they are led by the esteemed High Tinker Gelbin Mekkatorque, leader of the gnomes, and seek to restore Gnomeregan to its past glory. In World of Warcraft: Cataclysm, new gnome adventurers will get to experience this ongoing struggle to retake their former home firsthand, beginning their journey in the besieged upper levels of the techno-city. In the wake of Operation: Gnomeregan, survivors of the fallout will make their way to New Tinkertown, the gnomes' foothold outside their captured city. From there they will be called into action by the high tinker himself to help protect reclaimed gnomish land from new and imminent threats. As one of the newest recruits to this cause, your mettle will be put to the test when you face perilous trials like rescuing captured gnomish demolitionists, destroying a tunnel riddled with vicious troggs, and extinguishing toxic sludge that has begun to rise from the irradiated depths of the city. Your most important mission, however, will be to thwart the plans of Razlo Crushcog, conspirator and ally of Mekgineer Thermaplugg. Before Chill Breeze Valley can be fully resettled, Crushcog must be stopped, and only your efforts can bring that goal to fruition. Gnomish know-how and engineering will be your allies, but your greatest weapons will be your wits and the will to fight the good fight... for Gnomeregan! In World of Warcraft: Cataclysm, you'll encounter these challenges and more in the gnomes' new starting (levels 1-5) experience. Keep a good head on your shoulders and ingenuity in your pocket, and your contributions will help secure a proper home for your fellow gnomes. Travel Getting there As there is no flight master, players must travel either by foot or flying mount west of Ironforge.
Maybe you want to read about World of Warcraft Lore History and Geography of Dun Morogh.
Dun Morogh is a snowy region located between the magma-strewn wasteland of the Searing Gorge to the south, the gentle ridges of Loch Modan to the east, and the swampy Wetlands to the north. Dun Morogh is home to both the gnomes of Gnomeregan and the Ironforge dwarves and is the location of the major city of Ironforge. The Khaz Mountains surround Dun Morogh on all sides, making it accessible only by certain passes that are currently watched over by dwarven troops. The center of dwarven culture and ingenuity, Dun Morogh holds the capital of Ironforge. The region is snow-swept and forested, with gray, craggy mountains and slinking wolves. Troggs recently overran Gnomeregan, the gnomes’ former capital, and drove its citizens to Ironforge. Frostmane trolls menace dwarven patrols. Several villages and towns dot the landscape, and though the trade routes can be perilous, dwarven mountaineers and warriors keep their settlements safe. Homeland of the Ironforge dwarves and ruled by mighty Bronzebeard Clan, Dun Morogh is the center of dwarven culture and ingenuity. The capital city of the dwarven realm, Ironforge, lies within Ironforge Mountain in Dun Morogh’s iced heart. Dwarves and their allies range out from Ironforge, trying to hold a diminishing protectorate against encroaching enemies on all sides (Troggs, Trolls, Dark Irons). Dun Morogh is a high altitude region, covered with constant snowfall and great pine trees. Winds howl through the peaks in symphony with the wolves that prowl the crags. Southwest of Ironforge is Coldridge Valley, which hosts the dwarven smithing enclave of Anvilmar. Northwest of Ironforge’s massive stone battlements is the ancient city of Gnomeregan. This ruined city was once home to the Ironforge gnomes, but savage Caverndeep troggs devastated the populace and drove the survivors away to Ironforge as refugees. Gnomeregan is now a wild place of adventure and mystery. To Ironforge’s west is Frostmane Hold, home of the aggressive Frostmane ice trolls. Crime is almost nonexistent in dwarven lands, as dwarves know that they must stick together against their myriad enemies. Murder and treason are capital offenses, while lesser crimes result in exile or prison. HistoryCenturies ago, the Dark Iron dwarves split from their Ironforge brethren, summoning Ragnaros and devastating the land in the process. The warriors of Ironforge drove the Dark Irons to near extinction, and the few survivors fled deep underground in the Blackrock Mountain to their fiery lord. In the fourth year since the opening of the Dark Portal, Dun Morogh’s dwarves and gnomes joined the Lordaeron Alliance in the Second War. Ironforge dwarves and gnomes were key in the Old Horde’s defeat, and many nurse grudges against orcs to this day. Not long ago, gnomes in Gnomeregan unearthed the mythic troggs. These tribal creatures slaughtered city of Gnomeregan’s populace and drove the gnomes to Ironforge, where they hide and nurse their wounds. This catastrophe explained why Ironforge gnomes did not take part in the Third War. The troggs also prove an excellent distraction for Ironforge’s forces, allowing the Frostmane trolls to invade Dun Morogh in an attempt to reclaim their ancient lands. The snowy peaks of Dun Morogh have been the home of the dwarves and gnomes for centuries. The two races have generally lived on friendly terms, trading between their own respective cities, Ironforge and Gnomeregan. During the Second War, both races joined the Alliance of Lordaeron after the orcs invaded Khaz Modan. Their service proved invaluable to Alliance forces, and between dwarven brawn and gnomish brains, the orcs never succeeded in taking either capital. During the intervening period between the wars the gnomes and dwarves grew closer together, working jointly on a number of major projects. Since the destruction of Gnomeregan, the remaining gnomes have been forced to flee and seek protection within Ironforge. This peaceful region is now threatened by the troggs who have begun appearing all over the area. Attempt to retake Gnomeregan The gnomes of Ironforge rallied their forces after many years of exile from the homeland of Gnomeregan. Under the command of Gelbin Mekkatorque, Alliance forces pushed into Gnomeregan in an effort to reclaim it from Mekgineer Thermaplugg during Operation: Gnomeregan. Though the forces ultimately failed in reclaiming the entirety of the area, they did manage to take the surface and transformed it into a beginning area for potential gnome adventurers. Some enemy territories changed hands during the upheaval of the Cataclysm. Frostmane Hold, for instance, was taken by the troggs, while the Frostmane tribe itself expanded their holding upon Shimmer Ridge and erected a settlement within the Tundrid Hills called Frostmane Retreat. Helm's Bed Lake has been overrun with hostile water elementals that have chased the troggs away. Iceflow Lake is swarming with Crush-cog Sentry-Bots. Ironforge Airfield is under attack from the dark iron dwarves. In response to this, the dwarves have added more troops to the areas of Kharanos, Misty Pine Refuge, and Steelgrill's Depot. They've added a camp to Helm's Bed Lake to counter the elemental problem and more soldiers to the airfield. People and culture Ironforge dwarves, the most prominent race in Dun Morogh, are a hearty, good-natured people who enjoy working with their hands, drinking ale, and firing blunderbusses. Dwarves are ingenious, and about half of all technological devices in Azeroth are dwarven-made. Ironforge dwarves are particularly adept at crafting and wielding firearms, and their riflemen proved an invaluable help in the Third War. Feisty and strong, Ironforge dwarves possess a strong sense of humor and a forgiving nature. All who dwell in Dun Morogh, be they dwarf, gnome, or visitor, wear layers of clothing to stave off the cold. Long, thick cloaks of blue or green are common. Ironforge dwarves take pride in their beards and wear them long. When patrolling Dun Morogh, dwarves carry axes, rifles and other weaponry and wear heavy armor. Gnomes rarely leave Ironforge, but those who do so are similarly equipped. Like dwarves, gnomes are adept tinkers and engineers and often walk about with safety goggles on their foreheads and various gadgets strapped to their belts. Geography The snow-swept land of Dun Morogh is covered with forest and craggy mountains. Dun Morogh is a high, mountainous region and is cold, windy and wet. Snowfall is common, and a white blanket constantly covers the ground. The region is quite large, and distinctly sticks out of the Eastern Kingdoms. However the ocean is not visible as great mountains carpet the coastline. Great wolves and snow leopards stalk the forests, and troggs and Frostmane trolls find many ambush spots. Ferocious bears are known to live in many of the shadowy dens that are riddled into the mountainside. Dwarves used to have to battle few monsters in their own homeland, but things have changed. Dun Morogh has not seen true peace in decades. Ironforge is the capital of the dwarven realm and provides protection and succor for its citizens. Though the dwarves’ enemies have multiplied in recent years, several smaller villages also stand against the burgeoning evils. Changes in Cataclysm The biggest change to Dun Morogh lies on the border between it and the Searing Gorge. Here, the ground has been split asunder, resulting in a deep chasm. The road leading northwest of Ironforge has been buried by an avalanche. The gnomes, having retaken the surface area of Gnomeregan, have established their own area of New Tinkertown and have erected a gnome-themed gate to the entrance of Chill Breeze Valley. Dun Morogh contains no raid dungeons, micro dungeons, or battlegrounds. Gnomeregan, an instanced dungeon for adventurers levels 24 to 34, can be found in the western part of the zone, beyond Brewnall Village. Dun Morogh is the starting area for the dwarves and gnomes, and so it contains a very sheltered 1-5 leveling area for dwarves - Coldridge Valley - and another starting area for gnomes - New Tinkertown. The dwarven city, Ironforge, can also be found in this zone, and is one of the major Alliance trade and travel hubs. Travel The closest connected zone is Loch Modan, and players can take either North Gate Pass or South Gate Pass to enter Dun Morogh. Following the main road will take travelers to Kharanos. Lower-level Horde players will have an especially tough time with this, as both Passes are heavily guarded by dwarven troops, and both territories are Alliance-controlled. Notable characters Since Dun Morogh is the starting zone for dwarves and gnomes, the quest range here is level 1-12. Quests in Dun Morogh include explorations from Brewnall Village in the west to the North Gate Outpost and South Gate Outpost in the northeast. There are battles against leper gnomes near Gnomeregan and troggs in Gol'Bolar Quarry. There is range of things to do from the fun of replacing a barrel of Thunder Ale to the danger in tracking down a dangerous yeti. Coldridge Valley is the starting subzone with the level 1-5 quests. Kharanos is the central village for those following most zone quests. Ironforge is the capital city with quests geared towards leading to other zones. Unnamed areas The Sledders' Cave[60.8, 21] is a cave atop and behind Ironforge that connects to the some sled runs on the side of the mountain peak. This cave has a small fire in the center, a few sledders, and two large ale kegs. Judging by the tools outside, this may have have been an old blacksmithing storage area utilized by the dwarves. Additional information Not on the map and featuring weather quite unlike the rest of the zone, Newman's Landing is a small dock and house with three Booty Bay-aligned goblins. It is only accessible through swimming from Stormwind Harbor or the considerably longer way from the Wetlands The southernmost mountain is known to some as "Mount Mando." It is a common exploration point of those accessing the large empty area from a glitch in Stormwind City. There are a number of small, abandoned camps scattered in the mountains ringing Dun Morogh.
|
World of WarcraftArchives
May 2020
|